sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Edge runtime for jsPDF leads to: Illegal invocation TypeError: Illegal invocation
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Olgoetz/next-js-debug

### To Reproduce

1. git clone the repo
2. deploy to vercel
3. hit this endpoint: /api/debug

### Current vs. Expected behavior

Hitting this endpoint /api/debug once I have the deployed on vercel returns 'undefined'.
I see in the logs
```
Error in function (node_modules/jspdf/dist/jspdf.es.min.js:86:31506): Illegal invocation TypeError: Illegal invocation
    at (node_modules/jspdf/dist/jspdf.es.min.js:86:31506)
    at (node_modules/jspdf/dist/jspdf.es.min.js:86:26219)
    at (lib/report/create-report-pdf.ts:78:21)
    at (lib/report/send-report-pdf.ts:9:26)
    at (app/api/report/route.ts:12:4)
    at (node_modules/next/dist/esm/server/future/route-modules/app-route/module.js:191:36)
```

Locally, everyting works fine.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.2.0: Wed Nov 15 21:59:33 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T8112
Binaries:
  Node: 21.5.0
  npm: 10.2.4
  Yarn: 1.22.21
  pnpm: N/A
Relevant Packages:
  next: 14.0.5-canary.66
  eslint-config-next: 14.0.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

_No response_
Repository: deno
Issue: Warn when invalid "unstable" value in deno.jsonc
Labels: bug,config

```json
{
  "tasks": {
    "start": "deno run index.js"
  },
  "unstable": [
    "abc"
  ]
}
```

```
deno task start
```

This should warn that "abc" is not a valid unstable feature. There is no indication where the feature is being used or not.
Repository: excalidraw
Issue: Editing while on presentation mode
Labels: Excalidraw+

Hello!

I've been using Excalidraw for presenting workshops for my development team. It's been great! But presentation mode lacks a feature that could greatly improve my and other people's way of using it.

I like to use illustrations and diagrams to make presentations, but much of what I'll show is drawn live, so I can build on top of what I am explaining.

If I want to use presentation mode to setup an ordering, it's kinda janky to exit the mode, close Slides sidebar, start drawing, and then come back to presentation mode to continue the order I've setup. It'd be great to have some sort of toggle in that mode that allows normal editing, but keeping the fixed view of the slide.
Repository: pytorch
Issue: [c10d] Enqueue work pointers instead of work copies
Labels: oncall: distributed

### 🚀 The feature, motivation and pitch

Currently there is a discrepancy between the comment and the actual code:
https://github.com/pytorch/pytorch/blob/26956980c6953b42e57ad889b87444c4abccec1c/torch/csrc/distributed/c10d/ProcessGroupNCCL.hpp#L867-L868

Ideally, we should enqueue work pointers instead of a copy of the work object.

After [deprecating Work.result()](https://github.com/pytorch/pytorch/pull/117565), we can now remove `outputs_` field from WorkNCCL, and safely enqueue work ptr into watchdog's work queue. (That's also the reason why we previously copy work object without copying `outputs_`.)

After removing `outputs_`, remember to stash them onto `stashed_for_allocator_safety_` in the avoid_record_stream path. (Previous implementation relies on work->outputs_ for stashing).

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225
Repository: godot
Issue: CollisionPolygon2D build mode segments
Labels: bug,topic:physics,needs testing,topic:2d

### Tested versions

- Reproducible in Godot 4.2.1.stable.mono

### System information

Windows 10 Home - Godot 4.2.1.stable.mono

### Issue description

I am making a worms type game using 2d collision polygons as colliders for the map, the problem comes when I use segment build mode for the polygons along with the "default 2d character body controller" which causes the character to make a weird vibration in some corners or even on flat terrain.

This doesn't happen when I use solid build mode, but I really need to use segment mode because I also have holes in the terrain which are also 2d polygon collisions with segment build mode.

With rigidbodies instead there seems to be no problems with either build mode.

Weird corner vibration

https://github.com/godotengine/godot/assets/59151174/c3651d96-12d1-41ba-85b3-30484eff9b0b



Flat terrain vibration


https://github.com/godotengine/godot/assets/59151174/a8ebc7e7-1202-450c-a98a-4c92367e3646



Note: I using a custom marching squares algorithm for tracing the contour of the terrain, that also takes into account holes, but i dont think there is any problem with that.


### Steps to reproduce

Run the proyect and collide with the corner seen in the first video using the left and right arrow keys to move and space for jumping, you can pan the camera with the right click, you can spawn a rigidbody with the left click, and zoom in and out with the up and down arrow keys

### Minimal reproduction project (MRP)

[Worms-clone.zip](https://github.com/godotengine/godot/files/13979778/Worms-clone.zip)
Repository: vscode
Issue: find-replace preview scrolls off-screen when diffEditor.hideUnchangedRegions.enabled
Labels: bug,diff-editor

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- VS Code Version: 1.86.0-insider
- OS Version: Darwin x64 22.6.0

Steps to Reproduce:

1. Ensure `diffEditor.hideUnchangedRegions.enabled` is set to "true"
2. Run a global find + replace search
3. Select a match where one of the matches in that file occurs near the bottom of the file and that file is long enough to overflow the editor height (or close to it)

The uncollapsed preview diff appears briefly and then the unchanged regions are collapsed. Once this happens the diff is scrolled nearly to the bottom such that none of its content is visible

https://github.com/microsoft/vscode/assets/667716/9d02abb7-706e-45c0-a6c4-60e2006ab9d3
Repository: pytorch
Issue: PyEval_AcquireThread can crash process if called from another thread at interpreter shutdown
Labels: triaged,module: python frontend

### 🐛 Describe the bug

Meta xref: https://fb.workplace.com/groups/1405155842844877/posts/7910584775635252/?comment_id=7912862145407515&reply_comment_id=7917182454975484&notif_id=1705598818428473&notif_t=work_group_comment_mention

Quote:

>  Attempted to use _Py_IsFinalizing() to guard against finalize, but it always returns false (even though the coredump indicates the interpreter thread is within Py_FinalizeEx() and should have set the finalize attribute on the runtime...but the whole thing is racy): [D52866385](https://www.internalfb.com/diff/D52866385?entry_point=20)
Also tried just catching the exception with try {...} catch (...) {} but the program still aborts with FATAL: exception not rethrown.

> The exact line that fails is we create a new PyThreadState and then try to swap it and lock the GIL w/ PyEval_AcquireThread in the pybind11 code.

> The docs for PyEval_AcquireThread suggest that the calling thread will be terminate if the interpreter is finalizing, which matches the behavior we get. [https://docs.python.org/3/c-api/init.html...](https://docs.python.org/3/c-api/init.html#c.PyEval_AcquireThread)

> The problem is I don't know how to avoid that. I tried _Py_IsFinalizing(), it returns false everywhere. I attempted to use Py_AtExit to schedule a callback where I could implement my own synchronization mechanism, but it only gets scheduled half the time.

### Versions

main

cc @albanD
Repository: deno
Issue: Allow empty newlines after `//# sourceMappingURL=...`
Labels: bug,deno_core

Test case:
```js
"use strict";

throw new Error("Hello world!");
//# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiIiwic291cmNlUm9vdCI6IiIsInNvdXJjZXMiOlsiaHR0cDovL2xvY2FsaG9zdDo0NTQ1L3J1bi9pbmxpbmVfanNfc291cmNlX21hcF8yLnRzIl0sInNvdXJjZXNDb250ZW50IjpbIjErMTtcbmludGVyZmFjZSBUZXN0IHtcbiAgaGVsbG86IHN0cmluZztcbn1cblxudGhyb3cgbmV3IEVycm9yKFwiSGVsbG8gd29ybGQhXCIgYXMgdW5rbm93biBhcyBzdHJpbmcpO1xuIl0sIm5hbWVzIjpbXSwibWFwcGluZ3MiOiI7QUFBQSxDQUFDLEdBQUMsQ0FBQyxDQUFDO0FBS0osTUFBTSxJQUFJLEtBQUssQ0FBQyxjQUErQixDQUFDLENBQUMifQ==
```

If you add/remove one or more newlines at the end of the file you'll see the stack trace changing. It doesn't cause a difference in Node.js or in the various browsers.
Repository: godot
Issue: Exported TileSets on non-TileMaps error with `Condition "!tile_set.is_valid()" is true." when edited
Labels: bug,topic:editor,topic:2d

### Tested versions

- v4.2.1.stable.official [b09f793f5]
- v4.3.dev2.official [352434668]

### System information

Godot v4.3.dev2 - Windows 10.0.19045 - Vulkan (Forward+ & Mobile) - dedicated NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.3667) - Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 Threads)

### Issue description

The issue title. The exact error message is:

```
editor/plugins/tiles/tile_set_editor.cpp:244 - Condition "!tile_set.is_valid()" is true.
```

There should be no error.

### Steps to reproduce

1. Create any Node
2. Add a script that exports a `TileSet` var
3. Give it a TileSet
4. Add a source (icon.svg)
5. Close and reopen the TileSet editor, e.g. by deselecting and reselecting the node
6. `editor/plugins/tiles/tile_set_editor.cpp:244 - Condition "!tile_set.is_valid()" is true.`

### Minimal reproduction project (MRP)

[repro4.3 dev2.zip](https://github.com/godotengine/godot/files/13980286/repro4.3.dev2.zip)
[repro4.2.1.zip](https://github.com/godotengine/godot/files/13980287/repro4.2.1.zip)
Repository: godot
Issue: Copy of a PackedVector2Array from a resource edits the original and doesn't reset on scene reload
Labels: discussion,topic:gdscript,needs testing

### Tested versions

reproducible in v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4060 Ti (NVIDIA; 31.0.15.4665) - 11th Gen Intel(R) Core(TM) i5-11400F @ 2.60GHz (12 Threads)

### Issue description

This is a very weird bug, that might be hard to explain.
In a game I'm working on, I have a simple position-recording system, to play back those positions later. I save the positions in a resource, then in-game, copy the PackedVector2Array from the resource onto an identical copy. 
I tried doing it in several ways:
```py
var vector_array: PackedVector2Array = preload("res://Vec2PositionArray.tres").VecArray
const vector_array: PackedVector2Array = preload("res://Vec2PositionArray.tres").VecArray
@onready var vector_array: PackedVector2Array = preload("res://Vec2PositionArray.tres").VecArray
# as well as using an @export
```

Then the system iterates through the array like this on loop:
```py
	icon.position = vector_array[0]
	vector_array.remove_at(0)
```
The issue arises when i restart the scene, vector_array does not reset to the default value, looking at the remote tab it seems that the resource itself has been modified, even though I've only been removing the members in a copy of it. When the game is reset, the array is reset properly.
This is a very weird and hard to explain issue for me, but it is causing major problems. I've left an example project in case it's easier to see what's wrong.

### Steps to reproduce

In the example project:
- Press the next pos button a few times
- Press the scene reload button
- Press the next pos button again, the positions will continue from before the reload, rather than from the beginning, indicating that the array has not been properly reset.

### Minimal reproduction project (MRP)

[PackedVector2Array bug.zip](https://github.com/godotengine/godot/files/13980487/PackedVector2Array.bug.zip)
Repository: TypeScript
Issue: Typescript - inlay hints for nested labeled tuples
Labels: Bug,Help Wanted,Domain: Inlay Hints

Type: <b>Feature Request</b>

The inlay hints for an array of labeled tuples are forgotten.

<b>Troubleshooting steps:</b>
- Ensured Typescript is fully up-to-date.
- Enabled all inlay hints in vsCode settings.

When a type is described as tuple with labels, you can use the ...args: ThatTupleType and when calling the function, the parameters retain the labels. This is working just fine.

However, when the argument is more complex, and there are nested labeled tuples within the type, the inlay hint information is lost (although the type information is still there; TypeScript still knows that the labels are on the array).

The expectation is that if I pass an array of tuples to an argument or type that expects the tuples to adhere to rules, and the type has labels, that the inlay hints should show those nested labels in the appropriate place.

The below example will showcase the issue I'm referring to, when it's run in vsCode with all inlay hints enabled:

```ts
type ArmorValueSet = [number, number, number, number, number, number];
type ArmorValueRange = [minVals: ArmorValueSet, maxVals: ArmorValueSet];

const parseArmor = (
    armorValues: ArmorValueRange[]
) => {
    console.log(armorValues);
};

parseArmor([
    [[6, 21, 36, 56, 81, 140], [20, 35, 55, 80, 110, 180]],
    [[6, 21, 36, 56, 81, 140], [20, 35, 55, 80, 110, 180]],
    [[6, 21, 36, 56, 81, 140], [20, 35, 55, 80, 110, 180]],
    [[6, 21, 36, 56, 81, 140], [20, 35, 55, 80, 110, 180]],
    [[6, 21, 36, 56, 81, 140], [20, 35, 55, 80, 110, 180]],
]);

const test = (...args: ArmorValueRange) => {
    console.log(...args);
}

test([6, 21, 36, 56, 81, 140], [20, 35, 55, 80, 110, 180]);
```

On line 22, minVals and maxVals are shown correctly. However, from lines 11-15, there are no inlay hints for these tuple labels. The expectation is that each of these lines should look the same as line 22 in terms of the inlay hints that are shown.

Here is a screenshot of what my vsCode editor looks like with this code present:

![image](https://github.com/microsoft/vscode/assets/71581275/26e98211-7e37-413d-b2bc-1eb667825ff3)

VS Code version: Code 1.85.1 (0ee08df0cf4527e40edc9aa28f4b5bd38bbff2b2, 2023-12-13T09:49:37.021Z)
OS version: Windows_NT x64 10.0.19045
Modes:


<!-- generated by issue reporter -->
Repository: material-ui
Issue: [RFC][material-ui][Alert] Revise `action`, `icon`, and `iconMappings` props
Labels: package: material-ui,component: alert,RFC

### What's the problem?

The `action`, `icon`, and `iconMappings` props could use a revision:

- They don't have respective slots
- Seems arbitrary that `icon` is to the left and `action` to the right
- `iconMapping` might be better handled via slots

### What are the requirements?

Revise the API, comparing with the rest of components, and deciding whether it's still the best option or if it needs an update.

### What are our options?

- Leave as is
- Implement something similar to Joy UI

### Proposed solution

Implement something similar to Joy UI: deprecate  and eventually remove `action` and `icon` in favor of `startDecorator` and `endDecorator`, each with a corresponding slot like Joy UI. The slots receive the `ownerState` so they can be used to replace `iconMappings`.

### Resources and benchmarks

- https://mui.com/material-ui/react-alert
- https://mui.com/joy-ui/react-alert

**Search keywords**:
Repository: PowerToys
Issue: Clipboard sharing stopped working: error loading helper
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Try to share a copied clip or drag a file to other pc and nothing works.  Every once in a while I get the error notification that there was an error loading MWB helper and sharing won't work.  No prefious workarounds fix it.

### ✔️ Expected Behavior

Items copied in one pc show up in the cliipboard in the other

### ❌ Actual Behavior

Try to share a copied clip or drag a file to other pc and nothing works.  Every once in a while I get the error notification that there was an error loading MWB helper and sharing won't work.  No prefious workarounds fix it.

### Other Software

_No response_
Repository: rust
Issue: SEE-AVX-stall when using target-cpu=znver2. Thus ~25 times slower.
Labels: A-LLVM,I-slow,A-codegen,O-x86_64,T-compiler

The performance of the following function is realy slow when i use target-cpu=znver2, my own cpu. Without a target-cpu set it is ~25 times quicker.

```Rust
fn main() {
    let row = std::hint::black_box(& [125u8; 8]);
    let mut data = [0u32; 8];
    let data = std::hint::black_box(&mut data);

    for _ in 0..500_000_000u64 {
        std::hint::black_box(slow(*row, data));
    }
}
#[inline(never)]
pub fn slow(mut row: [u8; 8], data: &mut [u32; 8]) -> [u8; 8] {
    for data in data {
        *data <<= 5;
    }
    
    row[7] = 0;
    row
}
```
I have run it twice with perf. Once with the target-cpu set and once without:
```
$ RUSTFLAGS="-C target-cpu=znver2" perf stat -e "sse_avx_stalls" cargo run --release
   Compiling perf_test v0.1.0 (/home/barfussmann/Documents/perf_test)
    Finished release [optimized + debuginfo] target(s) in 0.20s
     Running `target/release/perf_test`

 Performance counter stats for 'cargo run --release':

    10.486.365.719      sse_avx_stalls:u                                                      
      32,070525175 seconds time elapsed
      31,812318000 seconds user
       0,125145000 seconds sys


$ perf stat -e "sse_avx_stalls" cargo run --release
   Compiling perf_test v0.1.0 (/home/barfussmann/Documents/perf_test)
    Finished release [optimized + debuginfo] target(s) in 0.19s
     Running `target/release/perf_test`

 Performance counter stats for 'cargo run --release':

               344      sse_avx_stalls:u                                                      
       1,321682733 seconds time elapsed
       1,213303000 seconds user
       0,104931000 seconds sys

```

The culprit seems to be SSE-AVX stalls. When looking at the assembly of the slow function with target-cpu set (Compiler Explorer: https://godbolt.org/z/69TxxzG4T). there is a AVX  instruction before the SSE4a instruction  "exrtq" an Amd specific instruction. There isn't a zveroupper between both instructions. This should be the causes of the SSE-AVX-stall when I'm not mistaken.
``` asm

example::slow:
        vmovdqu ymm0, ymmword ptr [rsi]   // AVX
        vmovq   xmm1, rdi                  
        extrq   xmm1, 56, 0               // SSE4a
        vmovq   rax, xmm1
        vpslld  ymm0, ymm0, 5
        vmovdqu ymmword ptr [rsi], ymm0
        vzeroupper
        ret
```


Meta:
I'm running Fedora:
```
$ rustc --version --verbose
rustc 1.75.0 (82e1608df 2023-12-21)
binary: rustc
commit-hash: 82e1608dfa6e0b5569232559e3d385fea5a93112
commit-date: 2023-12-21
host: x86_64-unknown-linux-gnu
release: 1.75.0
LLVM version: 17.0.6
```
Repository: ant-design
Issue: Table column with tooltip overlaps sort tooltip
Labels: Inactive,improvement

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/filter-and-sorter-antd-5-13-1-forked-xvyvs9)

### Steps to reproduce

1. Visit codesandbox.
2. Hover over tooltip icon in the "Name" column.
![table with stacked tooltips in column header](https://i.ibb.co/KNDP03g/Untitled.png)

### What is expected?

Ideally, when you hover over a tooltip in a column header, it will show the tooltip and will only show the sort tooltip when you hover over the sort icons.

### What is actually happening?

The sort tooltip and any tooltip in the column header appear (stacked) when you hover over the column header tooltip.

| Environment | Info |
| --- | --- |
| antd | undefined |
| React | React |
| System | Windows |
| Browser | Chrome |

---
I understand you can disable sort tooltips using the `showSorterTooltip`. I would like to have both tooltips appear when the appropriate element is hovered over, but I only want the sort tooltip to appear when the sort icon is hovered over, not the `.ant-table-column-sorters` element which wraps everything in the header.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->

Ref: UIEN-4527
Repository: kubernetes
Issue: Add new GroupVersionResource method to Kubernetes types
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

A `GroupVersionResource() schema.GroupVersionResource` added to all types representing Kubernetes objects, both in core and (encouraged) for CRDs.

### Why is this needed?

Currently, there is no good way to go from a object to the resource. This makes usage of dynamic clients, https://github.com/kubernetes/kubernetes/issues/106846, etc challenging.

All of this information is already known, though, and used in other codegen like informers and listers. However, its not readily externally available.

An example of the code I want generated:

```go
var gatewayclassesGroupVersionResource = schema.GroupVersionResource{Group: GroupVersion.Group, Version: GroupVersion.Version, Resource: "gatewayclasses"}

func (GatewayClass) GroupVersionResource() schema.GroupVersionResource {
       return gatewayclassesGroupVersionResource
}

var httproutesGroupVersionResource = schema.GroupVersionResource{Group: GroupVersion.Group, Version: GroupVersion.Version, Resource: "httproutes"}

func (HTTPRoute) GroupVersionResource() schema.GroupVersionResource {
       return httproutesGroupVersionResource
}

var gatewaysGroupVersionResource = schema.GroupVersionResource{Group: GroupVersion.Group, Version: GroupVersion.Version, Resource: "gateways"}

func (Gateway) GroupVersionResource() schema.GroupVersionResource {
       return gatewaysGroupVersionResource
}
```

I prototyped a fork of register-gen which generates this, but was disapointed to fine k/k doesn't actually use this so we would likely need a different approach
Repository: ollama
Issue: Model info include model type
Labels: feature request

Enhancement request:
I've recently come across an issue where a model was a autocompletion model and not a chat/instruct model. (model is stable-code)
As these models work in very different ways there should be a way to programatically know what type of usage the mode should have.
https://github.com/jmorganca/ollama/issues/2025

I'm not sure of the best solution, but the current state is very confusing since most of the models in ollama are chat/instruct.