sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Workspace Shortcut Icon Lost After Temp Folder Cleanup
Labels: Issue-Bug,Help Wanted,Needs-Triage,Product-Workspaces

### Microsoft PowerToys version

0.84.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

Workspaces

### Steps to reproduce

Open PowerToys and configure a Workspace.
Save the Workspace settings.
Check the desktop; a shortcut for the Workspace is created.
Observe that the icon for the shortcut is stored at %USERPROFILE%\AppData\Local\Temp\{unique-ID}.ico.
Clear the Temp folder.
Notice that the icon for the Workspace shortcut is missing or broken.

### ✔️ Expected Behavior

The Workspace shortcut icon should be stored in a permanent location, ensuring that it remains intact even after the Temp folder is cleaned.







### ❌ Actual Behavior

The Workspace shortcut icon is stored in the Temp folder, which causes it to be deleted when the Temp folder is cleaned, resulting in a missing or broken icon on the desktop shortcut.











### Other Software

_No response_
Repository: godot
Issue: Vulkan Initialization Failure - Missing libspeechd.so.2
Labels: platform:linuxbsd,topic:rendering,needs testing

### Tested versions

Godot_v4.3-rc3_linux.x86_64

### System information

Arch linux 
Intel® Core™ i5-3470S × 4
8 gb ddr3 ram
graphics:NV106
### Issue description

I'm experiencing an issue when launching Godot on my Linux system. The error indicates that the libspeechd.so.2 shared object file is missing, which prevents Vulkan from initializing properly

### Steps to reproduce

```
libspeechd.so.2: cannot open shared object file: No such file or directory
ERROR: Condition "err != VK_SUCCESS" is true. Returning: ERR_CANT_CREATE
   at: _initialize_devices (drivers/vulkan/rendering_context_driver_vulkan.cpp:495)
ERROR: Condition "err != OK" is true. Returning: err
   at: initialize (drivers/vulkan/rendering_context_driver_vulkan.cpp:600)
ERROR: Could not initialize vulkan
   at: DisplayServerWayland (platform/linuxbsd/wayland/display_server_wayland.cpp:1361)
ERROR: Can't create the Wayland display server.
   at: create_func (platform/linuxbsd/wayland/display_server_wayland.cpp:1311)
ERROR: Unable to create DisplayServer, all display drivers failed.
Use "--headless" command line argument to run the engine in headless mode if this is desired (e.g. for continuous integration).
   at: setup2 (main/main.cpp:2765)
```

### Minimal reproduction project (MRP)

There is no godot project
Repository: tauri
Issue: [bug] Tauriv2 Windows 10 borderless window has a black line at the top
Labels: type: bug,platform: Windows,status: needs triage

### Describe the bug

When using a borderless window on Windows 10 with Tauriv2, there's a black line appearing at the top of the window. This line seems to be part of the window's rendering, even though it should be completely borderless.
![1](https://github.com/user-attachments/assets/e6728863-36d1-4743-8711-582e767e5294)


### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
✔ OS: Windows 10.0.22631 x86_64 (X64)
✔ WebView2: 128.0.2739.79
✔ MSVC: Visual Studio Community 2022
✔ 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-x86_64-pc-windows-msvc (default)
✔ node: 20.17.0
✔ npm: 10.8.2

[-] Packages
    ✔ tauri 🦀: 2.0.0-rc.15
    ✔ tauri-build 🦀: 2.0.0-rc.12
    ✔ wry 🦀: 0.43.1
    ✔ tao 🦀: 0.30.1
    ✖ @tauri-apps/api: not installed!
    ✔ @tauri-apps/cli: 2.0.0-rc.16

[-] Plugins
    ✔ tauri-plugin-shell 🦀: 2.0.0-rc.3
    ✖ @tauri-apps/plugin-shell: not installed!

[-] App
    ✔ build-type: bundle
    ✖ CSP: unset
    ✔ frontendDist: ../src
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: go
Issue: x/tools/gopls: rename package decl fails in CLI
Labels: Documentation,gopls,Refactoring

The rename package feature appears not to be working either in the CLI nor in Emacs+eglot:

```
xtools$ cat a/a.go 
package a

xtools$ gopls rename -diff ./a/a.go:#9 b
--- /Users/adonovan/w/xtools/a/a.go.orig
+++ /Users/adonovan/w/xtools/a/a.go
@@ -1 +1 @@
-package a
+package b
gopls: getFile: file:///Users/adonovan/w/xtools/a: read /Users/adonovan/w/xtools/a: is a directory

xtools$ echo $?
2
```
It is working from VS Code though.

Also, it is [undocumented](https://github.com/golang/tools/blob/master/gopls/doc/features/transformation.md#refactorrename-rename). I've split this out as https://github.com/golang/go/issues/69624.
Repository: terminal
Issue: Preview `1.22.2362.0` breaks Terminal.Gui apps
Labels: Product-Conpty,Area-Server,Issue-Bug,Product-Terminal,Priority-3

### Windows Terminal version

1.22.2362.0

### Windows build number

10.0.26120.0 

### Other Software

Terminal.Gui - any version

### Steps to reproduce

- Run `UICatalog` from the [Terminal.Gui](https://github.com/gui-cs/Terminal.Gui) solution.
- Start any Scenario
- Exit that Scenario

Each of these is like running a Termina.Gui app afresh.

The same thing can be reproduced by just running ` .\UICatalog\bin\Debug\net8.0\UICatalog.exe` and exiting repeatedly.

### Expected Behavior

![ElcfFL3 1](https://github.com/user-attachments/assets/32828f66-c407-4e19-bf12-ec83702a46ef)



### Actual Behavior

![eLngl1v 1](https://github.com/user-attachments/assets/3b4d7810-b7b5-4181-962c-f3af3a67d08b)

Note the bottom of the terminal is corrupt with prior content and the new instance of the app is not getting the correct terminal dimensions (too small).
Repository: rust
Issue: Tracking Issue for `peek_index`
Labels: T-libs-api,C-tracking-issue

<!--
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Make sure to include the relevant RFC for the feature if it has one.

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- ACP https://github.com/rust-lang/libs-team/issues/435#issuecomment-2356672385
- PR https://github.com/rust-lang/rust/pull/130682

Feature gate: `#![feature(peek_index)]`

This is a tracking issue for the new `peek_index` function on the Enumerate iterator.

<!--
Include a short description of the feature.
-->

### Public API

<!--
For most library features, it'd be useful to include a summarized version of the public API.
(E.g. just the public function signatures without their doc comments or implementation.)
-->

```rust
let e = vec![1, 2, 3].into_iter().enumerate();
assert_eq!(e.peek_index(), 0);
e.next();
assert_eq!(e.peek_index(), 1);
```

### Steps / History
- Created ACP issue.
- Opened pull request following the ACP approval.

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
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A library API team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
comment period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilization PR can be opened by anyone.
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### Unresolved Questions

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stabilised. If multiple (unrelated) big questions come up, it can be a good idea
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Zulip, or the internals forum) here.
-->

- None yet.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: godot
Issue: Select property button in TileSet Paint Editor is not toggleable
Labels: bug,topic:editor,usability,topic:gui

### Tested versions

Reproducible in: 4.3.1.dev [ff9bc04223] and 4.3 stable release

### System information

Godot v4.3.1.rc (ff9bc0422) - macOS 15.0.0 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

In TileSet editor, the "Select a property editor" button is not toggleable. Clicking the button second time won't close the popup. It is a minor issue since the popup can be closed when clicking empty space.

Also, selecting the same property type won't close the popup.

### Steps to reproduce

1. Add a TileMap or TileMapLayer node in a new scene
2. Create a new TileSet
3. Focus on the TileSet editor
4. Create an atlas with icon.svg
5. Click to switch to Paint mode
6. Click the button "Select a property editor"
7. Click the button second time

Expect it to close when the popup is visible. Currently, I can click empty space to close the popup.

https://github.com/user-attachments/assets/0c47eef3-f1b2-4725-a14a-c35a51d1a5db

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: Stabilisation of ARM AES intrinsics missing from 1.72 release notes
Labels: O-Arm,T-libs-api,A-docs,T-release

### Location

Both:

- https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html
- https://github.com/rust-lang/rust/releases/tag/1.72.0

### Summary

If you go to https://doc.rust-lang.org/core/arch/aarch64/fn.vaesdq_u8.html that reports it was stabilised in 1.72. However, it is not mentioned in:

- https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html
- https://github.com/rust-lang/rust/releases/tag/1.72.0

Naturally I'm not expecting these to be altered post-hoc, but I feel there might be a process improvement here for ensuring [stdarch](https://github.com/rust-lang/stdarch) changes are reflected in the release notes?
Repository: pytorch
Issue: [RFC] Composable parallel documentation
Labels: oncall: distributed

### 📚 The doc issue

User requested it here:
https://github.com/pytorch/PiPPy/issues/1026#issuecomment-2365469797

Opening this issue as a task checker.
@wconstab @H-Huang @tianyu-l

### Suggest a potential alternative/fix

Before that, you can refer to the `parallelize_llama` implementation in torchtitan:
https://github.com/pytorch/torchtitan/blob/main/torchtitan/parallelisms/parallelize_llama.py

cc @XilunWu @H-Huang @awgu @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o
Repository: godot
Issue: Crashes occur randomly in 2D editor on Mac OS (godot 4.3)
Labels: bug,needs testing,crash,topic:2d

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - macOS 15.0.0 - Vulkan (Mobile) - integrated Apple M2 - Apple M2 (8 Threads)

### Issue description

When i'm editing my _TileMapLayer_ my game the software crashes sometimes _(it happened **2 times** in 30 minutes ~)_

### Steps to reproduce

Editing the tile map layer without saving for a while may crash the software on MacOs 15

### Minimal reproduction project (MRP)

[utm.zip](http://github.com/user-attachments/files/17091034/upthemountain.zip)

```[tasklist]
### Tasks
```
Repository: pytorch
Issue: Linear Sum Assignment
Labels: module: nn,module: optimizer,triaged

### 🚀 The feature, motivation and pitch

It would be great if a PyTorch linear sum assignment solver function could be implemented. I am working on an edge detection algorithm for deep learning and have needed to use SciPy's scipy.optimize.linear_sum_assignment() function for computing the lowest cost 1-to-1 matching between an edge prediction and an edge target. The linear sum assignment solver (LAP) was supposed to be used for simultaneous edge learning and alignment (see SEAL by Zhiding Yu et al.) and for computing maximum F-measure at optimal dataset scale; however, I've had to scrap most of my work due to the long computation times. Computation times have proven to take much longer when tensor resolutions are large; however, large resolutions are preferred since preserving edge information is easier with more data. Not sure how much speed-up can be obtained for this polynomial time problem but I wanted to request the feature.

### Alternatives

_No response_

### Additional context

Here is a basic example of 1-to-1 edge matching using the SciPy linear sum assignment solver, which computes the lowest cost optimal matching between prediction and target binary maps:
```
import torch
from scipy.optimize import linear_sum_assignment

# Dummy pred and target
pred = torch.randint(0, 2, size=(640, 640))
target = torch.randint(0, 2, size=(640, 640))

# Extract edge indices
V = torch.argwhere(pred == 1).float()
W = torch.argwhere(target == 1).float()

# Compute euclidean distance cost matrix, reduce the costs, and recover the optimal indices
eucl_dist_cost_matrix = torch.cdist(V, W)
row_ind, col_ind = linear_sum_assignment(eucl_dist_cost_matrix)
matched_V = V[row_ind]

# Recover the optimal prediction
optimal_pred = torch.zeros_like(pred)
optimal_pred[matched_V[:, 0], matched_V[:, 1]] = 1
```

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @vincentqb @janeyx99 @crcrpar
Repository: ant-design
Issue: Antd Datepicker format value before minDate
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-bn65y6?file=demo.tsx)

### Steps to reproduce

Set a DatePicker like this :
```
<DatePicker
    minDate={dayjs('011900', 'MMYYYY')} // <-- You set the minDate to be January 1900
    format={[
      'MMMM YYYY', // <-- You want the date formatted like "January 1995"
      'MMYYYY', // <-- You want the user to be able to write "011995" (but not something before January 1900)
      'DDMMYYYY', // <-- You want the user to be able to write "01011995"
    ]}
  />
```

Then try typping "01011995" (do not copy/paste)
Just after finishing typing "010119" the value is wrongly formated as "January 0119" (so we're unable to finish typing "95")

### What is expected?

It should not transform "010119" to "January 0119" so the user can finish typing a "valid" date like "01011995".

### What is actually happening?

"010119" is wrongly formated to "January 0119" and we're unable to finish writing our date

| Environment | Info |
| --- | --- |
| antd | 5.20.6 |
| React | 18.3.1 |
| System | Windows 10 |
| Browser | Chrome |

---
I know it's a very specific bug but many thanks for the help

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Keyboard manager from alt +A to ctrl left + A isn't working
Labels: Issue-Bug,Needs-Triage,Status-Reproducible

### Microsoft PowerToys version

0.84.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

[settings_133715099785283014.json](https://github.com/user-attachments/files/17091362/settings_133715099785283014.json)

Attached backup file renamed from ptb to json.

When trying to use alt+a to select all and alt+c to copy ... it's not working.
Note it was working before, 

This is running on version 23H2 OS build 22631.4169

### ✔️ Expected Behavior

The copy. past to work

### ❌ Actual Behavior

alt isn't mapped

### Other Software

_No response_
Repository: PowerToys
Issue: Keyboard Manager: Remapping a shortcut using "right Ctrl"/⇨ with CAN/CSA Z243.200 fails (detected as "VK 223")
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

GitHub, PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

In Keyboard Manager:

1. Ensure that the layout is Canadian multilingual standard
2. Click Remap a shortcut
3. At the bottom, select Add a shortcut remapping
4. Click the pencil shortcut (left)
5. Toggle "Authorize simultaneous presses" on
6. Depress the bottom right key (located where the right Ctrl usually is)
7. Press any key, for example <kbd>L</kbd>
8. Release the key depressed in #6

### ✔️ Expected Behavior

A shortcut using the bottom right key as a modifier (<kbd>Ctrl</kbd>/<kbd>⇨</kbd> + <kbd>L</kbd>)

### ❌ Actual Behavior

An unusable sequence of 2 keypresses, with the first key named "VK 223" (<kbd>VK 223</kbd>, <kbd>L</kbd>)
After activating OK, Keyboard Manager complains that a shortcut must start with a modifier key.

### Other Software

_No response_
Repository: vscode
Issue: Big scroll jump (in random direction) on first mouse scroll after searching
Labels: bug,notebook-find


Type: <b>Bug</b>

This is something that recently started happening in python notebooks. Whenever I search for text on the page, it jumps to the text like normal, then when I scroll the mouse wheel it will make a big jump in a seemingly random directly, often in the opposite direction to the scroll. After this happens, scrolling works like normal.

Steps to reproduce:

- load a python notebook
- ctrl-f and search for some text
- scroll in any direction (just a single scroll notch)

I've tried disabling extensions, disabled smooth scrolling & fast scrolling, turned accessibility support to off (from auto). Nothing seems to help, I think it's just a bug.

VS Code version: Code 1.93.1 (38c31bc77e0dd6ae88a4e9cc93428cc27a56ba40, 2024-09-11T17:20:05.685Z)
OS version: Windows_NT x64 10.0.19045
Modes:
Remote OS version: Linux x64 5.10.16.3-microsoft-standard-WSL2

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

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 9 5950X 16-Core Processor             (32 x 3400)|
|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)|31.92GB (8.75GB free)|
|Process Argv|--crash-reporter-id 72a8acd0-9e73-4b7d-8190-3381a0bd1bc0|
|Screen Reader|no|
|VM|0%|

|Item|Value|
|---|---|
|Remote|WSL: Ubuntu-22.04|
|OS|Linux x64 5.10.16.3-microsoft-standard-WSL2|
|CPUs|AMD Ryzen 9 5950X 16-Core Processor (32 x 0)|
|Memory (System)|24.99GB (23.25GB free)|
|VM|0%|
</details><details><summary>Extensions (5)</summary>

Extension|Author (truncated)|Version
---|---|---
remote-wsl|ms-|0.88.3
debugpy|ms-|2024.10.0
python|ms-|2024.14.1
vscode-pylance|ms-|2024.9.2
jupyter|ms-|2024.8.1

(2 theme extensions excluded)

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

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscod805cf:30301675
binariesv615:30325510
vsaa593cf:30376535
py29gd2263:31024239
vscaat:30438848
c4g48928:30535728
azure-dev_surveyone:30548225
962ge761:30959799
pythongtdpath:30769146
welcomedialog:30910333
pythonnoceb:30805159
asynctok:30898717
pythonmypyd1:30879173
h48ei257:31000450
pythontbext0:30879054
accentitlementst:30995554
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
cppperfnew:31000557
dsvsc020:30976470
pythonait:31006305
dsvsc021:30996838
0ee40948:31013168
a69g1124:31058053
dvdeprecation:31068756
dwnewjupyter:31046869
newcmakeconfigv2:31071590
impr_priority:31102340
nativerepl2:31139839
refactort:31108082
pythonrstrctxt:31112756
flighttreat:31134774
wkspc-onlycs-t:31132770
wkspc-ranged-t:31125599
ei213698:31121563
cc771715:31140165

```

</details>

<!-- generated by issue reporter -->
Repository: vscode
Issue: Marks don't show in minimap for HTML <script> JavaScript
Labels: bug,editor-minimap

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.91.1
- OS Version: macOS 14.3.1

Steps to Reproduce:

1. Take the following HTML file:
```
<!DOCTYPE html>
<html>
<head>
    <title>Basic HTML with JavaScript</title>
    <script type="text/javascript">
        // MARK: This is my mark
        function showAlert() {
            alert("Hello, World!");
        }
    </script>
</head>
<body onload="showAlert()">
    <h1>Welcome to My Website</h1>
    <p>This is a basic HTML file with embedded JavaScript.</p>
</body>
</html>
```

The `MARK` in the `<script>` portion of the HTML will not show in the minimap.
Repository: godot
Issue: Setting shader parameter to const array causes error when material is freed
Labels: bug,topic:gdscript,needs testing,topic:shaders

### Tested versions

- Reproducible in: v4.3.stable.steam [77dcf97d8], v4.4.dev2.official [97ef3c837], v4.0.stable.official [92bee43ad]
- Not reproducible in: v2.1.stable.official, v3.0.stable.official, v3.5.1.stable.official [6fed1ffa3]

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.22631 - Vulkan (Mobile) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.5186) - 13th Gen Intel(R) Core(TM) i7-1360P (16 Threads)

### Issue description

If a shader parameter on a material is set to an array that is declared as const, the engine erroneously attempts to clear the array when the material is freed. This results in an error in the debugger tab, "clear: Array is in read-only state". In the MRP, I achieved this with the following code:

```gdscript
const TEST_CONST = []

func _ready() -> void:
	var new_node = Node2D.new()
	new_node.material = ShaderMaterial.new()
	new_node.material.set_shader_parameter("test", TEST_CONST)
	new_node.queue_free()
```


### Steps to reproduce

Run the minimal reproduction project and check the debugger tab.

### Minimal reproduction project (MRP)

[clearbug.zip](https://github.com/user-attachments/files/17091629/clearbug.zip)
Repository: deno
Issue: Convert package-lock.json or yarn.lock to deno.lock
Labels: suggestion,node compat

### Discussed in https://github.com/denoland/deno/discussions/25814

<div type='discussions-op-text'>

<sup>Originally posted by **alexgleason** September 23, 2024</sup>
I have a node project with a lot of dependencies that I will finally move to Deno for 2.0.

But Deno creates a new deno.lock from my package.json, essentially upgrading 180 packages at once.

I have a yarn.lock. I can convert between yarn.lock and package-lock.json. Can I convert either to deno.lock?</div>