sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: WebGPU computer shader seems not working when using float16 type
Labels: feat,upstream,webgpu

### Version:
deno 1.42.0 (release, x86_64-pc-windows-msvc)
v8 12.3.219.9
typescript 5.4.3

### Problem
I tried to run the webgpu demo program (https://github.com/denoland/webgpu-examples/blob/main/hello-compute/mod.ts) using command `deno run --unstable-webgpu --allow-read --allow-write mod.ts`. The original code works well, but when I try to use float16 in computer shader, I get no output `[ "0", "0", "0", "0" ]` with no warning or error messages.
The only modification I did was:
```
const device = await adapter?.requestDevice({
  "requiredFeatures": ['shader-f16'],
});
...
const shaderCode =  `
  enable f16;
  @group(0)
...
```
I get no output no matter using data type Uint32Array, Float32Array or Float16Array(from https://deno.land/x/float16@v3.8.6/src/index.mjs). But in chrome canary, the same code works.

Could anyone please tell me if deno doesn't support f16 in WebGPU currently, or something else goes wrong? Thanks a lot.
Repository: godot
Issue: Editor crashes and console prints - ERROR: can't create buffer of size: 216, error -2 after some time when minimized
Labels: bug,topic:editor,needs testing,crash,topic:shaders

### Tested versions

Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org
Vulkan API 1.3.250 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon RX 5700


### System information

Windows 10 - Godot v4.2.1.stable - Vulakn (Forward +) - AMD Radeon RX 5700 - AMD Ryzen 5 3600 

### Issue description

This bug is going to be unpleasant to pick up, but since it happen in separate projects and versions for me and I couldn't find it in the issues already, I figured it could be useful to know that it is happening.

When my project get big enough Godot slows down a bit, and I notice that sometimes when minimized it completely crashes, leaving only the console with stack similar to this

`ERROR: 1 shaders of type SceneForwardClusteredShaderRD were never freed
   at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:841)
ERROR: 2 RID allocations of type 'N10RendererRD12LightStorage13LightInstanceE' were leaked at exit.
ERROR: 2 RID allocations of type 'N10RendererRD12LightStorage5LightE' were leaked at exit.
WARNING: Leaked instance dependency: Bug - did not call instance_notify_deleted when freeing.
     at: ~Dependency (servers/rendering/storage/utilities.cpp:56)
WARNING: Leaked instance dependency: Bug - did not call instance_notify_deleted when freeing.
     at: ~Dependency (servers/rendering/storage/utilities.cpp:56)
ERROR: 1 RID allocations of type 'N10RendererRD15MaterialStorage8MaterialE' were leaked at exit.
ERROR: 1 RID allocations of type 'N10RendererRD15MaterialStorage6ShaderE' were leaked at exit.
ERROR: 2 RID allocations of type 'N17RendererSceneCull8InstanceE' were leaked at exit.
ERROR: 2 RID allocations of type 'N17RendererSceneCull6CameraE' were leaked at exit.
ERROR: Can't create buffer of size: 216, error -2.
   at: (drivers/vulkan/rendering_device_vulkan.cpp:1378)`

Only crashed without being minimized a handful of times in the past year or so

### Steps to reproduce

No idea, this started to happen on v4.1.X on my previous game at some point after lots of scenes and assets were already in place as well as my current one.

Last game used custom shaders heavily so I assumed I just made a mistake there with my own code, but this one uses simple materials so I'm not sure what's up.

Best way to try and replicate is to leave your Editor simply running in the background and after a while (can be an hour or more) it will crash.

### Minimal reproduction project (MRP)

Sorry couldn't reproduce it with a project that isn't filled with content, assets, and code
Repository: java-design-patterns
Issue: Fix high severity issues reported by SonarCloud
Labels: info: help wanted,info: good first issue,epic: code quality

SonarCloud is used for static code analysis. It currently reports 48 high severity issues.

See https://sonarcloud.io/project/issues?impactSeverities=HIGH&resolved=false&id=iluwatar_java-design-patterns

It is possible to run the same analysis on local machine using SonarLint plugin. See instructions at https://github.com/iluwatar/java-design-patterns/wiki/12.-IDE-instructions

Acceptance criteria

- High severity issues reported by SonarCloud have been fixed
Repository: deno
Issue: jsr: no slow types requirement makes zod exports unusable
Labels: jsr

Hi there! 

I really like jsr, but I suggest making the --no-slow-types requirement officially simply a default publishing option, which package authors may opt out of. 

## The Zod Problem 
I'm using the [zod](https://www.npmjs.com/package/zod) package a lot for runtime type validation and simultaneously having the type correctly inferred in ts, which mitigates the risk of mismatches between runtime validation and the ts type system. 
Having to specify the complex type of a ZodSchema by hand, is pure pain. 
Also, specifying the resulting inferred type for the variable again makes z.infer<typeof MyZodSchema> completely useless. 

## My Proposal: Show n info or a warning in jsr when package uses slow types
I understand that it's better for jsr to have the types. But I would like you to give the option to the package author and simply show a note like "Careful: uses slow types!" on the package page. 
Opting out of zap is ok for now, but it feels like a dirty thing to do and I would like that it's clarified, that sometimes it may be ok to opt out of the --no-slow-types requirement.

## Sidenote: Please do not block publishing of those packages in the future
Per default, --no-slow-types can be true, but when a package opts out of this requirement, it should not be blocked from being published to jsr. 
Otherwise, we 'll create one new registry for some packages (JSR) and not other packages. When they do not match the --no-slow-types requirement, they might be published to another registry or avoid jsr completely avoided because of that.
Repository: PowerToys
Issue: Position of devices
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.79.0

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Connect 2 machines together. If the left tone should be at the right side, switch the position on the Device Layout section.

### ✔️ Expected Behavior

Switching the position of devices should change the side of the screen where the mouse pointer moves from one to another.

### ❌ Actual Behavior

If I switch the position of the two connected devices, this doesn't work at all.
I tried reinstalling the software from scracth. First on a machine, then on another one. 
I have 2 machines, one with Win 11 Pro, the other one with Win 11 Home. It seems that Win 11 Pro always want to stay at left.

### Other Software

_No response_
Repository: go
Issue: testing: go test -n is missing the creation of _testmain.go
Labels: NeedsInvestigation

### Go version

go1.21.5

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/snaipe/.local/var/cache/go-build'
GOENV='/home/snaipe/.local/etc/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/snaipe/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/snaipe/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/lib/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/lib/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.5'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/snaipe/b5/src/barney.ci/golang/generator/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build859927413=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Running the following commands:

```console
$ go test -a -n 2>build.sh
$ WORK=/tmp/go-test envsubst '$WORK' <build.sh >build-exp.sh
$ sh -xe ./build-exp.sh </dev/null
```

... should reproduce the same effect as running `go test` normally.

### What did you see happen?

The command building the test binary fails to find `_testmain.go`

```go
+ /usr/lib/go/pkg/tool/linux_amd64/compile -o /tmp/go-test/b001/_pkg_.a -trimpath /tmp/go-test/b001=> -p main -complete -buildid yj7N4yan_zFjBd_JXc9h/yj7N4yan_zFjBd_JXc9h -dwarf=false -goversion go1.21.5 -c=4 -nolocalimports -importcfg /tmp/go-test/b001/importcfg -pack /tmp/go-test/b001/_testmain.go
open /tmp/go-test/b001/_testmain.go: no such file or directory
```

### What did you expect to see?

The compile command should have succeeded.

This is happening because the writing of the _testmain.go file is directly done by go test rather than done via an action.
Repository: excalidraw
Issue: Arrow created between 2 objects contained in 2 different frames become invible
Labels: bug

Hello, I think I came across an issue using this very cool tool.

When you want to have 2 different frames containing objects, if you try to draw an arrow between 2 object contained by 2 different frames, the arrow becomes invisible as soon as it leaves the 1st frame...

![image](https://github.com/excalidraw/excalidraw/assets/108348671/d3c6187b-5ae8-467e-9788-0adf541d6afc)

![image](https://github.com/excalidraw/excalidraw/assets/108348671/072cf6f5-2c97-4489-89ba-82a5efa0624f)

You can see that the two objects are actually connected by the arrow, but the arrow becomes visible only when you take the target object out of the target frame...

This is an issue because we really need to visually be able to connect objects contained in different frames.

best,
Repository: storybook
Issue: [Bug]: (Angular) environment in build read as development 
Labels: bug,needs triage

### Describe the bug

I'm using Storybook with Angular. Our app reads out the environment (development/production). When I make a production build and deploy, the environment is read out as development, not production.

### To Reproduce

We use the config extender in main.ts as suggested in the docs: 
```javascript
const config: StorybookConfig = {
  ...
  env: (conf) => ({
      ...conf,
      STORYBOOK_ENV: environment.storybookEnv
    })
}
```
this reads out environment.ts or environment.prod.ts in the src/environments folder, which is the Angular way to do it. Angular cannot read out .env files, and Storybook with Angular doesn't seem to be able to either.

I use `ng run bop-ui-documentatie:build-storybook` to build.

Our environment files look like this:
```javascript
// environment.ts
export const environment = {
  production: false,
  storybookEnv: 'development'
};
```
```javascript
// environment.prod.ts
export const environment = {
  production: true,
  storybookEnv: 'production'
};
```

### System

```bash
System:
    OS: Windows 10 10.0.19044
    CPU: (4) x64 Intel(R) Xeon(R) Platinum 8168 CPU @ 2.70GHz
  Binaries:
    Node: 16.10.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.21 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 7.24.0 - C:\Program Files\nodejs\npm.CMD <----- active
  Browsers:
    Chrome: 66.0.3359.139
    Edge: Chromium (120.0.2210.144)
  npmPackages:
    @storybook/addon-docs: 7.6.17 => 7.6.17
    @storybook/addon-essentials: 7.6.17 => 7.6.17
    @storybook/addon-interactions: 7.6.17 => 7.6.17
    @storybook/addon-links: 7.6.17 => 7.6.17
    @storybook/addon-styling-webpack: ^0.0.5 => 0.0.5
    @storybook/angular: 7.6.17 => 7.6.17
    @storybook/blocks: 7.6.17 => 7.6.17
    @storybook/testing-library: ^0.2.2 => 0.2.2
    storybook: 7.6.17 => 7.6.17
```


### Additional context

_No response_
Repository: godot
Issue: On_mouse_enter and On_mouse_exited either doesn't get called on instanced object
Labels: discussion,topic:input,topic:2d

### Tested versions

- Happens in 4.2.1 to 4.3 dev-5
- Doesn't happen in 4.1.x versions 

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 750 (NVIDIA; 31.0.15.5176) - Intel(R) Core(TM) i3-4170 CPU @ 3.70GHz (4 Threads)

### Issue description

Hovering the mouse over a CharacterBody2D with on_mouse_entered/exited functions doesn't run the code inside them.
```gdscript
func _on_mouse_entered():
	inside = true
	print(inside)

func _on_mouse_exited():
	inside = false
	print(inside)
```

### Steps to reproduce

- Make a CharacterBody2D with CollisionShape2D and ColorRect as child.
- Give it a script and connect the on_mouse_entered and on_mouse_exited signal to itself and write something in both functions, set input_pickable to true on the collision object
- Make a Node and give it a script that instances the CharacterBody2D Node.
- Select the normal Node as main scene and start it.
- Hover over the box.

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/godotengine/godot/files/14803887/MRP.zip)
Repository: godot
Issue: "if-elif-else" branches will break if one of the "elif" statements is written on one line with the block that contains the other "if" statement
Labels: discussion,topic:gdscript

### Tested versions

Tested in:
- 4.2.1.stable.official.b09f793f5 
- 4.3.dev.custom_build.f9ebd84b5



### System information

Godot v4.2.1.stable - Fedora Linux 39 (Thirty Nine) - Tty - GLES3 (Compatibility) - NVCF () - AMD Athlon(tm) II X2 210e Processor (2 Threads)

### Issue description

When writing `elif` with the related block, which contains other `if`, on one line, the next branhces will not be checked, and no errors will be produced. 

### Steps to reproduce

```gdscript
extends Node


func _process(_delta):
	# Doesn't work
	if false: print("Will not be printed. Ok")
	# Weird behaviour here
	elif false: if true: print("Will not be printed. Ok")
	else: print("Also will not be printed. Why?")


	# Works
	if false: print("Will not be printed. Ok")
	elif false:
		if true: print("Will not be printed. Ok")
	else: print("Will be printed. Ok")
```

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: QuickAccent: Sort Characters setting not compatible with Start selection from center
Labels: Issue-Bug,Needs-Triage,Product-Quick Accent

### Microsoft PowerToys version

0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Quick Accent

### Steps to reproduce

Turn **on** the setting 'Sort characters by usage frequency' and **off** the setting 'Start selection from the left'. Use Quick Accent to select several characters in order to "train" some frequently used characters.

### ✔️ Expected Behavior

The frequently used characters should be in the middle when  'Sort characters by usage frequency' is on and  'Start selection from the left' is off .

### ❌ Actual Behavior

The frequently used characters remain to the left of  the toolbar, actually making them farther from the initial central position when  'Start selection from the left' is off.

### Other Software

_No response_
Repository: svelte
Issue: Runes + async: add (or document) idiomatic way to work with async functions and runes
Labels: documentation

### Describe the problem

In my Svelte 4 app, I keep all the logic inside stores and away from components. I found this approach to be more predictable and bug-free. 

[Here is an example of a derived store that updates whenever the user changes the settings](https://github.com/ivan-lednev/obsidian-day-planner/blob/13b814ec1a1a84cd10af1bf8f6f8e4342d7a774f/src/util/use-ical-events.ts#L20), that relies on `derived(v, (v, set) => { ... })`. I don't understand how to rewrite this using runes.

Using `$effect` to synchronize state this way seems like an anti-pattern, not to mention the fact that since my state logic is outside the component tree, and I'd have to manage cleanup myself with `$effect.root`.

I've searched through the new docs, and I haven't encountered the word `async` there 😢. 

### Describe the proposed solution

Solid.js has an `createResource`: https://docs.solidjs.com/reference/basic-reactivity/create-resource , which is exactly this: a signal that updates with an async function whenever its deps update.

### Importance

would make my life easier
Repository: ui
Issue: [bug]: Disabled state styles in Command
Labels: bug

### Describe the bug

I think there is a problem with the disabled styles in Command component, probably because Radix and cmdk uses different ways to use the data-disabled HTML attribute.
In CommandPrimitive.Item the default styles for this attribute is:

data-[disabled]:pointer-events-none data-[disabled]:opacity-50

That only works if the component either uses the attribute or not, but not for data-disabled="true" or data-disabled="false".

2 solutions:
1) Change default styles to 
data-[disabled="true"]:pointer-events-none data-[disabled="true"]:opacity-50

2) Change tw config

config = {
 theme: {
  extend: {
    data: {
        disabled: 'disabled~="true"',
      },
   }
 }
}

It's just a minor issue but the disabled pointer renders the component useless for me until I changed it.
Great job on the library by the way 😀

### Affected component/components

Command

### How to reproduce

1. Use Command component.
2. Try to click on the dropdown and see that the cursor is disabled.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Versions: 
  "cmdk": "^1.0.0"
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: opencv
Issue: Support more ops in .tflite format
Labels: feature,category: dnn

### Describe the feature and motivation

Hi,

I would like to bring to your attention some recent developments regarding the implementation of more ops in .tflite format. Specifically, I've been working on incorporating global pooling, transpose, softmax, and fullyconnected ops. I noticed that the support for the last two ops has been merged in PR(#25273).

However, I have a couple of concerns regarding this PR. Firstly, in `parseFullyConnected`, FC ops are implemented using `Gemm`. In my view, `Gemm` and `Fully_connected` represent distinct concepts. The latter allows for more options, such as activation and bias terms. It appears that some functionalities are missing in the current implementation.

Secondly, the support for `Softmax` seems to be ambiguous across different formats. Specifically, while the `Softmax` layer in Keras and ONNX can accept `axis` as an argument, this option is absent in the .tflite format. The ambiguity arises from the default value of axis, as described in PR (#24613). Moreover, as shown in below, the default values differ between the FP version and the INT8 version.

https://github.com/opencv/opencv/blob/9716bf95ae21c72af7835d58ba2af307b93204ec/modules/dnn/src/layers/softmax_layer.cpp#L79

https://github.com/opencv/opencv/blob/9716bf95ae21c72af7835d58ba2af307b93204ec/modules/dnn/src/int8layers/softmax_layer.cpp#L28

From my perspective, I believe setting the default value to -1 would align better with TF and ensure consistency. However, it might be beneficial to include comments regarding the default values somewhere to assist users in quickly diagnosing unexpected behavior, especially if the model originates from ONNX or other converters.

### Additional context

_No response_
Repository: ollama
Issue: Ollama errors when using json mode with `command-r` model
Labels: bug

When using json mode with command-r, Ollama will hang.

https://github.com/ggerganov/llama.cpp/issues/6112
Repository: flutter
Issue: flutter.googlesource.com gerrit instance should be configured to land reverts
Labels: team-infra,P2,triaged-infra

To be in alignment with Flutter team policy, the revert here https://flutter-review.googlesource.com/c/recipes/+/56784 should have landed without needing any additional approvals.

cc @godofredoc
Repository: flutter
Issue: Add `additionalInfo` to the material listTile
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

```
  ListTile((
            title: const Text('data'),
            leading: const Icon(Icons.add),
            subtitle: const Text('222'),
            additionalInfo: const Text('sss'),
            trailing: const Icon(Icons.arrow_forward_ios),
          ),
```

### Proposal

Add `additionalInfo` to Material ListTile.
Repository: tauri
Issue: [bug] app window fails under Linux with Nvidia gpu
Labels: type: bug,status: upstream,platform: Linux,status: needs triage

### Describe the bug

Hi, under Arch Linux, since today I hit an issue where the window app open with a blank screen and this message is spamming the terminal

```
AcceleratedSurfaceDMABuf was unable to construct a complete framebuffer
AcceleratedSurfaceDMABuf was unable to construct a complete framebuffer
…
```
journal logs:

```
[drm:drm_new_set_master] *ERROR* [nvidia-drm] [GPU ID 0x00000100] Failed to grab modeset ownership
```

**Note:** My machine is NVIDIA gpu equipped, installed driver is `550.67-3`

If I remove `nvidia_drm.modeset=1` from kernel params, I get other logs

```
KMS: DRM_IOCTL_MODE_CREATE_DUMB failed: Permission denied
Failed to create GBM buffer of size 2524x827: Permission denied
```

Based on the logs I tried with KMS disabled completely (removing nvidia kernel modules and regenerating the initramfs) but without any success

### Reproduction

`npm create tauri-app@latest` then `cargo tauri dev` (or `npm run tauri dev`)

### Expected behavior

_No response_

### Full `tauri info` output

```text
[✔] Environment
    - OS: Arch Linux Unknown X64
    ✔ webkit2gtk-4.0: 2.44.0
    ✔ rsvg2: 2.58.0
    ✔ rustc: 1.77.1 (7cf61ebde 2024-03-27)
    ✔ cargo: 1.77.1 (e52e36006 2024-03-26)
    ✔ rustup: 1.27.0 (bbb9276d2 2024-03-08)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (environment override by RUSTUP_TOOLCHAIN)
    - node: 20.11.0
    - npm: 10.2.4
    - bun: 1.0.7

[-] Packages
    - tauri [RUST]: 1.6.0
    - tauri-build [RUST]: 1.5.1
    - wry [RUST]: 0.24.7
    - tao [RUST]: 0.16.5
    - tauri-cli [RUST]: 1.5.11
    - @tauri-apps/api [NPM]: 1.5.3
    - @tauri-apps/cli [NPM]: 1.5.11

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: [Mouse without borders] Navigate to the right screen.
Labels: Needs-Triage,Product-Mouse Without Borders

### Description of the new feature / enhancement

In my setup I have two adjacent laptops, each with two external screens, so six screens horizontally.

Left laptop: screen L1, screen L2, main screen L3.
Right laptop: screen R1, main screen R2, screen R3.

When navigating back from the left laptop (main screen L3) to the right laptop the mouse 'jumps' to main screen R2. I expect it to go to screen R1.

When accidentally moving from screen R1 to main screen L3 and back, I frequently 'loose' my mouse as it jumps to main screen R2,

Is this something that can be addressed?



### Scenario when this would be used?

I hope the above explains enough.

### Supporting information

_No response_