sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Markdown Notebook Panes
Labels: Product-Terminal,Needs-Tag-Fix,Issue-Scenario


Pre-requisite: #997

Spec in progress in https://github.com/microsoft/terminal/blob/dev/migrie/s/north-star/doc/specs/NorthStar/Markdown%20Notebooks.md

> ### User Stories
> 
> * **A**: The user can perform some commandline action (like `wt open
>   README.md`), which opens a new pane in the Terminal, with the markdown file
>   rendered into that pane.
> * **B**: Markdown panes have buttons next to code blocks that allow the text of
>   that block to be sent directly to the adjacent terminal as input.
> * **C**: The user can press different buttons to run some subset of all the
>   commands in the file
>   - **C.1**: Run all the commands in this file
>   - **C.2**: Run all the commands from (the currently selected block) to the end
>     of the file
>   - **C.1**: Run all the commands from (the currently selected block) to the
>     next header. (e.g., run all the commands in this section of the doc.)
> * **D**: The user can edit the contents of the markdown file directly in the
>   Terminal.
> * **E**: The Terminal could be configured to automatically open a markdown file
>   when `cd`ing to a directory
> * **F**: The command for opening a markdown file also supports opening files
>   from the web (e.g. directly from GitHub)
> * **G**: Code blocks in the markdown file are automatically assigned
>   autoincrementing IDs. The user can perform an action (via keybinding, command
>   palette, whatever) to execute a command block from the file, based on it's
>   assigned ID.
> * **H**: ...


_maintainer notes: original OP below the break_

----

# Description of the new feature/enhancement

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

For many developers, especially embedded developers, they would pre-define many text commands and save them in a text file. If WT can split views and open and display text in one view, we can quickly send the text commands to the terminal. I can send lines, send selected blocks, or send the entire content of the file, and preset some shortcuts.

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
-->
![image](https://github.com/microsoft/terminal/assets/1876302/2be7c2e4-7323-429c-b31b-58942120dec6)
Repository: flutter
Issue: Document that explains the importance of cleaning up Temporary Directory after using takePicture or recordVideo
Labels: d: api docs,p: camera,team-ecosystem,P2,triaged-ecosystem

We used the `camera` library, made it into a feature, and launched it to users, there were reports of our app consuming 40+ GB of storage space. After investigating, our top suspect is we didn't perform a clean-up of the cache in the `Temporary Directory`

I wish that we include and emphasize in the `camera` library docs the importance of removing unused cache after using `takePicture` and `recordVideo`

This will help raise awareness for young developers like me.
I may also help in writing the doc.

For in-depth details, I wrote something about it [Storage Size Cleanup](https://kurtdariel.vercel.app/posts/storage-size-cleanup/)
Repository: flutter
Issue: Flutter apks have embeded paths which makes it hard to be reproducible
Labels: platform-android,tool,a: build,P3,team-tool,triaged-tool

### Steps to reproduce

1. Build a flutter app under different path
2. The apks are different

[This](https://gitlab.com/fdroid/fdroiddata/uploads/21a482ec1fc1d76362d95a67e5cee33a/diffoscope.html) is the diffoscope output of one of the apps. You can see something like

`file:///builds/bleonard252/fdroiddata/build/xyz.u1024256.bodacious.fdroid/.dart_tool/flutter_build/dart_plugin_registrant.dart` and `file:///src/bleonard252/bodacious/.dart_tool/flutter_build/dart_plugin_registrant.dart` in the diff.

### Expected results

The apk is reproducible.

### Actual results

The paths are embeded in the apk which makes it not reproducible.

### 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: TypeScript
Issue: Generic type inference failed
Labels: Bug,Help Wanted

### 🔎 Search Terms

Generics 


### 🕗 Version & Regression Information




### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/GYVwdgxgLglg9mABKSAeAUIriAqBGAGk2xwGZEBTADygrABMBnRAb0QG0BrCgTwC5EjKACcYYAOYBdAQAoICWjQH4AlIgC8APkQA3ODHqIAvkWy4ALBtYnEAeluIAwnAC2LurAmI4IKIigAFjDMjBTQ8EhwwIjy9BSILgCG3MwwfgDucMKciAAOwnC5FMIANjwAdOiaMvSJUIkCLMRYOMp4ANzNiADSyuQAZLhBjDg8Raj4iINkmp1Gak1G6OgoEDJNZq2sXWYARvsCeABMpKZm2ImXMguIwhRQIMJIpC-txmdYJl292+fY+7s5ApqFAFjs-jEEIw4CUKOUSnBxECwIooOVLolripOhDzvIwNDYfDEcjUeUAdjwX9AsFyhB6dccRCvrj6WsbizsF95u0gA

### 💻 Code

```ts
function func<
    T1,
    T3 extends { [key: string]: (context: T1) => void },
    T4 = {}, // Commenting out this section of code makes it work properly.
>(data: {
    T: T1;
    K: T3 & ThisType<T1 & T3>;
}) {
}

func({
    T: {
        bbb: 123,
        aaa() { return 333; },
    },
    K: {
        bbb(context) {
            console.log(context.aaa());
            console.log(context.bbb);
            this.ccc();
        },
        ccc() { },
    },
});
```


### 🙁 Actual behavior

display an error message:

'context' is of type 'unknown'.
'context' is of type 'unknown'.
'T4' is declared but its value is never read.
'data' is declared but its value is never read.

### 🙂 Expected behavior

The type of 'context' should already be determined; it shouldn't be 'unknown'.

### Additional information about the issue

_No response_
Repository: vscode
Issue: [folding] Manual folding range not useful after copy-paste
Labels: bug,editor-folding

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Does this issue occur when all extensions are disabled?: Yes

I saw it with indentation-based folding . This issue has been in VSC since 1st release, it does happen relatively often and is annoying .

Steps to Reproduce:

1. Create text editor tab and add this:
    ```
    1
	    2
	    3
		    4
		    5
	    6
	    7
    8
    
    
    1
	    2
		    4
	    6
    8
    ```
2. Run `editor.foldAll` .
3. Copy the 1st tree, then select the 2nd tree and run Paste .
4. Try folding on the pasted tree .

The example case may be showing only a part of it, i wouldn't be surprised if there are multiple such issues, including ones which don't involve copying .

This doesn't get fixed with Refresh, but may get fixed if you cut and paste the part which made the issue show up .

Probably the same: #171413 and there is probably more .
Repository: PowerToys
Issue: Mouse Without Borders - Disabling "Share clipboard" does not disable clipboard access - MouseWithoutBordersHelper source, GetClipboardText, in messages
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

Chocolatey

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

1.) Disable "Share clipboard"
2.) Check Event Logs

### ✔️ Expected Behavior

PowerToys Mouse Without Borders should not try accessing the clipboard if disabled.

### ❌ Actual Behavior

Mouse Without Borders is accessing the clipboard, event is logged in Event Log.

Have restarted PowerToys on both computers that MWB is running on. No change.

**Source**: MouseWithoutBordersHelper
**Level**: Warning
**Message**: `GetClipboardText: TXT = 0, RTF = 0, HTM = 1239.` (or similar)
**also have seen message**: `Image from clipboard: 45357` (or similar)

![image](https://github.com/microsoft/PowerToys/assets/49938263/15dae71f-8531-4c70-a365-5196f92fd56e)


### Other Software

N/A
```[tasklist]
### Tasks
```
Repository: godot
Issue: Overlapping Light2Ds on a "light only" Sprite2D blows out sprite's alpha
Labels: bug,topic:rendering

### Tested versions

Reproducible in:
- v4.2.1.stable.official [b09f793f5]


### System information

Godot v4.2.1.stable - Debian GNU/Linux trixie/sid trixie - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

If you have a `Sprite2D` which uses the "Light only" `light_mode` on its material, multiple overlapping`Light2D`s will increase the sprite's alpha beyond that of the sprite's texture, even if both lights are set to blend mode "Mix".

![Screenshot_20231223_133405](https://github.com/godotengine/godot/assets/441188/9d6766f2-fb9e-43a0-b5f7-e358da1fbe6b)

Maybe I'm misunderstanding something, but under these circumstances I would expect that the alpha of the light-only sprite should be capped at the original texture's alpha.


### Steps to reproduce

1. Create a `Sprite2D` with semi-transparent areas
2. Give the sprite a `CanvasItemMaterial` with a "Light Only" `light_mode`
3. Add two solid white `PointLight2D`s to the scene
4. Give both lights a `blend_mode` of "Mix"
5. Overlap the lights on top of a semi-transparent area of the sprite
6. :eyes:


### Minimal reproduction project (MRP)

Single scene: [lights_overlap.zip](https://github.com/godotengine/godot/files/13759147/lights_overlap.zip)
Repository: TypeScript
Issue: Literals in return positions are widened despite being typed using `const` type variables 
Labels: Possible Improvement

### 🔎 Search Terms

literal widening const type variable primitive

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.4.0-dev.20231223#code/CYUwxgNghgTiAEAzArgOzAFwJYHtXwxAGcMAeMPE+AFQD4AKWAcwC556BKeAXlpo7bUAUEIqoqcIsggYAjDwLEM9Tjz4BtAOSIcOTQF0OQgPTH45+AD0A-KMoZ4k6RgBMCwiRVde8AAY6cABIAbwBZKAwACwA6GChUYBwAW04AX18jUwsrWzEJYmcAZnclLzV4bV1NTLMLGxEgA

### 💻 Code

```ts
declare function test<const T>(arg: () => T): T

const result1 = test(() => ["foo"])
//    ^? const result1: readonly ["foo"]
const result2 = test(() => `foo${Math.random()}`)
//    ^? const result2: `foo${number}`
const result3 = test(() => "foo")
//    ^? const result3: string
```


### 🙁 Actual behavior

`result3` is inferred as `string`

### 🙂 Expected behavior

`result3` should be inferred as `"foo"`

### Additional information about the issue

_No response_
Repository: ollama
Issue: Documentation suggestion: add small paragraph about quantization in README.md
Labels: documentation

### Enhancement / Documentation

I suggest to add a small paragraph explaining the effect and why someone should or should not download a quantized version of a model.

I feel like it's a fairly technical subject but it can impact the perceived performance of any kind of user. 
I would add it possibly under the Model Library section.
I'd be open to write it.
(Ollama is awesome thanks for creating it!)
Repository: stable-diffusion-webui
Issue: [Bug]: 
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [ ] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

python webui.py  --listen --no-half  --lowvram --xformers

### Steps to reproduce the problem

-

### What should have happened?

python webui.py  --listen --no-half  --lowvram --xformers

### What browsers do you use to access the UI ?

Google Chrome

### Sysinfo

when load extensions


### Console logs

```Shell
*** Error loading script: hypertile_script.py
    Traceback (most recent call last):
      File "/mnt/p/home/flyang/stable-diffusion-webui/modules/scripts.py", line 469, in load_scripts
        script_module = script_loading.load_module(scriptfile.path)
      File "/mnt/p/home/flyang/stable-diffusion-webui/modules/script_loading.py", line 12, in load_module
        module_spec.loader.exec_module(module)
      File "<frozen importlib._bootstrap_external>", line 883, in exec_module
      File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed
      File "/mnt/p/home/flyang/stable-diffusion-webui/extensions-builtin/hypertile/scripts/hypertile_script.py", line 5, in <module>
        from scripts.hypertile_xyz import add_axis_options
    ModuleNotFoundError: No module named 'scripts.hypertile_xyz'
```


### Additional information

_No response_
Repository: pytorch
Issue: Abstract torch.device for GPU/NE/TPU computations in the cloud-based agent
Labels: feature,triaged,needs research,needs design

### 🚀 The feature, motivation and pitch

Would be cool if Pytorch had smth like an agent, that we can spin up in the cloud, or even have a multi-user service, so instead of specifying cpu or gpu, we could just specify a cloud url for the computations. and the cloud provider could charge us on a per minute basis, or any other flexible way.

e.g. , gpt figured it out 😂 : 

torch.device('cloud-gpu', url='https://gpu_in_the_cloud.aws.com:12345/username', password='*******', max_runtime='12m')

### Alternatives

ChatGPT got it:

That's an interesting concept! While PyTorch doesn't currently offer a built-in feature like this, the idea of having an "agent" on a cloud VM that you could easily target for computations just like switching between CPU and GPU is quite innovative. This would essentially abstract away the complexities of remote computing, making it as simple as specifying a device in your PyTorch code.

Here's how such a feature might work conceptually:

1. Cloud Agent Setup: You would install a specialized PyTorch agent on a cloud VM. This agent would be responsible for receiving computation tasks and running them on the VM's resources.

2. Seamless Integration: In your local PyTorch script, you could specify the cloud resource similar to how you specify a device with torch.device. For instance, something like torch.device('cloud', url='https://gpu_in_the_cloud.aws.com:12345/username', password='*******', max_runtime='12m').

3. Data Transfer and Execution: The local PyTorch environment would handle data serialization and transfer to the cloud VM. The cloud agent would then execute the computations and return the results.

4. Optimized Resource Management: The agent could also manage resources effectively, scaling up or down based on the workload.

Currently, to achieve something similar, you would need to use cloud-based IDEs or development environments that allow for remote execution of code, or set up a more manual process of data and script transfer to a cloud environment.

Your idea aligns well with the trends in cloud computing and machine learning, emphasizing ease of use and scalability. It's certainly something that could be explored further, either by the PyTorch team or by third-party developers building on top of PyTorch's existing capabilities.

### Additional context

_No response_
Repository: godot
Issue: Coordinate System Mismatch
Labels: bug,needs testing,topic:xr

### Tested versions

I've only tested this on 4.2 stable.

### System information

Godot v4.2.stable - Ubuntu 20.04.6 LTS (Focal Fossa) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 (nvidia; 470.199.02) - AMD FX(tm)-8350 Eight-Core Processor (8 Threads)

### Issue description

When running my game on my desktop, the coordinate system is as expected -- looking down the negative Z axis. When running the same game on my Quests (2 and 3), the game is looking down the positive X axis at startup instead. I've created a video on youtube demonstrating the issue:

https://www.youtube.com/shorts/6vqN5hCyF3k


### Steps to reproduce

Create an OpenXR project, and create a default scene with the camera pointing down the negative Z axis.  Run the game on the Quest, and the camera will be facing the positive X axis.

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: "Create New Terminal In Editor Area" command does not respect window in focus
Labels: bug,confirmed,terminal-editors

Type: <b>Bug</b>

## Steps to reproduce:

1. Open VS Code in any workspace
2. Open any text file to edit
3. Run command: Create New Terminal in Editor Area
4. Run command: Move Editor into New Window (<-- This is the new floating window)
5. While the floating window is in focus, run command: Create New Terminal in Editor Area

## Current behavior

The new terminal opens in the main window

## Expected behavior

The new terminal opens in the window that is in focus when the command is run

The reason I think this is a bug and not a feature request is becuse if the "Create New Terminal in the Editor Area to the Side" command is run instead, it respects the window that is in focus.

Thank you for an awesome product! 🥂 

VS Code version: Code 1.85.1 (0ee08df0cf4527e40edc9aa28f4b5bd38bbff2b2, 2023-12-13T09:48:16.874Z)
OS version: Darwin arm64 23.2.0
Modes:


<!-- generated by issue reporter -->
Repository: rust
Issue: `#[non_exhaustive]` stucts can be matched exhaustively using constants as patterns
Labels: T-lang,T-compiler,C-bug,F-non_exhaustive,A-patterns

In <https://github.com/rust-lang/rfcs/pull/3535#discussion_r1429134787> it was noticed that it is possible to match a `#[non_exhaustive]` struct exhaustively outside the originating crate,
if constants for all posible states are accessible or definable in the other crate.

As a result adding fields such that the struct has new states is a breaking change, as the existing constants won't be able to cover all states anymore. 
Which makes `#[non_exhaustive]` ineffective.

For Example:

```rust
// bar/src/lib.rs
#[non_exhaustive]
#[derive(PartialEq, Eq)]
pub struct Bar(bool);
pub const TRUE: Bar = Bar(true);
pub const FALSE: Bar = Bar(false);
```

```rust
// foo/src/main.rs
fn main() {
    match bar::TRUE {
        bar::TRUE => {}
        bar::FALSE => {}
    }
}
```

Changing the bar crate to the following is then a breaking change:

```rust
// bar/src/lib.rs
#[non_exhaustive]
#[derive(PartialEq, Eq)]
pub struct Bar(bool, bool);
pub const TRUE: Bar = Bar(true, true);
pub const FALSE: Bar = Bar(false, false);
```

This breaks the foo crate, eventhough Bar was marked `#[non_exhaustive]` to allow expanding.

[Reproduction Repo](https://github.com/Skgland/rust-semver-break)

### Meta

```
rustc +stable --version
rustc 1.74.1 (a28077b28 2023-12-04)
rustc +beta --version
rustc 1.76.0-beta.1 (0e09125c6 2023-12-21)
rustc +nightly --version
rustc 1.77.0-nightly (d6d7a9386 2023-12-22)
```
Repository: go
Issue: cmd/go: "downloading" message is misleading when GOPROXY points to a local directory
Labels: NeedsInvestigation,GoCommand,modules

### Go version

go version go1.21.5 netbsd/amd64

### What operating system and processor architecture are you using (`go env`)?

```shell
GO111MODULE=on
GOPATH=${WRKDIR}/.gopath
GOPROXY=file://${WRKDIR}/.goproxy
GOARCH="amd64"
GOHOSTOS="netbsd"
GOOS="netbsd"
```


### What did you do?

When building packages in pkgsrc (as in other similar systems), there is a rule that there should be no downloads during the build. Instead, all downloads are in a separate phase, with checksumming.

During the build, we set `GOPROXY` to a `file` URL, as per above. 

### What did you expect to see?

Any accesses to the "proxy" (which, again, is a local directory) still show a message like

```
go: downloading golang.org/x/tools v0.14.1-0.20231114185516-c9d3e7de13fd
```

### What did you see instead?

I would not expect a message saying "downloading" when using a `file` URL. Maybe "using" or "accessing" would be better in this case.

See http://mail-index.netbsd.org/tech-pkg/2023/12/23/msg028661.html for a thread where someone was genuinely confused, thinking the message means modules are being downloaded over the network.
Repository: godot
Issue: iOS App crashes when system native Alarm app triggers alarm.
Labels: bug,platform:ios,topic:rendering,topic:porting

### Tested versions

- Reproducible in 4.2.1

### System information

Godot v4.2.1.stable - macOS 14.1.2 - Vulkan (Mobile) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

iPhone:
Godot Engine v4.2.stable.official.46dc27791 - https://godotengine.org
Vulkan API 1.2.231 - Forward Mobile - Using Vulkan Device #0: Apple - Apple A14 GPU

### Issue description

iPhone app freezes after iphone alarm app triggers alarm. Vulkan errors start popping up afterwards in XCode debug log.


### Debug log on Xcode
    Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
    [mvk-error] VK_ERROR_DEVICE_LOST: MTLCommandBuffer "vkQueueSubmit CommandBuffer on Queue 0-0" execution failed (code 7): Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
    USER ERROR: Vulkan: Did not create swapchain successfully. Error code: VK_ERROR_DEVICE_LOST
     at: prepare_buffers (drivers/vulkan/vulkan_context.cpp:2459)
    USER ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
     at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2536)

repeatedly...

### Steps to reproduce

Setup an alarm on iphone for hte next minute. Start your godot powered app on iPhone. Wait till alarm triggers and the app will freeze with debug log filling iwth vulkan errors.

### Minimal reproduction project (MRP)

Just make any project guys. I did it with my full app and another one of my apps.