sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: A shortcut to select file/files in the explorer. And copy that path to the terminal.
Labels: Help Wanted,Area-UserInterface,Product-Terminal,Issue-Task,In-PR

<!-- 
🚨🚨🚨🚨🚨🚨🚨🚨🚨🚨

I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING:
1. If I delete this entire template and go my own path, the core team may close my issue without further explanation or engagement.
2. If I list multiple bugs/concerns in this one issue, the core team may close my issue without further explanation or engagement.
3. If I write an issue that has many duplicates, the core team may close my issue without further explanation or engagement (and without necessarily spending time to find the exact duplicate ID number).
4. If I leave the title incomplete when filing the issue, the core team may close my issue without further explanation or engagement.
5. If I file something completely blank in the body, the core team may close my issue without further explanation or engagement.

All good? Then proceed!
-->

# Description of the new feature/enhancement
I would love to have an shortcut that opens an dialog to select files. And then just copy the paths of those files to the terminal. So i can be a bit quicker and don't have to be sliding the terminal/file explorer around to make sure i can slide the files in without losing focus of the terminal.

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->
Have you ever found it cumbersome to input file paths into the terminal? I often find myself opening a file explorer, selecting the files I need, and then dragging them into the terminal. However, this process can be a bit of a hassle, especially when juggling between different application windows. And have to make sure both stay in view.

# Proposed technical implementation details (optional)
I have a implementation. There is also code for WSL support. I am however missing a accessible function to check if it is in WSL. So that should be worked on. Could be me if i am pushed in the right direction.

The implementation is in this fork.
https://github.com/Raukie/Terminal
So let me know with what steps to proceed, to make this happen.

<!-- 
A clear and concise description of what you want to happen.
-->
# The result should be

A shortcut, my own preference would be ctrl+o, o stands for open.
When in the terminal and pressing that shorcut a file explorer dialog should open to select files. 
After you have selected the files the path of the selected files should be pasted into the terminal.

Example video of what to happen.

 https://github.com/microsoft/terminal/assets/90243019/c4fce082-27f9-48d8-ac63-56a1ad5eb469
Repository: ollama
Issue: DocOwl1.5-Chat
Labels: model request

### What model would you like?

Recent release of DocOwl highly relevant to RAG work.
https://huggingface.co/mPLUG/DocOwl1.5-Chat

DocOwl 1.5 is initialized from mPLUG-Owl2 [58], which utilizes the ViT/L-14 [12] as the Visual Encoder and a 7B Large Langauge Model with the Modality Adaptive Module as the language decoder.
Repository: ollama
Issue: Add support for MobileVLM
Labels: model request

### What model would you like?

MobileVLM v2 is a very promising multimodal model that is already supported by llama.cpp.  Here are the 3 versions:

1.7b: https://huggingface.co/mtgv/MobileVLM_V2-1.7B
3b: https://huggingface.co/mtgv/MobileVLM_V2-3B
7b: https://huggingface.co/mtgv/MobileVLM_V2-7B
Repository: PowerToys
Issue: Portrait layout not working
Labels: Issue-Bug,FancyZones-Editor,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.79.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones, FancyZones Editor

### Steps to reproduce

My two monitors are set up in portrait mode instead of landscape in Windows display settings. Running fancyzones layout editor, I pick the grid template and set the number of zones but whenever selecting "default layout for vertical monitor orientation", nothing happens. There's a star that's solid but again nothing works. The layout is still in horizontal monitor mode.

### ✔️ Expected Behavior

I assume the layout should be switched to vertical monitor orientation when the monitors are set to portrait mode in Windows display settings.

### ❌ Actual Behavior

Layout doesn't change for vertical monitor orientation.

### Other Software

_No response_
Repository: ollama
Issue: Print better error message when a new version of Ollama is required
Labels: bug

### What is the issue?

Today Ollama prints hard to recognize error messages when a model isn't supported because a new version of Ollama is required

### What did you expect to see?

An error along the lines of: `Error: a new version of Ollama is required to run this model`. Even better would be to include the version number required.

### Steps to reproduce

_No response_

### Are there any recent changes that introduced the issue?

_No response_

### OS

_No response_

### Architecture

_No response_

### Platform

_No response_

### Ollama version

_No response_

### GPU

_No response_

### GPU info

_No response_

### CPU

_No response_

### Other software

_No response_
Repository: vscode
Issue: CLI on Windows: --folder-uri option only works as the last argument and when the --wait option is not present
Labels: good first issue,windows,workbench-cli

<!-- ⚠️⚠️ 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

<!-- 🪓 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: 1.87.2
- OS Version: Windows 10 Pro 19044.2486 VM

Steps to Reproduce:
1.  Case where --folder-uri is not the last option. Run `code --folder-uri vscode-remote://ssh-remote+vscode@some-workspace --disable-extension ms-vscode-remote.remote-containers --new-window --wait`. Command will return immediately without action or error.
2. Case where --folder-uri is the last option but --wait is present. Run `code  --disable-extension ms-vscode-remote.remote-containers --new-window  --wait --folder-uri vscode-remote://ssh-remote+vscode@some-workspace`. Command will return immediately without action or error.

There seems to be a behavior where the the code command silently errors when --folder-uri and the --wait options are used together. Also, there seems to be a bug where the the code command silently errors when the --folder-uri option is not the last option.
Repository: vscode
Issue: Text shows through code display slightly
Labels: bug,upstream,zoom

- VS Code Version: 1.87.2
- OS Version: Windows 22631.3374

Steps to Reproduce:

1. Create a line of code that will go all the way to the right side of your screen
2. View how the code slightly shows between the scrollbar and the code display area

![image](https://github.com/microsoft/vscode/assets/138824486/d404adfe-8f59-4a26-bf40-65f22e562a80)
Repository: godot
Issue: Moving text-files results in "No loader found for resource"
Labels: bug,topic:editor

### Tested versions

- Reproducible in: v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

When moving .txt files (or any other text file), the following log prints on *begin drag* `No loader found for resource: res://folder_a/file.txt (expected type: )`.

Note: Although this can be reproduced in a blank project, it's also possible to reproduce by creating a custom control which implementing the related drag functions, and returning your own synthetic move order: `{"type": "files", "files":[...]}`. If this contains a text file, the log ALSO prints when the drag *begins*.

### Steps to reproduce

Create a .txt file in any folder. Drag+drop the file from one place to another. View console log.

The MRP contains two folders, and a txt file for your convenience.

### Minimal reproduction project (MRP)

[no_loader_found.zip](https://github.com/godotengine/godot/files/14795966/no_loader_found.zip)
Repository: godot
Issue: While jumping into corner, velocity.y is not set back to 0
Labels: topic:physics,needs testing,topic:2d

### Tested versions

Reproducible in 4.2.1.stable

### System information

Godot v4.2.1.stable - macOS 12.6.1 - Vulkan (Forward+) - integrated Intel Iris Pro Graphics - Intel(R) Core(TM) i7-4870HQ CPU @ 2.50GHz (8 Threads)

### Issue description

When shoved into a corner, the Y velocity is not reset to 0.

### Steps to reproduce

Run the project, and hold up and right or left at the same time.

### Minimal reproduction project (MRP)

[Vertical Velocity Corner Bug MRP.zip](https://github.com/godotengine/godot/files/14796287/Vertical.Velocity.Corner.Bug.MRP.zip)
Repository: ollama
Issue: New Model: "Jamba"  (Production Grade Mamba by ai21)
Labels: model request

### What model would you like?

https://www.maginative.com/article/ai21-labs-unveils-jamba-the-first-production-grade-mamba-based-ai-model/

https://huggingface.co/ai21labs/Jamba-v0.1?ref=maginative.com



------

Thanks for the excellent software :)
Repository: flutter
Issue: [test_runner] Consolidate runDartTest, runFlutterTest and runFlutterWebTest into a single function
Labels: a: tests,team-infra,P2,triaged-infra

https://cs.opensource.google/flutter/flutter/+/master:dev/bots/test.dart has three functions with similar functionality. Most of the code of those three functions can be consolidated into a single one.
Repository: flutter
Issue: [test_runner] generate logs into FLUTTER_LOGS_DIR
Labels: a: tests,team-infra,P2,triaged-infra

dev/bots/test.dart should place logs in FLUTTER_LOGS_DIR to ensure the infrastructure processes the logs automatically.
Repository: flutter
Issue: ☂️ Intent to deprecate and remove the HTML renderer in Flutter Web
Labels: c: API break,platform-web,P1,design doc,team-web,triaged-web,:scroll:

### Document Link

https://flutter.dev/go/deprecate-html-renderer

### What problem are you solving?

The HTML renderer is complex, underperforming, and limited in graphical expressivity compared to WebGL-based CanvasKit and Skwasm renderers. Flutter Web’s WebGL-based renderers matured to a point where the value provided by the HTML renderer no longer outweighs the maintenance costs, the developer-facing complexity (having to choose between multiple renderers and work around their limitations), and loss of focus on the WebGL renderers.

See the [document](https://docs.google.com/document/d/1DGamHsa2lz_Qtgfrfa3j3fRaEopJXc7tCFVM1TQlck8/edit?usp=sharing&resourcekey=0-IjkqrCoo_EcRRS2bPYKI8w) for an expanded problem statement.

### Tasks

The following tasks need to be completed before we begin the deprecation process:

- [x] https://github.com/flutter/flutter/issues/113713
  - [x] https://github.com/flutter/flutter/issues/151911
- [x] optimized app loading (landed with the new bootstrap API)
- [x] https://github.com/flutter/flutter/issues/149863
- [x] https://github.com/flutter/flutter/issues/149843
- [x] https://github.com/flutter/flutter/issues/154878
- [x] https://github.com/flutter/flutter/issues/154879
Repository: PowerToys
Issue: Dynamic Windows Library Folders for Enhanced File Organization
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Introducing Dynamic Windows Library Folders: a feature that revolutionizes the way users interact with Library folders in Windows. 

Instead of the traditional method of manually adding folders to Libraries, this feature enables Library folders (such as Documents, Pictures, Music, and Videos) to **dynamically display files based on file type across the entire computer**. 

For instance, the Pictures Library will automatically show all image files (.jpg, .png, .gif, etc.) present in any location, including the Downloads folder, Desktop, and custom directories, without the need to manually add these folders. 

This functionality ensures a more streamlined and efficient file management system, making it easier for users to locate and organize their files.

### Scenario when this would be used?

This feature is particularly useful in scenarios where users frequently work with a large number of files scattered across various folders and drives. 

For instance, photographers, graphic designers, and video editors often have their work files distributed in different locations. 

With Dynamic Library Folders, they can instantly access all their relevant files

### Supporting information

_No response_
```[tasklist]
### Tasks
```
Repository: godot
Issue: Object properties change on editor after running game
Labels: bug,topic:editor,needs testing

### Tested versions

Reproducible in versions 4.2.1 Mono and 4.3.dev5 Mono (these are the only versions that I tried)

### System information

MacOS 14.4.1 - Godot 4.2.1 - Mobile

### Issue description

## Object Property changes in editor after game is running

I do not why, but when I play the game seeing the scene where the bug occur nothing weird happen, but If I play the game seeing another scene but that scene actually contains the scene that presents the bug, well, after closing the game, the bug scene with the animator, change the object properties, in this case the position


https://github.com/godotengine/godot/assets/79183176/a6ece758-ba62-41ac-b4f3-877dfedbfa6d



### Steps to reproduce

The way its happened to me is having two scenes one with an animator that modify control's nodes position, add that scene into another scene and run the having the second scene open in the editor

### Minimal reproduction project (MRP)

[issue_project.zip](https://github.com/godotengine/godot/files/14799547/issue_project.zip)
Repository: vscode
Issue: SCM - find a git repository by search in the SCM view
Labels: feature-request,scm

<!-- ⚠️⚠️ 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. -->

Hi, we're working on a project that is made up of more than 50 GitHub Repositories. Our architecture is not mono-repo. Our repositories are separate physically. This means that when we want to open our project in VS Code, we're opening a parent directory that contains more than 50 git repositories.

VS Code works just amazing with that number of files and directories. But as we change files and write code in one logical project, we're changing code in many git repositories. The problem arises when we want to see the diff we made or pull/push our code using VS Code's Source Control pane.

There is no search bar above that pane. We need to scroll through git repos there and it's bad DX. The scroll hangs and is not smooth. Many times we miss the repo and need to go back again. This is a pain.

Please add a search bar above the Source Control pane.
Repository: pytorch
Issue: DISABLED test_sdpa_rewriter_4_cuda (__main__.SDPAPatternRewriterCudaDynamicTests)
Labels: module: rocm,triaged,skipped,module: sdpa

Platforms: rocm

This test was disabled because it is failing on main branch ([recent examples](https://torch-ci.com/failure?failureCaptures=%5B%22inductor%2Ftest_fused_attention.py%3A%3ASDPAPatternRewriterCudaDynamicTests%3A%3Atest_sdpa_rewriter_4_cuda%22%5D)).

cc @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang @naromero77amd
Repository: godot
Issue: Overlapping Area3D causes rapid mouse-event triggers
Labels: discussion,topic:physics,topic:input,topic:3d

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.4665) - AMD Ryzen Threadripper 3970X 32-Core Processor (64 Threads)

### Issue description

When `Area3D` nodes perfectly overlap, instead of ray-picking with a consistent "top" level component like normal, it rapidly cycles through every object every frame. This causes infrequent and hard to debug edge-cases if you're unaware of the behavior where mouse-enter/exit logic might be fired off rapidly for no reason.

This situation has appeared a few times for me when implementing 3D drag and drop in a variety of situations where nodes can overlap (i.e. path-finding from start->finish position, where multiple are sitting at the start or the end).

**Proposed Behavior:**
I think ideally, if the position of multiple `Area3D` are perfectly overlapped, it should always take the result of the first hit. I'm not sure if it's deterministic, but I think something like that would be preferred over rapidly firing mouse events every frame.

### Steps to reproduce

(Repro project is attached)
- Run repro project
- Mouse over center of the screen where `Area3D` are
- Can see mouse_enter/exit is fired rapidly

### Minimal reproduction project (MRP)

[Overlapping Area3D Bug Repro.zip](https://github.com/godotengine/godot/files/14800009/Overlapping.Area3D.Bug.Repro.zip)
Repository: three.js
Issue: Raycaster.setFromCamera: Position the ray origin at near plane rather than camera origin
Labels: Suggestion

### Description

Currently when calling `Raycaster.setFromCamera( mouse, camera )` the origin is currently set at the camera origin (perspective camera) or plane (orthographic camera) resulting in raycasts hitting objects that are being clipped by the camera plane (or not hitting object behind the camera if an ortho camera has a negative near clip value). Is there a reason for this?

When users set the raycaster from camera and mouse settings they are expecting to interact with objects that are rendered on the screen.


### Solution

Place the raycaster origin on the camera near clip plane instead of the camera plane / origin.

See the following example showing that the box displays as intersected (red) even when hovering over the center of the object that is clipped by the camera. You can uncomment line 43 to see the suggested change:

https://jsfiddle.net/bjrog3Lw/1/

### Alternatives

- User must manually set the ray origin after calling `setFromCamera`.
- Provide a setting to toggle the expected behavior.

### Additional context

_No response_
Repository: rust
Issue: Array-as-Immediate array ABI is missing `noundef` parameter metadata
Labels: A-LLVM,A-codegen,T-compiler

Today, these
```rust
#[no_mangle]
pub fn replace_short_array_1(r: &mut [u32; 1], v: [u32; 1]) -> [u32; 1] { … }

#[no_mangle]
pub fn replace_short_array_2(r: &mut [u32; 2], v: [u32; 2]) -> [u32; 2] { … }
```
give <https://play.rust-lang.org/?version=nightly&mode=release&edition=2021&gist=084e57540370e8a6a2c51dd98053396a>
```llvm
define i32 @replace_short_array_1(ptr noalias nocapture noundef align 4 dereferenceable(4) %r, i32 %0) unnamed_addr #0 { … }

define i64 @replace_short_array_2(ptr noalias nocapture noundef align 4 dereferenceable(8) %r, i64 %0) unnamed_addr #0 { … }
```

Note specifically how they have `i32 %0` and `i64 %0` -- that means we're not telling LLVM that the array must be initialized (non-undef and non-poison).

#106294 did this for normal scalars.  For example if you change that first one to
```rust
#[no_mangle]
pub fn replace_short_array_1_alt(r: &mut [u32; 1], v: u32) -> [u32; 1] {
    std::mem::replace(r, [v])
}
```
then you correctly get `i32 noundef %v`.

It looks like it was just missed in some of the trickier ABI cases.
Repository: flutter
Issue: [camera_android_camerax] Cannot set imageFormatGroup to ImageFormatGroup.nv21
Labels: platform-android,p: camera,package,has reproducible steps,P2,team-android,triaged-android,found in release: 3.19,found in release: 3.22

### Steps to reproduce

init camera android by using code below 
```
 _controller = CameraController(
      camera,
      ResolutionPreset.high,
      enableAudio: false,
      imageFormatGroup: Platform.isAndroid
          ? ImageFormatGroup.nv21
          : ImageFormatGroup.bgra8888,
    );
   _controller?.startImageStream(_processCameraImage);
   
```


### Expected results

```
_processCameraImage(InputImage image){
if (_controller == null) return null;
    InputImageRotation? rotation;
    if (Platform.isIOS) {
      rotation = InputImageRotationValue.fromRawValue(sensorOrientation);
    } else if (Platform.isAndroid) {
      var rotationCompensation =
          _orientations[_controller!.value.deviceOrientation];
      if (rotationCompensation == null) return null;
      if (camera.lensDirection == CameraLensDirection.front) {
        rotationCompensation = (sensorOrientation + rotationCompensation) % 360;
      } else {
        rotationCompensation =
            (sensorOrientation - rotationCompensation + 360) % 360;
      }
      rotation = InputImageRotationValue.fromRawValue(rotationCompensation);
    }
    if (rotation == null) return null;
    final format = InputImageFormatValue.fromRawValue(image.format.raw);
    print(format); => return format should return as ImageFormatGroup.nv21InputImageFormat.nv21
}
```

### Actual results

format return InputImageFormat.yuv_420_888

### Code sample

<details open><summary>Code sample</summary>
Using code [example of google ml kit](https://github.com/flutter-ml/google_ml_kit_flutter/tree/develop/packages/example)  and add camera_android_camerax

### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: flutter
Issue: src/test/flutter_tester_device.dart `!_gotProcessVmServiceUri.isCompleted` asserts when running /dev/devicelab tests
Labels: a: tests,P2,c: tech-debt,team-tool,triaged-tool

STEPS TO REPRODUCE

1. Add `export FLUTTER_TOOL_ARGS=--enable-asserts` to your `.bashrc`, or at least export it in your current shell.
2. `cd dev/devicelab` from your flutter/flutter checkout.
3. run `flutter test`.

EXPECTED RESULTS
Tests pass.

ACTUAL RESULTS
Many tests hit:
```
  'package:': Failed assertion: line 168 pos 16: '<optimized out>': is not true.
  [...]
  package:flutter_tools/src/test/flutter_tester_device.dart 168:16  FlutterTesterTestDevice.start.<fn>
  package:flutter_tools/src/test/flutter_tester_device.dart 359:39  FlutterTesterTestDevice._pipeStandardStreamsToConsole.<fn>
  [...]
```

The given line is in `FlutterTesterTestDevice.start`:

```dart
    _pipeStandardStreamsToConsole(
      process: _process!,
      reportVmServiceUri: (Uri detectedUri) async {
        assert(!_gotProcessVmServiceUri.isCompleted); // <-- THIS ASSERTS
        assert(debuggingOptions.hostVmServicePort == null ||
            debuggingOptions.hostVmServicePort == detectedUri.port);
```

I bisected this regression to https://github.com/flutter/flutter/pull/97683. cc @bkonyi