sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: [html] Format does not work if script tag parameters do not have quotes
Labels: bug,html


Type: <b>Bug</b>

If you use a script tag with a src parameter that does not have quotes then formatting the html page with FORMAT DOCUMENT does not work.  It also does not work if you are using script tag with a type=module without putting quotes around the type="module".  

This is very unexpected behaviour, should be easy to fix and took over an hour of swearing at VS Code, uninstalling clearing syncs, etc.  The same is with Prettier.  Finally found it in a Prettier log - but the same thing is happening in the default VS Code formatter.

VS Code version: Code 1.88.1 (e170252f762678dec6ca2cc69aba1570769a5d39, 2024-04-10T17:41:02.734Z)
OS version: Windows_NT x64 10.0.22631
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 5 5600X 6-Core Processor              (12 x 3700)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.91GB (4.68GB free)|
|Process Argv|--crash-reporter-id 256c9743-cbab-40e1-ae47-68e562a5c281|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (9)</summary>

Extension|Author (truncated)|Version
---|---|---
Bookmarks|ale|13.5.0
gitlens|eam|14.9.0
swap|fau|0.1.0
pro-deployer|hem|2.4.1
vscode-favorites|how|1.11.0
rainbow-csv|mec|3.11.0
LiveServer|rit|5.7.9
vscode-fileutils|sle|3.10.3
open-in-browser|tec|2.0.0


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492:30256859
vscod805cf:30301675
binariesv615:30325510
vsaa593:30376534
py29gd2263:30899288
c4g48928:30535728
azure-dev_surveyone:30548225
962ge761:30959799
pythongtdpath:30769146
welcomedialogc:30910334
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30936856
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
h48ei257:31000450
pythontbext0:30879054
accentitlementsc:30995553
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
bf62j303:30959262
cppperfnew:31000557
d34g3935:30971562
fegfb526:30981948
bg6jg535:30979843
ccp2r6:30993542
dsvsc020:30976470
pythonait:31006305
jchc7451:30973076
gee8j676:31009558
dsvsc021:30996838
g1icg217:30999571
724cj586:31013169

```

</details>

<!-- generated by issue reporter -->
Repository: vscode
Issue: Add a preRestartCommand / command equivalents of debug lifecycle hooks
Labels: feature-request,debug

This was requested both by vitest (https://github.com/vitest-dev/vscode/issues/320) and playwright in the context of restart during a test run, who want to be able to properly restart a test run when the 'restart' button is pressed during a test run's debug session. The schema would be a usual "command", so:

```js
"preRestartCommand": {
   "command": "my.command",
    // for lifecycle hooks that involve an existing debug session, we should append the vscode.DebugSession to these args:
   "arguments": [1234],
}
```

Alternatively we could have a way to correlate debug sessions and test runs, but at the moment these are entirely different domains and a command, while requiring a little more legwork on the extension side, is a more general solution.
Repository: go
Issue: x/net/http2: response Write on HEAD fails with "http2: request body closed due to handler exiting"
Labels: NeedsInvestigation

### Go version

go version go1.22.2 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='<some-path>/.cache/go-build'
GOENV='<some-path>/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='<some-path>/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='<some-path>/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/lib/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/lib/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.22.2'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='<some-path>/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build4138323568=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Implement a trivial net/http Server that listens via HTTPS (using a self-signed cert for dev purposes) and responds with a fixed 5KB response:

```go
package main

import (
	"io"
	"log"
	"net/http"
	"strings"
)

func main() {
    http.HandleFunc("GET /{$}", func(w http.ResponseWriter, r *http.Request) {
        w.Header().Set("Content-Type", "text/plain; charset=utf-8")
        response := strings.Repeat("A", 5000) + "\n"
        if n, err := io.WriteString(w, response); err != nil {
            log.Printf("Failed to send response, wrote %d/%d bytes: %v", n, len(response), err)
        } else {
            log.Printf("Sent %d/%d response bytes", n, len(response))
        }
    })
    log.Println("Listening")
    log.Fatal(http.ListenAndServeTLS("127.0.0.1:8443", "server.cer.pem", "server.key.pem", nil))
}
```

### What did you see happen?

When hitting the server with:

```
$ curl -k -I https://127.0.0.1:8443/
```

The response is as expected (i.e. code 200 but empty), but the server logs an error:

```
$ go run .
2024/04/13 17:21:22 Listening
2024/04/13 17:21:23 Failed to send response, wrote 4096/5001 bytes: http2: request body closed due to handler exiting
```

### What did you expect to see?

No error logged.

---

Note that an error is only logged when using HTTP/2, and only when the response exceeds 4096 bytes.

Interestingly, a different error is logged if I remove the explicit setting of the Content-Type header (in which case the same header+value still ends up in the response, presumably because net/http auto-detects the content type):

```
2024/04/13 17:44:48 Failed to send response, wrote 4096/5001 bytes: short write
```
Repository: ollama
Issue: Fails to pull model
Labels: bug

### What is the issue?

```
❯ ollama pull gemma
pulling manifest
pulling ef311de6af9d... 100% ▕██████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████▏ 2.5 GB
Error: remove /Users/ahmetkca/.ollama/models/blobs/sha256-ef311de6af9db043d51ca4b1e766c28e0a1ac41d60420fed5e001dc470c64b77-partial-0: no such file or directory
```

### What did you expect to see?

_No response_

### Steps to reproduce

ollama pull gemma

### Are there any recent changes that introduced the issue?

_No response_

### OS

macOS

### Architecture

arm64

### Platform

_No response_

### Ollama version

1.30.0

### GPU

Apple

### GPU info

_No response_

### CPU

_No response_

### Other software

_No response_
Repository: tensorflow
Issue: Some `Check Failed` errors in `tf.raw_ops.Unbatch`
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.15

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

tf 2.15

### Custom code

No

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

Some `Check Failed` errors in `tf.raw_ops.Unbatch`, which causes the program to crash. See the colab link below for details.

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1JRw_-UwodqwPx87naMM04nnFLaLaZcXn?usp=sharing
```


### Relevant log output

```shell
Check failed: size >= 0 (0 vs. -1) Aborted (core dumped)
Check failed: d < dims() (1 vs. 1) Aborted (core dumped)
Check failed: new_num_elements == NumElements() (6 vs. 18) Aborted (core dumped)
```
Repository: tauri
Issue: [feat] Custom Titlebar with navite Window-Controls (like in Electron)
Labels: type: feature request

### Describe the problem

May modern apps have content on the same level as the Window-Controls, like in GNOME or Windwos 11.

GNOME Settings:
![grafik](https://github.com/tauri-apps/tauri/assets/56218205/5e9136f8-9dc7-4335-9568-04902adb518b)

 Windwos 11 file explorer;
![grafik](https://github.com/tauri-apps/tauri/assets/56218205/6c4d33ca-5058-42e2-b088-cef4e8e1be19)


### Describe the solution you'd like

A good solution already exists in ElectronJS with the Window-Controls-Overlay-API for JavaScript and the CSS-Environment-Variables
https://github.com/WICG/window-controls-overlay/blob/main/explainer.md
https://www.electronjs.org/docs/latest/api/browser-window#winsettitlebaroverlayoptions-windows-linux

### Alternatives considered

There is already [tauri-controls](https://github.com/agmmnn/tauri-controls), but this just native-looking Window-Controls and not change with the GTK-Theme

### Additional context

_No response_
Repository: tensorflow
Issue: `Check failed` in `tf.raw_ops.UnbatchGrad` when the input of `original_input` is empty.
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.16

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

tf 2.15

### Custom code

No

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

When the input of `original_input` is empty,  `tf.raw_ops.UnbatchGrad` will trigger `Check failed` of the input tensor dimension.

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1ekseH5mJBvt3_SeK4MuAAM47U8qi5BEB?usp=sharing
```


### Relevant log output

```shell
Check failed: d < dims() (0 vs. 0)
Aborted (core dumped)
```
Repository: godot
Issue: Input Map editor: doing any action unfolds all folded actions
Labels: bug,topic:editor

### Tested versions

- Reproducible v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - X11 - GLES3 (Compatibility) - Mesa Intel(R) HD Graphics 4600 (HSW GT2) () - Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz (8 Threads)

### Issue description

You can fold Input Map actions one by one, but any action will unfold them (reorder input action, add mapping, remove mapping), except closing and reopening the Input Map popup.

![Peek 2021-04-05 Godot 4 2 1 - Any action unfolds all input actions](https://github.com/godotengine/godot/assets/1067772/48f23eb3-8c2d-4fcf-8232-126a6b4878d4)


### Steps to reproduce

1. Open a project and add some input maps (or show built-in actions to go faster)
2. Fold a few actions
3. Reorder action, add or delete mapping
Expected: folded actions stay unfolded
Actual: folded actions are unfolded

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: ResourceFormatLoaderGDScript::get_dependencies always returns an empty list
Labels: enhancement,topic:gdscript

### Tested versions

- Reproducible in Godot_v4.3-dev5_linux.x86_64
- Reproducible in Godot_v4.2.1-stable_linux.x86_64

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i7-12700H (14 Threads)

### Issue description

When porting https://github.com/jamie-pate/godot-code-coverage to godot4 I found that `ResourceLoader.get_dependencies("res://script.gd")` now returns empty for all scripts.

In godot3 the dependencies were tracked in `gdscript_parser.cpp`, but now there is just a TODO comment in `gdscript_parser.h`:
```
	const List<String> get_dependencies() const {
		// TODO: Keep track of deps.
		return List<String>();
	}
```

Workaround: I guess I'll have to find `preload` and `load` using regex which won't work for dynamic loading

### Steps to reproduce

* Create a script "some_script.gd" with a `preload("res://other_script.gd")` statement
* call `var deps = ResourceLoader.get_dependencies("res://some_script.gd")`.
The deps should have one member "res://other_script.gd"

### Minimal reproduction project (MRP)

[gdscript_parser_get_dependencies.zip](https://github.com/godotengine/godot/files/14968673/gdscript_parser_get_dependencies.zip)
Repository: pytorch
Issue: Expand stale management to Issues
Labels: triaged,module: devx

### 🚀 The feature, motivation and pitch

We have really a lot historically issues with a de fafcto unknown status.

Can we expand stale management to [Issues other then PRs](https://github.com/pytorch/pytorch/blob/main/.github/workflows/stale.yml)?

Also do we really need to maintain our own custom action with the current Github stale action features?

In any case I think It could improve to understand also what issue it is really actionable by the community or by the "foundation" team and increase project inclusiveness (LinuxFoundation/CHAOSS):
https://chaoss.community/kb/metric-issue-label-inclusivity/


See also:
https://discuss.pytorch.org/t/pytorch-github-org-grooming/197163/7

/cc @ZainRizvi @kit1980 @huydhn @clee2000 @malfet 

### Alternatives

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Mouse Highlighter only sometimes responds
Labels: Issue-Bug,Needs-Triage,Product-Mouse Utilities

### Microsoft PowerToys version

0.79.0

### Installation method

Microsoft Store

### Build

Windows 11 Home

### Running as admin

No

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

I am on my desktop, I wish to highlight my mouse, I press the keybind (for me control x2) and the mouse highlighter shows up about  60% of the time.

### ✔️ Expected Behavior

To press control twice and the mouse to be highlighted

### ❌ Actual Behavior

I sometimes press control twice as many as 8 times before the mouse highlighter will show up. Sometime it shows up after a single stroke of control twice but not consistently. I run powertoys at start, and never restart it once booted.

### Other Software

_No response_
Repository: ollama
Issue: jetmoe-8b
Labels: model request

### What model would you like?

JetMoE is a Mixture of Experts model that reaches Llama2 performance while having only 2.2B parameters active. I think this has a lot of potential for low end devices and will be good to have it in the Ollama library.
https://huggingface.co/jetmoe/jetmoe-8b
https://huggingface.co/jetmoe/jetmoe-8b-chat
https://huggingface.co/jetmoe/jetmoe-8b-sft
Repository: pytorch
Issue: Fix OOMs during parallel builds
Labels: module: build,triaged

### 🐛 Describe the bug

Compilation of the flash attention CUDA kernels takes a lot of RAM. For example, on my machine, compiling `aten/src/ATen/native/transformers/cuda/flash_attn/kernels/flash_bwd_hdim64_bf16_sm80.cu` took around 4.5 gigabytes of RAM. Since the build process is normally parallelized, compiling multiple such kernels can easily lead to OOM conditions and crashes, even on machines with a lot of RAM.

See #105602, #108669 and #111526.

The currently accepted solution is to set `MAX_JOBS` to a small value. For example, for a machine with 32GB of ram, `MAX_JOBS=5` seems to be somewhere around the upper limit (actually, I had some OOM trouble even with `MAX_JOBS=4`, but that might have been due to the ZFS ARC not shrinking fast enough). 

I think that this solution is not very good for 2 reasons:

1) There are 6000+ build tasks required to build pytorch from source. Most of them fit into RAM just fine with `MAX_JOBS` set to around 20 or even higher. Lowering `MAX_JOBS` to 5 or less just because a few kernels blow up during compilation isn't a very good solution.

2) Requiring the user to set the appropriate number of `MAX_JOBS` doesn't actually fix the problem, but instead just kicks the problem downstream.

    - An individual user that needs to build pytorch from source wouldn't know about this problem and would likely waste some time figuring this out.

    - Even worse - downstream source distributions (gentoo, nixpkgs, aur, etc) are effectively forced to either set a super conservative value for `MAX_JOBS` (making the compilation slow for everybody) or to keep it unset and pass the problem onto their own users (who will likely stumble into this UX problem while building their systems and may not even realize that the problems were caused by the pytorch compilation when the OOM Killer comes around and starts killing stuff).

I am not too familiar with `cmake`/`ninja` internals (and pytorch seems to be adding a lot of complexity on top of that by auto-generating a bunch of build-related stuff), but [some surface level googling](https://stackoverflow.com/questions/64506988/can-i-tell-cmake-a-specific-target-and-its-dependencies-shouldnt-be-built-in-pa) suggests that it's possible to make specific targets build sequentially by putting them into a `JOB_POOL` with only 1 job (while preserving the general parallelism of `make`/`cmake`/`ninja`).

Alternatively, someone familiar with the `flash_attn` code might be able to explain, why are these particular kernels taking so much RAM to compile and if it's possible to make the compilation more efficient.

### Versions

master / not applicable

cc @malfet @seemethere
Repository: next.js
Issue: Image onLoad triggers late
Labels: bug,Image (next/image)

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/hardcore-keller-xt5l7m?file=/app/TestImage.tsx:18,29

### To Reproduce

1. Start the application
2. Reduce network speed to "Fast 3G" to better see the problem (but it's visible in not throttled, too).
3. Observe how the red background disappears when the image is loaded, but the image remains transparent for actually longer than the red background shows before the image goes fully opaque.

### Current vs. Expected behavior

I expect "onLoad" to trigger immediately when the image has loaded. Thus, any kind of placeholder, skeleton, or such will cease when the image is fully visible, and any such effect would _not_ continue to apply on the image.

But that's not what happens.

In this simplified code demonstration, the red background represents the loading state, and that (and any styles or classes) should be removed when the image is loaded. I like to add `animate-pulse` from Tailwind on my loading skeletons, but I stuck with `opacity: 0.25` for simplicity. That red background gets replaced with the image, but any classes or styles are still applied to the image after the image has already loaded. So in this case, the image remains at 25% opacity. Then after a few seconds (on "Fast 3G"), `onLoad` finally triggers and the change of state removes the styles and the image returns to full opacity.

This happens in both `dev` and `start`.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
  Available memory (MB): 4102
  Available CPU cores: 2
Binaries:
  Node: 20.9.0
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.2.0-canary.9 // There is a newer canary version (14.2.1-canary.4) available, please upgrade! 
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


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

Image optimization (next/image, next/legacy/image)

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

next dev (local), next start (local)

### Additional context

I've experienced this since I started using Next.js with version 13. CodeSandbox is using 14.2.0-canary.9, but the problem still exists.

I've tried some crazy workarounds to this, but they are all unsatisfactory. I want this to just work.
Repository: tensorflow
Issue: Suggestion: Chatbot Integration for TensorFlow API Assistance
Labels: type:docs-feature

Hi,
I'm learning TensorFlow and sometimes struggle with finding the correct API name. Could a chatbot be integrated into the tensorflow.org website to assist with this? I could ask it a question, and it would provide the accurate API name with all the necessary information, and in fact, it could give a link to navigate to the API page.
 
Kind Regards,
Praveer.
Repository: godot
Issue: Android GodotPlugin emitSignal seems to be leaking memory
Labels: bug,platform:android,topic:core

### Tested versions

- Reproducible using maven dependency `org.godotengine:godot:4.2.1.stable`

### System information

Android SDK 28-32 at least, Godot 4.2.1, emulator, and real hardware, Compatibility mode

### Issue description

Sending a large image as a bytearray via the emitSignal mechanism causes a noticeable memory increase that never is deallocated.

I think it is a general issue with `emitSignal`, no matter the type of data sent but no evidence besides the one with the large bytearray.

### Steps to reproduce

call `GodotPlugin.emitsignal` passing a large bytearray as parameter. with the android profiler running, try to force a GC notice the memory does not go down.

![image](https://github.com/godotengine/godot/assets/1908065/8bd34d3a-f6c6-4058-8b83-06e353ecf8ad)

The bumps in the image are caused by the emit signal function called on a button handler (pink dot) the GC event was forced, notice nothing was collected.

_Update_

Calling `PackedArray.clear` on GDScript side reduces de memory consumption, but I think the reference is still alive and will not be collected.


### Minimal reproduction project (MRP)

[empty-godot-project-main.zip](https://github.com/godotengine/godot/files/14969352/empty-godot-project-main.zip)

also put on a [repo](https://github.com/spacetug/empty-godot-project)