sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: pasta não abre
Labels: info-needed,*english-please,translation-required-portuguese-brazil,triage-needed


Type: <b>Bug</b>

minha pasta não abre, e não consico abrir um novo arquivo para novos projetos.

VS Code version: Code 1.96.4 (cd4ee3b1c348a13bafd8f9ad8060705f6d4b9cba, 2025-01-16T00:16:19.038Z)
OS version: Windows_NT x64 10.0.22631
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz (8 x 1190)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled<br>webnn: disabled_off|
|Load (avg)|undefined|
|Memory (System)|7.80GB (3.46GB free)|
|Process Argv|--crash-reporter-id 78281426-714d-4839-b394-4611896cbabc|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (11)</summary>

Extension|Author (truncated)|Version
---|---|---
dart-code|Dar|3.102.0
flutter|Dar|3.102.0
vscode-language-pack-pt-BR|MS-|1.96.2024121109
csdevkit|ms-|1.15.34
csharp|ms-|2.61.28
vscode-dotnet-runtime|ms-|2.2.5
python|ms-|2024.22.2
color-highlight|nau|2.8.0
LiveServer|rit|5.7.9
intellicode-api-usage-examples|Vis|0.2.9
vscode-icons|vsc|12.10.0

(1 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscod805cf:30301675
binariesv615:30325510
vsaa593:30376534
py29gd2263:31024239
c4g48928:30535728
azure-dev_surveyone:30548225
962ge761:30959799
pythonnoceb:30805159
pythonmypyd1:30879173
h48ei257:31000450
pythontbext0:30879054
cppperfnew:31000557
dsvsc020:30976470
pythonait:31006305
dsvsc021:30996838
dvdeprecation:31068756
dwnewjupyter:31046869
2f103344:31071589
nativerepl2:31139839
pythonrstrctxt:31112756
nativeloc1:31192215
cf971741:31144450
iacca1:31171482
notype1cf:31157160
5fd0e150:31155592
dwcopilot:31170013
stablechunks:31184530
6074i472:31201624
dwoutputs:31217127
9064b325:31222308
copilot_t_ci:31222730

```

</details>

<!-- generated by issue reporter -->
Repository: ollama
Issue: Mini-InternVL
Labels: model request

https://hf-mirror.com/OpenGVLab/Mini-InternVL-Chat-4B-V1-5

thanks.
Repository: ollama
Issue: MiniCPM-o-2_6
Labels: model request

https://hf-mirror.com/openbmb/MiniCPM-o-2_6

thanks.
Repository: PowerToys
Issue: Fancy Zones is so slow
Labels: Needs-Triage

### Description of the new feature / enhancement

There's a delay between key-down of the shift key and the zone rectangles appearing. There's a delay between the mouse-up and the window fitting into the zone. These delays drop you out of your flow and make you wonder if Fancy Zones is working... it is... but losing your train of thought is frustrating, especially for something as trivial as moving windows.

### Scenario when this would be used?

All the time.

### Supporting information

_No response_
Repository: ollama
Issue: Context caching in RAM
Labels: feature request

I have been thinking about the possibility of caching computed context into RAM. Let me explain, how it could be helpful on cheaper HW, that many of us are running.
The challenges:
1) you have limited VRAM. You have to split it between model and context cache (context length). As you are using the server alone (or with a few friends), you do not really need concurency, so you allow only one context to be stored. That means more VRAM for model and 1 context.
2) you sometimes want to chat about different things in different chats (especially when using WebUI), seems like kind of a natural workflow.
3) you sometimes want some inference at roughly the same time as your friend (pretty similar from the ollama standpoint)
4) whenever you send a prompt, it gets ingested and you get the response. When you send response to that, the context is already cached = immediate inference.
5) when you switch chats or a friend starts their own conversation, the pre-computed context is gone.
6) especially for longer conversations (e.g. coding or deep philosophical discussions idk) it takes long for the whole conversation to be ingested again, so that next response could be inferenced.

Here comes the idea of the context caching to RAM to the rescue. RAM is relatively cheap and CPU/RAM inference is usually slow compared to GPU/VRAM (most of us do not have Genoas with lot of memory bandwidth). My proposal:
1) allow to allocate memory in RAM specifically for a specified number of context caches.
2) the "normal" number of contexts would still be allocated in VRAM, it needs to be accessible with high bandwidth.
3) keep sort of a FIFO in RAM (if you choose to allocate more space for context cache in RAM), so that the oldest contexts are discarded first
4) when you detect that there is a continuation of previous conversation, first check if the pre computed context is cached, if so, load it into VRAM basically instantly (versus computing it again for longer contexts..)


What do you think? Is it doable? Is it a silly idea? Are there limitations I do not see? Is it "too much my usecase"? I do not really know! :)
Last but not least, thank you all for your wonderful work! <3
Repository: ant-design
Issue: input inside dropdown of form item of select will inherit error status of select
Labels: 🤔 Need Reproduce

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/wvk5xh)

### Steps to reproduce

submit to make select got error status then click select to see input status

<img width="472" alt="Image" src="https://github.com/user-attachments/assets/14b4920d-048a-4180-908d-586b90121994" />

### What is expected?

input inside dropdown should not inherit error status of parent select

### What is actually happening?

input inside dropdown inherit error status of parent select

| Environment | Info |
| --- | --- |
| antd | 5.23.2 |
| React | 18.3.1 |
| System | macOS 15.1.1 |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: rust
Issue: `#[thread_local]`s are pessimized in `#[no_mangle]` functions
Labels: A-codegen,T-compiler,A-thread-locals,F-thread_local,C-optimization

```rust
#![feature(thread_local)]

use std::cell::Cell;

#[thread_local]
static THREAD_LOCAL: Cell<bool> = const { Cell::new(false) };

pub fn pub_mentions_thread_local() {
    let _ = THREAD_LOCAL;
}

#[no_mangle]
fn no_mangle_uses_thread_local() {
    let r = &THREAD_LOCAL;
    if !r.get() {
        r.set(true);
    }
}
```

compiles to:

```asm
no_mangle_uses_thread_local:
        push    rax
        data16
        lea     rdi, [rip + example::THREAD_LOCAL::h5a1be4459c52c6f4@TLSGD]
        data16
        data16
        rex64
        call    __tls_get_addr@PLT
        cmp     byte ptr [rax], 0
        jne     .LBB0_2
        data16
        lea     rdi, [rip + example::THREAD_LOCAL::h5a1be4459c52c6f4@TLSGD]
        data16
        data16
        rex64
        call    __tls_get_addr@PLT
        mov     byte ptr [rax], 1
.LBB0_2:
        pop     rax
        ret

example::THREAD_LOCAL::h5a1be4459c52c6f4:
        .zero   1
```

(https://godbolt.org/z/K69s4fzzz)

i.e. two accesses under the `global-dynamic` TLS model. I have two questions here:

1. Why is the TLS resolved twice? It's sound to resolve it only once; in fact, the source code takes `&THREAD_LOCAL` just once. This might be an LLVM problem.

2. Why is `global-dynamic` used instead of `local-dynamic`? Removing `pub` from `pub_mentions_thread_local`, deleting `pub_mentions_thread_local` altogether, or adding `#[no_mangle]` to it fixes this, even though that function literally has an empty MIR. This makes me suspect this is not an LLVM bug.

[Here's another example.](https://godbolt.org/z/4fbnzcMGd)

I'm not positive that `#[no_mangle]` is to blame here, but that's the closest I have to a non-generic title.

`std::thread_local!` is unaffected.

@rustbot label +A-codegen +A-thread-locals +C-optimization +F-thread_local +T-compiler
Repository: vscode
Issue: Hot Exit bug
Labels: info-needed

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- VS Code Version: 
- OS Version: 

There is a bug with hot exit disabled. It cannot really be disabled, and that's very frustrating to people who never want all this autosave nonsense.

Steps to Reproduce:

1. Set `files.hotExit` to `Off`
2. Type "Should Not Be Saved" on a Jupyter notebook.
3. Close the Jupyter notebook without saving it.
4. Reopen the Jupyter notebook.
5. That "Should Not Be Saved" text is still on the notebook, even though it wasn't saved.

This behavior is very frustrating, as it makes it impossible to keep track of which edits were discarded and which were saved and what was really the last saved state of a document. To be really safe, one has to immediately close and relaunch VS Code every time a file is closed without saving it.
Repository: PowerToys
Issue: If PowerToys run shortcut is set to win+space, it also activates Click To Do in Windows.
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Use Windows Insider Dev with Click To Do on Copilot+ PC

Set shortcut for activating PowerToys Run to Win+Space

Activate PowerToys Run with Win+Space



*Notes*
Win + Space only activates click to do when it's set as a PowerToys Run shortcut.  If PowerToys Run is set to a different shortcut, Win+Space no longer activates Click To Do.

I've also reported this to the black hole that is the Windows Feedback Hub (https://aka.ms/AAu38pk)) because it could be a bug in either piece of software, but it will likely never be found there.

### ✔️ Expected Behavior

Only PowerToys Run activates, as normal

### ❌ Actual Behavior

PowerToys Run activates, and Windows Click To Do starts, which makes interaction with the system difficult.

### Other Software

Windows on Copilot+ PC with Click To Do (Win version 26120.3000+)
Repository: PowerToys
Issue: Dedicate some keyboard keys to a specific windows
Labels: Needs-Triage

### Description of the new feature / enhancement

Imagine you have 2 windows opened, one VLC for playing a teacher and another for Word where you want to write what the teacher is saying.
you want to be able to pause the VLC without moving and clicking to the VLC windows, hence dedicate one key like the space key to the windows of VLC.
It is true that the space key is also useful for writing, but there are other key like for example the arrow key which are not very useful for writing and can add or subtract a 10s to VLC streaming. In that case, it will be very useful


### Scenario when this would be used?

Imagine you have 2 windows opened, one VLC for playing a teacher and another for Word where you want to write what the teacher is saying.
you want to be able to pause the VLC without moving and clicking to the VLC windows, hence dedicate one key like the space key to the windows of VLC.
It is true that the space key is also useful for writing, but there are other key like for example the arrow key which are not very useful for writing and can add or subtract a 10s to VLC streaming. In that case, it will be very useful

### Supporting information

_No response_
Repository: transformers
Issue: Huggingface/transfomers v3.3.2 is throwing import errors when building on Nextjs 14
Labels: bug

### System Info

Operating System: MacOS Sequoia 15.2
Hardware: M1 Macbook Pro


### Who can help?

@zucchini-nlp @muellerzr

![Image](https://github.com/user-attachments/assets/11639dbb-fb13-4ea0-861a-b2a61362b63f)

I get this error when I run`pnpm build` to build my project to production but it kept throwing this error. I've tried downgrading the version of @huggingface/transformers package to v3.0.0 and v3.0.2 but I can't even get the model to run at all.  

### Information

- [ ] The official example scripts
- [x] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [x] My own task or dataset (give details below)

### Reproduction

Here are the steps needed to reproduce the error

1. Set up a simple nextjs app
2. pnpm install @huggingface/transformers
3. run `pnpm build`

### Expected behavior

The expected behavior is to be able to successfully build the nextjs application so that I can host it and allow users to use my app
Repository: godot
Issue: Fix StatusIndicator tooltip typo in Create New Node menu
Labels: bug,topic:editor

### Tested versions

Reproducable in: 4.3 stable

Testing earlier versions not necessary, this has likely existed since the addition of the node StatusIndicator, or if there was a formatting migration, this would have happened during that.

### System information

Godot v4.3.stable - Linux Mint 22 (Wilma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce GTX 960M (nvidia; 550.120) - Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz (4 Threads)

### Issue description

Tooltip in Create New Node menu for StatusIndicator contains the following string: `[b]note:[/b]` which is clearly intended to apply **bold** formatting to the word "note" but fails and displays the formatting code.

I would provide a screenshot, but doing anything that unfocuses the Godot window for even a tiny moment, such as taking a screenshot, causes the tooltip to fade before an image can be captured.

### Steps to reproduce

1. open the "Create New Node" menu by pressing ctrl+A or clicking the plus sign above the node tree

2. Click on the search bar and look for "StatusIndicator"

3. Hover your mouse over the node option named "StatusIndicator" until a tooltip pops up

4. read the tooltip. 


### Minimal reproduction project (MRP)

N/A
Repository: angular
Issue: extend streaming resource with {status} capability
Labels: area: core,core: reactivity,cross-cutting: signals

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

core

### Description

After playing around with the new streaming resource in 19.2.0-next.0 I thought about different usecases where I would like to use this.

First: the resource is only in "Loading" state when a new request is emitted until the promise resolves with the first (signal of) value. Afterwards, when a new value is emitted the resource will just update. This is fine!

But what if the implementation "knows" when it is fetching a value?

Example 1: Polling

Imagine some API which doesn't support streaming, so it has to be polled. The "poller" would then know when it is going to fetch the next value (even on the same request).

Example 2: Retry

Imagine some streaming resource implementation which automatically retries after an error occured. It will then know when it is "Reloading".

### Proposed solution

Extend the type of the signal with

```ts
{ value: T }
| { error: unknown }
| { status: ResourceStatus.Loading | ResourceStatus.Reloading }
```
When the signal of the streaming resource emits a "status" the `Resource<T>` transitions to the given state (I don't think the other `ResourceStatus` values make sense here).

### Alternatives considered

Currently the implementation would have to encode the (re)loading information into its value and that can't be populated to the `Resource<T>`'s status.
Repository: rust
Issue: Should generate llvm.threadlocal.address for TLS accesses
Labels: A-LLVM,T-compiler,A-thread-locals,C-bug

See https://llvm.org/docs/LangRef.html#llvm-threadlocal-address-intrinsic. Instead of directly accessing the global, the result of  `@llvm.threadlocal.address(ptr @g)` should be accessed.

This is required for correctness when using LLVM coroutines (not relevant for Rust), but it should also improve codegen in some cases because it will allow CSE/LICM of the TLS address calculation.
Repository: godot
Issue: Rotation gizmo is visible while previewing a Camera3D after restarting the editor with a camera previewed
Labels: bug,topic:editor,topic:3d

### Tested versions

- Reproducible in: 4.0.stable, 4.3.stable, 4.4.beta1

### System information

Godot v4.4.dev (24d74510e) - Fedora Linux 41 (KDE Plasma) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 565.77) - 13th Gen Intel(R) Core(TM) i9-13900K (32 threads)

### Issue description

If you preview a camera, save a scene and restart the editor, when the editor restarts, you end up with the rotation gizmo being visible despite previewing a camera:

![Image](https://github.com/user-attachments/assets/978bded2-3f2f-4831-8f83-41d82c8966d0)

Interacting with the gizmo will have no effect. Normally, the rotation gizmo is hidden while previewing a camera.

I noticed this while making comparison screenshots for https://github.com/godotengine/godot/pull/101961#issuecomment-2613904399.

### Steps to reproduce

- Add a Node3D with a Camera3D child.
- Select Camera3D and click **Preview** in the top-left corner of the 3D editor viewport.
- Save the scene and use **Project > Reload Current Project** while still previewing the camera.
- When the editor reopens, the camera is still previewed but the rotation gizmo is now visible in the top-right corner of the 3D editor viewport.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Godot script crash
Labels: needs work,needs testing,crash

### Tested versions

4.3.stable

See belows

### System information

MacOS - See below

### Issue description

See dump

[godot_crash.txt](https://github.com/user-attachments/files/18545725/godot_crash.txt)

### Steps to reproduce

Running Godot script from Godot - when FPS goes to a spesific location it always crashes badly. (MacOs - havent tried other envs)


### Minimal reproduction project (MRP)

Cannot do tha
Repository: godot
Issue: Godot random crashes in Windows when starting project manager or running project
Labels: bug,needs testing,crash

### Tested versions


Verified in 4.3, 4.4 dev and 4.4 beta. Once loaded, the editor works, but running a project also crashes several times. Exported projects also crash with same error.

### System information

Windows 10-AMD RX 6600, and Windows 11, Nvidia RTX 4060

### Issue description

Since 4.3 I have experienced weird crashes in different Windows PCs. The engine crashes on start (the project manager doesnt loads) several times in a row with this error:
```
Godot Engine v4.4.beta1.official.d33da79d3 - https://godotengine.org

================================================================
CrashHandlerException: Program crashed with signal 11
Engine version: Godot Engine v4.4.beta1.official (d33da79d3f8fe84be2521d25b9ba8e440cf25a88)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
```

Here is the memory dump:
https://drive.google.com/file/d/1ty2ys5YB5FEOBOhbLqqdx7e5MWmBfZ7M/view?usp=sharing



### Steps to reproduce

Run the engine/create a project/run a project. Any of those actions can trigger the crash.

### Minimal reproduction project (MRP)

Not specifically project related
Repository: godot
Issue: Engine crash when disabling `own_world_3d` with nested viewports
Labels: bug,needs testing,crash,topic:3d

### Tested versions

v4.3.stable.mono.custom_build [77dcf97d8]
v4.2.2.stable.mono.official [15073afe3]

### System information

Windows 10

### Issue description

The engine (game and editor) crashes if you turn off `own_world_3d` for `SubViewport` with child `SubViewport`s.

### Steps to reproduce

* Create a scene with nested `SubViewport`s
* Activate `own_world_3d` for the first viewport
* The following child viewports do not update the World3D automatically, so:
* - Save and reload the project/scene
* - Or turn on and off `own_world_3d` for nested viewports.
* Disable `own_world_3d` for the first viewport

https://github.com/user-attachments/assets/4d9229ff-0362-4fc9-9d18-c57a03d8a32a

### Minimal reproduction project (MRP)

[test.zip](https://github.com/user-attachments/files/18545670/test.zip)
Repository: ollama
Issue: llama.cpp server API compatibility
Labels: feature request

This seems like an obvious thing but I could not find an existing issue for that. It would be nice if Ollama API had a compatibility layer with [llama.cpp server API](https://github.com/ggerganov/llama.cpp/blob/master/examples/server/README.md#api-endpoints).

I wanted to try out the new [llama.vscode](https://github.com/ggml-org/llama.vscode) extension and could figure out how to make it work with ollama-served models. I would like to avoid having a zoo of model servers and would prefer to just rely on ollama.
Repository: TypeScript
Issue: Property 'X' has no initializer and is not definitely assigned in the constructor
Labels: Duplicate

### 🔎 Search Terms

Property 'X' has no initializer and is not definitely assigned in the constructor

### 🕗 Version & Regression Information

- This changed between versions ______ and _______
- This changed in commit or PR _______
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about _________
- I was unable to test this on prior versions because _______


### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.8.0-dev.20250125#code/IYIwzgLgTsDGEAJYBthjAgkgEwOIFMA7fGCAeygH0BGBAbwCgFmEAHKASwDdgJ8FIvDrASpIOAFwJCAVwC2IEggC8CAAwBuJi3bde-DtimyFJDQgD0FhAFEoUCg23NYZQpCgz4FABQBKemcWZggACw4wADowfAgCYlJ8bBx-LWCAXydg3R4+AVj4kn1k7H9A4OCcQtIKGkixCBwAaia0ipDwqMMVLDwiIvIqanq0Ruw25kyg1hkQZGEEAHNYlL9jeUUocvaEKFiZKEIEMIjIwwmETKnQDzhEFDQMKv6aqgAmbeYc-QEIIREGpJpBslKpNNNOLkDEZgaYoOYrAgAHJkWz2RxBVzuaBeQZlRg7XrVXi1N4jcTYFoXYInLrYHrPBIk97ksYXKbZWbzETLMb+dZwz4VPYQA5HWlncZBK5AA

### 💻 Code

I encountered an inconsistency in the TypeScript compiler when using static properties in abstract classes
The following code produces an error in `IdGenerator_1` but not in `IdGenerator_2`

```ts
abstract class IdGenerator_1 {
    private static lastId: number = 0;
    private id: number; // Error

    constructor() {
        this.setGeneratedId();
    }

    private setGeneratedId() {
        IdGenerator_1.lastId++;
        this.id = IdGenerator_1.lastId;
    }

    public getId(): number {
        return this.id;
    }
}

abstract class IdGenerator_2 {
    private static lastId: number = 0;
    private id: number; // No Error

    constructor() {
        IdGenerator_2.lastId++;
        this.id = IdGenerator_2.lastId;
    }

    public getId(): number {
        return this.id;
    }
}
```


### 🙁 Actual behavior

The compiler produces an error for `IdGenerator_1` but not for `IdGenerator_2`

### 🙂 Expected behavior

Both `IdGenerator_1` and `IdGenerator_2` should compile without errors, as they are functionally identical

### Additional information about the issue

_No response_