sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: PowerToys Run ran into an issue
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.1.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Always on Top

### Steps to reproduce



Version: 0.81.1.0
OS Version: Microsoft Windows NT 10.0.22631.0
IntPtr Length: 8
x64: True
Date: 9/8/2024 9:24:04 AM
Exception:
System.TypeInitializationException: The type initializer for 'Microsoft.PowerToys.Run.Plugin.Calculator.Main' threw an exception.
 ---> System.TypeInitializationException: The type initializer for 'Mages.Core.Runtime.Global' threw an exception.
 ---> System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime.Numerics, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
File name: 'System.Runtime.Numerics, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
   at Mages.Core.Runtime.Global..cctor()
   --- End of inner exception stack trace ---
   at Mages.Core.Runtime.GlobalScope..ctor(IDictionary`2 scope)
   at Mages.Core.Engine..ctor(Configuration configuration)
   at Microsoft.PowerToys.Run.Plugin.Calculator.CalculateEngine..ctor()
   at Microsoft.PowerToys.Run.Plugin.Calculator.Main..cctor()
   --- End of inner exception stack trace ---
   at Microsoft.PowerToys.Run.Plugin.Calculator.Main.get_AdditionalOptions()
   at PowerLauncher.SettingsReader.<>c.<GetDefaultPluginsSettings>b__14_0(PluginPair x)
   at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
   at System.Linq.Enumerable.ToDictionary[TSource,TKey](IEnumerable`1 source, Func`2 keySelector, IEqualityComparer`1 comparer)
   at PowerLauncher.SettingsReader.UpdateSettings(PowerLauncherSettings settings)
   at PowerLauncher.SettingsReader..ctor(PowerToysRunSettings settings, ThemeManager themeManager)
   at PowerLauncher.App.<>c__DisplayClass19_0.<OnStartup>b__0()
   at Wox.Infrastructure.Stopwatch.Normal(String message, Action action)
   at PowerLauncher.App.OnStartup(Object sender, StartupEventArgs e)
   at System.Windows.Application.<.ctor>b__1_0(Object unused)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)



### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: transformers
Issue: Any plans on adding Flash Attention 3?
Labels: Core: Modeling,Feature request,Flash Attention

As title
Repository: rust
Issue: Access the non-public function from object created by default().
Labels: T-lang,C-discussion

The following code can successfully compile.
```
#![allow(unused)]

#[derive(Default)]
pub struct Bar2 { i: i32 } 

impl Bar2 {
    fn f(&self) -> bool { true }
}

pub mod foo {
    #[derive(Default)]
    pub struct Bar { i: ::Bar2 } 

    impl Bar {
        // here this function ,  
        fn f(&self) -> bool { false }
    }

    impl ::std::ops::Deref for Bar {
        type Target = ::Bar2;
        fn deref(&self) -> &::Bar2 { &self.i }
    }
}

fn main() {
    let bar = foo::Bar::default(); 
    print!("{}",bar.f()); // true
}
```
Here it print 'true', which I think it is the default implementation of function f.
The function `f` is not a public function? 

And if I comment these lines of codes.
```
    impl ::std::ops::Deref for Bar {
        type Target = ::Bar2;
        fn deref(&self) -> &::Bar2 { &self.i }
    }
```
Then the program is not compilable.
Repository: rust
Issue: [BUG] `llvm-cov` warning `mismatched data` when triple slash safety comment above `unsafe fn`
Labels: A-LLVM,T-compiler,C-bug,A-code-coverage,S-has-mcve

# bug

`llvm-cov` warning `mismatched data` when triple slash safety comment above `unsafe fn`

## reproduce

https://github.com/loynoir/reproduce-rust-130097

```rs
pub use bar::Bar;

mod bar {
    pub struct Bar<T>(T);

    impl Bar<i32> {
        /// # Safety
        ///
        /// be careful
        pub const unsafe fn from_unchecked(value: i32) -> Self {
            Bar(value)
        }
    }
}
```

## workaround

```rs
pub use bar::Bar;

mod bar {
    pub struct Bar<T>(T);

    impl Bar<i32> {
        pub const unsafe fn from_unchecked(value: i32) -> Self {
            Bar(value)
        }
    }
}
```

## related

`llvm-cov` warning `mismatched data` when double slash comment above `use`

https://github.com/rust-lang/rust/issues/130065
Repository: storybook
Issue: [Bug]: WakeLock not working on firefox
Labels: bug,needs triage

### Describe the bug

The WakeLock is not available on firefox

### Reproduction link

https://stackblitz.com/edit/github-bdxmxz?file=src%2Fstories%2FWake.tsx

### Reproduction steps

1. Go to above link on FIREFOX
2. Run the storybook
3. Observe text

### System

```bash
System:
    OS: macOS 14.6.1
    CPU: (12) arm64 Apple M3 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.15.1 - nodejs-20.15.1/bin/node
    npm: 10.7.0 - nodejs-20.15.1/bin/npm <----- active
  Browsers:
    Chrome: 128.0.6613.120
    Safari: 17.6
  npmPackages:
    @storybook/addon-essentials: ^8.2.6 => 8.2.6 
    @storybook/addon-interactions: ^8.2.6 => 8.2.6 
    @storybook/addon-links: ^8.2.6 => 8.2.6 
    @storybook/addon-onboarding: ^8.2.6 => 8.2.6 
    @storybook/addon-storysource: ^8.2.9 => 8.2.9 
    @storybook/blocks: ^8.2.6 => 8.2.6 
    @storybook/react: ^8.2.6 => 8.2.6 
    @storybook/react-vite: ^8.2.6 => 8.2.6 
    @storybook/test: ^8.2.6 => 8.2.6 
    @storybook/types: ^8.2.6 => 8.2.6 
    eslint-plugin-storybook: ^0.8.0 => 0.8.0 
    storybook: ^8.2.6 => 8.2.9 
    storybook-react-context: ^0.6.0 => 0.6.0


This is missing **FIREFOX**

Firefox: 129
```


### Additional context

The problem is the iframe of the preview.js
As firefox says [[0]] an iframe should allow Wakelock by adding:
```
<iframe src="https://b.example.com" allow="screen-wake-lock"/></iframe>
```

[0]: https://developer.mozilla.org/en-US/docs/Web/API/Screen_Wake_Lock_API#security_considerations
Repository: PowerToys
Issue: hotkeys for workspace not working
Labels: Issue-Bug,Needs-Triage,Product-Workspaces

### Microsoft PowerToys version

0.84.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Workspaces

### Steps to reproduce

Hotkey to launch workspace is not working. Tried the default one and the edited one. not working. Launching for quick access works fine, though.

### ✔️ Expected Behavior

hotkey trigger launches workspaces

### ❌ Actual Behavior

nothing happens
[PowerToysReport_2024-09-08-10-27-04.zip](https://github.com/user-attachments/files/16921499/PowerToysReport_2024-09-08-10-27-04.zip)


### Other Software

_No response_
Repository: neovim
Issue: Configuration of built-in snippets
Labels: enhancement,snippet

### Problem

Currently there is no way to configure built-in `vim.snippet` behavior. This recently became a problem after introduction of not configurable "session only" mappings for snippet navigation (see #30198).

### Expected behavior

Some way for users to configure how certain aspects of snippets expansion is done. As per [this comment](https://github.com/neovim/neovim/issues/30198#issuecomment-2336620609), it might be a good idea to define the scope before deciding on this.

Here are some suggestions:
- Implement `vim.snippet.config()`, similar in spirit to `vim.diagnostic.config()`. Currently this seems like the best (future-proof, already familiar) design. See also [this comment](https://github.com/neovim/neovim/issues/30198#issuecomment-2336624245) for some counter-points.
- Allow `opts` in `vim.snippet.expand()`. This allows configuration on a call level which might be good for plugins that leverage it. However, it also might be too granular to the point of not solving the issue for built-in functionality (see [this comment](https://github.com/neovim/neovim/issues/30198#issuecomment-2336583394)).
- Implement `SnippetEnter` and `SnippetLeave` events (see #26449) for users to be able to perform actions only inside snippet session. Not *exactly* the snippet configuration, but at least *some* way for users to act on snippet expansion.

cc @MariaSolOs, @mfussenegger, @clason
Repository: PowerToys
Issue: GPT-4o mini for Advanced Paste
Labels: Needs-Triage

### Description of the new feature / enhancement

Upgrade Advance Paste's "Paste with AI" from GPT-3.5 Turbo to GPT-4o mini.

### Scenario when this would be used?

Advanced Paste's "Paste with AI" feature.

### Supporting information

GPT-4o Mini is significantly more advanced/knowledgeable and cheaper than 3.5 Turbo.
Repository: PowerToys
Issue: Move newly created windows to last known zone Chrome and PWA
Labels: Product-FancyZones

### Description of the new feature / enhancement

Treat Chrome main window and installed PWA as separate apps.

### Scenario when this would be used?

When using for example Chrome main window in one zone, and a PWA in other zone.

### Supporting information

The option to "move newly created windows to last known zone" is great, because it disables the default Windows behavior of opening windows in cascade.

However, this option treats the main Chrome and the installed PWAs as the same program. I know that internally they are, but it would be great if FancyZones could differentiate between them. I usually use Chrome in one zone, for example, and the Gmail PWA in another, so I always have to move it manually.
Repository: PowerToys
Issue: keyboard manager steals completely CTRL after few hours of running
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

keys CTRL+ F8-F12 assigned as multimedia shortcuts (play, next, prev, volume). Then work few hours with PC. 

### ✔️ Expected Behavior

not affected keys

### ❌ Actual Behavior

affected CTRL, after few hours no application responds to (left) CTRL. Only power-toys created shortcut still works.

### Other Software

_No response_
Repository: deno
Issue: SvelteKit x Cloudflare template cannot work
Labels: bug,node compat

Version: Deno 2.0.0-rc.1+ce1d668 (canary, release, x86_64-pc-windows-msvc)


```sh
// Select `SvelteKit demo app`.
npm create cloudflare@latest -- my-svelte-app --framework=svelte
```
We can confirm that it does not work after running`deno install`.
```sh
my-svelte-app> deno install
Warning rollup-plugin-inject@3.0.2 is deprecated: This package has been deprecated and is no longer maintained. Please use @rollup/plugin-inject.
Warning glob@7.2.3 is deprecated: Glob versions prior to v9 are no longer supported
Warning sourcemap-codec@1.4.8 is deprecated: Please use @jridgewell/sourcemap-codec instead
Warning rimraf@2.7.1 is deprecated: Rimraf versions prior to v4 are no longer supported
Warning inflight@1.0.6 is deprecated: This module is not supported, and leaks memory. Do not use it. Check out lru-cache if you want a good and tested way to coalesce async requests by a key value, which is much more comprehensive and powerful.
Warning Packages contained npm lifecycle scripts (preinstall/install/postinstall) that were not executed.
    This may cause the packages to not work correctly. To run them, use the `--allow-scripts` flag with `deno cache` or `deno install`
    (e.g. `deno cache --allow-scripts=pkg1,pkg2 <entrypoint>` or `deno install --allow-scripts=pkg1,pkg2`):
      npm:@sveltejs/kit@2.5.26, npm:esbuild@0.21.5, npm:svelte-preprocess@5.1.4, npm:esbuild@0.17.19, npm:workerd@1.20240821.1
my-svelte-app> deno task dev
Task dev vite dev
error when starting dev server:
TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))
    at Function.from (<anonymous>)
    at Object.<anonymous> (file:///C:/Users/xxxx/my-svelte-app/node_modules/miniflare/dist/src/index.js:6744:64)
    at Object.<anonymous> (file:///C:/Users/xxxx/my-svelte-app/node_modules/miniflare/dist/src/index.js:10197:4)
    at Module._compile (node:module:735:34)
    at Object.Module._extensions..js (node:module:756:11)
    at Module.load (node:module:655:32)
    at Function.Module._load (node:module:523:13)
    at Module.require (node:module:674:19)
    at require (node:module:800:16)
    at Object.<anonymous> (file:///C:/Users/xxxx/my-svelte-app/node_modules/wrangler/wrangler-dist/cli.js:152430:24)
```

https://developers.cloudflare.com/pages/framework-guides/deploy-a-svelte-site/

There seems to be a problem with compatibility with Wrangler.
related: #17248 #17977
Repository: kubernetes
Issue: [Proposal] plugin-granular scheduling cache maintenance mechanism
Labels: sig/scheduling,kind/feature,lifecycle/rotten,needs-triage

### What would you like to be added?

#### Background

Some scheduling plugins (especially out-of-tree plugins) maintain additional information through `EventHandler`.

For non-Pods types, this mechanism works fine. For Pods types, event dependencies mean that they can **NOT** perceive some Pods that **have been assumed but have not triggered binding**. (In theory, these assumed pods will exist in NodeInfo, but we cannot quickly identify them in the plugin, so we cannot make these `assumed Pods` affect the execution logic of the plugin)

A related issue: https://github.com/kubernetes-sigs/scheduler-plugins/issues/797

---

#### Proposal

A more reasonable way to obtain is to build a plugin-granular scheduling cache maintenance mechanism and touch the corresponding scheduling cache in the specific plugin. In short, we will maintain two types of information in the top-level scheduling main workflow:

- Respond to `external` events (Resource Add/Update/Delete Events) to maintain the latest cluster status

- Respond to `internal` temporary scheduling decisions (AssumePod/ForgetPod) to take effect before perceiving pod binding events

Based on this, the plugin will be able to perceive the impact of both `bound Pods` and `assumed Pods`.

All of this will be done under the premise of providing sufficient **scalability**. In addition, our practice has proved that reasonable split cache can also help speed up the plugin calculation logic through specific data preprocessing.

---

In fact, I have implemented similar mechanisms in other system before. I hope to have a broader discussion with the community on this issue to ensure that we can reach a consensus and ultimately eliminate such issues.

If approved, I will draft the KEP and build this mechanism under the premise of ensuring scalability.

Thanks a lot!

### Why is this needed?

Ensure plugins can take `assumed Pods` into consideration and avoid issues like https://github.com/kubernetes-sigs/scheduler-plugins/issues/797
Repository: godot
Issue: GLTF Animations get imported incorrectly, Reimport causes crash!
Labels: needs testing,topic:import,topic:animation

### Tested versions

4.3.stable

### System information

windows 10

### Issue description

GLTF files with animations don't get imported correctly.

Here is an example of an animated gltf and how it should look:
![animgood01](https://github.com/user-attachments/assets/6ac02485-b149-48b1-baf1-ce1e8dde6d55)

And here is how it looks in Godot. Notice the legs aren't aligned to the body (use the importer window to preview it):
![animbad01](https://github.com/user-attachments/assets/8ae5786b-c06e-4079-b5eb-c171abee4599)


Also, here is how it looks in **4.2.2rc**, so I know it had been working fine in the past:
![animgood03](https://github.com/user-attachments/assets/73d76f1e-a9c7-4605-82b2-f6275928bc35)

Edit: The problem appears to be related to the importer window. It displays incorrectly there, but fine when added to scene. However, reimporting the model causes Godot to crash! 

### Steps to reproduce

Here is a zip file of the gltf model. Simply add it to a Godot project and check their animations, or use the provided MRP below.
[characterVid02_14.zip](https://github.com/user-attachments/files/16922403/characterVid02_14.zip)


### Minimal reproduction project (MRP)

[test-4.3.zip](https://github.com/user-attachments/files/16922404/test-4.3.zip)
Repository: You-Dont-Know-JS
Issue: types & grammar: cover the weird non-precedence of `??` operator in the presence of `||` / `&&` operators
Labels: for second edition

https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Errors/Cant_use_nullish_coalescing_unparenthesized
Repository: rust
Issue: Confusing error message when using `min_specialization` with `dyn Trait`
Labels: A-diagnostics,T-compiler,A-specialization,requires-nightly,F-min_specialization

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
#![feature(min_specialization)]
pub trait Foo {
    fn foo(&self);
}

impl<T> Foo for T {
    default fn foo(&self) {}
}

impl Foo for Box<dyn Foo> {
    fn foo(&self) {}
}
```
This failed to compile with
```
error: cannot specialize on `'static` lifetime
  --> src/lib.rs:15:1
   |
15 | impl Foo for Box<dyn Foo> {
   | ^^^^^^^^^^^^^^^^^^^^^^^^^
```
This seems weird since there isn't a visible lifetime anywhere. The error should explain that the `'static` lifetime is implicit on `dyn Foo` and suggest adding a lifetime parameter.
Repository: godot
Issue: Exported Node Array loses its contents if scene is reloaded during invalid script
Labels: bug,topic:editor,regression

### Tested versions

Reproduced in 4.3-stable

### System information

Godot v4.3.stable - Windows 10.0.19044 - GLES3 (Compatibility) - NVIDIA GeForce RTX 2080 (NVIDIA; 32.0.15.5585) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)

### Issue description

If a script exports an `Array[Node]`, its contents will be lost if the script has an error and the scene file is reloaded in the editor.
This can also happen when using external editor to write the script, but is likely the same issue.

I also tried the same with `float` and `Array[int]`, but everything gets remembered properly in these cases.

https://github.com/user-attachments/assets/9ac089d0-a795-4d44-8df3-0e335e62a169



### Steps to reproduce

If you download the MRP, you can skip step 1 and 2.

1. Create a script with `@export var breaks: Array[Node] = []` in it.
2. Assign script to a node in scene, give the array contents, save the scene.
3. Introduce a parse error into the script (e.g. add `func` to the end of the file) and save.
4. Reload the scene using "Scene -> Reload Saved Scene".
5. Remove the error introduced in 3. and observe the exported node array being empty now.

### Minimal reproduction project (MRP)

[node-array-scene-restore.zip](https://github.com/user-attachments/files/16922648/node-array-scene-restore.zip)
Repository: godot
Issue: Emojis have white artifacts in Labels
Labels: bug,topic:gui

### Tested versions

Reproduced in v4.3-stable

### System information

Godot v4.3.stable - Windows 10.0.19044 - GLES3 (Compatibility) - NVIDIA GeForce RTX 2080 (NVIDIA; 32.0.15.5585) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)

### Issue description

Emojis seem to have problems rendering on the borders, they have white lines as artifacts on the edges. It looks like alpha bleeding, but I am not sure.

![image](https://github.com/user-attachments/assets/6a953be0-8f39-47ec-9bb1-98407be18282)
![image](https://github.com/user-attachments/assets/64c44c6c-8c63-4978-a66e-fcb474191ccb)

Changing texture filtering mode to Nearest removes the artifacts:

![image](https://github.com/user-attachments/assets/1c56abee-d2c1-4807-ad42-47a44d4f31ea)
![image](https://github.com/user-attachments/assets/b0e40acb-478c-4cb1-ba4e-06fb4d77a5df)


### Steps to reproduce

Create a Label or Label3D and enter `♥` into it. Zoom in very closely.

### Minimal reproduction project (MRP)

[emoji-line-rendering.zip](https://github.com/user-attachments/files/16922679/emoji-line-rendering.zip)
Repository: godot
Issue: Importing a sprite crash deletes project
Labels: bug,needs testing,topic:import

### Tested versions

-happened in v4.2.2 (stable)
-haven't tried anything else, as this just randomly happened.

### System information

Windows 11

### Issue description

i tried to import a sprite, and godot crashed. when i opened it again, and opened my game everything was gone, the file for the project was gone, the sprite i triedto import was in the trash bin, and then opening project settings made it reimport everything.

### Steps to reproduce

i realy have no idea what happened or why. sorry.

### Minimal reproduction project (MRP)

once again, i dont have one, just randomly happened in a game i was working on.
Repository: material-ui
Issue: Quirky layout with TextField and DataGrid inside Grid inside Dialog  
Labels: component: dialog,component: text field,component: Grid,enhancement,customization: css

### Steps to reproduce

Link to live example: (required)
https://codesandbox.io/p/sandbox/quirky-layout-lm4ktv?file=%2Fsrc%2FApp.tsx%3A15%2C1-16%2C1

Steps:
1. be sure to run in a wide space, with some width to spare, as if the viewport is narrow the effect will not be evident.
2. click "show textfield"

### Current behavior

the grid automatically expands iteratively (not my code, lib's) until it reaches the limit of the dialog.

This doesn't happen if only the textfield or only the datagrid are displayed.
The behavior is triggered the moment that both are visible.

### Expected behavior

Width of the dialog should be max(width_of_textfield, width_of_datagrid)

### Context

i have dynamic forms inside dialogs.
i don't want to workaround capping the dialog's width, because the content is dynamically decided and i may have other components that need more space, so the dialog will widen legitimately.

### Your environment

can't run npx as it's codesandbox, but this is on my machine
<details>
  <summary><code>npx @mui/envinfo</code></summary>
```
  System:
    OS: macOS 14.6.1
  Binaries:
    Node: 18.17.1 - /usr/local/bin/node
    npm: 9.6.7 - /usr/local/bin/npm
    pnpm: 8.14.3 - /opt/homebrew/bin/pnpm
  Browsers:
    Chrome: Not Found
    Edge: 128.0.2739.67
    Safari: 17.6
  npmPackages:
    @emotion/react:  11.11.3 
    @emotion/styled:  11.11.0 
    @mui/base:  5.0.0-beta.40 
    @mui/core-downloads-tracker:  5.15.19 
    @mui/icons-material:  5.15.19 
    @mui/lab:  5.0.0-alpha.170 
    @mui/material:  5.15.19 
    @mui/private-theming:  5.15.14 
    @mui/styled-engine:  5.15.14 
    @mui/system:  5.15.15 
    @mui/types:  7.2.16 
    @mui/utils:  5.16.6 
    @mui/x-date-pickers:  6.20.1 
    @mui/x-tree-view:  6.17.0 
    @types/react:  18.2.48 
    react:  18.2.0 
    react-dom:  18.2.0 
    typescript:  4.9.5 

```
</details>

**Search keywords**: dialog grid datagrid
Repository: rust
Issue: inconsistent exit code on ICE
Labels: T-compiler,C-bug

Most of the time, rustc seems to exit with 101, but there are a couple of cases where rust rustc exits with 134

https://github.com/rust-lang/rust/issues/130015 for example shows exit code 101 
but https://github.com/rust-lang/rust/issues/130104 shows exit code 134

this makes it harder for automated tooling to handle ICEs