sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `invalid_value` does not warn when transmuting from a unit struct to an uninhabited type
Labels: A-lints,T-compiler,C-bug,L-invalid_value

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
struct T;
enum U {}

pub fn ub() {
    unsafe { std::mem::transmute::<T, U>(T) };
}

fn main() {}
```

I expected to see this happen: warning that the transmute is invalid/UB.

Instead, this happened: no warning :(

A similar example, but with `()` instead of a unit structure _does_ warn:

```rust
pub fn ub() {
    unsafe { std::mem::transmute::<(), U>(()) };
}

fn main() {}
```
```text
warning: the type `U` does not permit zero-initialization
  --> tests/ui/never_type/never_transmute_never.rs:12:14
   |
12 |     unsafe { std::mem::transmute::<(), U>(()) };
   |              ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ this code causes undefined behavior when executed
   |
note: enums with no inhabited variants have no valid value
  --> tests/ui/never_type/never_transmute_never.rs:9:1
   |
9  | enum U {}
   | ^^^^^^
   = note: `#[warn(invalid_value)]` on by default
```

### 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 1.80.0-nightly (98489f248 2024-06-06)
binary: rustc
commit-hash: 98489f2487465f3765e5dd28d7305ebfd40f0865
commit-date: 2024-06-06
host: x86_64-unknown-linux-gnu
release: 1.80.0-nightly
LLVM version: 18.1.7
```
Repository: ollama
Issue: please add nvidia/Nemotron-4-340B-Instruct
Labels: model request

my GPUs are not utilized fully, I need to spin my H200s!!


just kidding, need quantized version of the model ;)
Repository: ollama
Issue: [Model Request] Add dolphin-2.9.1-llama-3-70b
Labels: model request

There is currently only 2.9 version of dolphin-llama3 in ollama library. Please add the newer one: https://huggingface.co/cognitivecomputations/dolphin-2.9.1-llama-3-70b. The repo was updated just a day ago. Thanks
Repository: godot
Issue: Godot does not repeat the texture correctly.
Labels: bug,topic:rendering,topic:2d

### Tested versions

v3.6.beta5.official [2a347ab86]

### System information

w10 64

### Issue description

If you use a small size image, godot does not repeat the texture well as you can see in this video.
Godot has no problem repeating the texture if, for example, you use the godot icon as a graphic.
Any solution to this?

Video example:


https://github.com/godotengine/godot/assets/19652075/5de2115e-f2cd-4720-b3f5-6915b2853e93



### Steps to reproduce

Try repeating the texture in the example project.
Activate repeat.
Recare
Activate the region
Set region 0, 0, 64, 64 for example

### Minimal reproduction project (MRP)

[testRuedas.zip](https://github.com/user-attachments/files/15849409/testRuedas.zip)
Repository: go
Issue: go/ast: add ParseDirective
Labels: Proposal,Proposal-Accepted

### Proposal Details

`*ast.CommentGroup` has a helpful `Text` method to extract the text of comments that are *not* directives, but there is no simple means to get the directives of the comment other than by parsing the raw comments.

Now that directives are standardized and allow third party directives, while the format is simple, it would be nice to make them easier to access. 

The most common case would be for a third party tool to want to see only the directives in its namespace so this use case should be made simplest.

I imagine something like:

```go
// Directives iterates over all
//
//    //namespace:directive arguments
//
// directives in the comment group,
// yielding namespace:directive then arguments (which may be empty).
//
// If a namespace argument is provided, only directives that match
// that namespace are iterated over.
//
// If the namespace argument is go, the directives iterated over
// include directives like "//line" which predate the standardized format.
//
// If namespace is the empty string, all directives are iterated over
func (g *CommentGroup) Directives(namespace string) iter.Seq2[string, string]
```
Repository: godot
Issue: Project settings are slow to take effect 
Labels: bug,topic:editor,needs testing

### Tested versions

Reproducible in v4.3.beta1.mono.official [a4f2ea91a]

### System information

Godot v4.3.beta1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

### Issue description

If I run the project (pressing F5) immediately after changing some project setting (`Display | Window | Viewport Height` for example), the project still uses the old setting value. If I wait a few seconds (maybe about 3 seconds on my computer) before starting the project, the new setting value has been taken effect. The problem happens most easily when just typing the new numeric setting value without pressing enter and closing the Project Setting window by clicking the `Close` button and then immediately pressing F5.

I would expect that the changed settings would take effect before it is possible to start the project.

### Steps to reproduce

1. Open Project Setting 
2. Type some new value to `Display | Window | Viewport Height`, **_do not press enter!_**
3. Click `Close` button 
4. Immediately press F5 to start the project  --> old window height is still used 
5. Press F8 to stop
6. Press F5 to start the project again  --> new window height is used 

### Minimal reproduction project (MRP)

N/A
Repository: kubernetes
Issue: Better field-ordering when rendering YAML/JSON
Labels: sig/api-machinery,sig/cli

Today it looks like fields are all rendered in alphabetical order which makes for terrible reading.  We have a strong convention of list-map fields -- when we render each item, it would be much nicer to put the key(s) first.

Example, compare:

```
    conditions:
    - lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:34Z"
      status: "False"
      type: PodReadyToStartContainers
    - lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:32Z"
      status: "True"
      type: Initialized
    - lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:32Z"
      reason: PodFailed
      status: "False"
      type: Ready
    - lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:32Z"
      reason: PodFailed
      status: "False"
      type: ContainersReady
    - lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:32Z"
      status: "True"
      type: PodScheduled
```

with

```
    conditions:
    - type: PodReadyToStartContainers
      lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:34Z"
      status: "False"
    - type: Initialized
      lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:32Z"
      status: "True"
    - type: Ready
      lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:32Z"
      reason: PodFailed
      status: "False"
    - type: ContainersReady
      lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:32Z"
      reason: PodFailed
      status: "False"
    - type: PodScheduled
      lastProbeTime: null
      lastTransitionTime: "2024-06-09T22:52:32Z"
      status: "True"
```

It would super if we could annotate fields with enough information to get
better ordering.  Perhaps a simple integer, such that lower numbers render
first, and any two fields with the same number arte sorted alphabetically.
Repository: godot
Issue: Autocompletion showing fields with an underscore
Labels: bug,discussion,topic:gdscript,topic:editor

### Tested versions

Reproducible in: 4.0.stable, 4.2.2.stable, 4.3.beta1

### System information

Windows 11

### Issue description

The editor's Intellisense autocompletes fields with the underscore prefix if they were declared or overwritten by a custom class. Notably, this means the editor autocompletes _init if the method has been overwritten.

![image](https://github.com/godotengine/godot/assets/68819802/5d776f89-a985-4467-abd6-e6f548c03a62)


### Steps to reproduce

1. Create a custom class implementing or overwriting a private field
2. Instantiate custom class
3. Attempt to access private field inside custom class

### Minimal reproduction project (MRP)

[autocomplete_bug_test.zip](https://github.com/user-attachments/files/15854939/autocomplete_bug_test.zip)
Repository: pytorch
Issue: The name of the function `nn.L1Loss()` should be `nn.MAE()` or the name of the function `MSELoss()` should be `nn.L2Loss()`
Labels: module: nn,triaged

### 🚀 The feature, motivation and pitch

The name of the function [nn.L1Loss()](https://pytorch.org/docs/stable/generated/torch.nn.L1Loss.html#torch.nn.L1Loss) should be `nn.MAE()` or the name of the function [MSELoss()](https://pytorch.org/docs/stable/generated/torch.nn.MSELoss.html#torch.nn.MSELoss) should be `nn.L2Loss()` so that we can easily know these functions are similar.

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: godot
Issue: Some letters with diacritics are rendered with the upper part offset
Labels: needs testing,topic:gui

### Tested versions

v4.3.beta1.official [a4f2ea91a]

### System information

Godot v4.3.beta1 - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

Sometimes, when text containing diacritics is entered (for example as part of a # comment), it can happen that the upper part is shifted and rendered over the next letter. For example, in this screenshot notice how the "n" has the falling-rising tone mark above it:
![image](https://github.com/godotengine/godot/assets/106015575/be99876f-cda9-4e81-a19e-67e02d513a30)


The mark should be above "a", this is what the same word looks like in MacOS default text editor, note the tone mark is above "a" (as I typed it):
![image](https://github.com/godotengine/godot/assets/106015575/8689e89b-5539-45f6-b97b-2c911619ad4c)

### Steps to reproduce

Copy this text and paste it into the code editor:
`zìdiǎn`

### Minimal reproduction project (MRP)

Any Godot project.
Repository: neovim
Issue: "focusable" for non-floating (split) windows
Labels: enhancement,floatwin

### Problem

The "focusable" attribute is explicitly ignored for non-floating windows. For example, here is the code for going to the next/previous window, which ignores focusable==false unless the window is also floating:

https://github.com/neovim/neovim/blob/7e65f3757bdbe41bbf022b05b6869ad6e7febe0d/src/nvim/window.c#L355-L374

I'm working on an addon that adds "companion windows" for certain functionality where non-focusable, non-floating windows would be really useful. I note that it's possible to set the focusable flag on non-floating windows without error, and the fact that focusable only applies to floating windows is not mentioned in the docs. 

- I'd be happy create a PR to change window navigation to respect the focusable flag unambiguously. Can anyone who knows the project well think of a reason why this shouldn't be done?
- If we can't fix the behaviour, I think we should at least fix the docs to be explicit about this. We should also consider returning an error when the focusable flag is set on a non-floating window, as we currently do for other attributes that are floating-only (borders for example). I'd be happy to create a PR for this too.





### Expected behavior

When the focusable flag is false for a non-floating window, I expect window navigation commands to skip the window.
Repository: vscode
Issue: editor.action.nextMatchFindAction won't scroll to target when followed by closeFindWidget
Labels: bug,editor-find

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- VS Code Version: 1.90.1, 1.91.0-insider, vscode.dev 1.90.1
- OS Version: Windows 10 22H2, Windows 10 22H2, Windows 10 22H2/Chrome

Steps to Reproduce:

1. create a hotkey with the commands: ```["editor.action.nextMatchFindAction", "closeFindWidget"]```
2. position the text that the hotkey will search for outside view (need to scroll to it)
3. the command won't scroll to the found text

![ezgif-4-0f8ee88c3c](https://github.com/microsoft/vscode/assets/3517668/10d3ae29-8fe6-4599-8643-1184adaa738a)
Repository: rust
Issue: Words in `<code></code>` in docs make machine translation even weirder than usual
Labels: T-rustdoc,C-enhancement,A-docs,A-rustdoc-ui,A-translation

### Location

This happens all over the page.

https://doc.rust-lang.org/core/mem/union.MaybeUninit.html

### Summary

Some backquoated string move to the end of the sentence.

![docoutput](https://github.com/rust-lang/rust/assets/9417313/13b43e08-59a6-4212-9ab7-191d679a7696)
![doccode](https://github.com/rust-lang/rust/assets/9417313/ef02f290-63f1-42ce-8e07-59e0c791fc63)
Repository: pytorch
Issue: Any plans for a "torch.minmax" (min-max normalization) function?
Labels: triaged,module: python frontend

### 🚀 The feature, motivation and pitch

While min-max normalization is an easy function to implement, I think having it by default on Pytorch could be a great addition.
(Forgive me if this was already asked)

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD
Repository: godot
Issue: Texture Atlas adding Padding to Outputted Texture
Labels: needs testing,topic:import

### Tested versions

 v4.2.stable.official [46dc27791]

### System information

Windows 10 

### Issue description

I have a bunch of pngs of size x 1024 by y 1024(x). I'm trying to group them together as a texture atlas. But there is some kind of padding or margin being applied though I am not setting it. The further the images get to the right of the texture atlas the more padding there is.

### Steps to reproduce

Import Textures:
![image](https://github.com/godotengine/godot/assets/32524065/9a0cf90e-08d4-4573-bab1-b3be2b6c3c5e)

Atlas Settings:
![image](https://github.com/godotengine/godot/assets/32524065/c9c90ae9-b126-40b2-bd4b-b09fd216bde6)


Note how the alignment of the images does not stay centered in 1024x1024 areas as intended. It seems there is some horizontal padding being applied. The further right the images get in the Texture Atlas the more off center they become.


### Minimal reproduction project (MRP)

[TextureAtlasBug.zip](https://github.com/user-attachments/files/15856084/TextureAtlasBug.zip)
Repository: vscode
Issue: Debian package `postinst` should not install keyring to Dir::Etc::trustedparts (/etc/apt/trusted.gpg.d)
Labels: bug,debt,install-update,deb

Please install to `/usr/share/keyrings/microsoft.gpg` and subsequently add `signed-by=/usr/share/keyrings/microsoft.gpg` to the repo line. Then the key is only used for the vscode repository and no where else.
Repository: godot
Issue: Can't See Transparent Objects in Normal Buffer in CompositorEffect
Labels: feature proposal,discussion,topic:rendering,topic:3d

### Tested versions

v4.3.beta1.official [a4f2ea91a]

### System information

Godot v4.3.beta1 - Windows 10 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads)

### Issue description

I am trying out the new `CompositorEffect` in 4.3. I am trying to create a post-transparent effect that uses both the depth buffer and the normal buffer. (The ultimate goal of this is to create an outline shader that can outline transparent objects.) However, it seems like transparent objects aren't showing up in the normal buffer.

Here is the regular color buffer:
![color_regular](https://github.com/godotengine/godot/assets/99611620/7e633f50-b78f-4483-bbaf-6b1f2bce0284)

Here is the colors inverted using the `CompositorEffect`:
![color_inverted](https://github.com/godotengine/godot/assets/99611620/cbbb3184-f07e-4cc4-bf0f-1dda325e00c5)

Here is the depth buffer:
![depth](https://github.com/godotengine/godot/assets/99611620/fab92301-7d97-4d3a-a1e5-ef9561e24f83)

And here is the normal buffer (the transparent sphere and cube are missing):
![normal](https://github.com/godotengine/godot/assets/99611620/178fb547-e60b-4a14-900d-0fb3c18ac835)

### Steps to reproduce

I've included an MRP. There's a single 3D scene with a camera, light, world environment (where the `CompositorEffect` is attached), and a few meshes, as shown in the images above. You can find the code for the `CompositorEffect` and the shader in the MRP.

One thing worth noting in particular: On transparent materials, depth draw mode is set to "Always". It seems that transparent materials won't show up in the depth buffer otherwise. I couldn't find an equivalent option related to the normal buffer. This makes me wonder, is it just not possible in Godot to have transparent objects show up in the normal buffer? If not, would it be possible to add this as an option, just like with the depth buffer?

I know none of the particulars about how any of this works, so I'm very sorry if I'm missing something here or if this belongs as a proposal rather than a bug.

### Minimal reproduction project (MRP)

[compositor-test.zip](https://github.com/user-attachments/files/15856158/compositor-test.zip)
Repository: PowerToys
Issue: File Locksmith does not follow shortcuts
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.1

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

File Locksmith

### Steps to reproduce

1. Create a shortcut to a file that is lockable, like a Word Document
2. Open the file so it locks
3. Right click the shortcut, choose Unlock With File Locksmith
4. In the resulting window, no results are found
5. Now right click the shortcut and choose Open File Location
6. Right click the real file and chose Unlock With File Locksmith
7. Now the locking application is found

### ✔️ Expected Behavior

File Locksmith should automatically resolve shortcuts, other third party unlocking programs can already do this

### ❌ Actual Behavior

File Locksmith does not resolve shortcuts so you must always unlock using the underlying file directly

### Other Software

_No response_
Repository: PowerToys
Issue: Mouse Without Borders CAN'T Change Device layout With Administrator on Windows Server
Labels: Needs-Triage

### Description of the new feature / enhancement

Please Allow Administrator Change Device Layout.

### Scenario when this would be used?

Some Device Used Administrator User Be Allow This.

### Supporting information

_No response_
Repository: PowerToys
Issue: PowerToys Run - Query history is still collected even when the History plugin is disabled
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Microsoft PowerToys version

0.81.1

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

1. Disable the History plugin
2. Run something through PowerToys Run
3. Re-enable the History plugin
4. Type `!!` in PowerToys Run and observe that what you ran was still collected and stored in history

### ✔️ Expected Behavior

I expected command history to not be collected while the History plugin is disabled

### ❌ Actual Behavior

When the History plugin is disabled, command history is still being collected and stored in `%localappdata%\Microsoft\PowerToys\PowerToys Run\Settings\QueryHistory.json`

### Other Software

_No response_
Repository: PowerToys
Issue: power toys에서 메모리 누수가 있는 것 같습니다.
Labels: Issue-Bug,Needs-Triage


### Microsoft PowerToys version

0.81.1

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

power toys를 실행시킨 상태로 몇일간 기기를 끄지 않고 사용함

### ✔️ Expected Behavior

적정 수준의 메모리 할당상태로 유지

### ❌ Actual Behavior

리소스 모니터 등에서 power toys에 할당된 메모리가 늘어나 보이지는 않지만
실제 `사용중 메모리`,  `커밋된 메모리`의 사용량이 지속적으로 늘어남

### Other Software

_No response_


[PowerToysReport_2024-06-16-16-47-59.zip](https://github.com/user-attachments/files/15856575/PowerToysReport_2024-06-16-16-47-59.zip)
Repository: kubernetes
Issue: kube-controller-manager Master Election Time Exceeds the Lease Time
Labels: kind/bug,sig/apps,triage/accepted

### What happened?

First, the configuration of controller-manager election is as follows:
`--leader-elect-lease-duration=25s
 --leader-elect-renew-deadline=20s`
The active controller node is master2. After the master2 node is powered off:
The controller-manager master election request of the master1 node fails because the persistent connection of http2 is not disconnected for about 30s.
After the connection is restored, it takes about 30 seconds to select the active node.
![image](https://github.com/kubernetes/kubernetes/assets/54977497/dfa6b745-6b4b-4ffb-8d43-de57c52f68ac)
![image](https://github.com/kubernetes/kubernetes/assets/54977497/649db3ef-aa87-475b-8e32-236eb864ba6a)
![image](https://github.com/kubernetes/kubernetes/assets/54977497/fefd0dd0-f8d6-449e-808c-8b475ab80782)


### What did you expect to happen?

The owner can complete the selection according to the lease time.

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

Power on and off the active kube-controller-manager node. There is a low probability that this problem recurs.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```
1.28
</details>


### Cloud provider

<details>

</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>