sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Rust's `i128` return ABI does not agree with Clang and GCC on Windows targets
Labels: A-LLVM,O-windows,T-compiler,C-bug,A-ABI

Originally reported at https://github.com/rust-lang/lang-team/issues/255#issuecomment-2214459945, Clang and GCC-MinGW return `__int128` in xmm0. Rust currently returns it on the stack. 

@wesleywiser has a proposed patch to make Clang return on the stack for `-msvc` targets, while keeping the behavior for MinGW https://github.com/wesleywiser/llvm-project/commit/b2f8b8308bc25f81debe5bd99b02f497fdcc372a.

Rustc could probably just change the Windows ABI to always return in xmm0 for now, and then if the Clang patch lands we can change this to apply only to MinGW.

Demo: https://godbolt.org/z/o9h8We69o
Repository: vscode
Issue: Create activation event/way for extensions to activate upon installation
Labels: under-discussion,getting-started

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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## Feature Request

It'd be great if there was an activation event/way for an extension to activate upon its installation, similar to how an extension's walkthroughs are automatically opened when the extension is installed. This would allow extensions to provide a more customized experience than what is possible with a walkthrough, without having to resort to using the `*` activation event. 

Assuming this is to be done, it may also be nice to expose the activation event that activated an extension, to the extension. That way the extension can know it was activated for install vs just a "normal" activation. I can open that feature request as well if this feature is deemed doable.

## Alternative Solution Explored

1. Add a walkthrough to the extension
2. Listen to the `onWalkthrough` activation event for that walkthrough

Now, assuming the walkthrough is actually shown [when the docs say it should be](https://code.visualstudio.com/api/references/contribution-points#contributes.walkthroughs:~:text=Walkthroughs%20are%20automatically%20opened%20on%20install%20of%20your%20extension), the extension can be activated on install.

However, I've had trouble exploring this solution due to not being able to get a walkthrough to show more than once for an extension.
Repository: vscode
Issue: Improve linkification in notebook outputs
Labels: debt,notebook-output

We currently have a set of issue for linkification for notebook outputs (e.g., error outputs). Here a couple of failing scenarios:

- [ ] broken when path contains space https://github.com/microsoft/vscode/issues/226882
- [ ] slash is linkified https://github.com/microsoft/vscode/issues/208935
- [ ] links in nested folders https://github.com/microsoft/vscode/issues/185205
- [ ] not rendered properly on Windows https://github.com/microsoft/vscode/issues/177854 
- [ ] clicking directory link shows an error https://github.com/microsoft/vscode-python/issues/23999

We might need to revisit the linkification code and one alternative is xterm.
Repository: pytorch
Issue: xpu: torch.nn.DataParallel fails on multi-XPU environment with "module 'torch._C' has no attribute '_scatter'"
Labels: oncall: distributed,triaged,module: xpu

With:
* Nightly PyTorch XPU:
  * torch `2.6.0.dev20241209+xpu`
  * torchaudio `2.5.0.dev20241209+xpu`
  * torchvision `0.20.0.dev20241209+xpu`
* https://github.com/huggingface/transformers/commit/add53e25ffa3d1750a944086d2fbb016aee35406

`torch.nn.DataParallel` fails on multi-XPU environment with: `"AttributeError: module 'torch._C' has no attribute '_scatter'"`. This can be reproduced on Huggingface Transformers tests. One of the tests:
* https://github.com/huggingface/transformers/blob/add53e25ffa3d1750a944086d2fbb016aee35406/tests/models/vits/test_modeling_vits.py#L195

```
$ cat spec.py
import torch
DEVICE_NAME = 'xpu'
MANUAL_SEED_FN = torch.xpu.manual_seed
EMPTY_CACHE_FN = torch.xpu.empty_cache
DEVICE_COUNT_FN = torch.xpu.device_count

$ TRANSFORMERS_TEST_DEVICE_SPEC=spec.py python3 -m pytest tests/models/ -k test_multi_gpu_data_parallel_forward
<...>
       tensor = _handle_complex(tensor)
        if out is None:
            devices = [_get_device_index(d) for d in devices]
>           return tuple(torch._C._scatter(tensor, devices, chunk_sizes, dim, streams))
E           AttributeError: module 'torch._C' has no attribute '_scatter'

../../miniforge3/envs/xpu-nightly/lib/python3.12/site-packages/torch/nn/parallel/comm.py:205: AttributeError
------------------------------------------------------ Captured stdout call -------------------------------------------------------
pixel_values torch.Size([64, 3, 30, 30])
===================================================== short test summary info =====================================================
FAILED tests/models/falcon_mamba/test_modeling_falcon_mamba.py::FalconMambaModelTest::test_multi_gpu_data_parallel_forward - AttributeError: module 'torch._C' has no attribute '_scatter'
FAILED tests/models/mamba/test_modeling_mamba.py::MambaModelTest::test_multi_gpu_data_parallel_forward - AttributeError: module 'torch._C' has no attribute '_scatter'
FAILED tests/models/splinter/test_modeling_splinter.py::SplinterModelTest::test_multi_gpu_data_parallel_forward - AttributeError: module 'torch._C' has no attribute '_scatter'
FAILED tests/models/vits/test_modeling_vits.py::VitsModelTest::test_multi_gpu_data_parallel_forward - AttributeError: module 'torch._C' has no attribute '_scatter'
FAILED tests/models/x_clip/test_modeling_x_clip.py::
    Here we also overwrite some of the tests of test_modeling_common.py, as X-CLIP does not use input_ids, inputs_embeds,
    attention_mask and seq_length.
    ::test_multi_gpu_data_parallel_forward - AttributeError: module 'torch._C' has no attribute '_scatter'
======================================== 5 failed, 346 skipped, 77245 deselected in 10.52s ========================================
```

CC: @gujinghui @EikanWang @fengyuan14 @guangyey @jgong5

cc @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o @gujinghui @EikanWang @fengyuan14 @guangyey
Repository: TypeScript
Issue: Add a "Export unused declaration" codefix
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

fix unused

### ✅ Viability Checklist

- [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [x] This wouldn't change the runtime behavior of existing JavaScript code
- [x] This could be implemented without emitting different JS based on the types of the expressions
- [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [x] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [x] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

Add a "Export unused declaration" codefix.

### 📃 Motivating Example

Before:

```ts
function Foo () {

}
```

After (depends on module type):

```ts
export function Foo () {

}
```


### 💻 Use Cases

Sometime we may forget to export a declaration and hence the declaration is marked as unused.
To fix it, we have to back to export it manully, which is cumbersome.
Repository: godot
Issue: File picker can stall attempting to download off-device files from OneDrive
Labels: bug,platform:windows,topic:core

### Tested versions

exhibits anomalous behavior:
v4.4.dev3.official [f4af8201b]
v4.4.dev6.official [1f47e4c4e]

does NOT exhibit behavior (works as expected);
v4.3.stable.official [77dcf97d8]

### System information

Godot v4.4.dev3 - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.21024.11002) - AMD Ryzen 7 PRO 6850U with Radeon Graphics (16 threads)

### Issue description

Godot will become unresponsive and attempt to download from OneDrive if there are files in the root of the directory that are not stored on-device immediately on opening the file picker in order to open an existing project. If it's unable to download all files, it will hang. This is particularly problematic because Godot's default project directory, C:/Users/_username_/OneDrive/Documents, is synchronized with OneDrive by default.

You can work around this by creating a new, blank project by manually typing in a directory (opening the picker will cause the issue), going to the editor settings, and selecting a different default directory that's not synchronized with OneDrive.

Unsure if this extends to other kinds of symbolic links or non-local files.

I would recommend triaging by changing the default directory to C: if the problem can't be quickly resolved.

### Steps to reproduce

- put a large file in a OneDrive synchronized folder
- select "free up space" in Windows Explorer to move the file into the cloud
- open the Godot file picker in said directory

### Minimal reproduction project (MRP)

No project needed to reproduce, bug happens before getting to the editor.
Repository: langchain
Issue: DOC: Colab link routes to deadlink in 'Classify Text into Labels' tutorial
Labels: 🤖:docs

### URL

https://python.langchain.com/docs/tutorials/classification/

### Checklist

- [X] I added a very descriptive title to this issue.
- [X] I included a link to the documentation page I am referring to (if applicable).

### Issue with current documentation:

The 'Open in Colab' .svg in the above [article](https://python.langchain.com/docs/tutorials/classification/) links to https://github.com/langchain-ai/langchain/blob/master/docs/docs/use_cases/tagging.ipynb. Which does not exist. I didn't find any other similar named notebooks in the updated docs directory.

### Idea or request for content:

_No response_
Repository: vscode
Issue: Opening a `devcontainer.json` file in a codespace opens a prompt to install git locally
Labels: info-needed,git

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- VS Code Version: 1.96.0
- OS Version: macOS 14.7.1
- Github Codespaces extension version: 1.17.3

1. Open a Github Codespace using the Codespaces extension
2. Open the `.devcontainer/devcontainer.json` file in the codespace

Then this window pops up:

<img width="497" alt="Image" src="https://github.com/user-attachments/assets/8b357253-d347-4d2e-9b8b-fdd90c90cc8e" />

It seems that opening a `devcontainer.json` file causes VS Code or the Codespaces extension to try to invoke `git` locally, which opens a window if the "command line tools" package from Apple isn't installed.

In my opinion, VS Code shouldn't be trying to invoke git locally if I am only using it to access a codespace. But if it is necessary, perhaps VS Code should first check if git is available.
Repository: tauri
Issue: `tauri-runtime-wry` fails to create webview
Labels: type: bug,type: feature request

We have instrumentation in our app that reports all warnings and errors logged. We've received a couple of alerts from the following line: https://github.com/tauri-apps/tauri/blob/ca7f025fd8666f8fce6894bb5e16cf2d4fc81e0c/crates/tauri-runtime-wry/src/lib.rs#L3551-L3558

> failed to create webview: WebView2 error: WindowsError(Error { code: HRESULT(0x8007139F), message: "The group or resource is not in the correct state to perform the requested operation." })

> failed to create webview: WebView2 error: WindowsError(Error { code: HRESULT(0x80070002), message: "Le fichier spécifié est introuvable." })

> failed to create webview: WebView2 error: WindowsError(Error { code: HRESULT(0x8000FFFF), message: "Catastrophic failure" })

There isn't much we can do about these I guess but I figured it is worth reporting.

Ideally, those errors wouldn't be logged but instead, there would be a mechanism to report these problems to the app? On fatal errors like this, I guess the application should better exit but currently, there is no way to learn about this error.
Repository: godot
Issue: Godot 3.x does not build with mbedTLS 3.x
Labels: bug,enhancement,topic:thirdparty

### Tested versions

- Reproducible in 3.6.stable

### System information

Debian 13 - Godot v3.6.stable

### Issue description

I'm currently working to get 3.6 packaged in Debian before moving on to 4.3.

https://github.com/godotengine/godot/commit/40fa684c181d3138d8f86c70e5933fb0b3dcbac8 added support to 4.3 for mbedTLS 3.x but this hasn't been backported to 3.x yet.

As Debian strives to minimize embedded code copies, particularly security-related ones, is there a possibility of this happening?

### Steps to reproduce

Try to build 3.6-stable with mbedTLS 3.x and `builtin_mbedtls=no`.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Compatibility Renderer: Environment Color Changed after Turn off Glow
Labels: bug,topic:rendering

### Tested versions

v4.3.stable.official [77dcf97d8] and all the version of 4.0 (probably)

### System information

Godot v4.3.stable - Android - GLES3 (Compatibility) - Adreno (TM) 610 -  (8 Threads)

### Issue description

I had a environment with colorful objects. When I turn on the glow in Compatibility Renderer everything was normal. But when I just turn off the glow my colorful environment turn into dry environment. Here is the preview.
Glow Off:
![Image](https://github.com/user-attachments/assets/bc71e46e-2aff-47fc-b835-3c48691e6942)
Glow On:
![Image](https://github.com/user-attachments/assets/3573e337-1f45-4c1e-a7e7-489592d03074)
Glow off after On:
![Image](https://github.com/user-attachments/assets/742085df-51c6-4aec-878f-885485e18aa7)

above preview has minimal things. But still difference between screenshot 1 and screenshot 3 is notice able. 

### Steps to reproduce

- created colorful environment
- turn on glow
- turn off glow

### Minimal reproduction project (MRP)

[big-problem.zip](https://github.com/user-attachments/files/18134356/big-problem.zip)
Repository: godot
Issue: Variants aren't valid keys in typed dictionaries when using 'operator[]' unless assigned
Labels: bug,topic:gdscript

### Tested versions

Current master: v4.4.dev.custom_build [dc5f1b7a2]

### System information

Godot v4.4.dev (dc5f1b7a2) - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6094) - AMD Ryzen 9 7950X 16-Core Processor (32 threads)

### Issue description

Sorry about the title, found just before going to sleep 🛌 . Typed dictionary doesn't allow assigning variants, excluding objects, as keys when the type of the dictionarys value is not a variant... unless the key is explicitly converted to a variant! Just see the code below, much simpler... _Good Night!_ 😴 

💤 and some lines are not colored safe. Breaks the pretty colored streak of numbers : ( 💤 

![Image](https://github.com/user-attachments/assets/2b7afe3d-4832-4629-be9e-10b164920da5)



### Steps to reproduce

```gdscript
var d1: Dictionary[int, int] = { 0 : 0 } # Works and safe
d1[1] = 1 # Works and safe

var d2: Dictionary[int, Variant] = { 0 : 0 } # Works and safe
d2[1] = 1 as Variant # Works but unsafe
d2[1] = 1 # Works but unsafe

var d3: Dictionary[Variant, Variant] = { 0 : 0 } # Works and safe
d3[1 as Variant] = 1 as Variant # Works but unsafe
d3[1] = 1 # Works but unsafe

var d4: Dictionary[Variant, int] = { 0 : 0 } # Works and safe
d4[Object.new()] = 1 # Works and safe
d4[1 as Variant] = 1 # Works and safe
d4[1] = 1 # Doesn't work, error:
	# ERROR Invalid index type "int" for a base of type "Dictionary[Variant, int]".
```

### Minimal reproduction project (MRP)

Contains same code as above [arraytypebug.zip](https://github.com/user-attachments/files/18134325/arraytypebug.zip)
Repository: godot
Issue: 4.3: Android Editor: Unable to Drag and Drop Files from File System
Labels: bug,platform:android,topic:editor,usability,regression

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Android - GLES3 (Compatibility) - Adreno (TM) 610 -  (8 Threads)

### Issue description

In Godot Android Editor file can't be drag and drop from file system. Like if i try to drag and image/textures. It can't be drag.

releted:
https://github.com/godotengine/godot/issues/100308#issue-2735639155

### Steps to reproduce

Toggle file system. 
try to drag any file

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Lightmap baking transferring incorrect edges to adjacent faces
Labels: bug,topic:rendering,topic:3d

### Tested versions

v4.4.dev6.official [1f47e4c4e]

### System information

Godot v4.4.dev (aa287f7e7) - Windows 10.0.19045 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated Radeon RX 5500 XT (Advanced Micro Devices, Inc.; 32.0.11027.1003) - AMD Ryzen 7 5800X 8-Core Processor (16 threads)

### Issue description

Baked lightmaps appear to have darken edges or light leaks, both when generating UV2 or importing a model from Blender with a pre-generated UV2

No amount of tweaking settings removes the problem fully. After testing a lightmap UV generated in blender I noticed misalignment
![Image](https://github.com/user-attachments/assets/b29b8657-8732-4879-a358-86c41c96534c)


After locating and rotating the misaligned UV by 180, the texture lines up, but a darkened seam appeared
![Image](https://github.com/user-attachments/assets/fb493099-2871-454b-be84-3cb82ee5f877)

After rotating the first tris back and rotating its neighbours, the alignment is corrected and the incorrect seam is gone. The edge bleed generator correctly extends the edge
![Image](https://github.com/user-attachments/assets/d750a691-b707-4b15-887f-9a5986843822)
![Image](https://github.com/user-attachments/assets/2667ffdf-e45b-423f-ac9b-e42c0e0b2d79)

Here is another example of a suspected "leak"
![Image](https://github.com/user-attachments/assets/372f4dd6-19d9-4fdb-8eb4-3773864ac56c)
![Image](https://github.com/user-attachments/assets/ec56439e-6e18-48ab-a483-5359231e05f7)

After rotating 180, the bottom edge (in world, side edge in UV) is corrected, but the side is now transferring the incorrect edge data
![Image](https://github.com/user-attachments/assets/763d70bb-153e-44af-85b4-fe4baed9f7ac)
![Image](https://github.com/user-attachments/assets/d6463055-d044-43c9-adae-cd03d8a6ab39)

Given that the problem was transferred to the bottom edge of the UVs (left edge of wall) and not the opposite side, it might be that vertex winding order matters. Snapping to pixel centre or edge didn't seem to overly matter, only UV face orientation

### Steps to reproduce

Export a pre-lightmapped model, or auto generate light maps, setup scene and bake. (spend a few hours fiddling around with UV's in blender)

### Minimal reproduction project (MRP)

Let me know if you actually want the MRP, its a bit messy 😏
Repository: flutter
Issue: Please emphasize "pinned" dependencies in `flutter pub get` summary.
Labels: tool,c: proposal,team-tool

Sometimes we need to "pin" a dependency version to certain version level to make things work, and often you forget that "pinning", since the summary of `flutter pub get` doesn't give you a note that this version is "pinned".

![image](https://github.com/user-attachments/assets/94819d2d-e51d-44ba-991a-c52a3adc7d01)

It would have been very helpful if `flutter pub get` showed a hint or warning that I have pinned this version, it is easy to forget and a `^` isn't always easy to spot...
Repository: ui
Issue: [bug]: npx shadcn@latest add button
Labels: bug

### Describe the bug

npx shadcn@latest add button.  

bug

### Affected component/components

button

### How to reproduce

yingyang@YingdeMacBook-Pro react-ts-dome % npx shadcn@latest add button
node:internal/modules/run_main:122
    triggerUncaughtException(
    ^

Error: Cannot find package '/Users/yingyang/.npm/_npx/d66c5096c7023bfb/node_modules/npm-run-path/node_modules/path-key/index.js' imported from /Users/yingyang/.npm/_npx/d66c5096c7023bfb/node_modules/npm-run-path/index.js
Did you mean to import "path-key/index.js"?
    at legacyMainResolve (node:internal/modules/esm/resolve:204:26)
    at packageResolve (node:internal/modules/esm/resolve:846:14)
    at moduleResolve (node:internal/modules/esm/resolve:926:18)
    at defaultResolve (node:internal/modules/esm/resolve:1056:11)
    at ModuleLoader.defaultResolve (node:internal/modules/esm/loader:654:12)
    at #cachedDefaultResolve (node:internal/modules/esm/loader:603:25)
    at ModuleLoader.resolve (node:internal/modules/esm/loader:586:38)
    at ModuleLoader.getModuleJobForImport (node:internal/modules/esm/loader:242:38)
    at ModuleJob._link (node:internal/modules/esm/module_job:135:49) {
  code: 'ERR_MODULE_NOT_FOUND'
}

Node.js v22.12.0

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
web
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: flutter
Issue: [video_player] Pub reports that the Package is not compatible with platform Web
Labels: p: video_player,package,team-ecosystem,P3,triaged-ecosystem

### What package does this bug report belong to?

video_player

### What target platforms are you seeing this bug on?

Web

### Have you already upgraded your packages?

Yes

### Dependency versions

<details><summary>pubspec.lock</summary>

```lock
N/A
```

</details>


### Steps to reproduce

1. Open https://pub.dev/packages/video_player/score
2. It says "Package not compatible with platform Web"

### Expected results

Since the package declares Web support, I would expect no issues reported on the score page.

### Actual results

It says "Package not compatible with platform Web"

Because:

    package:video_player/video_player.dart that imports:
    dart:io

Similarly, it reports there is no wasm support for the same reason.

Assuming the static analysis is as intended, it would be nice if this 1st party package set an example for how to conditionally import `dart:io`. Ironically, one of the main reasons Flutter plugins import `dart:io` is simply to do platform checks:

```dart
if (!kIsWeb && Platform.isXYZ)
```

So maybe there needs to be a more convenient way to do this that doesn't get flagged as not supporting web. Although in the case of video_player, it actually does use the `File` API.

### Code sample

<details open><summary>Code sample</summary>

```dart
N/A
```

</details>


### Screenshots or Videos

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
N/A
```

</details>