sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: encoding/xml: does not parse internal subset of DTD as required by standard
Labels: NeedsInvestigation

### Go version

1.22 I believe

### Output of `go env` in your module/workspace:

```shell
Whatever is on https://go.dev/play
```


### What did you do?

Parse XML files with ill-formed or misplaced directives, such as:

1. ```xml
    <!BOGUS><a/>
    ```
2. ```xml
   <!DOCTYPE JUNK A><a/>
   ```
3.  ```xml
    <a/><!DOCTYPE a>
    ```

https://go.dev/play/p/ZzfA0W3EUMJ has an example.

### What did you see happen?

Documents are wrongly accepted, in violation of the XML spec.

### What did you expect to see?

Either `encoding/xml` performs the checks on directives that non-validating parsers must perform, or all directives (including DTDs) are rejected by default.  The latter is what .NET’s XML parser does: by default, DTDs are a fatal parse error.
Repository: TypeScript
Issue: Add setting to exclude constructors from definition list
Labels: Bug,Needs More Info,Committed

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I am writing a Playwright test suite in TypeScript using VSCode. We are following a standard pattern of using classes wrapped around a Playwright page object that abstract common workflows. For convenience we have created an extremely basic base class that all other classes are extending, which allows us to do inline property definition and omit constructors from the other classes entirely.
```typescript
export class PageWrapper {
  constructor(protected readonly page: Page) {}
}
``` 
```typescript
export class LoginPage extends PageWrapper {
  readonly email = this.page.getByLabel('Email')
  readonly password =  this.page.getByLabel('Password')
  /* More code here */
}
```

However, when trying to jump to the class from where we're defining it within test code (like below), VSCode prioritises jumping to the dummy constructor of `PageWrapper` instead of the actual class of `LoginPage` (though will still show both in the definitions list).
```typescript
const loginPage = new LoginPage(page)
```

I understand the logic behind this behaviour (since this is technically an invocation of the `PageWrapper` constructor function), but in an ES6+ codebase I think the constructor definition is less important than the class definition. After all, if we needed to see the constructor code in this instance, we can follow the class dependency chain down to the invoked constructor.

I propose a new setting that allows constructors from being excluded from the definitions list when jumping to definition from a constructor invocation. I don't know whether a setting like this is necessary for languages other than JavaScript, or if this behaviour is just a byproduct of how JavaScript internally treats constructors.
Repository: TypeScript
Issue: JavaScript: jsconfig.json based project -> Automatically updating imports after file move will not work on complex import statement chains
Labels: Bug,Help Wanted

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: 1.91.0
- OS Version: Windows 11

Steps to Reproduce:

1. Clone this repo: https://github.com/andremarcondesteixeira/vscodebug-auto-imports-wont-work-on-complex-import-chains
2. Open the repository in VSCode
3. Move the entire folder `/js/custom-elements` to inside the `/js/presentation` folder
4. Notice that the import in the file `/js/index.js` was not automatically fixed
5. Undo the moving of the files
6. In the file `/js/custom-elements/assets-list/assets-list-element.js`, remove the import from the top of the file and comment out the code using the import
7. Move again the entire folder `/js/custom-elements` to inside the `/js/presentation` folder
8. Notice that this time, the import in the file `/js/index.js` was automatically fixed
9. The behavior can some times be inconsistent or intermitent. It only seems to happen to me in complex import chains, mainly when the import chain goes back UP some levels in the file system and using relative file paths
Repository: godot
Issue: Debug Server
Labels: discussion,topic:editor

### Tested versions

v4.2.2.stable.official [15073afe3]

### System information

Debian Linux

### Issue description

I have godot configured with an external editor (Neovim) using LSP provided by port 6005, I recently configured DAP that works through port 6006 and up to that point it works fine, but I can't get port 6007 to work, I have to try to see the list ports when listening does not appear (netstat -tuln), also look at the https://github.com/godotengine/godot-vscode-plugin plugin developed for vscode, this indicates the following parameters:  
```json
{
	"name": "Launch",
	"type": "godot",
	"request": "launch",
	"project": "${workspaceFolder}",
	"address": "127.0.0.1",
	"port": 6007,
	"scene": "main|current|pinned|<path>",
	"editor_path": "<path>",
	// engine command line flags
	"profiling": false,
	"single_threaded_scene": false,
	"debug_collisions": false,
	"debug_paths": false,
	"debug_navigation": false,
	"debug_avoidance": false,
	"debug_stringnames": false,
	"frame_delay": 0,
	"time_scale": 1.0,
	"disable_vsync": false,
	"fixed_fps": 60,
	// anything else
	"additional_options": ""
}
```
I tried to study how the execution of specific scenes works, but I can't make any work other than the scene defined as the main one.  
This way I have my DAP client (vimspector) configured which I try to run or I think the vscode plugin runs the specific scenes.  
```json
{
    "configurations": {
        "Godot: Attach": {
            "adapter": "godot",
            "configuration": {
                "name": "Godot: Attach",
                "type": "godot",
                "request": "launch"
            }
        }
    },
    "adapters": {
        "godot": {
            "type": "server",
            "host": "127.0.0.1",
            "port": 6006
        }
    }
}

```


### Steps to reproduce

> netstat -tuln
```
Active Internet connections (only servers)
Proto Recv-Q Send-Q Local Address           Foreign Address         State      
tcp        0      0 127.0.0.1:6006          0.0.0.0:*               LISTEN     
tcp        0      0 127.0.0.1:6005          0.0.0.0:*               LISTEN  
...
```
>Godot output  
![image](https://github.com/godotengine/godot/assets/83845332/f60a3f57-9f4a-4ce7-b287-b512b0f49f2d)


### Minimal reproduction project (MRP)

![image](https://github.com/godotengine/godot/assets/83845332/55a77daa-df4c-4437-aa68-5b03f3b6188b)
Repository: godot
Issue: [4.3 Beta 3] Strange editor brightness and colors caused by RTX Dynamic Vibrance affecting the editor
Labels: bug,platform:windows,topic:rendering,topic:editor,documentation,topic:thirdparty,regression

### Tested versions

Tested with v4.3.beta3.official [82cedc83c], seems to happen as far back as v4.3.beta1.official [a4f2ea91a]. If I use v4.3.dev6.official [89850d553] or older, the issue is no longer present.

### System information

Godot v4.3.beta3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 32.0.15.5612) - 11th Gen Intel(R) Core(TM) i5-11600K @ 3.90GHz (12 Threads)

### Issue description

In Godot 4.3 Beta 3, the editor is quite a bit brighter (4.2.2 Stable on the left, 4.3 Beta 3 on the right)

![image](https://github.com/user-attachments/assets/f3895dea-b676-432f-85d4-07eca3a33b59)

It seems sometimes clicking some things will change the brightness or color of the editor very subtly as well, as shown here:

https://github.com/user-attachments/assets/50c26e81-0a20-48d5-abc4-542329d42888

### Steps to reproduce

- Open Godot 4.3 beta (1-3)
- Open a project (can be a new / empty one)
- The editor will be bright as shown in the picture

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: Responses from `https://download.pytorch.org/whl/cpu` have `cache-control: no-cache` set in their headers
Labels: module: binaries,triaged

### 🐛 Describe the bug

Not sure if this is intentional, but it makes it difficult for the responses to play well with caching, e.g. this prompted the https://github.com/astral-sh/uv/issues/4967 where it's unclear how to resolve.

FWIW,

```
% curl -I https://download.pytorch.org/whl/cpu | grep cache-control
cache-control: no-cache,no-store,must-revalidate
```

and

```
% curl -I https://pypi.org/simple/ | grep cache-control
cache-control: max-age=600, public
```

In this particular instance this is manifesting as a problem for me because requests to https://download.pytorch.org/whl/cpu sometimes sporadically fail (e.g. with 503), so being able to reliably cache it would mitigate this considerably.

### Versions

Fairly certain this issue is independent of my runtime and reproducible anywhere.

cc @ezyang @gchanan @zou3519 @kadeng @msaroufim @seemethere @malfet @osalpekar @atalman
Repository: go
Issue: x/telemetry: write the weekends file atomically
Labels: telemetry

In https://go.dev/cl/597278, we see test failures because the new TestConcurrentExtension starts multiple subprocesses both initializing the telemetry directory simultaneously. This exercises a race to writing the weekends file.

This race was known; I started work on a fix in https://go.dev/cl/587635 that didn't make the 1.23 freeze. While this is not critical--in the steady state, the weekends file already exists--we should fix for 1.24 to avoid this type of trickiness in tests.
Repository: svelte
Issue: Parametric compile options
Labels: feature request

### Describe the problem

It's often useful to have different compiler options for different files. For example, you might want to enforce that all your first-party components are in runes mode, while continuing to use non-runes components in `node_modules`, or you might want to programmatically define custom element names rather than manually specifying them with `<svelte:options>` in each component.

Today, this is possible using `dynamicCompileOptions` in `vite-plugin-svelte`, but it has drawbacks:

- you have to be using `vite-plugin-svelte`
- it's an extra thing you have to learn; it feels a bit weird
- things like VSCode and `svelte-check` can't take advantage of it

### Describe the proposed solution

For the options where it makes sense, allow functions to be specified instead of values:

```js
// svelte.config.js
export default {
  compilerOptions: {
    css: ({ filename }) => filename.includes('/og-cards/') ? 'injected' : 'external',
    runes: ({ filename }) => filename.includes('/node_modules/') ? undefined : true
  }
};
```

### Importance

nice to have
Repository: pytorch
Issue: DISABLED test_fake_tensor_mode_huggingface_openai_whisper (__main__.TestFxToOnnxFakeTensorWithOnnxRuntime_op_level_debug_False_dynamic_shapes_False_load_checkpoint_during_init_False_export_within_fake_mode_True_model_type_TorchModelType.TORCH_EXPORT_EXPORTEDPROGRAM)
Labels: module: onnx,triaged,skipped

Platforms: linux

This test was disabled because it is failing on main branch ([recent examples](https://torch-ci.com/failure?failureCaptures=%5B%22onnx%2Ftest_fx_to_onnx_with_onnxruntime.py%3A%3ATestFxToOnnxFakeTensorWithOnnxRuntime_op_level_debug_False_dynamic_shapes_False_load_checkpoint_during_init_False_export_within_fake_mode_True_model_type_TorchModelType.TORCH_EXPORT_EXPORTEDPROGRAM%3A%3Atest_fake_tensor_mode_huggingface_openai_whisper%22%5D)).
Repository: pytorch
Issue: DISABLED test_fake_tensor_mode_huggingface_openai_whisper (__main__.TestFxToOnnxFakeTensorWithOnnxRuntime_op_level_debug_False_dynamic_shapes_False_load_checkpoint_during_init_True_export_within_fake_mode_True_model_type_TorchModelType.TORCH_NN_MODULE)
Labels: module: onnx,triaged,skipped

Platforms: linux

This test was disabled because it is failing on main branch ([recent examples](https://torch-ci.com/failure?failureCaptures=%5B%22onnx%2Ftest_fx_to_onnx_with_onnxruntime.py%3A%3ATestFxToOnnxFakeTensorWithOnnxRuntime_op_level_debug_False_dynamic_shapes_False_load_checkpoint_during_init_True_export_within_fake_mode_True_model_type_TorchModelType.TORCH_NN_MODULE%3A%3Atest_fake_tensor_mode_huggingface_openai_whisper%22%5D)).
Repository: go
Issue: encoding/xml: accepts names containing `:` followed by a character that cannot start a Name
Labels: NeedsInvestigation

### Go version

1.22

### Output of `go env` in your module/workspace:

```shell
What is on https://go.dev/play as of when this issue is filed
```


### What did you do?

Ran [the following Go code](https://go.dev/play/p/ejcQX5rYOrv):

```go
package main

import (
	"encoding/xml"
	"fmt"
)

func main() {
	err := xml.Unmarshal([]byte(`<a:1/>`), new(interface{}))
	if err != nil {
		fmt.Printf("XML correctly rejected with error %#v", err)
	} else {
		fmt.Println("No error?")
	}
}
```

### What did you see happen?

`No error?` displayed, indicating successful unmarshaling.

### What did you expect to see?

Parsing should fail because `a:1` isn’t a valid XML QName.  This is because a QName is either one NCName (a Name with no `:`) or two NCNames separated by `:`.  `1` isn’t a valid Name, so it isn’t a valid QName either.

The simplest fix (which will also fix #68393) is to remove `:` from the list of characters valid in a Name, and instead have `nsname()` work in two steps:

1. Read a Name.
2. Check if the next byte is `:`.
3. If it is not, unread it.
4. If it is, read another Name.
Repository: go
Issue: encoding/xml: does not reject colons in processing instruction targets
Labels: NeedsInvestigation

### Go version

1.22

### Output of `go env` in your module/workspace:

```shell
What is on https://go.dev/play as of when this issue is filed
```


### What did you do?

Ran [this Go code](https://go.dev/play/p/jOqfMkirdrT):

```go
package main

import (
	"encoding/xml"
	"fmt"
)

func main() {
	err := xml.Unmarshal([]byte(`<?a:b?><a/>`), new(interface{}))
	if err != nil {
		fmt.Printf("XML correctly rejected with error %#v", err)
	} else {
		fmt.Println("No error?")
	}
}
```

### What did you see happen?

`No error?` output, indicating that unmarshalling was successful.

### What did you expect to see?

An error because processing instruction targets cannot contain colons in a namespace-well-formed document.
Repository: flutter
Issue: Long delay for new ci.yaml targets to start running automatically
Labels: team-infra,P2,triaged-infra

https://github.com/flutter/flutter/pull/151433 added the new `Linux android_java11_tool_integration_tests` `ci.yaml` target, but this target didn't start getting run automatically in post submit till ~20 hours later.

Things that were notable:
- The [`Linux ci_yaml flutter roller` run](https://ci.chromium.org/ui/p/flutter/builders/prod/Linux%20ci_yaml%20flutter%20roller/14812/overview) for that commit indicated no changes needed to be rolled (despite the commit containing changes to the `ci.yaml`
- The bot pool indicated most of the machines were idle, so it wasn't an issue of capacity
- There was a commit to `flutter.googlesource.com` that rolled in the yaml changes ([commit here](https://flutter.googlesource.com/infra/+/cf2f5c1bb5f28969d6223f4cc8c845e25d314909%5E%21/#F0)), but that commit strangely had an incorrect commit message: 
> Roll flutter to b0cbfc66ec4945d436ecc2c21a78a3ba13f6f97f
That commit hash maps to https://github.com/flutter/flutter/commit/b0cbfc66ec4945d436ecc2c21a78a3ba13f6f97f, which is the commit before my PR - so it shouldn't contain my yaml changes. And yet, looking at the diff for that commit, we can see that it does contain my Java 11 specific `ci.yaml` target:

```diff
+      builders {
+        name: "flutter/try/Linux android_java11_tool_integration_tests"
+      }
```
Repository: storybook
Issue: [Bug]: @values in prop jsdoc do not populate controls through vue-docgen-api
Labels: bug,help wanted,vue3,sev:S3,docgen

### Describe the bug

I expect that providing `@values` or `type` to a prop should result in an enum/select style, as that's the functionality of `vue-docgen-api`, but I'm not seeing that behaviour.

### Reproduction link

https://stackblitz.com/edit/github-hfdqmp?file=src%2Fstories%2FButton.stories.js,src%2Fstories%2FButton.vue&preset=node

### Reproduction steps

1. Go to link
2. Observe jsdoc block in component
3. look at props table in docs story. It is a string input, but should be a select or radio button with the valid options provided in the `jsdoc` comment: `@values 'small', 'medium', 'large'`

### System

```bash
Based on storybook.new starter I linked in the repro, but also happening in v7 and 8.2.1. 
I also tested the `vue-cli` and `typescript` Vue 3 starters on stackblitz.
```


### Additional context

Also note the vue-component-meta is not working in this way as expected either, as demonstrated here: https://stackblitz.com/edit/github-akbacb?file=src%2Fstories%2FButton.stories.ts,src%2Fstories%2FButton.vue,.storybook%2Fmain.ts&preset=node
Repository: stable-diffusion-webui
Issue: [Feature Request]: LoRA-weight slider
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Implement sliders for LoRA-weights, which simply change the weight with a UI slider instead of having to type in the weight.
It could be implemented under the negative prompt window. 
It could have drop-down menus for LoRA-choosing and sliders next to it for the weights.

Like this implementation on CivitAI:
![image](https://github.com/user-attachments/assets/f8bde284-9a78-4b7b-8bff-48708096dc8c)



### Proposed workflow

1. Go to txt2img, choose LoRA and adjust weight with sliders.



### Additional information

_No response_
Repository: ollama
Issue: Ollama Puts out Gibberish After a While.
Labels: bug,needs more info

### What is the issue?

When I run the MMLU Pro benchmark on phi3 or deepseek-coder-v2 with [this script](https://github.com/chigkim/Ollama-MMLU-Pro/) that uses OpenAI compatible API, it runs for a while.
Then, all of sudden, it starts to output:

deepseek-coder-v2:16b-lite-instruct-q8_0
`@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@`

Phi3:3.8b-mini-128k-instruct-q8_0
`<unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk><unk>`

The entire response contains nothing else but those characters.
Once it happens once, it outputs the same response for every question until the end.
I have the environment variable: `export OLLAMA_NUM_PARALLEL=4`, and I'm running the script with --parallel 4 option.
According to token usage Ollama returns, the prompt for each question never goes above 2048 tokens.
So far, I saw this happens on my mac with M3 max 64gb as well as Runpod instances with rtx-3090 and rtx-4090.
This is going to be a hard bug to track, because it only happens sometimes, and you have to run it for a while before it happens.
Does anyone have any suspicion on what might cause this?

### OS

Linux, macOS

### GPU

Nvidia, Apple

### CPU

AMD, Apple

### Ollama version

0.1.48, 0.2.1
Repository: godot
Issue: Saved resource loses data when duplicated
Labels: bug,topic:core,topic:gdscript

### Tested versions

- Reproducible in: 4.2.2stable

### System information

Godot v4.2.2.stable (15073afe3) - Freedesktop SDK 23.08 (Flatpak runtime) - Wayland - Vulkan (Forward+) - integrated Intel(R) UHD Graphics (ICL GT1) () - Intel(R) Core(TM) i3-1005G1 CPU @ 1.20GHz (4 Threads)

### Issue description

When duplicating a saved resource, it's data seems to get lost.

The resource:

![image](https://github.com/user-attachments/assets/7ec4f2e2-4d01-48be-9de9-feba88a25da7)



The code:
```gdscript
const ITEM_INDEX: Array[Item] = [
	preload("res://res/items/item_abyss_garden_key.tres")
]

# [...]

@export var icon: Texture = PLACEHOLDER_ICON
@export var name: String = "item"
@export var display_name: String = "Item"
@export_multiline var description: String = "The ultimate weapon!"

# [...]

static func get_item_from_index(item_id: int) -> Item:
	return ITEM_INDEX[item_id].duplicate()
```

When trying to get the values from the resource it returns the values that were predefined, in this case, if I try to get the "name" property, it'll return "item" instead of "garden_key".

When also trying to access the data of the resource directly (load("path").property) I get an error that says the property does not exist, even though it should

```
Invalid get index 'name' (on base: 'Resource').
```


### Steps to reproduce

- Make a resource;
- Save it;
- Load and duplicate it;
- Try to access it's data.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: 2D WorldEnvironment Glow depends on the camera Zoom
Labels: topic:rendering,documentation,topic:2d

### Tested versions

v4.3.beta2.mono.official [b75f0485b]

### System information
Godot v4.3.beta2.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.3623) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description
When having small sprites with RAW module changed to Glow, if the camera zoom is a little far from the object no glow can be seen. It looks like a bug to me. Tried searching everywehere how to disable it, but no success.

https://github.com/user-attachments/assets/71f6333f-b31b-46bf-b48a-1b3c0e54aa4b



### Steps to reproduce

Just add a a World Environment enable Glow with Additive blend mode add a sprite 2D and RAW Module to (2,2,2)

### Minimal reproduction project (MRP)

[new-game-project.zip](https://github.com/user-attachments/files/16185739/new-game-project.zip)