sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Make a new "experiments lab" tool feature to be opted into all current and future feature experiment configs
Labels: tool,P2,team-tool,triaged-tool

Some new features are implemented in Flutter as opt-in configs.  Impeller, [Swift Package Manager](https://github.com/flutter/website/blob/ad2ebeea0ffc62b496f66c53633cb3f42b302737/src/_includes/docs/swift-package-manager/how-to-enable-disable.md?plain=1#L18-L22), [web](https://github.com/flutter/website/blob/041bc7dca4ca1104c2da007d421b7667937c17d4/src/docs/development/platform-integration/web.md?plain=1#L49-L53), and desktop support come to mind.  Every time we add one we need publicize that the new feature exists. Often this involves adding to the technical blog post, the website, emailing Flutter Insiders, and pushing on social mdeia.

It would be neat to have a new config `flutter config --enable-all-experiments` or similar for Flutter Insiders or other groups that want to try out all the bleeding edge features, regardless of what channel they are on.

This should be prominently called out in `flutter doctor`, possibly including instructions for how to turn it off.
Repository: PowerToys
Issue: Request for a new feature
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Is it possible to have a toggle switch added to a zone in FancyZones to apply a screen "filter" for those pages or windows that don't have "dark" mode setting (similar to attaching a physical screen filter to dull/dim the bright white appearance)?

### Scenario when this would be used?

This would be used on a web page or software screen where it does not have a dark mode setting, to alleviate eye strain/fatigue.

### Supporting information

_No response_
Repository: pytorch
Issue: Inductor remove alias from graph causing check id wrong result in custom ops.
Labels: triaged,module: custom-operators,oncall: pt2,module: inductor,module: pt2-dispatcher

Given a custom op not_eq_impl that , its expected for the result to be True, x and y do not have the same id given the post grad 
graph bellow, but they do have same id!
```
          @torch.library.impl("mylib::not_eq", "cpu", lib=lib)
            @torch._dynamo.disable
            def not_eq_impl(x, y):
                print(id(x))
                print(id(y)) 
                self.assertNotEqual(id(x), id(y))

            def func(x):
                a = torch.ops.aten.alias.default(x)
                torch.ops.mylib.not_eq(a, x)
```
although post grad graph is 
```
 TRACED GRAPH
 ===== AFTER POST GRAD =====
 /home/lsakka/pytorch/torch/fx/_lazy_graph_module.py class <lambda>(torch.nn.Module):
    def forward(self, arg0_1: "f32[2, 2][2, 1]cpu"):
        # No stacktrace found for following nodes
        alias_default: "f32[2, 2][2, 1]cpu" = torch.ops.aten.alias.default(arg0_1)
        not_eq_default = torch.ops.mylib.not_eq.default(arg0_1, alias_default);  alias_default = not_eq_default = None
        
         # File: /home/lsakka/pytorch/test/inductor/test_auto_functionalize.py:1147 in func, code: torch.ops.mylib.not_eq(a, x)
        copy_: "f32[2, 2][2, 1]cpu" = torch.ops.aten.copy_.default(arg0_1, arg0_1);  arg0_1 = copy_ = None
        return ()
        
```

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @rec @zou3519 @bdhirsh
Repository: ollama
Issue: XML  boot file for prompt and respond
Labels: feature request

Boot XML file for classes to handle structured data and logic is a more robust and maintainable approach than using complex template syntax. Here’s why:

1. Encapsulation of Logic:
Class-based Approach: By encapsulating functionality within classes, you create a clear boundary around your logic. This leads to better organization and easier debugging.
Templates: On the other hand, templates that rely heavily on conditionals can become tangled and difficult to manage as the project grows.
2. Reusability:
Classes: Classes can be reused across different parts of the application without rewriting logic. This promotes DRY (Don't Repeat Yourself) principles and allows for easier updates.
Template Syntax: Modifying template logic can often require changes in multiple places, increasing the risk of introducing bugs.
3. Readability and Maintainability:
Class Definitions: Clear class definitions with well-named methods can enhance readability. Other developers can quickly grasp what a class does just by looking at its interface.
Template Logic: Templated syntax, especially when it gets convoluted with conditions, can make it challenging for others (or even the original developer) to understand the flow of logic without extensive comments.
4. Separation of Concerns:
Class-based Systems: This promotes a separation of concerns, where data representation, logic, and presentation can be managed independently. For example, your ai.system class could handle loading, validating, and processing XML data without being intermingled with how that data is presented.
Templates: This can lead to a conflation of data and presentation logic, which can complicate maintenance and testing.

The approach to using classes and structured XML is more aligned with software engineering best practices. It fosters a system that can evolve without the baggage of overly complex templates, making it easier for developers to work with and understand. If the goal is to develop a sustainable and maintainable AI system, sticking to solid OOP principles and clear data representations will always be the better choice.
Repository: tauri
Issue: [bug] Tauri 2: productName from tauri.conf.json not working as expected for iOS
Labels: type: bug,status: needs triage,platform: iOS

### Describe the bug

When building app on macOS, dmg file is correctly named after productName from tauri.cong.json (or specific platform one) but when doing same from iOS, when producName in iOS config differs from rust package name, deploy to simulator not is not working, ipa file is not named correctly and app has wrong name.

Rust name: iostest
Product name: Product

```
tauri build
```

macOS dmg file: Product_0.1.0_aarch64.dmg
macOS app name:  Product

```
tauri ios build
```
iOS ipa name: iostest.ipa
iOS app name: iostest

```tauri ios dev```

Is failing with ```An application bundle was not found at the provided path.```

### Reproduction

https://github.com/skurovec/iostest

Just need to provide you own app identifier and provisioning.

### Expected behavior

Expected ios ipa file Product.ipa and app name Product.

### Full `tauri info` output

```text
$ tauri info

[✔] Environment
    - OS: Mac OS 15.0.1 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.81.0 (eeb90cda1 2024-09-04)
    ✔ cargo: 1.81.0 (2dbb1af80 2024-08-20)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 22.9.0
    - yarn: 1.22.22
    - npm: 10.8.3

[-] Packages
    - tauri 🦀: 2.0.2
    - tauri-build 🦀: 2.0.1
    - wry 🦀: 0.44.1
    - tao 🦀: 0.30.3
    - tauri-cli 🦀: 1.4.0
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli : 2.0.2

[-] Plugins
    - tauri-plugin-shell 🦀: 2.0.1
    - @tauri-apps/plugin-shell : not installed!

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../src

[-] iOS
    - Developer Teams: XXXXXXX
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: 3D Visible Collision Shapes are interpolated
Labels: topic:physics

### Tested versions

4.4dev3

### System information

Godot v4.4.dev3 - Windows 10.0.19045 - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.2802) - Intel(R) Core(TM) i7-8650U CPU @ 1.90GHz (8 threads)

### Issue description

When the "Visible Collision Shapes" debug setting is enabled, the meshes drawn for 3D Collision Shapes are interpolated. 2D Collision Shapes are not affected. The meshes are interpolated even if interpolation is disabled for the Collision Shape node, or if inheriting disabled interpolation from the parent node. Because this setting is intended to visualize the position of the shapes, it doesn't make much sense to interpolate the debug meshes, as this causes a disparity between the rendered position and the true position of the node

### Steps to reproduce

The MRP contains a scene with a sphere that updates its position during physics processing. The physics tickrate is set to 10 to make the interpolation more obvious. The sphere has physics interpolation disabled, to show where the collider is supposed to be.

1. Enable "Debug > Visible Collision Shapes"
2. Run the main scene
3. Observe that while the shapes's graphics are uninterpolated as intended, the debug mesh drawn for it still has interpolation

### Minimal reproduction project (MRP)

[interpolateddebugshapes.zip](https://github.com/user-attachments/files/17283045/interpolateddebugshapes.zip)
Repository: TypeScript
Issue: TS Server fatal error:  Maximum call stack size exceeded
Labels: Bug

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: v1.94
- OS Version: macos 14.2.1 

Steps to Reproduce:

1. clone the [minimal reproduction](https://github.com/MoeYc/vscode-ts-break-case.git) repo
2. open `src/file-0.ts`
3. TS server crashed

### Additional info

1. We have a repo with `1000+` TS files and `100k` lines of code. TS `<= v5.4.5` works fine, but `> v5.4.5` doesn't work.

2. The minimal reproduction has `1500` TS files and `200k` lines of code, and TS `v5.4.5` doesn't work.

3. In real cases, we will have a repo with `10,000+` ts files and `4 million` lines of code. i hope TS LSP can work in this scenario.
Repository: godot
Issue: ProgressBar from saved scene has its size changed by a Control node after reopening the scene again.
Labels: bug,topic:editor,topic:gui

### Tested versions

4.4.dev3, 4.3 standard, 4.3-mono, 4.3.1-mono-rc

### System information

Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF

### Issue description

I have a scene which has a Control node (nothing else) and a ProgressBar, this ProgressBar was saved as a separate scene, now when I close the Control scene the ProgressBar gets resized if it's around the border (not outside but just precisely on the border, in the video it's the top left corner). If I put the progress away from the edges/corners it seems to be fine. Same happens when the Control scene is used in another scene as a Ui for example.

Watch the video below please.

https://github.com/user-attachments/assets/ef296f54-fce9-46ab-a3d6-31dc47490809

From what it seems to me the ProgressBar resizes to fit the font size despite the Show Percentage being unchecked, I also tried to override the font size to 1 px but that did not change this behaviour at all.

### Steps to reproduce

1. Create a new Control scene with a Control Node as the top node.
2. Add a ProgressBar (name it however you want).
3. Save the scene (I'll refer to this file as Control scene).
4. Change ProgressBar size down (it needs to be smaller than some who knows what value): Layout -> Transform -> Size (67, 5)
5. Uncheck ProgressBar's ShowPercentage (make sure it doesn't show any numbers otherwise you can't resize it below the font size limit!)
6. Right click the ProgressBar and save it as a scene (I'll refer to this file as a Progress scene).
7. Now close the Control scene.
8. Open the Control scene again.
9. (If it did not work then you might need to delete the ProgressBar from the scene and drag and drop the save Progress scene into the Control node and make sure you keep it at the origin - top left corner.
10. Observer the ProgressBar expanding to some random size (it might be related to some default font size perhaps, at least that's what it looks like to me it resizes to?)

### Minimal reproduction project (MRP)

[ProgressBarMrp.zip](https://github.com/user-attachments/files/17283184/ProgressBarMrp.zip)
Repository: godot
Issue: Editor window stops updating when launching project in top left corner on second monitor
Labels: bug,topic:editor

### Tested versions

- Reproducible in 4.1-dev1 onward
- Not reproducible in 4.0.4-stable

### System information

Godot v4.3.stable (77dcf97d8) - Arch Linux #1 SMP PREEMPT_DYNAMIC Fri, 04 Oct 2024 21:51:11 +0000 - Wayland - Vulkan (Mobile) - dedicated AMD Radeon RX 6600 (RADV NAVI23) - AMD Ryzen 7 5700G with Radeon Graphics (16 Threads)

### Issue description

It only happens with freesync enabled on my main monitor and run/window_placement/rect set to top left on my second monitor. The editor starts to refresh again after refocusing it.

### Steps to reproduce

- Create new project.
- Set run/window_placement/rect to top left.
- Set run/window_placement/screen to next screen, previous screen, or screen 2.

### Minimal reproduction project (MRP)

n/a
Repository: vscode
Issue: Support Ghost Cells In Notebooks - Insert Cells In Edit Mode
Labels: feature-request

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Describe the feature you'd like. -->

I'd like to be able to build Notebook extensions that insert "ghost cells". Ghost cells are similar to ghost text except instead of inserting ghost text at the current cursor position one or more cells is inserted into the notebook. These cells are rendered with a different font color to provide a clear visual distinction.

Here's a demo video
https://github.com/user-attachments/assets/2d68fbd3-8d3b-43d5-accc-5f17c723dea2

You can largely implement this today using TextDecorations to change the font color of a cell. This works well for code cells. For Markup cells this doesn't work because code cells get inserted in "preview" mode not in "edit" mode and text decorations for markup cell only show up in edit mode. You can see this in the video provided above.

One possible way to fix this would be to allow markup cells to be inserted in "edit" mode and/or provide an API to change the mode of a cell. As far as I could tell this currently isn't possible except possibly by changing the focus. In my case I don't want to change the focus because the user is continuing to type into the current cell as the AI is inserting/updating ghost cells.

As a work around I can do the following (https://github.com/stateful/vscode-runme/pull/1713)
1. Insert markup cells as code cells with language markup
1. When cell is accepted replace the cell with markup

This work around has a couple drawback

1. Its confusing to users to render markdown as code cells rather than markup cells
1. When user accepts the cell it ends up showing in preview mode rather than edit mode
Repository: neovim
Issue: Tree-Sitter errors when filetype contains a dot
Labels: bug,runtime

### Problem

Neovim (inheriting from Vim) has a seldom used feature for combining multiple filetypes into the `'filetype'` option separated by a dot: https://github.com/neovim/neovim/blob/61f1b091ea97793f9b644cebf6c84cf6bbb4f0bc/runtime/doc/options.txt#L2541-L2546

The runtime files for `eruby` and `liquid`, both templating languages, use the second filetype to decide the syntax of the language the template is generating, combining those runtime files with its own. Outside of those special cases, the default behavior in Vim is to load each language's runtime files in succession, with the first language setting a variable—`b:current_syntax`, `b:did_ftplugin`, `b:did_indent`—that subsequent runtime files use to short-circuit.  These short circuits are missing from the syntax files that delegate to Tree-Sitter, producing an error whenever a Tree-Sitter language is used as a secondary syntax.

### Steps to reproduce

```
nvim --clean
:setf sh.lua
```

Neovim 0.10:

```
Error detected while processing FileType Autocommands for "*"..function <SNR>1_LoadFTPlugin[20]..script /opt/homebrew/Cellar/neovim/0.10.2_1/share/nvim/runtime/ftplugin/lua.lua:
E5113: Error while calling lua chunk: ...0.2_1/share/nvim/runtime/lua/vim/treesitter/language.lua:101: 'sh.lua' is not a valid language name
stack traceback:
        [C]: in function 'error'
        ...0.2_1/share/nvim/runtime/lua/vim/treesitter/language.lua:101: in function 'add'
        ...1/share/nvim/runtime/lua/vim/treesitter/languagetree.lua:111: in function 'new'
        ...eovim/0.10.2_1/share/nvim/runtime/lua/vim/treesitter.lua:41: in function '_create_parser'
        ...eovim/0.10.2_1/share/nvim/runtime/lua/vim/treesitter.lua:108: in function 'get_parser'
        ...eovim/0.10.2_1/share/nvim/runtime/lua/vim/treesitter.lua:416: in function 'start'
        ...llar/neovim/0.10.2_1/share/nvim/runtime/ftplugin/lua.lua:2: in main chunk
```

Neovim 0.11 HEAD:

```
Error detected while processing FileType Autocommands for "*"..function <SNR>1_LoadFTPlugin[20]..script /home/tpope/Code/vim/neovim/builds/0.11/share/nvim/runtime/ftplugin/lua.lua:
E5113: Error while calling lua chunk: ...im/builds/0.11/share/nvim/runtime/lua/vim/treesitter.lua:426: Parser could not be created for buffer 1 and language "sh"
stack traceback:
        [C]: in function 'assert'
        ...im/builds/0.11/share/nvim/runtime/lua/vim/treesitter.lua:426: in function 'start'
        ...m/neovim/builds/0.11/share/nvim/runtime/ftplugin/lua.lua:2: in main chunk
```

Neovim 0.11 does fix the reverse case: `filetype=lua.sh`.

### Expected behavior

I would expect silence. For file types like `eruby` and `liquid`, it would of course be nice if they functioned as intended, but I wouldn't expect combining Tree-Sitter with regexp based highlighting to work, and it's not the subject of this bug report.

### Nvim version (nvim -v)

0.10.2, HEAD

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

no, vim 9.1

### Operating system/version

any

### Terminal name/version

any

### $TERM environment variable

any

### Installation

Homebrew, manual compile
Repository: ui
Issue: [bug]: Toast not displaying
Labels: bug

### Describe the bug

The Toaster component is not displaying on the screen when triggered. Despite following the setup instructions and ensuring the component is correctly imported and used, the toast notifications do not appear.

### Affected component/components

Toast

### How to reproduce


https://github.com/user-attachments/assets/3df8c6e3-c4c8-4e4b-b810-c17344f31eaf

Bug description:

The Toaster component, part of the shadcn/ui library, is not rendering on the page as expected. This issue persists despite using the recommended setup and usage patterns.



Set up a Next.js project and import the Toaster component from shadcn/ui.
Add the Toaster component to a page and trigger it via a user action (e.g., clicking a button).
Observe that no toast notification appears on the screen.



```tsx

import { Button } from "@/components/ui/button";
import Head from "next/head";
import {toast} from "@/components/hooks/use-toast";
import { ToastAction } from "@/components/ui/toast";


const TestPage = () => {
    return (
    <>
        <Head>  
            <title>Test Page</title>
            <meta name="description" content="This is a test page" />
        </Head>

        <main className="flex flex-col items-center justify-center h-screen">
            <h1 className="text-6xl font-bold">Test Page</h1>
            <Button
      variant="outline"
      onClick={() => {
        toast({
          title: "Scheduled: Catch up ",
          description: "Friday, February 10, 2023 at 5:57 PM",
          action: (
            <ToastAction altText="Goto schedule to undo">Undo</ToastAction>
          ),
        })
      }}
    >
      Add to calendar
    </Button>
        </main>
    </>
    )
    }
export default TestPage;
```

`layout.tsx`

---

```tsx
import type { Metadata } from "next";
import localFont from "next/font/local";
import "./globals.css";
import { Open_Sans } from 'next/font/google';

import { Toaster } from "@/components/ui/toaster";
interface RootLayoutProps {
	children: React.ReactNode;
}


// export default async function RootLayout({
//   children,
// }: Readonly<{
//   children: React.ReactNode;
// }>) {
export default  function RootLayout({ children }: RootLayoutProps) {
  return (
    
    <html lang="en">
      <body
        className={`${geistSans.variable} ${geistMono.variable} ${geistOpenSans.variable}  ${geistGilroy.variable} antialiased`}
      >
        {children}
        <Toaster/>
      </body>
    </html>
  
  );
}
```




### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
No errors output.
```


### System Info

```bash
macOS 15.0.1 (24A348)

React Version 18.3.1
Next.js Version 14.2.14
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: flutter
Issue: I wish there was a bot that re-opened issues closed by forks
Labels: team-infra,P2,c: tech-debt,triaged-infra,monorepo

As one particular example, in https://github.com/flutter/flutter/issues/155131#event-14545254213, a merged fork closed an issue I intentionally re-opened. If I had not gotten lucky that it was a Monday morning and I had a small inbox, I would have probably missed this and never re-opened it.

Apparently this is a bug/mis-feature of the `Closes XYZ` and `Fixes XYZ` syntax [best described as](https://github.com/orgs/community/discussions/17308#discussioncomment-6842022):

> This feature is train wreck, it's basically an advertisement for JIRA.

Some conversation from an offline chat without names attached:

> Yeah it's really annoying, it basically makes me never want to use the "fixes <>" syntax and instead just close things manually
>
> otherwise if you have to re open, it gets re closed whenever people sync their fork on github I think


> I'm only for it if that theoretical bot linked the issue to the PR so it still closed. This situation is bad but only happens with reverts until they are closed for good. There are many many times more bugs are closed correctly, and it would be a load to add on our triagers to dig through open issues to search ones that should have been closed.  Plus I was told engine reverts are soon to be far less common an occurrence

It would be nice to have guidance on what we expect our team to do, i.e. should we just be OK with issues randomly being closed? Should triage check recently closed issues (somehow) and verify they were closed correctly? Should we invest in more automation? Should we move our bug tracker to Bugzilla (mostly kidding)?