sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/compile: `internal compiler error` compiling `net` on `darwin-amd64-11_0`
Labels: OS-Darwin,NeedsInvestigation,compiler/runtime

```
#!watchflakes
post <- goos == "darwin" && log ~ `internal compiler error: unexpected fnsym`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/7f722374386c7fa0f21edbfc0cfb443eca639d62)):

    <autogenerated>:1: internal compiler error: unexpected fnsym: net.(*UnixConn).writeTo != ���.(*UnixConn).writeTo
    
    goroutine 725 [running]:
    runtime/debug.Stack()
    	runtime/debug/stack.go:24 +0x5e
    cmd/compile/internal/base.FatalfAt({0x0?, 0x0?}, {0xe55dc30, 0x1a}, {0xc00094fa80, 0x2, 0x2})
    	cmd/compile/internal/base/print.go:225 +0x1d7
    cmd/compile/internal/base.Fatalf(...)
    	cmd/compile/internal/base/print.go:194
    cmd/compile/internal/dwarfgen.Info(0xc002b21600, 0xc000780f80, {0xe782608?, 0xc0024b3b00})
    	cmd/compile/internal/dwarfgen/dwarf.go:35 +0x10c
    cmd/internal/obj.(*Link).populateDWARF(0xc0000d0400, {0xe782608, 0xc0024b3b00}, 0xc002b21600)
    	cmd/internal/obj/dwarf.go:346 +0x165
    cmd/internal/obj.Flushplist(0xc0000d0400, 0xc00094feb0, 0xc002c44020)
    	cmd/internal/obj/plist.go:173 +0xa7b
    cmd/compile/internal/objw.(*Progs).Flush(...)
    	cmd/compile/internal/objw/prog.go:112
    cmd/compile/internal/ssagen.Compile(0xc0024b3b00, 0x0?)
    	cmd/compile/internal/ssagen/pgen.go:241 +0x2fa
    cmd/compile/internal/gc.compileFunctions.func5.1(0x0?)
    	cmd/compile/internal/gc/compile.go:182 +0x34
    cmd/compile/internal/gc.compileFunctions.func3.1()
    	cmd/compile/internal/gc/compile.go:164 +0x30
    created by cmd/compile/internal/gc.compileFunctions.func3 in goroutine 62
    	cmd/compile/internal/gc/compile.go:163 +0x247


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: PowerToys
Issue: Ability to load, preview and edit chosen keys from the current registry. (Export selected keys and open them automatically)
Labels: Needs-Triage

### Description of the new feature / enhancement

_Apologies in advance, I'm a programming noob so my terminology and train of thought most likely come across terribly._

### TL:DR: Basically automatically exporting a user-defined list of keys from the current registry and loading it into the program using a nice user-friendly UI, including dark mode for our poor eyes.

Similar to how we browse for Reg files in an explorer window in Registry Preview, we have a feature that allows the user to view a UI that shows the whole registry (like regedit) but modernised and easy to navigate which would be easy on the eyes providing an efficient search feature and address bar.

The user can easily choose which keys they want to view with what I think is called a "dual-list box". Once the keys have been chosen click a button like you would an explorer open button.

The user can then use these keys as if they had opened a separate reg file.

### Scenario when this would be used?

Not sure how useful it would be, but I'd personally like to be able to use Registry Preview to open and edit the registry without having to use Regedit which melts my eyes due to WHITE and the not-very-comfortable condensed view it provides...

The feature would essentially be just an automatic flashy way to:
open regedit -> select keys -> Export -> Open with Registry Preview

Nothing groundbreaking but isn't the basic quality of life stuff like this (however pointless) the heart of programming?

### Supporting information

_No response_
Repository: TypeScript
Issue: JSDoc `@overload`s on constructors don't capture class type parameters, can dictate their return type
Labels: Domain: JSDoc,Needs Investigation,checkJs,Domain: JavaScript

Found from #55916.

Today if you try to write a generic constructor, captured type parameters fail to create a generic signature. Instead, the type parameter is effectively leaked and never instantiated.

```js
/**
 * @template T
 */
class C {
    /**
     * @overload
     * @param {T} value
     */

    /**
     * @overload
     * @param {T} first
     * @param {T} second
     */

    /**
     * @param {T} first
     * @param {T} [second]
     */
    constructor(first, second) {
    }
}

const x = new C(123);
//              ~~~
// Argument of type 'number' is not assignable to parameter of type 'T'.
//  'T' could be instantiated with an arbitrary type which could be unrelated to 'number'.

const y = new C("hello", "world");
//              ~~~~~~~
// Argument of type 'string' is not assignable to parameter of type 'T'.
//  'T' could be instantiated with an arbitrary type which could be unrelated to 'string'.
```

The current-workaround is to write something like the following:

```js
/**
 * @template T
 */
class C {
    /**
     * @template T
     * @overload
     * @param {T} value
     * @return {C<T>}
     */

    /**
     * @template T
     * @overload
     * @param {T} first
     * @param {T} second
     * @return {C<T>}
     */

    /**
     * @param {T} first
     * @param {T} [second]
     */
    constructor(first, second) {
    }
}

const x = new C(123);
//    ^?

const y = new C("hello", "world");
//    ^?

const y = new C(123, "hello");
//    ^?
```

Notice that here, each `@overload` must declare its own type parameters and return type.

We should decide if this is actually how we want `@overload` to work in JSDoc on `constructor` declarations.
Repository: godot
Issue: DirAccess.copy_absolute() doesn't work at exported PCK
Labels: topic:export

### Godot version

4.1.1

### System information

Godot v4.1.1.stable.mono - Windows 10.0.17763 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

Copying file from res:// to user:// doesn't work on exported project (return error 7) but working fine in editor.

![247554356-d2626891-1d02-4a64-98c1-fef813b11326](https://github.com/godotengine/godot/assets/73269068/e37c1ed4-38d8-4647-9bf7-706309aa0578)

This was discussed previously at another issue https://github.com/godotengine/godot/issues/74105



### Steps to reproduce

Place code to copy any file from res:// to user:// 
Export project and run.



### Minimal reproduction project

Reproducable project: https://github.com/artcattleya/godot-test  (it was built with version 4.0.3 but also doesn't work at 4.1.1)
Repository: node
Issue: Running node parses the entry file path 5 times
Labels: performance,esm,loaders

Follow the following steps:

1. `touch buggy-bug.mjs`
2. Update `lib/internal/url.js` and add a console.log to `URL` class constructor
3. Run the script with `out/Release/node buggy-bug.mjs`

Output:

```
➜  node git:(main) ✗ out/Release/node buggy-bug.mjs
{
  input: 'file:///Users/yagiz/Developer/node/buggy-bug.mjs',
  base: undefined
}
{
  input: 'file:///Users/yagiz/Developer/node/buggy-bug.mjs',
  base: undefined
}
{ input: 'file:///Users/yagiz/Developer/node/', base: undefined }
{
  input: 'file:///Users/yagiz/Developer/node/buggy-bug.mjs',
  base: undefined
}
{
  input: 'file:///Users/yagiz/Developer/node/buggy-bug.mjs',
  base: undefined
}
{
  input: 'file:///Users/yagiz/Developer/node/buggy-bug.mjs',
  base: undefined
}
```

cc @nodejs/loaders @nodejs/performance
Repository: terminal
Issue: Quake mode drop-down doesn't handle `SPI_SETWORKAREA` 
Labels: Help Wanted,Issue-Bug,Product-Terminal,Area-Windowing

### Windows Terminal version

1.17.11461.0

### Windows build number

10.0.22621.0

### Other Software

_No response_

### Steps to reproduce

- Open windows Copilot preview while quake mode is open
- Close Windows Copilot
- Open / Close Quake mode using the hotkey (win+`)


### Expected Behavior

_No response_

### Actual Behavior

![Screenshot](https://github.com/microsoft/terminal/assets/715417/cbc48fe6-7030-45dd-9207-5411968cd8c0)

![Screenshot](https://github.com/microsoft/terminal/assets/715417/dfa52c85-8387-4f11-9a2b-fd11c5dd4beb)
Repository: godot
Issue: MacOS editor crashes immediately upon opening project containing a very large image
Labels: bug,discussion,topic:editor,topic:import,crash

### Godot version

4.0

### System information

MacOS 13.4, Forward+ Renderer, Intel UHD Graphics 630, 2.4 GHz 8-Core Intel Core i9

### Issue description

If you add an image file to your project that exceeds the maximum width or height for an Image (16,384px), the editor crashes upon attempting to import the asset. If you re-open the project, the editor crashes immediately.

## Context
I have a project that I mainly develop on Windows. I have a spritesheet image that is 24,588px wide (this is obviously not ideal, and I am planning on splitting it up). Despite being comically large, it works fine on Windows. When I `git pull`'d the project on my Macbook Pro after adding the image, the editor crashes as soon as I open the project. If I launch Godot via CLI, I can see the following error message:
```
-[MTLTextureDescriptorInternal validateWithDevice:]:1344: failed assertion `Texture Descriptor Validation
MTLTextureDescriptor has width (24588) greater than the maximum allowed size of 16384.
```

## Expectation
There should be some sort of feedback given to the user that indicates the reason for the crash. Maybe, upon opening the project, an alert is shown that says "Unable to import 'res://path/to/file.png', it exceeds the maximum image width/height of 16,384px".

### Steps to reproduce

### To reproduce with the MRP:
- Download and extract the minimal reproduction project on a MacOS machine
- Attempt to open the project
- Observe the crash

### To reproduce with your own project:
- Obtain an image that has a width or height exceeding 16,384px. You can use the one from my project, here: [Demon_Arm_Power_18f](https://github.com/godotengine/godot/assets/5607226/e9946a24-4a6f-4501-8fc5-4896426e53d1)
- Open a Godot project on a MacOS machine
- Add the image to the project's files
- Observe the crash when the editor attempts to import the file
- Re-open the Godot editor
- Observe the crash upon opening the project

### Minimal reproduction project

[MRP_Mac_Large_Image_Crash.zip](https://github.com/godotengine/godot/files/12772100/MRP_Mac_Large_Image_Crash.zip)
Repository: ollama
Issue: Ability to configure embeddings dimension size
Labels: feature request,embeddings

Moving from `OllamaEmbeddings(model="llama2:13b")` to `OllamaEmbeddings(model="llama2:7b")`, I am now getting a shape mismatch in my embeddings:

```none
ValueError: shapes (4096,) and (5120,) not aligned: 4096 (dim 0) != 5120 (dim 0)
```

So the `7b` embeddings is slightly smaller (4096) than `13b` embeddings (5120).  Is there an argument or parameter I can use to control the embedding size?

I would like to artificially switch `7b` to use 5120, so I can not rebuild my vector store.
Repository: flutter
Issue: [Impeller] Add `BlitPass::AddCopy` overload for copying Texture contents to the host.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

Right now `BlitPass::AddCopy` has a routine to copy data from a `Texture` to a `DeviceBuffer`, but it _also_ unnecessarily copies data to the host when doing so. What's worse is that we're actually relying on this host copying behavior for `Texture`->`DeviceBuffer` blits.

Instead, there should be a `BlitPass::AddCopy` overload that _only_ copes data to CPU resident memory, and another one that _only_ copies data to device resident memory.

```cpp
  bool AddCopy(std::shared_ptr<Texture> source,
               fml::Mapping& destination, // out param
               std::optional<IRect> source_region = std::nullopt,
               IPoint destination_origin = {},
               std::string label = "");
```
Repository: godot
Issue: Asset Library Projects tab does not rearrange projects correctly.
Labels: bug,topic:editor,topic:assetlib

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Linux Kubuntu 23.04 KDE Plasma Version: 5.27.4 KDE Frameworks Version: 5.104.0 Qt Version: 5.15.8

### Issue description

After opening the Asset Library Projects panel, there is no scrollbar on the First page. In addition on First page if you resize the panel horizontally, it does not reorganize properly the library icons properly.  However on Page Two it works properly. e.g. you have a scrollbar and the library application icons are reorganized properly. 

**Linux Kubuntu 23.04
KDE Plasma Version: 5.27.4
KDE Frameworks Version: 5.104.0
Qt Version: 5.15.8**

### Steps to reproduce

Open Asset Library Projects and wait till it loads the first page.
Resize horizontlly to the right all the way, and the resize back you will notice it does not reorganize the application icons.
Click on Page 2 and repeat. You will notice this works properly.

See attached video.


https://github.com/godotengine/godot/assets/930478/0c7e2eb2-8449-4b76-930e-d01278c74285



### Minimal reproduction project

n/a
Repository: flutter
Issue: Follow up on seeing if running FTL tests is possible with our emulators
Labels: team-infra,P2,triaged-infra

We are seeing a lot of flakes with the Firebase Test Lab emulator tests and it would be worthwhile to determine if we can support these tests natively within our own infra.

See: https://ci.chromium.org/ui/p/flutter/builders/try/Linux%20firebase_android_embedding_v2_smoke_test/62119/overview

There are currently two open issues that track temp disabling of flaky tests on two different API versions:
https://github.com/flutter/flutter/issues/123331
https://github.com/flutter/flutter/issues/135784
Repository: next.js
Issue: Route redirects do not respect `basePath`
Labels: bug,Navigation,Runtime

### Link to the code that reproduces this issue

https://github.com/nahtnam/base-path-bug

### To Reproduce

1. Run the nextjs app
2. Go to localhost:3000/app/home, works great (https://base-path-bug.vercel.app/app/home)
3. Go to localhost:3000/app/server-component, redirects to the home perfectly (https://base-path-bug.vercel.app/app/server-component)
4. Go to localhost:3000/app/route, redirects to localhost:3000/home which is a 404 (https://base-path-bug.vercel.app/app/route)


### Current vs. Expected behavior

The route redirect should also go to `/app/route`. The docs do not indicate different behavior for different placements of `redirect` with the same parameters: https://nextjs.org/docs/app/api-reference/functions/redirect

### 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 22.6.0: Fri Sep 15 13:41:28 PDT 2023; root:xnu-8796.141.3.700.8~1/RELEASE_ARM64_T6000
Binaries:
  Node: 16.15.0
  npm: 8.5.5
  Yarn: 1.22.15
  pnpm: N/A
Relevant Packages:
  next: 13.5.4-canary.8
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Middleware / Edge (API routes, runtime), Routing (next/router, next/navigation, next/link)

### Additional context

_No response_
Repository: transformers
Issue: Add FAST model
Labels: New model

### Model description

FAST model does efficient scene text detection and will be good addition to repo.

Paper : https://arxiv.org/pdf/2111.02394
Code : https://github.com/czczup/FAST

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: flutter
Issue: Implement conditional requests using the github api
Labels: team-infra,P3,triaged-infra

### Is there an existing issue for this?

- [X] I have searched the [existing infra issues](https://github.com/flutter/flutter/issues?q=is%3Aopen+is%3Aissue+label%3Ateam-infra)

### Type of Request

feature request

### Infrastructure Environment

Github, Cocoon scheduler, Autosubmit

### What is happening?

We should use conditional requests to see if we can save quota on requests.
https://docs.github.com/en/rest/overview/resources-in-the-rest-api?apiVersion=2022-11-28#conditional-requests

### Steps to reproduce

Step 1:
Step 2:
..
Step n:


### Expected results

I expect to see X when Y is finished.
Repository: godot
Issue: Game crash when interpolating curve Godot 3.5.3 stable
Labels: bug,topic:core,crash

### Godot version

3.5.3 stable

### System information

windows 11 GLES 3

### Issue description

Game crash when running. i am downloading godot source and found the problem when interpolating curve with nan the engine just crash and not show any error. i am sure this is also wrong in user side but it is hard to debug without any hint in godot buildins editor.



### Steps to reproduce

run this mrp below it just instant crash the game with no hint to user in debugger about what is wrong. user have to build the entire engine to know what is wrong.

### Minimal reproduction project

[Bug.zip](https://github.com/godotengine/godot/files/12773576/Bug.zip)
Repository: next.js
Issue: Revalidation not working in deployment mode
Labels: bug,Pages Router

### Link to the code that reproduces this issue

https://github.com/obtusei/nextjs-test

### To Reproduce

My Code:

```
async function getPosts() {
  try {
    const getData = await fetch(`${process.env.BACKEND_URL}/wp-json/wp/v2/posts`, {
      next: {
        revalidate: 20,
      },
    });

    const data = await getData.json();
    return data;
  } catch (err) {
    console.log(err);
  }
}

export default async function Home() {
  const posts = await getPosts();
  return (
    <main className="p-10">
      <h1 className="text-4xl">Posts</h1>
      <br />
      <div className="flex flex-col gap-4">
        {posts.map((post: any) => {
          return (
            <Link
              href={`/posts/${post.id}`}
              key={post.id}
              className="border-2 border-gray-500 p-4 rounded-xl"
            >
              <h2 className="text-xl font-semibold">{post.title.rendered}</h2>
              <div
                className="text-gray-300"
                dangerouslySetInnerHTML={{ __html: post.content.rendered }}
              />
            </Link>
          );
        })}
      </div>
    </main>
  );
}
```

### Current vs. Expected behavior

**Expected Behavior:**
Posts to be revalidated every 10 seconds in deployment. If the posts are updated in backend, they should also be updated in nextjs application after 10 seconds.

**Observed behavior**
The posts are updated in backend, they aren't being updated in nextjs application after 10 seconds. (In Deployment/Production Mode)


### 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: x64
  Version: Darwin Kernel Version 21.6.0: Thu Jun  8 23:57:12 PDT 2023; root:xnu-8020.240.18.701.6~1/RELEASE_X86_64
Binaries:
  Node: 18.16.0
  npm: 9.6.5
  Yarn: 1.22.19
  pnpm: 8.6.5
Relevant Packages:
  next: 13.5.3
  eslint-config-next: 13.5.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


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

Data fetching (gS(S)P, getInitialProps)

### Additional context

_No response_
Repository: rust
Issue: Despite `FromStr` implementation for `f32` having documentation, it does not appear on the trait page
Labels: T-rustdoc,A-diagnostics

### Location

https://doc.rust-lang.org/nightly/std/str/trait.FromStr.html

### Summary

What is displayed on the `f32` docs:

<img width="998" alt="Screenshot 2023-09-30 at 1 26 10 AM" src="https://github.com/rust-lang/rust/assets/416575/0d79582a-18e0-4df0-9006-4aaf5818869f">

What is displayed on the `FromStr` docs:

<img width="991" alt="Screenshot 2023-09-30 at 1 26 17 AM" src="https://github.com/rust-lang/rust/assets/416575/487f014e-0ea3-4aa5-8e61-728c28ea2ea0">
Repository: transformers
Issue: Add LISA Model
Labels: New model

### Model description

LISA: Reasoning Segmentation via Large Language Model 

It proposes a new segmentation task --- reasoning segmentation. The task is designed to output a segmentation mask given a complex and implicit query text.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

Paper: https://arxiv.org/abs/2308.00692
Github: https://github.com/dvlab-research/lisa
Repository: godot
Issue: Dictionary Lookups with float/int confusion.
Labels: discussion,topic:core,topic:gdscript

### Godot version

4.1.1 stab;e

### System information

arch

### Issue description

In gdscript, a float can be compared to an int:
```
2.0 == 2  # true
2.1 == 2 # false
```

You can also use floats an ints as dictionary keys:
```
var d = {
    2: 'a',
}
d[2]  # 'a'
```
But dictionary keys don't do equality, so:
```
var d = {
    2: 'a',
}
d[2]  # 'a'
d[2.0]  # IndexError
```

![image](https://github.com/godotengine/godot/assets/13490050/efe5bc2c-aed9-4ac6-a368-d1ca16632fed)


I don't know that this needs to be fixed as it is (in hindsight) obvious that this is how it would work, but it did leave me on a merry bughunt, and printing the values/comparing equality didn't reveal the issue.



### Steps to reproduce

```
func _init():
	print(2 == 2.0)
	var data = {
		2: 'a'
	}
	print(data[2])
	print(data[2.0])
```

### Minimal reproduction project

Code example above