sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Applying a custom contrast theme in windows causes an exception
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

- Open the Windows Settings app
- Go to Accessibility/Contrast Themes
- Select and apply a **custom** contrast theme **OR** select *"None"* when already in a custom contrast theme

![error dialog](https://github.com/user-attachments/assets/5f82af1f-d4e9-4b97-9c56-309b972aebe9)

[PowerToysReport_2025-01-10-23-51-51.zip](https://github.com/user-attachments/files/18384896/PowerToysReport_2025-01-10-23-51-51.zip)

### ✔️ Expected Behavior

The theme is applied and there are no errors

### ❌ Actual Behavior

If Powertoys Run is enabled, when a custom theme is applied, 2-6 (equivalent) error dialogs are shown in the same spot, when switching from a custom theme to the default (None) theme then 1 dialog is shown

### Other Software

Windows 11 Settings (SystemSettings.exe) (Win version 24H2)
Repository: node
Issue: MD5 SIMD
Labels: feature request

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

MD5 hashing is quite commonly used for file handling in HTTP. However, the algorithm is quite slow and is not able to fully utilize modern hardware.

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

While it's not possible to do much more to optimize a single hashing instance there are techniques such as  https://github.com/minio/md5-simd which is able to run multiple hashing instances over SIMD which can process 8 MD5 hashes in parallel using SIMD instructions.

In a real world application such as a http file server/client (using Content-MD5) with many parallel request this would provide a 2-6x real-world performance improvement. In some of our applications the MD5 hash takes more than 50% of cpu time.

This should be possible to implement without changing our API's.

### What alternatives have you considered?

Run hashing in a thread pool. One does not necessarily exclude the other. Using a thread pool would be more about avoiding latency spikes as in terms of throughput just forking the http server provides similar results.
Repository: pytorch
Issue: Build breaks on FreeBSD on arm platforms: Unrecognized CMAKE_SYSTEM_NAME = FreeBSD
Labels: module: build,triaged

### 🐛 Describe the bug

```
-- The ASM compiler identification is Clang with GNU-like command-line
-- Found assembler: /usr/local/llvm15/bin/clang
CMake Error at aten/src/ATen/native/quantized/cpu/qnnpack/CMakeLists.txt:65 (message):
  Unrecognized CMAKE_SYSTEM_NAME = FreeBSD


-- Configuring incomplete, errors occurred!
```

### Versions

2.5.1

cc @malfet @seemethere
Repository: flutter
Issue: How to obtain  Flutter Engine Unit Test Coverage on Android 
Labels: a: tests,platform-android,engine,P2,team-android,triaged-android,e: engine-tests-in-framework-repo

### Steps to reproduce

I can run Flutter Engine Unit Test on Android  through such a command:
`./testing/run_tests.py --type android --android-variant android_debug_arm64`
but how to obtain unit test coverage? It seems that --coverage is not supported on the android platform. 


### Expected results

I can obtain the Flutter Engine Unit Test Coverage on Android

### Actual results

It seems Flutter Engine Unit Test Coverage not support on Android

### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: deno
Issue: 2.1.5 requires API IsWow64Process2 
Labels: bug,help wanted

Version: Deno 2.1.5

Tested on 64-bit Windows Server 2012R2 / Windows 6.3 (build 6300).

Downgrading to 2.1.4 fixes the issue.
Repository: godot
Issue: scaling node3d containing character3d to <0 causes hang (gpu or system)
Labels: bug,topic:physics,needs testing,crash,topic:3d

### Tested versions

4.3

### System information

windows 10

### Issue description

gpu or system hang.
dont want everything to break.

### Steps to reproduce

- run preview
- 2-view with one cinematic preview mode also
- transform scale a node3d containing a characterbody, to below 0
- hang gpu or system

did it twice, dont wanna anymore!



### Minimal reproduction project (MRP)

node3d(resize)>node3d(resize)>characterBody3d(w CS)>node3d>Camera3d(current)
editor has 2 views, one has Camera+ cinematic preview on
Repository: react-native
Issue: TextInput inside ScrollView is immediately closed when covered by IME
Labels: Component: TextInput,Component: ScrollView,Needs: Repro,Needs: Attention

### Description

`TextInput` inside a `ScrollView` immediately closes itself when obstructed by the input method window.

This was originally discovered by @anarchtism and haaaaah.

### Steps to reproduce

1. Install https://codeberg.org/natkr/SuperTallInputMethod (clone and `./gradlew installDebug`)
2. Open the SuperTallInputMethod app, and enable and select it using the buttons provided
3. Tap the text field, and note that the "keyboard" opens normally
4. Install and run https://codeberg.org/natkr/repros/src/branch/react-native/textinput-close-when-obstructed
5. Tap the text field, and note that the "keyboard" opens briefly but then closes immediately

When reproing this I've been running Android 15 (API 35) in the official emulator.

### React Native Version

0.76.6

### Affected Platforms

Runtime - Android, Build - Linux

### Output of `npx react-native info`

```text
System:
  OS: Linux 6.12 Arch Linux
  CPU: (24) x64 AMD Ryzen 9 5900X 12-Core Processor
  Memory: 5.19 GB / 62.68 GB
  Shell:
    version: 5.2.37
    path: /bin/bash
Binaries:
  Node:
    version: 23.1.0
    path: /bin/node
  Yarn:
    version: 1.22.22
    path: /bin/yarn
  npm:
    version: 10.9.0
    path: /bin/npm
  Watchman: Not Found
SDKs:
  Android SDK:
    API Levels:
      - "35"
    Build Tools:
      - 34.0.0
      - 35.0.0
      - 35.0.0
    System Images:
      - android-10 | Google APIs Intel x86 Atom
      - android-28 | Google Play Intel x86 Atom
      - android-30 | Google Play Intel x86 Atom
      - android-34 | Google APIs Intel x86_64 Atom
      - android-35 | Intel x86_64 Atom
      - android-35 | Google APIs Intel x86_64 Atom
    Android NDK: Not Found
IDEs:
  Android Studio: Not Found
Languages:
  Java:
    version: javac 23
    path: /bin/javac
  Ruby:
    version: 3.3.5
    path: /bin/ruby
npmPackages:
  "@react-native-community/cli":
    installed: 15.0.1
    wanted: 15.0.1
  react:
    installed: 18.3.1
    wanted: 18.3.1
  react-native:
    installed: 0.76.6
    wanted: 0.76.6
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: true
iOS:
  hermesEnabled: Not found
  newArchEnabled: false
```
```


### Stacktrace or Logs

```text
There is no error message, and nothing is reported in logcat or the react native devtools.
```


### Reproducer

https://codeberg.org/natkr/repros/src/branch/react-native/textinput-close-when-obstructed

### Screenshots and Videos

[Screen_recording_20250111_123121.webm](https://github.com/user-attachments/assets/de0114a8-cb98-401e-8376-aa42f79018b5)
Repository: ui
Issue: [feat]: Button behavior
Labels: area: request

### Feature description

In a recent project, I needed to add a new behavior to the button component, which is quite simple to do using ShadCN. Later, when I started another project, I felt the need for the same feature again and thought it might be useful if this behavior was part of the default ShadCN package.

The change I made to my button component was straightforward; I added a new behavior attribute. Here's how it turned out:


```js
const buttonVariants = cva(
  "inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-md text-sm font-medium ring-offset-background transition-colors focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2 disabled:pointer-events-none disabled:opacity-50 [&_svg]:pointer-events-none [&_svg]:size-4 [&_svg]:shrink-0",
  {
    variants: {
      variant: {
        default: "bg-primary text-primary-foreground hover:bg-primary/90",
        destructive:
          "bg-destructive text-destructive-foreground hover:bg-destructive/90",
        outline:
          "border border-input bg-background hover:bg-accent hover:text-accent-foreground",
        secondary:
          "bg-secondary text-secondary-foreground hover:bg-secondary/80",
        ghost: "hover:bg-accent hover:text-accent-foreground",
        link: "text-primary underline-offset-4 hover:underline",
      },
      size: {
        default: "h-10 px-4 py-2",
        sm: "h-9 rounded-md px-3",
        lg: "h-11 rounded-md px-8",
        icon: "h-10 w-10",
      },
      behavior: {
        fit: "w-fit",
        full: "w-full",
      },
    },
    defaultVariants: {
      variant: "default",
      size: "default",
      behavior: "fit",
    },
  }
)
```

I added the property to the arguments like this: `({ className, variant, size, behavior, asChild = false, ...props }, ref)`
And the corresponding component setup: `className={cn(buttonVariants({ variant, size, behavior, className }))}`

To render a button it's like that:
```html
<Button>Regular</Button>
<Button behavior="full">Full width</Button>
```

I’d like to know your thoughts on whether this is a change worth implementing. I didn’t create a PR because I’m not entirely sure where exactly to do this in the ShadCN codebase, so I thought it’d be better to ask for your opinion first.

### Affected component/components

Button

### Additional Context

It's very helpfull 

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: rust
Issue: rustc segfaults on `global_asm!("jz [foo]")` on x86_64-pc-windows-msvc (exit code: 0xc0000005, STATUS_ACCESS_VIOLATION)
Labels: I-crash,A-LLVM,O-windows,T-compiler,O-windows-msvc,C-bug

<!--
Thank you for finding an Internal Compiler Error! 🧊  If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.
http://blog.pnkfx.org/blog/2019/11/18/rust-bug-minimization-patterns/
-->

### Code

```Rust
use std::arch::global_asm;
global_asm!("jz [0x00547274]");
```

No other lines of code, no dependencies. Other code (also with `global_asm!`) builds fine.


### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.84.0 (9fc6b4312 2025-01-07)
binary: rustc
commit-hash: 9fc6b43126469e3858e2fe86cafb4f0fd5068869
commit-date: 2025-01-07
host: x86_64-pc-windows-msvc
release: 1.84.0
LLVM version: 19.1.5
```

### Error output

```
PS C:\Users\Benni\rustccrash> cargo build
   Compiling rustccrash v0.1.0 (C:\Users\Benni\rustccrash)
error: could not compile `rustccrash` (lib)

Caused by:
  process didn't exit successfully: `C:\Users\Benni\.rustup\toolchains\stable-x86_64-pc-windows-msvc\bin\rustc.exe --crate-name rustccrash --edition=2021 src\lib.rs --error-format=json --json=diagnostic-rendered-ansi,artifacts,future-incompat --diagnostic-width=241 --crate-type lib --emit=dep-info,metadata,link -C embed-bitcode=no -C debuginfo=2 --check-cfg cfg(docsrs) --check-cfg "cfg(feature, values())" -C metadata=c9c8a2735a047fdf -C extra-filename=-c9c8a2735a047fdf --out-dir 
C:\Users\Benni\rustccrash\target\debug\deps -C incremental=C:\Users\Benni\rustccrash\target\debug\incremental -L dependency=C:\Users\Benni\rustccrash\target\debug\deps` (exit code: 0xc0000005, STATUS_ACCESS_VIOLATION)
```
Repository: neovim
Issue: Treesitter `query:iter_captures()` don't respect `stop` parameter
Labels: bug,has:workaround,treesitter

### Problem

Both  reproducible on `latest` and `nightly`. 

I use treesitter to query some special code block in python code. In this case, I want to capture the content of  string expression statement in special range.

But the `start` parameter is respected, but `stop` parameter don't.


### Steps to reproduce

Save below code as `minimal.lua`, and `nvim -l minimal.lua`
```lua
local query = vim.treesitter.query.parse(
    "python",
    [[
            (module
                (expression_statement
                    (string
                        (string_start) 
                        (string_content) @cellcontent
                        (string_end)
                    )
                )
            )
    ]]
)
local code = table.concat({
    "# %% [md]",                        -- line 0
    '"""',                              -- line 1
    "this is markdown content",         -- line 2
    "```python",                        -- line 2
    "foo",                              -- line 3
    "```",                              -- line 4
    '"""',                              -- line 5
    "# %% [markdown]",                  -- line 6
    '"""',                              -- line 7
    "this is another markdown content", -- line 8
    "```lua",                           -- line 9
    "bar",                              -- line 10
    "```",                              -- line 11
    '"""',                              -- line 12
}, "\n")

local lang_tree = vim.treesitter.get_string_parser(code, "python")
local root = lang_tree:parse()[1]:root()

do
    --- case 1
    local starts = vim.iter(query:iter_captures(root, code, 6))
        :filter(function(id)
            return query.captures[id] == "cellcontent"
        end)
        :map(function(_, node)
            local row = node:start()
            return row
        end)
        :totable()
    vim.print(starts)
    -- assert.is_same({ 8 }, starts)
    assert(#starts==1)
    assert(starts[1]==8)
end
do
    --- case 2
    local starts = vim.iter(query:iter_captures(root, code, 0, 6))
        :filter(function(id)
            return query.captures[id] == "cellcontent"
        end)
        :map(function(_, node)
            local row = node:start()
            return row
        end)
        :totable()
    vim.print(starts)
    -- assert.is_same({ 1 }, starts)
    assert(#starts==1, "only should first string expr")
    assert(starts[1]==1, "should capture first string expr")
end
```


### Expected behavior

I expect pass two test cases, and output:
```
{ 8 }
{ 1 }
```
But I got:
```
{ 8 }
{ 1, 8 }
E5113: Error while calling lua chunk: mini.lua:65: only should first string expr
stack traceback:
        [C]: in function 'assert'
        mini.lua:65: in main chunk
```

### Nvim version (nvim -v)

NVIM v0.11.0-dev-1529+g9e0d40f7e4

### Vim (not Nvim) behaves the same?

nvim only

### Operating system/version

 6.12.8-arch1-1

### Terminal name/version

alacritty+tmux

### $TERM environment variable

tmux-256color

### Installation

AUR
Repository: godot
Issue: Godot Editor does not support Custom Android Build Templates written in Kotlin (build.gradle.kts)
Labels: enhancement,discussion,platform:android,topic:export

### Tested versions

- Reproducible in **Godot 4.3**  v4.3.stable.offlicial [77dcf97d8]

### System information

Windows 11 Godot v4.3.stable.offlicial [77dcf97d8] Mobile

### Issue description

In the Godot Source code: [platform/android/export/export_plugin.cpp#L2552](https://github.com/godotengine/godot/blob/abf8e1e6f9e165ea209350ab9a98f01feca93b90/platform/android/export/export_plugin.cpp#L2552) I can see that the _export_plugin_ is only checking for a **build.gradle** file to be present.

It should _also check for_ **build.gradle.kts** in the case of custom Android Build Templates written in _Kotlin_.

### Steps to reproduce

**GIVEN**
- A godot project that exports to **Android**.
- A custom build Android Build Template (e.g. [build.zip](https://github.com/user-attachments/files/18385846/build.zip))that:
   - Uses the _same folder structure as the one provided by Godot_.
   - Uses **build.gradle.kts** (i.e. Kotlin) to build as [recommended by the Android Team](https://developer.android.com/build/migrate-to-kotlin-dsl)
**WHEN**
- The Godot Editor's Export dialog box is loaded to export to android.
**THEN**
- Godot assumes an android template is _not installed_.
![Image](https://github.com/user-attachments/assets/2e285897-e549-46c0-b00a-37c9f79b42f4)

**Expected Behaviour**
- **The project should still be exportable**

### Minimal reproduction project (MRP)

**Any Godot Mobile Project** with this example build template [build.zip](https://github.com/user-attachments/files/18385846/build.zip)
Repository: kubernetes
Issue: VolumeAttachment is not deleted when the CSI plugin change from requiring attach to not requiring attach
Labels: kind/bug,sig/storage,needs-triage

### What happened?

After [volumeAttacher.Attach](https://github.com/kubernetes/kubernetes/blob/v1.32.0/pkg/volume/util/operationexecutor/operation_generator.go#L271) executes successfully, the volumeattachment will be created. At this point, if CSI's ATTACHREQUIRED changes from true to false, it will cause [MarkVolumeAsAttached](https://github.com/kubernetes/kubernetes/blob/v1.32.0/pkg/volume/util/operationexecutor/operation_generator.go#L301) to fail.
 And the volume will be removed from the [dsw](https://github.com/kubernetes/kubernetes/blob/v1.32.0/pkg/controller/volume/attachdetach/populator/desired_state_of_world_populator.go#L166), leaving the VolumeAttachment stranded without being properly cleaned up.

### What did you expect to happen?

volumeattachment can be cleaned up.

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

1. Install xsky-nfs-csi (other CSI drivers should be able to reproduce this) and set attachRequired to true
2. Create PVC and pod using the CSI
3. Keep querying volumeattachment using 'kubectl get volumeattachment'. As soon as the volumeattachment appears, immediately uninstall the CSI driver, then reinstall it with attachRequired set to false
4. After waiting for some time, query volumeattachment again and find that the volumeattachment still hasn't been deleted

### Anything else we need to know?

[operation_generator.go](https://github.com/kubernetes/kubernetes/blob/v1.32.0/pkg/volume/util/operationexecutor/operation_generator.go#L301-L307)
I think we should add error handling here to mark the volume as "Uncertain", so the volume can be added to asw, allowing the next retry to successfully remove the VolumeAttachment.
I have tested that this can solve the problem. If confirmed this is an issue, I will submit a PR

### Kubernetes version

<details>

```console
v1.31.2
```

</details>


### Cloud provider

<details>
none
</details>


### OS version

<details>

```console
PRETTY_NAME="Ubuntu 22.04.3 LTS"
NAME="Ubuntu"
VERSION_ID="22.04"
```

</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: PowerToys
Issue: Add Cloud-Based TTS Voices as System-Wide Windows Voices
Labels: Needs-Triage

### Description of the new feature / enhancement

The feature would allow users to register cloud-based Text-to-Speech (TTS) services, such as Azure Cognitive Services or OpenAI's TTS API, as system-wide Windows voices. These voices would appear in the Windows Speech settings and would be selectable in any application that supports the Windows Speech API, alongside built-in voices like “Microsoft Hazel.”

Users would configure the feature by providing API credentials and selecting their preferred voice from the cloud service. The TTS audio would be fetched in real-time from the cloud and processed for use by any TTS-enabled application.

### Scenario when this would be used?

This feature would be useful in scenarios where:

1. Users need higher-quality, natural-sounding voices for accessibility tools like screen readers.
2. Multilingual users require advanced language support that built-in Windows voices might lack.
3. Power users want to customize the TTS experience with advanced AI voices for productivity, such as voice-assisted workflows.

For example, a visually impaired user could benefit from hearing documents read aloud in a more natural and expressive voice, making the listening experience less monotonous. Similarly, professionals working in different languages could use advanced AI-generated voices for better pronunciation and clarity.

### Supporting information

This idea builds on PowerToys' existing integration with OpenAI for its advanced paste functionality, demonstrating that cloud-based services can be integrated effectively into the toolset.
Repository: godot
Issue: Gridmap Duplicate/Move tool: Cursor is jumping to a new position
Labels: bug,topic:editor,topic:3d

### Tested versions

Godot 4.3dev7

### System information

Godot v4.4.dev7 - Windows 11 (build 22631) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 2060 (NVIDIA; 32.0.15.5613) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 threads)

### Issue description

When pressent C or X to duplicate or move a selection of tiles, the cursor jumps to a new position, which is annoying / disrupting. Especially when the selection is large, as the cursor jumps to the bottom left corner of the selection.

https://github.com/user-attachments/assets/1ac6ae83-348b-4017-b44a-2d47c20b61e3

### Steps to reproduce

1. Create a Gridmap, place a few tiles
2. Select multiple tiles, starting from top-left and dragging to bottom-right
3. Press C or X
4. Observe the selection jump

### Minimal reproduction project (MRP)

I will make one when I start working on it (until then, please refer to step to reproduce or the video provided).
Repository: godot
Issue: Gridmap Moving/Duplicating tool: Undo does not cancel the operation correctly
Labels: bug,topic:editor,topic:3d

### Tested versions

Godot 4.4dev7

### System information

Godot v4.4.dev7 - Windows 11 (build 22631) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 2060 (NVIDIA; 32.0.15.5613) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 threads)

### Issue description

When we press CTRL+Z (Undo) while in the middle of a moving/duplicating operation, the block being moved/duplicated does not get deleted. It is as if the operation is not being cancelled.

Below I cut/move a piece then press Undo (see CTRL+Z in video below), you can see the piece reappearing at its original place, but the piece at the cursor position is still there. 

https://github.com/user-attachments/assets/587164e8-23e9-4b87-bffc-63b44333471c

### Steps to reproduce

1. Create a Gridmap and add a few tiles
2. Select a group of tiles
3. Press C or X, move around
4. Press CTRL+Z
5. Observe the results

### Minimal reproduction project (MRP)

I will create one later.
Repository: PowerToys
Issue: Advanced Paste: Switch from gpt-4o to gpt-4o-mini
Labels: Needs-Triage

### Description of the new feature / enhancement

**Summary:**  
Switching from GPT-4o to GPT-4o Mini in the Advanced Paste feature can save **94% on input tokens** and **16.7x cheaper output tokens**, with minimal performance difference. MMLU benchmark: 82% (GPT-4o Mini) vs. 88.7% (GPT-4o).

---

### Change:
- **File:** `src/modules/AdvancedPaste/AdvancedPaste/Services/OpenAI/KernelService.cs`
- **Line:** 19  
- **Update:** Change `ModelName` from `"gpt-4o"` to `"gpt-4o-mini"`

```csharp
protected override string ModelName => "gpt-4o-mini";
```


### Benefits

**Cost savings** with negligible performance impact.

### Supporting information

[openAI pricing](https://openai.com/api/pricing/)
[GPT4o Mini benchmarks](https://openai.com/index/gpt-4o-mini-advancing-cost-efficient-intelligence/)