sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Quick Accent triggers with Game Mode enabled despite "Do not activate when Game Mode is on" being selected.
Labels: Issue-Bug,Needs-Triage,Product-Quick Accent

### Microsoft PowerToys version

0.78.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

Run powertoys as an administrator and enable `Quick Accent`. 
![image](https://github.com/microsoft/PowerToys/assets/2610199/8ce5d48e-29c1-440a-8e77-17bbc6d7a90c)


Tick the option for `Do not activate when Game Mode is on`. 
![image](https://github.com/microsoft/PowerToys/assets/2610199/be306378-d7e0-46d7-bd52-2e51f7f55e5b)


Open the start menu and search for "Game Mode". Open the `Settings` app, and ensure `Game Mode` is enabled.
![image](https://github.com/microsoft/PowerToys/assets/2610199/a77ca39a-54c7-4644-97ae-9eb9eb08c725)


Press and hold a vowel key (A, E, I, O, U) and the `Quick Accent` activation key (Space). The accent tool is shown.

Video Demonstration
https://github.com/microsoft/PowerToys/assets/2610199/916f7723-cb8a-4c36-bee3-9dfa4359c9d0



### ✔️ Expected Behavior

I do not expect the Quick Accent tool to be enabled when Game Mode is enabled.

### ❌ Actual Behavior

The Quick Accent tool is enabled when Game Mode is enabled.

### Other Software

_No response_
Repository: neovim
Issue: nvim detects wrong background in tmux
Labels: bug,needs:repro

### Problem

nvim uses light background when the terminal has dark background. This only happens in tmux (version 3.4).

### Steps to reproduce

1. `nvim --clean` in a dark terminal
2. Notice that nvim uses light background

### Expected behavior

nvim uses dark background.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-2503+gda2130934b

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

no, vim does not automatically detects terminal background

### Operating system/version

Linux 6.6.9-arch1-1

### Terminal name/version

alacritty 0.13.1 (fe2a3c56)

### $TERM environment variable

tmux-256color

### Installation

AUR
Repository: godot
Issue: Child of SubViewport is drawn to root viewport
Labels: bug,topic:rendering

### 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 RTX 3070 Laptop GPU (NVIDIA; 31.0.15.5161) - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads)

### Issue description

in the docs at https://docs.godotengine.org/en/stable/tutorials/rendering/viewports.html#cameras-2d-3d 
![camera](https://github.com/godotengine/godot/assets/157318401/552d88c8-6bd5-4135-881c-e9b9a578234d)
"CameraA will display on the Root Viewport and it will draw MeshA. CameraB will be captured by the SubViewport along with MeshB. Even though MeshB is in the scene hierarchy, it will still not be drawn to the Root Viewport. Similarly, MeshA will not be visible from the SubViewport because SubViewports only capture nodes below them in the hierarchy."

When i make the same setup as in the docs, both meshes are visible with both cameras (if i do not set render layers and cull masks - which can be tricky and seems to not even be possible for the editor viewport). 
That camera b can see what is above it's viewport is necessary, as otherwise rendering  to a subviewports would be kind of meaningless (e.g needed for post processing shaders as a buffer replacement). The other way round i am not sure ... and both contradict the docs.  I am not sure what is wrong, the way subviewports behave or the docs.


### Steps to reproduce

Copy the setup from the docs  (screenshot above).

### Minimal reproduction project (MRP)

[bug.zip](https://github.com/godotengine/godot/files/14475587/bug.zip)
Repository: PowerToys
Issue: [Peek] Option to preview the contents of a folder
Labels: Idea-Enhancement,Product-Peek

### Description of the new feature / enhancement

Just like when using Peek on a archive file like rar, zip, instead of showing the folder summary, Peek shows the files and folders inside.

### Scenario when this would be used?

Most of the information showed when Peek on a folder I can already see them in the file explorer or the folder's properties windows (it's just an alt + enter to see, albeit a bit slow to show the folder size). What Peek shows for a folder is quite bare in my opinion, which is a waste. Also, when I am organizing or maybe looking for a file, I occasionally just need a quick look of what inside the folder for confirmation instead of having to open it. 

### Supporting information

_No response_
Repository: neovim
Issue: CmdlineEnter is triggered when entering a file or directory via netrw
Labels: bug-vim,netrw

### Problem

When trying to lazy load plugins on CmdlineEnter, it seems that it is also triggered when opening a file or a directory in the netrw interface.

### Steps to reproduce

## Minimal config
No configuration is needed. Just create an autocommand to show a message on CmdlineEnter.
```
vim.api.nvim_create_autocmd({ "CmdlineEnter" }, {
	callback = function()
		vim.print('triggered CmdlineEnter')
	end
})
```
Now run `nvim --clean -u minimal.lua` and open a file or directory.

### Expected behavior

No message printed.

### Neovim version (nvim -v)

v0.10.0-dev-2507+g3df1211eb

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

no

### Operating system/version

Ubuntu 22.04.4 LTS

### Terminal name/version

Terminal

### $TERM environment variable

xterm-265color

### Installation

build from repo
Repository: godot
Issue: Peer Disconnect Reconnect Replication Issue
Labels: bug,topic:multiplayer

### Tested versions

- Reproducible 4.2.1, 4.3-dev4

### System information

Ubuntu 22.04 - Godot 4.2.1

### Issue description

If a MultiplayerSynchronizer's SceneReplicationConfig is modified via script and client disconnects and reconnects. Previous multiplayer unique id replication is still cached and throughs errors. Newly connected Clients  are no longer replicated.

If replication_config is not touched with script there is no issue.

### Steps to reproduce

Peer Connects
Create "player" with MultiplayerSynchronizer
- add new property to replication_config
Disconnect player
Reconnect player


### Minimal reproduction project (MRP)

[client_reconnect_issue.zip](https://github.com/godotengine/godot/files/14476194/client_reconnect_issue.zip)

Project has interface to reproduce issue.
Read short instructions watch output.

Example output
```
Server started putting api on node /root/main/Server
Client started putting api on node /root/main/Client
Client : peer connected 1
Server : peer connected 2076042518
Client: _exit_tree()
Server : peer disconnected 2076042518
2076042518: removing peer
Client started putting api on node /root/main/Client
Client : peer connected 1
Server : peer connected 601296107

E 0:00:09:0138   multiplayer_api.gd:42 @ _on_peer_connected(): Node '/root/main/Server/2076042518:dynamic_sync' not found.
  <C++ Error>    Condition "!node || !node->has_node(p_path)" is true. Returning: nullptr
  <C++ Source>   modules/multiplayer/multiplayer_synchronizer.cpp:41 @ _get_prop_target()
  <Stack Trace>  multiplayer_api.gd:42 @ _on_peer_connected()

E 0:00:09:0138   multiplayer_api.gd:42 @ _on_peer_connected(): Parameter "obj" is null.
  <C++ Source>   modules/multiplayer/multiplayer_synchronizer.cpp:164 @ get_state()
  <Stack Trace>  multiplayer_api.gd:42 @ _on_peer_connected()

E 0:00:09:0138   multiplayer_api.gd:42 @ _on_peer_connected(): Unable to retrieve spawn state.
  <C++ Error>    Condition "err != OK" is true. Returning: err
  <C++ Source>   modules/multiplayer/scene_replication_interface.cpp:516 @ _make_spawn_packet()
  <Stack Trace>  multiplayer_api.gd:42 @ _on_peer_connected()

E 0:00:09:0138   multiplayer_api.gd:42 @ _on_peer_connected(): Condition "!p_buffer || p_size < 1" is true. Returning: ERR_INVALID_PARAMETER
  <C++ Source>   modules/multiplayer/scene_replication_interface.cpp:462 @ _send_raw()
  <Stack Trace>  multiplayer_api.gd:42 @ _on_peer_connected()


 endless repeat of errors...

E 0:00:11:0154   _get_prop_target: Node '/root/main/Server/2076042518:dynamic_sync' not found.
  <C++ Error>    Condition "!node || !node->has_node(p_path)" is true. Returning: nullptr
  <C++ Source>   modules/multiplayer/multiplayer_synchronizer.cpp:41 @ _get_prop_target()
E 0:00:11:0154   _watch_changes: Node not found for property '/root/main/Server/2076042518:dynamic_sync'.
  <C++ Error>    Condition "!obj" is true. Continuing.
  <C++ Source>   modules/multiplayer/multiplayer_synchronizer.cpp:389 @ _watch_changes()

```
Repository: pytorch
Issue: A model of profile-guided optimization in PT2 for dynamic shapes
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

I want to use profile guided optimization to solve the following long standing problems in PT2 for dynamic shapes:

* With automatic dynamic, we must first uselessly compile a model at static shape, before discovering it is dynamic and recompiling. A profile would tell us if we actually expect it to be dynamic.
* Re https://github.com/pytorch/pytorch/issues/105634, if you compile a dynamic kernel with a non-representative hint, we will tune it poorly and give a kernel that is potentially bad performance across all of the sizes you actually see. A profile would tell us what the representative sizes for the range are.

It seems there are multiple parts to this.

First, it's not possible to have a hint which differs from the actual value of a tensor, so you MUST present a real tensor that has the right size for tuning. So we need some way of making these diverge (but what if you setup a hint that doesn't represent the real tensor and then oops, we guarded on it, doesn't work? UI problem.)

Next, even if we knew what all the real sizes of the tensor were in practice, which one is optimal for tuning purposes? Naive strategy is to pick the largest one. Perhaps this is enough, perhaps we need to have better codegen that can also deal with what to do if you need to do different optimizations for the small ones (ala split reductions).

We need to decide on a format for the profiles. Traditional PGO, as seen in systems like [AutoFDO](https://research.google/pubs/autofdo-automatic-feedback-directed-optimization-for-warehouse-scale-applications/), relies on low overhead hardware-assisted profiling techniques that can tell you (1) how frequently any given binary instruction is executed and (2) how frequently a given branch occurs. Notably, these profiles are context insensitive. There needs to be some work done to handle cases when the profile information is stale (the binary you are compiling is modified.)

Compiled executions are relatively coarse grained (e.g., ideally, they correspond to a single forwards pass), so it is less important for the profiling mechanism to be low overhead. However, we still must tackle the staleness problem, and we also need to consider whether or not context-sensitivity (either via stack, or from guard evaluation) is worthwhile.

Suppose that we want a maximally accurate profile, and we can assume the source code has stayed exactly the same. Then for any torchdynamo execution, we want to record the f_code and the exact guard  (see also: https://docs.google.com/document/d/1Dg65g7G10reVG5aTjlVwYTJaz-eq5qd2d50xhFolTIg/edit#heading=h.phtf74ee6tso ). 

Not sure what else to do here, gonna post this up for juice for now.

### Versions

main

cc @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang
Repository: ui
Issue: Resizable highlights children in safari on mac
Labels: bug

### Describe the bug

when using the `Resizable` component in safari on macOS

https://github.com/shadcn-ui/ui/assets/117040706/0a3c5d89-062b-4e2d-90cb-d60f779b156a



### Affected component/components

Resizable

### How to reproduce

in safari on macOS drag a `resizable ` element 

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
safari Version 17.3.1
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: List of arches that support -Zsanitizer=shadow-call-stack is incomplete
Labels: T-compiler,A-docs,A-sanitizers

### Location

This issue is in the list of sanitizers at [`src/doc/unstable-book/src/compiler-flags/sanitizer.md`](https://doc.rust-lang.org/beta/unstable-book/compiler-flags/sanitizer.html#shadowcallstack).

### Summary

Currently, the documentation says that `aarch64-linux-android` is the only target that supports shadow call stack. However, as of #106061, there are some Fuchsia targets that also support it. The list should be extended to list all targets that support the feature.
Repository: pytorch
Issue: Evaluate defaulting `TORCHINDUCTOR_CACHE_DIR` to `~/.cache`  on Linux systems
Labels: triaged,enhancement,module: inductor

### 🚀 The feature, motivation and pitch

TorchInductor currently uses `tempfile.gettempdir()` to determine the path for the TorchInductor cache:
https://github.com/pytorch/pytorch/blob/3045b16488f14c9d941d33d63417e6ea52fb2544/torch/_inductor/utils.py#L726-L736

On Linux systems, `tempfile.gettempdir()` returns `/tmp`. This may not be desirable for caches which aren't cleaned up on process exit. On several distros, including Fedora, `/tmp` is mounted on `tmpfs` by default. In this case, the TorchInductor cache would reside entirely in RAM (with the possibility of wasting memory) and be lost on system reboot.

I believe it would be better to have `TORCHINDUCTOR_CACHE_DIR` default to `$XDG_CACHE_HOME` or `~/.cache` instead. This is already implemented as `torch._appdirs.user_cache_dir`, which also handles other platforms. As such, I propose the following change to `torch._inductor.utils.cache_dir`:

```python
@functools.lru_cache(None)
def cache_dir() -> str:
    cache_dir = os.environ.get("TORCHINDUCTOR_CACHE_DIR")
    if cache_dir is None:
        cache_dir = torch._appdirs.user_cache_dir(appname='torchinductor')
    os.makedirs(cache_dir, exist_ok=True)
    return cache_dir
```

### Alternatives

Don't change the behavior. I haven't measured how large the cache gets with large models, but it's unlikely to eat too much RAM in any case.

### Additional context

This may also help fix other issues, such as Docker mounting `/tmp` with noexec by default.

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler @amjames @desertfire @chauhang
Repository: flutter
Issue: Automatically install NDK for `--template package_ffi` ?
Labels: tool,c: proposal,P3,team-tool,triaged-tool

With `flutter create --template=plugin_ffi ...`, Gradle will automatically install NDK if it is missing.

With `flutter create --template=package_ffi ...`, we don't use Gradle, and the build will fail if the NDK is missing.

Should we consider automatically installing the NDK?

We don't auto install any other tools, but rely on users diagnosing with `flutter doctor` whether all tools are installed. So auto-installing would deviate from this approach.

Context:

* https://github.com/dart-lang/native/issues/976
* https://github.com/flutter/flutter/issues/129757

cc @reidbaker @stuartmorgan @knopp
Repository: vscode
Issue: RISC-V Support
Labels: feature-request,remote,upstream-issue-linked,server

<!-- ⚠️⚠️ 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. -->

With the rise of popularity for RISC-V processors, and now especially with [Scaleway now offering RISC-V instances](https://labs.scaleway.com/en/em-rv1/), it seems that support for RISC-V is becoming more essential. For me and (anecdotally) many others, remote connections to RISC-V machines is becoming the primary way of interacting and developing on the architecture. vim is sufficient, but I would love to remote connect VS Code these machines.
Repository: godot
Issue: Texture jitters when camera moves
Labels: bug,topic:rendering,needs testing,topic:3d

### Tested versions

Godot v4.2.1.stable

### System information

Windows 10.0.22621 - Vulkan (Forward+) - dedicated Radeon RX 590 Series (Advanced Micro Devices, Inc.; 31.0.21910.5) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

### Issue description

When i'm being in editor or while playing and if my camera moves, then i see texture jittering

https://github.com/godotengine/godot/assets/32330527/126a9447-4899-4054-98e7-ba64507f218a

https://github.com/godotengine/godot/assets/32330527/9eec70be-4568-4a2c-922d-2a782e9d6eb2


### Steps to reproduce

Open project, move camera above black border, look at black border and move in any direction using wasd

### Minimal reproduction project (MRP)

[project.zip](https://github.com/godotengine/godot/files/14478432/project.zip)
Repository: TypeScript
Issue: Confusing inferred names of anonymous classes
Labels: Bug

### 🔎 Search Terms

inferred name anonymous class expando

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.5.0-dev.20240304#code/MYewdgzgLgBAhgJwQRhgXhgbQLoCheIqYAM26MwANnBBDAN4C++hyuA9OzAHoD8+uUJFhxyyYviHQYIAEYArcvVwx4ALgrVaDZs0HhpCAKYQArpVgY58gHRwOXVT35A

### 💻 Code

```ts
const arr1 = []

arr1[0] = class {}

arr1
// ^? const arr1: (typeof 0)[]

const a = 10

const obj = {
  a: class {}
}

const result = obj.a
//    ^? const result: typeof a
```


### 🙁 Actual behavior

Symbols of anonymous classes are given inferred names based on the properties to which they are assigned to and that inferred name is used by `typeof` operator to refer to them

### 🙂 Expected behavior

I think that in both of those situations, the `typeof inferredName` display is somewhat confusing. However, the inferred name algorithm comes from JS spec so perhaps it's just "it is what it is" kind of situation. 

This display doesn't convey any information about the scope that owns that name so the instinct is to look in the scope within which the declaration is. That name can exist there as a local binding and thus the information is a little bit confusing.

I get that this is... well, a convoluted situation :P I'm primarily reporting this because it's just something interesting that I've noticed here while investigating something entirely different. I don't necessarily care about the fix or this behavior - I'm just looking for some "working as intended"/"bug" confirmation here.

That said, I think that at the very least the inferred name should not come from an array index when dealing with auto-array types. Inferred names don't come from there in JS:
```ts
var arr1 = [class {}]
arr1[0].name // ''

var arr2 = []
arr2[0] = class {}
arr2[0].name // ''
```

### Additional information about the issue

_No response_
Repository: TypeScript
Issue: Function expressions widen to `{}` in auto arrays
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

function expression widen widening auto array any empty objecr

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.5.0-dev.20240304#code/MYewdgzgLgBAhgJwQRhgXhgbQLoG4BQ+iKAdAA4CuEAFgBQBmFYwUAluDLQJQwDe+MGAgCmUCgjAwARFIIBfLgSJJkBAPRqYAPQD8hUJFjEATOix5CJ8lTrd0APj4Cho8ZJnzFlpMfWbd+EA

### 💻 Code

```ts
const arr1 = [];

arr1.push(function () {
  return "";
});

arr1;
// ^? const arr1: {}[]

const arr2 = [];

arr2.push(() => {
  return "";
});

arr2;
// ^? const arr2: (() => string)[]
```


### 🙁 Actual behavior

`arr1`'s type after this `.push` is `{}[]`

### 🙂 Expected behavior

I'd expect the type at both of the checked locations to be the same (`(() => string)[]`)

### Additional information about the issue

Likely the difference comes from the fact that the function expression is context-sensitive - maybe this is just a design limitation. However, the same **doesn't** happen in JS with expando objects ([TS playground](https://www.typescriptlang.org/play?ts=5.5.0-dev.20240304&ssl=8&ssc=9&pln=1&pc=1&filetype=js#code/MYewdgzgLgBCBGArGBeGBvAvgKGwxAdAGYgioxECuYwUAluDABQCUG2MMATgKZSVcwMAETDsObKEixeESgBtYafMVLYA9Os6cAegH4gA)): 
```ts
const obj = {}

obj.foo = function () {
  return ""
}

const result = obj.foo
//    ^? const result: () => string
```
Repository: HelloGitHub
Issue: 【开源自荐】Pydantic-resolve, 构造更精准的视图数据
Labels: Python 项目

## 推荐项目

<!-- 这里是 HelloGitHub 月刊推荐项目的入口，欢迎自荐和推荐开源项目，唯一要求：请按照下面的提示介绍项目。-->


<!-- 点击上方 “Preview” 立刻查看提交的内容 -->


<!--仅收录 GitHub 上的开源项目，请填写 GitHub 的项目地址-->
- 项目地址：https://github.com/allmonday/pydantic-resolve

<!--请从中选择（C、C#、C++、CSS、Go、Java、JS、Kotlin、Objective-C、PHP、Python、Ruby、Rust、Swift、其它、书籍、机器学习）-->
- 类别：Python

<!--请用 20 个左右的字描述它是做什么的，类似文章标题让人一目了然 -->
- 项目标题：Pydantic-resolve, 为构造完美的视图数据而生

<!--这是个什么项目、能用来干什么、有什么特点或解决了什么痛点，适用于什么场景、能够让初学者学到什么。长度 32-256 字符-->
- 项目描述：解决后端构造前端视图数据中的**所有**痛点，类似graphql, 用schema 申明式的描述数据，充分发挥dataloader 的优势，将构造复杂结构的视图数据变得易如反掌。（解决了graphql 中只能层层下推无法回溯处理数据的痛点）

<!--令人眼前一亮的点是什么？类比同类型项目有什么特点！-->
- 亮点：概念简单， API简洁，不需要引入复杂的 graphql 框架，却能生成比graphql 更精准的视图数据

- 示例代码：（可选）
```python
class Comment(BaseModel):
    id: int
    content: str

class Blog(BaseModel):
    id: int
    title: str

    comments: list[Comment] = []
    def resolve_comments(self, loader=LoaderDepend(blog_to_comments_loader)):
        return loader.load(self.id)
    
    comment_count: int = 0
    def post_comment_count(self):
        return len(self.comments)

class MyBlogSite(BaseModel):
    blogs: list[Blog]
    name: str

    comment_count: int = 0
    def post_comment_count(self):
        return sum([b.comment_count for b in self.blogs])

async def main():
    my_blog_site = MyBlogSite(
        name: "tangkikodo's blog"
        blogs = [
            Blog(id=1, title='what is pydantic-resolve'),
            Blog(id=2, title='what is composition oriented development pattarn'),
        ]
    )
    my_blog_site = await Resolver().resolve(my_blog_site)
```

output
```json
{
    "name": "tangkikodo's blog",
    "blogs": [
        {
            "id": 1,
            "title": "what is pydantic-resolve",
            "comments": [
                {
                    "id": 1,
                    "content": "its interesting"
                },
                {
                    "id": 2,
                    "content": "i dont understand"
                }
            ],
            "comment_count": 2
        },
        {
            "id": 2,
            "title": "what is composition oriented development pattarn",
            "comments": [
                {
                    "id": 3,
                    "content": "why? how?"
                },
                {
                    "id": 4,
                    "content": "wow!"
                }
            ],
            "comment_count": 2
        }
    ],
    "comment_count": 4
}
```

- 截图：![image](https://github.com/521xueweihan/HelloGitHub/assets/2917822/245db4fc-d494-4d95-8ae8-8b97b64b55fe)

- 后续更新计划：
  - debug模式， 可以完整展示全部字段， 以及字段间的依赖关系。