sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Disable macOS animation when drag operation cannot be completed
Labels: upstream,macos,workbench-dnd,chromium,workbench-auxwindow

With [floating windows](https://github.com/microsoft/vscode/issues/10121) support in VSCode we now have scenarios to drag an editor tab outside the application without having to complete the drop on external applications. This leads to macOS performing the default slide animation to return the dragged image back to its source location as seen in the recording below,


https://github.com/microsoft/vscode/assets/964386/319441db-aed1-4162-8210-37796d9162c3

This causes an undesirable delay before the new editor window gets created and we would like to avoid that if possible. I was looking around the `NSDraggingSession` documentation and found the following property [animatesToStartingPositionsOnCancelOrFail](https://developer.apple.com/documentation/appkit/nsdraggingsession/1531277-animatestostartingpositionsoncan) would allow us to control the behavior. As a quick test, the following patch always disables the animation and the result looks much better,

```patch
diff --git a/content/app_shim_remote_cocoa/web_contents_view_cocoa.mm b/content/app_shim_remote_cocoa/web_contents_view_cocoa.mm
index c050c86271d6d..9aba95b1d1b51 100644
--- a/content/app_shim_remote_cocoa/web_contents_view_cocoa.mm
+++ b/content/app_shim_remote_cocoa/web_contents_view_cocoa.mm
@@ -277,9 +277,10 @@ - (void)startDragWithDropData:(const DropData&)dropData
   _dragOperation = operationMask;
 
   // Run the drag operation.
-  [self beginDraggingSessionWithItems:@[ draggingItem ]
+  auto* drag_session = [self beginDraggingSessionWithItems:@[ draggingItem ]
                                 event:dragEvent
                                source:self];
+  drag_session.animatesToStartingPositionsOnCancelOrFail = NO;
 }
 
 // NSDraggingSource methods
```

https://github.com/microsoft/vscode/assets/964386/d07d4521-9441-4d2b-a744-5e17562a8782

Interestingly, I found that firefox did a similar change earlier this year https://hg.mozilla.org/mozilla-central/rev/b2954fa754d2 that disables the animation for tabs dragged out of the window or if the drag operation has an empty data transfer object. I am now thinking how we can upstream this as a proper change to Chromium, in our case we cannot set an empty data transfer object since we need the data when dragging editors between windows of the application and also data transfer object can only be set on drag start and is immutable once set which does not give enough options for us to change the data based on drop destination. Options I can think of,

1) A new property on [DataTransfer](https://source.chromium.org/chromium/chromium/src/+/main:third_party/blink/renderer/core/clipboard/data_transfer.h) `event.dataTransfer.webkitShowFailAnimation` which applications can control

2) Always disable the animation when drop is performed outside the application bounds ? Wondering if there are scenarios that could counter this.

/cc @zcbenz @bpasero
Repository: godot
Issue: Godot crashes then won't open unless PC restart.
Labels: bug,topic:editor,needs testing,crash

### Godot version

4.1 stable

### System information

Windows 11

### Issue description

Godot first crashed when I simply cleared a texture from a sprite. Once it crashes, Godot cannot be re-opened. It shows the console window for a fraction of a second and quits. No version of Godot will open once this happens (I've tried 4.1.3 - the latest as well).

I tried running Godot from CMD with --verbose to get more information but just this:
```
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
NVAPI: Init OK!
NVAPI: Disabled OpenGL threaded optimization successfully
```

I've restarted my PC and was able to use Godot again for a while, but it has crashed at random a few more times at random. Sometimes I'll have it open for several hours without a crash, but then I can't re-open Godot until I reboot my PC.


### Steps to reproduce

No idea sadly.

### Minimal reproduction project

N/A
Repository: pytorch
Issue: recursive search for DDP ignored parameters
Labels: oncall: distributed

Currently, DDP looks up into the attribute to figure out which parameters to ignore in sync during DDP
If some of the modules insists on ignoring some parameter, it has to populate the attribute. However, if later in code the module is a part of a bigger model, it is impossible to recover which parameters to ignore
https://github.com/pytorch/pytorch/blob/92cd78b1df79197fb2823c310f657f5eafe497c0/torch/nn/parallel/distributed.py#L653

```python
class ModelParallel(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.a = torch.nn.Parameter(torch.zeros(1))
        # b is used for model parallel computations, every worker has a part of b
        # here is local part
        self.b = torch.nn.Parameter(torch.zeros(1))
    
    @property
    def _ddp_params_and_buffers_to_ignore(self):
        return ["b"]

mod = ModelParallel()
assert mod._ddp_params_and_buffers_to_ignore == ["b"] # good
seq_mod = torch.nn.Sequential(mod)
assert seq_mod._ddp_params_and_buffers_to_ignore == ["0.b"] # fails
```




cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu
Repository: angular
Issue: docs: 📝 More information about the provided image loaders for NgOptimizedImage
Labels: area: common,P2,common: image directive,area: docs

### Which @angular/* package(s) are relevant/related to the feature request?

common

### Description

We just migrated 90% away from our own Cloudinary pipes to Angular's ngSrc. Very easy. Love the console output with errors and warnings when we are not doing it right. 🍺🦸‍♂️

Currently, the docs point to each image loader here:

<img width="978" alt="Screenshot 2023-11-30 at 15 39 42" src="https://github.com/angular/angular/assets/641791/7c08a986-2c80-4ca9-8e25-32deba518a9b">

We use Cloudinary for years with great success already and it was nice to see Cloudinary be available out-of-the-box. Cloudinary is incredible versatile when it comes to handling images. Angular refers us, the user, to Cloudinary's documentation site here: [Cloudinary](https://cloudinary.com/documentation/resizing_and_cropping).

Cloudinary can do a whole lot more than just `fill` and we'd be eager to find out how we can leverage the other features we have come to use with Cloudinary over the years such as crop, scale, fit, limit etc.. There is no indication in the Angular docs or on Cloudinary's website how to do this.

### Proposed solution

Add specific feature sets for each image provider that Angular supports out-of-the-box.

### Alternatives considered

None
Repository: godot
Issue: Exported Sprite2D var of inherited scene is null at runtime when it's base scene tree is modified and inherited scene is not currently open in the editor
Labels: bug,topic:editor,needs testing

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

MacOS 14.1.1 (23B81)

### Issue description

I have a main scene that contains an inherited scene node. 
The base scene of this inherited scene has an exported variable referencing a Sprite2D node within the base scene's tree. 
I moved the Sprite2D node in the base scene to a different location within the same scene's tree structure. 
The exported variable still references the moved Sprite2D node, which is correct. 
However, if the inherited scene was not open in the editor when this change was made and the base scene was saved, the exported variable will have a null value at runtime. 
This happens despite the inspector showing that the Sprite2D is assigned to the variable. To resolve this, you must open the inherited scene and save it again.
Hope this makes sense.

### Steps to reproduce

* open project, open scene SceneInheritanceBug
* Play scene once, notice it is working (no errors)
* Open from FileSystem tab scene `prefab.tscn`
* Move Sprite2D under SpriteParent node, save scene and close it
* Run main scene, notice assertion error
* Stop player
* Open scene `inheritedprefab.tscn` from FileSystem tab, save it `Ctrl+s`, then close it
* Run main scene, notice no assertion error

### Minimal reproduction project

[GodotAllBugs.zip](https://github.com/godotengine/godot/files/13510427/GodotAllBugs.zip)
Repository: angular
Issue: fix: 🐛 NgOptimizedImage shows error in console when priority image also is displayed in a smaller version on the same page
Labels: area: common,common: image directive

### Which @angular/* package(s) are the source of the bug?

common

### Is this a regression?

No

### Description

When a component includes the largest image twice but in different sizes, it complains that the attribute "priority" did not get set on the LCP image when the smaller image does not contain priority attribute.

```
<div style="position: relative; width: auto; height: 600px;">
    <img priority [ngSrc]="'https://placehold.co/2048x1152'" alt="BIIIIIG IMAGE" fill sizes="100vw"/>
</div>

<div style="position: relative; width: auto; height: 200px;">
    <img [ngSrc]="'https://placehold.co/2048x1152'" alt="BIIIIIG IMAGE" fill sizes="100vw"/>
</div>
```

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/~/github.com/bjornharvold/ng-optimized-image-priority-issue

### Please provide the exception or error you saw

```true
chunk-5OYRIKV6.js?v=4a9bf76f:4021 NG02955: The NgOptimizedImage directive (activated on an <img> element with the `ngSrc="https://placehold.co/2048x1152"`) has detected that this image is the Largest Contentful Paint (LCP) element but was not marked "priority". This image should be marked "priority" in order to prioritize its loading. To fix this, add the "priority" attribute.
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.0.5
Node: 20.10.0
Package Manager: yarn 1.22.21
OS: darwin arm64

Angular: 17.0.5
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1700.5
@angular-devkit/build-angular   17.0.5
@angular-devkit/core            17.0.5
@angular-devkit/schematics      17.0.5
@schematics/angular             17.0.5
rxjs                            7.8.1
typescript                      5.2.2
zone.js                         0.14.0
```


### Anything else?

_No response_
Repository: angular
Issue: Expand button not doing anything in attribute-directives page
Labels: state: blocked,P3,area: docs-infra

### Describe the problem that you experienced

On the attribute-directive page in unsupported directive format, there is an expand button, but that is not doing anything if we click that. If that will not do anything, then we don't need an expand button.

### Enter the URL of the topic with the problem

https://angular.dev/guide/directives/attribute-directives#example-1

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

<img width="1408" alt="Screenshot 2023-11-30 at 3 07 29 PM" src="https://github.com/angular/angular/assets/84136744/4ca7c050-d53f-4361-a152-f2c2328b3c14">
<img width="1391" alt="Screenshot 2023-11-30 at 3 06 49 PM" src="https://github.com/angular/angular/assets/84136744/af29cc2f-eb5b-4b67-b013-b4bd1dc0475c">

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: pytorch
Issue: Torchrun threads with different computing speed.
Labels: oncall: distributed

Is it common to have large difference when using Torchrun command in DDP training? Will it cause some incidents? 
For more information, I am using Torchrun command to train a swin_t model on ImageNet, things seem fine until I turned on Mixup and CutMix. The speed difference can reach up to 50% or more.

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu
Repository: next.js
Issue: When deployed to Vercel __prerender_bypass cookie is not bypassing CDN cache when using Draft Mode with Pages Router
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Temzasse/nextjs-draft-mode-bug

### To Reproduce

This bug is not reproducible locally as it is related to CDN caching on Vercel.

1. Go to the deployed site: https://nextjs-draft-mode-bug.vercel.app/
2. Open "Network" tab in browser devtools and see that the HTML doc has `X-Vercel-Cache: HIT` header.
  - If not refresh the page to populate the CDN cache.
4. Click "Enter draft mode" button.
5. You should be redirected back to the same page with `__prerender_bypass` cookie set.
6. You will see "Draft Mode is OFF" **even though** it should now be turned on.

### Current vs. Expected behavior

Currently draft mode is not being turned on if a page is being cached with `Vercel-CDN-Cache-Control` or `CDN-Cache-Control` header. This is likely because the CDN cache is not correctly bypassed when the `__prerender_bypass` cookie is set in `getServerSideProps`.

Expected behaviour would be to get a fresh non-cached page that has the draft mode on.

### 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 23.1.0: Mon Oct  9 21:28:31 PDT 2023; root:xnu-10002.41.9~6/RELEASE_ARM64_T8112
Binaries:
  Node: 18.17.0
  npm: 9.6.7
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.28
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


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

Not sure

### Additional context

In the project where this issue was detected we were able to use the `__prerender_bypass` cookie as a CDN cache key on AWS CloudFront which allowed us to bypass the cache when (former) Preview Mode was turned on. But after moving to Vercel and updating the Next.js version to `14.0.1` we noticed that preview mode was not turned on correctly anymore as the page got returned from CDN cache. We tried to migrate to Draft Mode but that seems to have the exact same problem.

I would assume that Vercel CDN uses the  `__prerender_bypass` cookie as a CDN cache key automatically. The docs mention this:

> Good to know: You shouldn't set the Cache-Control header when using Draft Mode because it cannot be bypassed. Instead, we recommend using [ISR](https://nextjs.org/docs/pages/building-your-application/data-fetching/incremental-static-regeneration).

But that doesn't really explain much as one would expect to be able to use CDN caching with pages router while using draft mode.
Repository: ollama
Issue: pull models by ID for reproducible research
Labels: feature request

I love how ollama makes it easy to set up scientific experiments with various LLMs. However, one thing that is increasingly important in academia is the ability to reproduce and replicate research. For that, it would be extremely useful to pull a given model by its ID, even if a newer one has been published. 

For example: last month I ran an experiment with then zephyr:latest (ID: 1629f2a8a495), but now my colleague can not reproduce my results because zephyr has been updated and zephyr:latest points to a model with ID 03af36d860cc. As far as I know, there is no tag associated with the older model and it can therefore not be pulled. Treating IDs as additional tags could solve this and make ollama a valuable component in a reproducible scientific workflow.
Repository: flutter
Issue: New DOM renderer for Flutter web
Labels: platform-web,c: proposal,P2,team-web,triaged-web

# Introduction
It would be great a DOM renderer into the Flutter framework for building websites. The primary goal is to expand Flutter's web capabilities by improving SEO, enabling server-side rendering, and ensuring compatibility with popular front-end tools such as Vite.

### Related Issues
Issue #46789: Improve SEO for Flutter web apps
Issue #47600: Add support for server-side rendering in Flutter for web

## Proposed Solution
The main idea is to introduce a new **'runPage'** method that directly renders components to the DOM instead of Flutter's existing engine. Key aspects:

- New components library designed specifically for DOM rendering
- Support for Client-Side Rendering (CSR), Server-Side Rendering (SSR), Static Site Generation (SSG) and Incremental Static Regeneration (ISR)
- Hybrid rendering design for routes
- Widgets and dom elements interoperability support
- Compatibility with popular front-end tools
Repository: PowerToys
Issue: Thumbnails for JIF files
Labels: Idea-New PowerToy,Product-File Explorer,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

I'd like to see thumbnails for ".jif" files, in File Explorer.

### Scenario when this would be used?

Many files we download from the browser are saved as ".jif" files. Unfortunately, Windows does not show thumbnails for these files. I have to rename them to ".jpg" to be able to see thumbnails.

It would be great if PowerToys could support thumbnails for these files.

This would potentially be under the "File Explorer add-ons" > "Thumbnail icon Preview" section.

Thank you very much!

### Supporting information

_No response_
Repository: deno
Issue: .env cannot be read if values contain spaces
Labels: cli

Version: Deno 1.38.3

If you have a space in a variable value in `.env` Deno cannot read the file...

Example `.env`:
```ts
FOO=value with spaces
```

Example `main1.ts`:
```ts
console.log(Deno.env.get("FOO"));
```

```sh
$ deno run --allow-env --env main1.ts
error: Unable to load '.env' environment variable file
```

The value can be quoted, and it will work, but this is inconsistent with the dotenv module in the std lib...

Example `main2.ts`:
```ts
import "https://deno.land/std@0.208.0/dotenv/load.ts";
console.log(Deno.env.get("FOO"));
```

```sh
$ deno run --allow-env --allow-read main2.ts
value with spaces
```
Repository: deno
Issue: npm peerDependency duplicate module issue with elysia
Labels: bug,node compat,triage required 👀

Reported [on discord](https://discord.com/channels/684898665143206084/1177704923958354030/1179737770151915574):

> Hi all 👋 ,
>
> you can reproduce it like:
>
> ```ts
> // main.ts
> import 'npm:@bogeychan/elysia-polyfills/deno/index.js';
> 
> import 'npm:@sinclair/typebox@0.31.17';
> 
> import { cors } from 'npm:@elysiajs/cors@0.7.2';
> import { html } from 'npm:@elysiajs/html@0.7.3';
> import { bearer } from 'npm:@elysiajs/bearer@0.7.0';
> import { swagger } from 'npm:@elysiajs/swagger@0.7.4';
> 
> import { Elysia } from 'npm:elysia@0.7.29';
> 
> new Elysia()
>   .use(cors())
>   .use(html())
>   .use(bearer())
>   .use(swagger())
>   .get('/', () => ({ hello: 'Deno👋' }))
>   .listen(8080);
> ```
> 
> running the following commands works 50% of the time (checkout the screenshots): no change to code
>
> ```sh
> rm -fr ~/.cache/deno/ deno.lock node_modules/
> deno run --node-modules-dir --allow-net  main.ts
> ```
>
> doesn't work with or without `--node-modules-dir`
>
> idk why but sometimes deno decides to download the elysia dependency multiple times (with _1) suffix (checkout the screenshots). therefore some dependencies use/reference elysia_01 as it's peer). that's bad because both elysia's reference the same @sinclair/typebox package and it throws the error   Duplicate type kind 'Files' detected because its executed twice, ... https://github.com/elysiajs/elysia/blob/757357f28749674844fc848e4ddd715134f7714f/src/type-system.ts#L144
>
> the dependency tree looks something like this:
> 
> ```txt
> main.ts
>   elysia
>     @sinclair/typebox (peer)
>   @elysiajs/cors
>     elysia (peer)
>   @elysiajs/html
>     elysia (peer)
>   @elysiajs/bearer
>     elysia (peer)
>   @elysiajs/swagger
>     elysia (peer)
> ```

The error that I'm getting looks like this when I run the provided sample code:

```sh
error: Uncaught Error: Duplicate type kind 'Files' detected
    at Object.Type (file:///Users/marvinh/dev/test/deno-peer-deps2/node_modules/.deno/@sinclair+typebox@0.31.17/node_modules/@sinclair/typebox/system/system.js:58:19)
    at Object.<anonymous> (file:///Users/marvinh/dev/test/deno-peer-deps2/node_modules/.deno/elysia@0.7.29_1/node_modules/elysia/dist/cjs/type-system.js:64:35)
    at Object.<anonymous> (file:///Users/marvinh/dev/test/deno-peer-deps2/node_modules/.deno/elysia@0.7.29_1/node_modules/elysia/dist/cjs/type-system.js:244:4)
    at Module._compile (node:module:733:34)
    at Object.Module._extensions..js (node:module:747:10)
    at Module.load (node:module:658:32)
    at Function.Module._load (node:module:539:12)
    at Module.require (node:module:677:19)
    at require (node:module:791:16)
    at Object.<anonymous> (file:///Users/marvinh/dev/test/deno-peer-deps2/node_modules/.deno/elysia@0.7.29_1/node_modules/elysia/dist/cjs/index.js:16:23)
```
Repository: rust
Issue: error[E0275]: overflow evaluating the requirement `&_: IntoIterator` does not show a line number
Labels: A-codegen,T-compiler,C-bug,E-needs-bisection

### Location

In the compiler rustc 1.76.0-nightly (37b2813a7 2023-11-24).

### Summary

Still learning the language so sorry if this isn't super detailed, I wrote a type and got this error message:
```
error[E0275]: overflow evaluating the requirement `&_: IntoIterator`
  |
  = help: consider increasing the recursion limit by adding a `#![recursion_limit = "256"]` attribute to your crate (`bevy_game`)
  = note: required for `&bevy::prelude::ResMut<'_, _>` to implement `IntoIterator`
  = note: 126 redundant requirements hidden
  = note: required for `&ResMut<'_, ResMut<'_, ResMut<'_, ResMut<'_, ResMut<'_, ResMut<'_, ResMut<'_, ResMut<'_, ResMut<'_, ResMut<'_, ...>>>>>>>>>>` to implement `IntoIterator`
  = note: the full type name has been written to '<project-folder>/target/debug/deps/bevy_game-f668298e2ba0aa7c.long-type-4538768014950909176.txt'
```
The problem is I'm not sure where this is broken and the error message doesn't provide a line number of any kind for the problematic code.
I recalled in a talk that we should be filing documentation issues as bugs so I thought I'd drop this here, please let me know if that was in error.