sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ui
Issue: [bug]: The   ‘npx shadcn-ui@latest init’ cannot be executed on the company network. How can I init it offline?
Labels: bug

### Describe the bug

Describe the bug
Tried installing with the command, "npx shadcn-ui@latest init". But it keeps throwing the following error.

FetchError: request to https://ui.shadcn.com/registry/styles/index.json failed, reason: connect ECONNREFUSED 76.76.21.93:443
    at ClientRequest.<anonymous> (file:///Users/equallyai/.npm/_npx/125ee17d583c4e03/node_modules/node-fetch/src/index.js:108:11)
    at ClientRequest.emit (node:events:518:28)
    at TLSSocket.socketErrorListener (node:_http_client:495:9)
    at TLSSocket.emit (node:events:518:28)
    at emitErrorNT (node:internal/streams/destroy:169:8)
    at emitErrorCloseNT (node:internal/streams/destroy:122:3)
    at processTicksAndRejections (node:internal/process/task_queues:82:21) {
  type: 'system',
  errno: 'ETIMEDOUT',
  code: 'ETIMEDOUT',
  erroredSysCall: 'undefined'
}
Failed to fetch styles from registry.

### Affected component/components

None

### How to reproduce

npx shadcn-ui@latest init

### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
None
```


### System Info

```bash
wind11 node:v20.11
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Android build crashes when typing in LineEdit and TextEdit
Labels: bug,platform:android,needs testing,topic:input,crash,topic:gui

### Tested versions

Reproducible in: 4.2.2 stable (possible regression)

### System information

Android 7.1.1 (ColorOS v3.2) - OPPO F5 (CPH1723)

### Issue description

Both LineEdit and TextEdit cause the Android app to crash when you try to type. Mostly when type second symbol. 

### Steps to reproduce

- Add a LineEdit or TextEdit to the scene;
- Export to Android;
- Run the app and try to type something in LineEdit/TextEdit;

### Minimal reproduction project (MRP)

[LineEditAndroidBug-godot4.2.zip](https://github.com/user-attachments/files/15950749/LineEditAndroidBug-godot4.2.zip)
Repository: vscode
Issue: Closing a single window closes all of them (sometimes)
Labels: upstream,freeze-slow-crash-leak,linux,chromium

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.90.1
- OS Version: Ubuntu 22.04
```
Version: 1.90.1
Commit: 611f9bfce64f25108829dd295f54a6894e87339d
Date: 2024-06-11T21:02:43.666Z
Electron: 29.4.0
ElectronBuildId: 9593362
Chromium: 122.0.6261.156
Node.js: 20.9.0
V8: 12.2.281.27-electron.0
OS: Linux x64 6.5.0-21-generic
```

Steps to Reproduce:

1. Open multiple VScode windows
2. Press the 'Close' UI button
![image](https://github.com/microsoft/vscode/assets/44346535/83df89a4-5c35-4fef-9a14-1db1168b8f00)
3. Observe the closure of one or all windows (at random)
Repository: pytorch
Issue: Does it still make sense to prevent saving multiple tensors that have a shared storage but different dtypes?
Labels: module: serialization,triaged

Here we raise an exception if multiple tensors with a common storage have different dtypes:

https://github.com/pytorch/pytorch/blob/d21f311af880c736b18b5a588583f6162e9abcfa/torch/serialization.py#L808-L816

However in the related issue, @kurtamohler indicates that the fact that we're switching to untyped storages may resolve this issue

https://github.com/pytorch/pytorch/issues/58970#issuecomment-848444799

## Context
 
In tensordict, we are building a method to consolidate a series of arbitrary tensors on a common device into a single storage
https://github.com/pytorch/tensordict/pull/814

The storage and metadata are written in the `tensordict._consolidated` dictionary. It's easy to serialize / deserialize this but if one makes a view of the tensordict, eg
```python
data = td.consolidate()
data = data[0]
```
then the view lacks the `_consolidated` attribute. In that case we can't really tell pickle what to do and fall back on regular serialization methods. Saving such an object will fail because of the common storage check. 
Note that we can pass that data through a `mp.Pipe`, only `torch.save` currently fails.


cc @mruberry @mikaylagawarecki
Repository: vscode
Issue: vscode notebook: squashing | collapsing | hiding cells content when simply scrolling up and down
Labels: bug,notebook,notebook-layout

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Does this issue occur when all extensions are disabled?: Yes/No

no, as I require the extension to run notebooks in vscode

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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Version: 1.90.2 (Universal)
Commit: 5437499feb04f7a586f677b155b039bc2b3669eb
Date: 2024-06-18T22:37:41.291Z (5 days ago)
Electron: 29.4.0
ElectronBuildId: 9728852
Chromium: 122.0.6261.156
Node.js: 20.9.0
V8: 12.2.281.27-electron.0
OS: Darwin arm64 23.4.0

Steps to Reproduce:

1. create some vscode cells with python code and with markdown and print their output
2. scroll up and down a few times, with the results rendered

If a cell has more than 1 line it gets squashed, and the text gets hidden.

- How it looks before scrolling:

![Screenshot 2024-06-24 at 09 34 21](https://github.com/microsoft/vscode/assets/8709755/10cf4aca-ec33-4526-bf07-6b47eef7c9ee)

- How it looks after scrolling:

![Screenshot 2024-06-24 at 09 34 11](https://github.com/microsoft/vscode/assets/8709755/b9fe8dbe-44f6-445e-ace3-00421fb16c78)


Also empty cells get squased when simply  scrolling up and down with the mouse

- How it looks before scrolling:

![Screenshot 2024-06-24 at 09 39 17](https://github.com/microsoft/vscode/assets/8709755/fcd2cb9e-b3a7-4890-a23b-4bbbd546fe97)


- How it looks after scrolling:

![Screenshot 2024-06-24 at 09 38 59](https://github.com/microsoft/vscode/assets/8709755/fe253a17-d9ce-4d43-8fe3-d094dce090e9)



Of course this makes working with the integrated notebooks unthinkable.
Repository: vscode
Issue: Multi cursor editing with option+right & option+left (cursorWordEndRight vs cursorWordEndLeft) can get the cursor out of sync even when operating on the data of the same shape
Labels: bug,editor-wordnav

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes

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Version: 1.89.1
Commit: dc96b837cf6bb4af9cd736aa3af08cf8279f7685
Date: 2024-05-07T05:14:32.757Z
Electron: 28.2.8
ElectronBuildId: 27744544
Chromium: 120.0.6099.291
Node.js: 18.18.2
V8: 12.0.267.19-electron.0
OS: Darwin arm64 23.4.0

Steps to Reproduce:

1. Have this file content
```
        xxx     100
        xxx     -100
```

2. Place cursors here
```
        xxx|     100
        xxx|     -100
```

4. Press option + right
```
        xxx     100|
        xxx     -100|
```

5. Press option + left
```
        xxx     |100
        xxx     -|100
```

6. Press option + left
```
       |xxx     100
        xxx     |-100
```

7. Cursors are out of sync


https://github.com/microsoft/vscode/assets/6587821/49c48c22-9034-4303-afb9-20afb4f5d2bd


---

While the cursor travelling is technically correct (if finds word start/end each time) I wonder if this is the best behavior since when using with multiple cursors the general assumption is that when operating on the data of the same shape the left/right jump words should keep the cursors in sync.

Few solutions come to my mind:
- update the `cursorWordEndRight`/`cursorWordEndLeft` to also include special characters, so that going left from `-100|` would produce `|-100` instead of `-|100`
- maybe there is some other cursor travelling command that behaves better when doing multi cursor editing, and the default keybinding could change to use that command? (or maybe just change them when doing multi cursor editing?)
Repository: rust
Issue: Setting a lower `RUST_MIN_STACK` than `DEFAULT_STACK_SIZE` increases stack???
Labels: I-ICE,T-compiler,C-bug

While working on this issue #122357, I found that setting the RUST_MIN_STACK variable size to 7mb or more, the build is successful. But the default stack size in rust is 8mb. Why do we have to set RUST_MIN_STACK again for this to work?


Steps to create the example directory are in this link https://github.com/rust-lang/rust/issues/122357#issue-2180549643
To verify this please follow these steps.
1. setup the example from above link.
2. Run `cargo build` in the example, this time the build would fail.
3. Export `RUST_MIN_STACK=$((7*1024*1024)` and run `cargo build` again. This time the build is successful.
Repository: vscode
Issue: Fallback on "legacy" diff algorithm if "advanced" is too slow
Labels: bug,diff-editor

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

When diffing docker build logs, I noticed the new default "advanced" diff algorithm is very slow and sometimes can completely fail to produce a diff (even after 30 secs, for 15k lines file). If there's no time limit, VS code will simply hang and never produce the diff. If there's a time limit and the diff takes longer, in the end you have the 2 files side by side but with no diff. And if you set the "legacy" diff algorithm, well you can't benefit from the "advanced" one for when it works.

So, if the "advanced" algorithm fails, is to possible to fallback to the "legacy" one instead of only showing 2 files side by side? Maybe optionally, and with still a fallback to 2 files side by side if the "legacy" fails too.

This was observed on:
```
Version: 1.90.2 (user setup)
Commit: 5437499feb04f7a586f677b155b039bc2b3669eb
Date: 2024-06-18T22:34:26.404Z
Electron: 29.4.0
ElectronBuildId: 9728852
Chromium: 122.0.6261.156
Node.js: 20.9.0
V8: 12.2.281.27-electron.0
OS: Windows_NT x64 10.0.19045
```
Repository: deno
Issue: Vendored npm dependencies fail while offline.
Labels: question

Version: Deno 1.44.4

I'm attempting to build a Lume site inside nix, and have been trying to use `vendor` and `node_modules` as an alternative to storing the deno cache.  To make builds deterministic, Nix blocks builders from accessing the network unless they specify a hash that matches their output.  Since the deno cache stores headers, this isn't a path that I can take.  But for some reason, when offline and without a cache, whether through the Nix builder, or by turning off my network access and clearing the cache folder, Deno seems to ignore the `node_modules` folder entirely, and re-attempts downloading through NPM, which immediately fails.  While online, it seems to have 0 issue, and doesn't seem to attempt to even connect to NPM, though it does make a single dns request.  I've also noticed that I get the error `failed reading lockfile` while offline, but again it's fine when online.

I've attempted multiple combinations of arguments to try and get this to behave, but the one that I would assume covers the most ground is `deno cache --vendor --lock=deno.lock https://deno.land/x/lume@v2.2.2/cli.ts` Assuming `DENO_DIR` is set, I can run this in a completely empty directory, delete the cache folder, turn off the internet, and be greeted with the above error and a cache folder with only a single empty `npm` folder.  This seems to suggest that deno *is* vendoring the non-npm dependencies just fine, but is refusing to check the `node_modules/.deno` until it makes a dns request to the npm registry?
Repository: TypeScript
Issue: `getJSDocTags` detects decorators inside code blocks as JSDoc tags
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

- jsdoc
- `getJSDocTags`
- decorators

### 🕗 Version & Regression Information

This is faulty behavior 

### ⏯ Playground Link

https://stackblitz.com/edit/gettextofjsdoccomment-d88fzj?file=main.ts,package.json

### 💻 Code

```ts
import ts from 'typescript';

const filename = 'example.ts';
const code = `
/** 
 * 
 * @usageNotes
 *
 * Use \`afterNextRender\` to read or write the DOM once,
 * for example to initialize a non-Angular library.
 *
 * ### Example
 * \`\`\`ts
 * @Component({
 *   selector: 'my-chart-cmp',
 *   template: \`<div #chart>{{ ... }}</div>\`,
 * })
 * export class MyChartCmp {
 *   @ViewChild('chart') chartRef: ElementRef;
 *   chart: MyChart|null;
 *
 *   constructor() {
 * 
 *   }
 * }
 * \`\`\`
 */
class Foo  {};
`;

const sourceFile = ts.createSourceFile(
  filename,
  code,
  ts.ScriptTarget.ESNext,
  true
);

const visitNode = (node: ts.Node) => {
  ts.forEachChild(node, visitNode);
  const tags = ts.getJSDocTags(node);
  if (tags.length) {
    tags.forEach((tag) => {
      const comment = tag.comment!.slice(1) as any;

      console.log(
        '> ',
        tag.tagName.getText(),
        ' | ',
        ts.getTextOfJSDocComment(comment)
      );
    });
  }
};

ts.forEachChild(sourceFile, visitNode);
```


### 🙁 Actual behavior

We get 2 distinct tags: 

```
>  usageNotes  |  se `afterNextRender` to read or write the DOM once,
for example to initialize a non-Angular library.

### Example
```ts
>  Component  |  {
selector: 'my-chart-cmp',
template: `<div #chart>{{ ... }}</div>`,
})
export class MyChartCmp {
>  ViewChild  |  'chart') chartRef: ElementRef;
chart: MyChart|null;

constructor() {

}
}
```

### 🙂 Expected behavior

Only one tag should be extracted : usagenotes

### Additional information about the issue

_No response_
Repository: ollama
Issue:  Add queue position indicator
Labels: feature request

Currently, when running resource-intensive models on Ollama, especially on less powerful hardware, it's not clear how long processing might take or if there's a queue of tasks.

Feature request:
1. Implement a way to show the user's position in the processing queue (if any). This is my main concern
2. Add an option to display estimated time until processing begins or completes.

This feature would be beneficial for:
- Users running large models on consumer-grade hardware
- Understanding and managing processing times
- Improving user experience by providing more information about task status

Possible implementation ideas:
- Add a new command like `ollama status` to show current queue position and estimates
- Include this information in verbose output modes
- Optionally display this info in the command-line interface during model runs
- it will be great if we can get that from API call or some thing

Has this been considered before? It would greatly enhance the user experience when working with more demanding models or on systems with limited resources.
Repository: go
Issue: x/vuln: OpenVEX report lacks affected product
Labels: vulncheck or vulndb

### govulncheck version

```
govulncheck -version
Go: go1.22.4
Scanner: govulncheck@v1.1.2
DB: https://vuln.go.dev
DB updated: 2024-06-20 18:18:26 +0000 UTC
```

### Does this issue reproduce at the latest version of golang.org/x/vuln?

Yes.

### Output of `go env` in your module/workspace:

```shell
> go env
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/gmacedo/.cache/go-build'
GOENV='/home/gmacedo/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/gmacedo/go/pkg/mod'
GOOS='linux'
GOPATH='/home/gmacedo/go'
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/lib64/go/1.22'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='local'
GOTOOLDIR='/usr/lib64/go/1.22/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.22.4'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/gmacedo/code/github.com/macedogm/vuln/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-build2885216502=/tmp/go-build -gno-record-gcc-switches'
```
```


### What did you do?

Executing `govulncheck` with `-format openvex` produces a valid OpenVEX report, but the list of the affect products lacks valid information, instead it always contains `Unknown Product`.

### What did you see happen?

Please see above.

### What did you expect to see?

I would expect to see the correct list of affected products, i.e., the Go package path and version, where the vulnerabilities was identified, in the right Purl format for Go packages - `pkg:golang/...`.
Repository: neovim
Issue: vim.filetype.add: user extensions can't override builtin patterns
Labels: enhancement,documentation,filetype

### Problem

Related: #19996 

.s and .S files are not forced and instead recognized as the default "asm" filetype. I've tried:

1. Put the code in .config/nvim/after/ftdetect/ and .config/nvim/ftdetect directories. 
2. Delete .local/share/nvim and .local/state/nvim.
3. Repeat the same steps for an arch VM without GUI where i never downloaded any nvim plugin or made any configuration changes.
4. Download the nvim.appimage (NVIM v0.11.0-dev-302+gbe999e6a0) from [releases](https://github.com/neovim/neovim/releases/nightly) and repeat steps 1 and 2.

### Steps to reproduce

In init.lua:

```lua
vim.filetype.add({
	extension = {
		c = "lua",
		TEST = "lua",
		s = "lua",
		S = "lua",
		asm = "lua",
	},
})
```

only .c, .TEST, and .asm files are overriden correctly

### Expected behavior

.s and .S files are correctly forced to the specified types.

### Neovim version (nvim -v)

NVIM v0.10.0 Build type: Release LuaJIT 2.1.1716656478

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

-

### Operating system/version

Arch linux, 6.9.6-arch1-1

### Terminal name/version

kitty, linux console

### $TERM environment variable

xterm-kitty, linux

### Installation

Pacman
Repository: electron
Issue: [Bug]: Using app.disableHardwareAcceleration() makes window disappear
Labels: platform/windows,bug :beetle:,has-repro-gist,31-x-y,32-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

31.0.0

### What operating system are you using?

Windows

### Operating System Version

10.0.19042

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Window should be visible at all times with transparency enabled

### Actual Behavior

When clicking away from the window sometimes it vanishes, but pointer events do not go through, meaning the window is still there but not rendering. It does not appear to happen always.
To reproduce, first click on the transparent window and bring it into focus and then click on some other window, it vanishes.
I saw this happening by clicking on firefox/thunderbird/slack but does not always happen.

### Testcase Gist URL

https://gist.github.com/t57ser/ee82b7ea981e35afc9a3130c28e7e20e

### Additional Information

_No response_
Repository: godot
Issue: GPUParticles2D: Oneshot Sub Emitter won't emit finished() signal
Labels: bug,topic:particles

### Tested versions

- Reproducible in: v4.2.1.stable.official [b09f793f5] and v4.3.beta2.official [b75f0485b]

### System information

Godot v4.3.beta2 - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Mon May 27 03:41:25 UTC 2024 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Laptop GPU - AMD Ryzen 9 5900HX with Radeon Graphics (16 Threads)

### Issue description

I've created a simple GPUParticles2D effect with a main+subemitter, both set to OneShot and I want to know when the whole effect is done. I want to know when it's done so I can then destroy the effect (cleaning up). This could be done by using the ```finished()``` signal of the subemitter, however, it's never emitted.

Goal:
I need the ```finished()``` signal from the oneshot subemitter to know when the whole GPUParticles2D effect is done, so I can then call ```queue_free()``` to make it clean itself up.

### Steps to reproduce

- Create a GPUParticles2D object ("main") and set it to oneshot.
- Create another GPUParticles2D object ("sub") (as child of the above) and set it to oneshot.
- Set ("sub") as subemitter of ("main") and set the Sub Emitter Mode to "At End".
- Connect the finished() signal of ("sub) to whatever function you want (like a ```print()``` statement)
- Execute the script/emit the particles, and observe that the signal is never emitted

### Minimal reproduction project (MRP)

[subemitter_no_finished.zip](https://github.com/user-attachments/files/15955052/subemitter_no_finished.zip)

This MRP has a button to ```restart()``` the main emitter, and 2 print statements connected to the 2 finished() signals of the main and sub emitter. Once the button is pressed, you can see the particles doing their thing. At the end of the main emitter, two things happen: "main done!" is printed, and the subemitter kicks in. Then at the end of the subemitter, nothing happens.

I expected the finished() signal of the sub emitter to emit, which would then print "sub done!".