sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: electron
Issue: [Feature Request]: Ability to hide titleBarOverlay
Labels: enhancement :sparkles:,platform/linux,component/wco

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

I want to make titlebar control button hidden when in full screen.

### Proposed Solution

Add ability to control visibility of titleBarOverlay (dynamically).

### Alternatives Considered

Automatically hide title bar button when using titlebar overlay in fullscreen.

### Additional Information

I'm using Linux, It doesn't happen in Windows. The devtools is also behind the titlebar button.
Repository: angular
Issue: SSR + animations: animated element must be pre-rendered in its initial state rather than final
Labels: area: animations,area: server,needs: discussion

### Which @angular/* package(s) are relevant/related to the feature request?

animations

### Description

Let's consider a simple scenario where we use the Angular @fadeInOnEnter animation to smoothly fade in a target element when it gets created:

```html
<div @fadeInOnEnter>
    Some content
</div>
```

What happens when using SSR (Server-Side Rendering) in this scenario?

1. The browser receives a pre-rendered page where this element is already rendered in its final state (i.e., it is completely visible).
2. The user immediately sees the element.
3. The hydration process completes.
4. The animated element disappears and the animation starts playing.

The result looks really bad because all animated elements flicker, making Angular enter animations ineffective when using SSR.

### Proposed solution

To avoid this flickering, we need kind of **SSRAnimationsModule** on the server side. This animation module must apply styles that reflect the initial state of the animated element rather than its final state (in our scenario, it should be transparent).

In this case, the user will initially see no element. After a short delay, once the hydration process is completed, the element will be animated as desired, avoiding the flickering issue.

### Alternatives considered

1. Workarounds look really weird and require playing with animation delays and other adjustments.
2. It is simpler to implement the desired behavior using native CSS animations:

our css file with desired animation keyframes:
```css

.fade-in {
  animation: fadeIn 1s ease-in-out;
}

@keyframes fadeIn {
  0% {
    opacity: 0;
  }

  to {
    opacity: 1;
  }
}

```
our component html file:
```html

<div class="fade-in" appPauseAnimationOnServer>
</div>


```
our directive which pauses animation on a server and starts playing it once hydration process is completed:

```ts
@Directive({
  selector: '[appPauseAnimationsOnServer]',
  standalone: true
})
export class PauseAnimationsOnServerDirective implements OnInit {

  constructor(private el: ElementRef<HTMLElement>,
              @Inject(PLATFORM_ID) private platformId: Object) {

  }

  ngOnInit(): void {
    if (isPlatformServer(this.platformId)) {
      this.el.nativeElement.style.animationPlayState = 'paused';
    } else {
      this.el.nativeElement.style.animationPlayState = 'running';
    }
  }

}
```
Repository: godot
Issue: adb.exe locks autoloaded scene files, which are open at editor startup
Labels: bug,topic:editor,regression

### Tested versions

- This problem is reproducible in 4.3 Beta3 (Godot_v4.3-beta3_win64.exe), but works in 4.2.2

### System information

Windows 11 - Godot_v4.3-beta3_win64.exe

### Issue description

The Android Debug Bridge (ADB.exe) locked autoloaded scene file(s) after starting godot. Killing this process unlock the file(s) and the file(s) can be saved.

### Steps to reproduce

- Open a global autoloaded scene file into the editor
- Close Godot 4.3 Beta3
- Open Godot and load the project 
- Try to save the script or scene of the open autoloaded scene and an error appeas "unable to save file"

### Minimal reproduction project (MRP)

N/A
Repository: ant-design
Issue: Tour component placement desync when layout changes
Labels: Inactive,improvement

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-3f3wol-cmn7k3?file=demo.tsx)

### Steps to reproduce

Open the reproduction link.

### What is expected?

The Tour should highlight the button area.

### What is actually happening?

The Tour highlights the area where the button used to be, before the useEffect was executed.

| Environment | Info |
| --- | --- |
| antd | 5.19.3 |
| React | 18.3.1 |
| System | MacOS |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: bitcoin
Issue: guix: update LIEF from 0.13.2 to 0.15.x
Labels: Build system,Scripts and tools

Updating our [`python-lief`](https://github.com/bitcoin/bitcoin/blob/fa0b5d68823b69f4861b002bbfac2fd36ed46356/contrib/guix/manifest.scm#L150) package in Guix (as well as the package [installed in the CI](https://github.com/bitcoin/bitcoin/blob/fa0b5d68823b69f4861b002bbfac2fd36ed46356/ci/lint/04_install.sh#L53)), would be useful for:
* [Enabling the `RELOC_SECTION` test](https://github.com/bitcoin/bitcoin/blob/fa0b5d68823b69f4861b002bbfac2fd36ed46356/contrib/devtools/test-security-check.py#L89) in `test-security-check.py`.
* Using https://lief.re//doc/latest/api/python/elf.html#aarch64-feature to add checks. i.e in #24123.
* We could update/extend existing checks, using new features, i.e: https://lief.re/doc/stable/api/python/macho.html#lief.MachO.Binary.support_arm64_ptr_auth.
Repository: three.js
Issue: Documentation: State of `WebGPURenderer` and Nodes
Labels: Documentation

### Description

I'm trying to understand what the current state is, where examples went, and how things in regards to nodes are done now. This is a documentation issue :) 

From what I can see:

- All WebGL examples regarding node materials have been removed in https://github.com/mrdoob/three.js/pull/28167.

- New features and bug fixes to the nodes system are _only_ added to the WebGPURenderer. No nodes-related features are officially available for WebGLRenderer anymore.
- ~~WebGPURenderer is currently in `examples`. It's not part of core three.js.~~ WebGPURenderer is now in a separate bundle.
- There is no documentation (that I could find) on how to switch from `WebGLRenderer` to `WebGPURenderer`. I was wondering if switching with `{ forceWebGL: true }` is a safe step, for example.

### Documentation Questions

1. Is `WebGPURenderer` mature enough to start switching to it?

3. Is `WebGPURenderer` with `{ forceWebGL: true }` currently 100% matching `WebGLRenderer`?
4. Are there specific things to keep in mind when using `GLTFLoader` with `WebGPURenderer`? Is there anything extra that a developer needs to do? Does it use nodes when doing that, or the previous materials?
5. Will WebGPURenderer move to core at some point, or will it stay an example?
6. Is there documentation for switching? For example, it's not clear to me if all classes `WebGL*` need to be swapped, or if it's fine to use `WebGLRenderTarget` with `WebGPURenderer`.

### Solution

Documentation for how to start using `WebGPURenderer`.

### Alternatives

Waiting until a further point and not starting to use/test `WebGPURenderer`.

### Additional context

_No response_
Repository: pytorch
Issue: tensor.share_memory_ causes temporarily increased memory consumption
Labels: module: cuda,module: memory usage,triaged

### 🐛 Describe the bug

Not sure if this is a bug, but calling Tensor.share_memory_() causes memory usage to temporarily double. I think this is a bug because my code that calls share_memory_() used to not OOM in 2.1.0 but now does in 2.3.1.

### Versions

2.1.0, 2.3.1

cc @ptrblck @msaroufim
Repository: pytorch
Issue: Remove CTCLoss limitation of maximum target sequence length 256 (to satisify CuDNN)
Labels: module: cudnn,module: cuda,triaged

### 🚀 The feature, motivation and pitch

Hello,

I'm working on automatic speech recognition and I am experimenting with the transducer architecture. As such, I am using the [CTC loss](https://pytorch.org/docs/stable/generated/torch.nn.CTCLoss.html) .
Based on the documentation, to be CuDNN compatible, any target sequence must have a length shorter than 256.

Can this limitation be removed, as it would allow training sequence to sequence models using CTCLoss with a greater target sequence length (efficiently with CuDNN)?

### Alternatives

_No response_

### Additional context

_No response_

cc @csarofeen @ptrblck @xwang233 @msaroufim
Repository: go
Issue: proposal: crypto/tls: support for checking certificate chains against CRL revocation
Labels: Proposal,Proposal-Crypto

### Proposal Details

Provide an external api which can take a list of CRL and X509 certificate chain/s and does CRL validation as done in the following code flow:
https://github.com/grpc/grpc-go/blob/master/security/advancedtls/advancedtls.go#L579
the pointer to CRLs can be part of x509 verify options as well which is used in certificate.Verify() call.
https://pkg.go.dev/crypto/x509#Certificate.Verify
https://pkg.go.dev/crypto/x509#VerifyOptions
Repository: godot
Issue: AUTO LOD Not being generated for mesh made out  of planes.
Labels: enhancement,discussion,documentation,topic:import,topic:3d

### Tested versions

Reproducible in Godot 4.3 beta 3, godot 4.2.2  stable and 4.1 stable.

### System information

Windows 10  lenovo ideapad 3 or sansung s23 + mobile , Forward+ , Mobile Backend, rx vega 3

### Issue description

I ‘v been having this issue for a while and as i am not really sure if this is a bug or a limitation in the lod generation( as testing in other engines like flax auto lod, which uses the same library as godot, it works there, it might be a bug on godot ‘s side).

The thing is this happened to me with a mesh that was initially made on blender on 2 planes, where i used blender particle system to populate it inside the sphere to make it as the appearence of a group of leaves, then after that i turned it into a mesh and joined all the planes together for draw call reasons..

Then upon importing it into godot and having it generate lods and shadow meshes, the lod didn’t do much, as opposed to the shadow mesh that created it own mesh, the lods didn’t  get generated  and i didn’t see any errors upon logs.

Screenshots with lod and default lod bias ( will prob add more when i get acces to the laptop to set flax) 
![Screenshot_20240725_025343](https://github.com/user-attachments/assets/151d99ba-bfa8-4ffe-9eb2-6b2fa5807ac6)
![Screenshot_20240725_025237](https://github.com/user-attachments/assets/6e230e0d-a636-49c0-9638-f031ed663dc8)




### Steps to reproduce

-  Download the glb file
- Add it into a new godot project or an existing one
- Check it import sething and make sure lod generation is enabled
- Try lowering the bias value and notice no changes to the mesh lod

### Minimal reproduction project (MRP)

Not having acces rn to make a project but here it is glb file that causes this https://drive.google.com/file/d/1czYZfTO44jrIHldhUIBgEbucKBzLZpev/view

Edit:  
[leaves-lod-.zip](https://github.com/user-attachments/files/16368889/leaves-lod-.zip)
Repository: react
Issue: Bug: deleting structure via DOM API breaks state updates
Labels: Component: DOM,Type: Discussion

<!--
  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
-->

React version: 18.2.0

## Steps To Reproduce

1. have a node with a nested structure that embeds state
2. change that nodes innerHTML, e.g. by setting it empty
3. update the state
4. updated state does not restore DOM Nodes

Link to code example:

https://codesandbox.io/p/sandbox/react-webcomponents-69d8v8

## The current behavior
DOM stays empty, i.e. rerenders have no effect

## The expected behavior
DOM should be re-populated, i.e. react should take control again.

## Context
I can kind of understand why react "breaks" but the issue here is that by e.g. using webcomponents that integrate with forms and implement a "reset" behaviour the applied solution will most likely involve some kind of innerHTML setting. I wish react wouldn't just "give up" in such cases. Is there a workaround possible here?
Repository: rust
Issue: unclear how BufRead::consume interacts with fill_buf
Labels: A-docs,T-libs

### Location

[BufRead::consume](https://doc.rust-lang.org/std/io/trait.BufRead.html#tymethod.consume)

### Summary

It is not clear if `consume` should mutate the stream to make `fill_buf` return less bytes, or if `fill_buf` can return identical contents after the buffer is partially consumed.

The implementation of BufRead on `&[u8]` modifies what is returned by `fill_buf`, so it is at the very least allowed.

> As such, [consume](https://doc.rust-lang.org/std/io/trait.BufRead.html#tymethod.consume) must be called with the number of bytes that are consumed from this buffer to ensure that the bytes are never returned twice.

This could be interpreted as requiring this behavior, but it could also be interpreted as talking about the behavior of `read`, since that is the subject of that paragraph.  Additionally, this is part of the `fill_buf` documentation, and it would be somewhat odd to describe what `consume` must do in the documentation of a different method.
Repository: ant-design
Issue: Cascader.Panel  组件无法主动失焦
Labels: Inactive,improvement

### Reproduction link

[https://codepen.io/ilfgisbp/pen/xxoEEaN?editors=001](https://codepen.io/ilfgisbp/pen/xxoEEaN?editors=001)

### Steps to reproduce

官方的例子， 将expandTrigger设置为hover，  当选中一个末级节点之后， 不小心再次hover都其他节点了，  然后点击面板外面， 正常应该面板失焦  刚刚选中的节点是高亮状态，但现在现在无法恢复选中节点的高亮

### What is expected?

点击面板外面，能恢复选中节点的高亮状态

### What is actually happening?

点击选中节点之后，不小心hover了其他节点，   clickoutside面板之外 无法恢复选中节点的高亮状态

| Environment | Info |
| --- | --- |
| antd | 5.19.3 |
| React | 18 |
| System | mac |
| Browser | edge最新 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: node
Issue: parseArgs - support positional arguments per option key
Labels: util,feature request,stale

### What is the problem this feature will solve?

I would like to provide multiple positional arguments per option key.
For example, I'd like to provide a list of files to read and a list of files to write
Today, I'd have to write it with the following syntax `node index.js --file-to-read file1.txt --file-to-read file2.txt --file-to-write file3.txt --file-to-write file4.txt` which is a bit tedious to the user

### What is the feature you are proposing to solve the problem?

I propose the following syntax
`node index.js --files-to-read file1.txt file2.txt --files-to-write file3.txt file4.txt`

### What alternatives have you considered?

I'm currently using the aforementioned  syntax which is a bit tedious to the end user in my opinion
Repository: pytorch
Issue: [RFE] Improve the error reporting if MIG is incorrectly used with NVML
Labels: module: cuda,triaged

### 🚀 The feature, motivation and pitch

We are seeing reports about internal failures when MIG is used on Ampere+ devices if the device visibility is not used correctly e.g. in https://github.com/pytorch/pytorch/issues/130181#issuecomment-2243466478 and https://github.com/pytorch/pytorch/issues/131650.

In https://github.com/pytorch/pytorch/pull/92315#issuecomment-1386793818 we already checked all error messages and should follow up on improving this error reporting.
Especially raising internal errors asking the user to create a new issue should be avoided and the user should instead be pointed to the MIG docs and potential setup issues.
From the linked PR:
**NVML**
```python
python -c "import torch; import time; print(torch.cuda.device_count()); print(torch.randn(1).cuda())"
8 # !!!
Traceback (most recent call last):
  File "/usr/local/lib/python3.8/dist-packages/torch/cuda/__init__.py", line 253, in _lazy_init
    queued_call()
  File "/usr/local/lib/python3.8/dist-packages/torch/cuda/__init__.py", line 136, in _check_capability
    capability = get_device_capability(d)
  File "/usr/local/lib/python3.8/dist-packages/torch/cuda/__init__.py", line 368, in get_device_capability
    prop = get_device_properties(device)
  File "/usr/local/lib/python3.8/dist-packages/torch/cuda/__init__.py", line 386, in get_device_properties
    return _get_device_properties(device)  # type: ignore[name-defined]
RuntimeError: device >= 0 && device < num_gpus INTERNAL ASSERT FAILED at "/opt/pytorch/pytorch/aten/src/ATen/cuda/CUDAContext.cpp":50, please report a bug to PyTorch. 
```
> The MIG use case still fails since _transform_uuid_to_ordinals tries to map the GPU UUIDs to the provided MIG UUID and fails. [...]

From the same PR it also seems the error is specific to our NVML backend and does not fail if the CUDA runtime is used.

CC @malfet 

### Alternatives

_No response_

### Additional context

_No response_

cc @msaroufim
Repository: three.js
Issue: VRMLLexer: Improve support for `Script`, `PROTO` and sensor nodes.
Labels: Loaders

### Description

I am sure my wrl file is correct and it can be open with other viewer, but when i use vrmlloader , it reports
------------------------------------------------
 VRMLLoader.js:71 Error: THREE.VRMLLexer: Lexing errors detected.
    at VRMLLexer.lex (VRMLLoader.js:3272:1)
    at generateVRMLTree (VRMLLoader.js:99:1)
    at VRMLLoader.parse (VRMLLoader.js:3244:1)
    at Object.eval [as onLoad] (VRMLLoader.js:61:1)
    at eval (three.module.js:44206:1)
------------------------------------------------
if i load a compressed wrl file ， it cant be resolved , will become some error encode string, threejs event cant read the version info correctly . if load a wrl file without compress , that will lead to that error above.
what should i do to load wrl file correctly, i know wrl file is not very common in nowadays but i really need it , thank you 

### Reproduction steps

1.build a vue3 project and install newest three.js 
2.make a demo to load a wrl file simply , i used different files to test, each of that files can be open in other software good such as vrmlpad and rapidauthor .
3.the file cant be resolved , it leads to an error of lexing


### Code

```js
const loadVRML = () => {
  const loader = new VRMLLoader()
  loader.load(`/life.wrl`, model => {
    model.scale.set(30, 30, 30)
    scene.value.add(model)
  })
}
```


### Live example

* [jsfiddle-latest-release](https://jsfiddle.net/g3atw6k5/)
* [jsfiddle-dev](https://jsfiddle.net/hjqw94c5/)


### Screenshots

_No response_

### Version

latest

### Device

Desktop

### Browser

Chrome

### OS

Windows
Repository: godot
Issue: Unhelpful error message when ArrayMesh has a shadow_mesh with a different number of surfaces
Labels: topic:rendering,needs testing

### Tested versions

Initially found in 4.2.2 (Steam buildid 14084462).
Reproducible in 4.0-stable (after removing type hints on loops).
Reproducible in 4.1-stable (after removing type hints on loops).
Reproducible in 4.3-beta3.

### System information

Godot v4.2.2.stable - Debian GNU/Linux trixie/sid trixie - Wayland - Vulkan (Forward+) - integrated Intel(R) Graphics (RPL-P) () - 13th Gen Intel(R) Core(TM) i7-1360P (16 Threads)

### Issue description

The repro project spams the following errors in the output window:
```
ERROR: Index p_surface_index = 1 is out of bounds (mesh->surface_count = 1).
   at: mesh_get_surface (./servers/rendering/renderer_rd/storage_rd/mesh_storage.h:382)
ERROR: Index p_surface_index = 2 is out of bounds (mesh->surface_count = 1).
   at: mesh_get_surface (./servers/rendering/renderer_rd/storage_rd/mesh_storage.h:382)
ERROR: Index p_surface_index = 1 is out of bounds (mesh->surface_count = 1).
   at: mesh_get_surface (./servers/rendering/renderer_rd/storage_rd/mesh_storage.h:382)
ERROR: Index p_surface_index = 2 is out of bounds (mesh->surface_count = 1).
   at: mesh_get_surface (./servers/rendering/renderer_rd/storage_rd/mesh_storage.h:382)
```

There does not appear to be anything wrong visually, but obviously there is something wrong if it's spamming error messages.

### Steps to reproduce

1. Open project
2. Observe output window

If the code in `res://code/terrain/terrain_mesh.gd` is removed, the error still occurs, but only once.

### Minimal reproduction project (MRP)

[voxel.zip](https://github.com/user-attachments/files/16365065/voxel.zip)
Repository: angular
Issue: docs (docs-infra): add the ability to filter API references on developer preview/experimental
Labels: area: docs-infra

### Describe the problem that you experienced

Currently, it's not possible to get an overview of all API references marked as developer preview or experimental. 

### Enter the URL of the topic with the problem

https://angular.dev/api

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

It would be great if we could filter the API references based on `status` and not just show/hide `deprecated` items. With the functionality added in https://github.com/angular/angular/pull/57062 we could also directly link to a list of these items, e.g. https://angular.dev/api?status=developerpreview. These direct links can also be added to https://angular.dev/reference/releases#developer-preview and https://angular.dev/reference/releases#experimental (related https://github.com/angular/angular/issues/55336)

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can


The current UI was created when `isDeveloperPreview` and `isExperimental` were not yet available in the underlying manifest.json.

My current idea would be to replace the `deprecated` toggle with a button dropdown with the following options: `all (=default) | stable | deprecated | developer preview | experimental`. This would change the current behavior of initially hiding `deprecated` references and show all references on the overview page still with an indicator for the `deprecated` references.

Looking for opinions on this, since it would change the current behavior of displaying API references.
Repository: kubernetes
Issue: tcp over gRPC for apiserver-network-proxy
Labels: kind/feature,sig/cloud-provider,triage/accepted

### What would you like to be added?

apiserver-network-proxy supports tcp/mTLS over gRPC mode but from apiserver it seems the only supported option is to use UDS, [link](https://github.com/kubernetes/kubernetes/blob/696ad198013c116c1e871632f463edddc5b909b5/staging/src/k8s.io/apiserver/pkg/server/egressselector/egress_selector.go#L342-#L353)

@cheftako @jkh52 

### Why is this needed?

Feature parity with apiserver-network-proxy. If one wants to use apiserver-network-proxy in gRPC mode, then only option is to use UDS which requires certain conditions that may not be feasible, one such condition being proxy as sidecar to kube-apiserver.

I am happy to work on this but wanted to get any historical context as to the reason why the support wasn't added (http-connect mode has support for both tcp and uds)