sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Godot 4.3 Steam version fails to integrate with Blender and Visual studio code and sometimes crashes on Ubuntu Linux 24.04
Labels: bug,needs testing,crash

### Tested versions

- Reproducible on Godot 4.3 stable Steam version , on Ubuntu Linux OS v 24.04

### System information

Ubuntu 24.04 - Godot 4.3 stable - Steam version

### Issue description

Hello everyone:

I'm testing the Godot 4.3 version obtained from Steam on Ubuntu Linux 24.04, and I'm trying to integrate it with Visual Studio Code and Blender (also the Steam version), following the steps to configure, which I'll attach below, I found that:

1. When trying to open a script, Visual Studio Code DOES NOT OPEN even though I configured both the editor and Godot.

2. When passing the path of the Blender executable (located in Steam) I get the following error (see attached image):

Unexpected --version output from Blender executable at:  /home/${USER}/snap/steam/common/.local/share/Steam/steamapps/common/Blender/blender

![image](https://github.com/user-attachments/assets/eb6ed413-5910-41d9-9c27-92a0e80cd53f)

Where ${USER} is the user

3. Godot seems to freeze and craches the system sometimes

Thank you for your attention and excuse the English

### Steps to reproduce

For integrating  with Visual Code:

1. In Visual studio Code

1.1 Install "godot-tools" extension
1.2 In the settings of the estension configure:
1.2.1 Godot Tools > Editor Path:Godot4 :

       /home/${USER}/snap/steam/common/.local/share/Steam/steamapps/common/Godot Engine/godot.x11.opt.tools.64

1.2.2 Godot Tools > Lsp:Server Host : 127.0.0.1

1.2.3 Godot Tools > Lsp:Server Port : 6008

1.3 Restart Visual studio Code

2. In Godot

2.1 Go to Editor > Editor Settings > External

2.2 I used this settings:

![image](https://github.com/user-attachments/assets/c43ebdea-b6c4-4834-a598-92e71a955603)
 
2.3 Go to Editor > Network > Language Server

2.4 I used this settings:

![image](https://github.com/user-attachments/assets/0eede762-82be-4937-8d61-1bb211b10fe4)

2.5 Restart Godot

For integrating with Blender:

In Godot

1.  Go to Project > Project settings > FileSystem > Import

2. I used this settings:

![image](https://github.com/user-attachments/assets/6cb689b6-3a74-4be2-87a4-9439e212f43c)

3. Go to Editor > Editor Settings > FileSystem > Import

4.  I used this settings: 

![image](https://github.com/user-attachments/assets/12a94b3f-2b60-4aa0-846a-8d449fb9f5ba)


5. Restart Godot 


### Minimal reproduction project (MRP)

[FPS_Multiplayer_v1.zip](https://github.com/user-attachments/files/16668468/FPS_Multiplayer_v1.zip)
Repository: three.js
Issue: OrbitControls: The position being undefined causes an error with position.x.
Labels: Addons,Needs Investigation

### Description

<img width="985" alt="image" src="https://github.com/user-attachments/assets/db842be3-d0ca-4af8-b702-83db7488a9b8">
During dragging, there is an occasional issue where the position is undefined. This has occurred with both the mouse and the touchpad.

### Reproduction steps

No consistent reproduction path has been found, but it has occurred many times.

### Code

```js
if(position){
onTouchStart({ pointerId, pageX: position.x, pageY: position.y });
}
```


### Live example

* [jsfiddle-latest-release WebGLRenderer](https://jsfiddle.net/3mrkqyea/)
* [jsfiddle-dev WebGLRenderer](https://jsfiddle.net/gcqx26jv/)
* [jsfiddle-latest-release WebGPURenderer](https://jsfiddle.net/8L2jkmx7/)
* [jsfiddle-dev WebGPURenderer](https://jsfiddle.net/L3n1w4yh/)


### Screenshots

_No response_

### Version

^0.161.0

### Device

Desktop

### Browser

Chrome

### OS

Windows, MacOS
Repository: transformers
Issue: Optional `bias` for qwen2 model
Labels: Feature request

### Feature request

`bias` of linear layers in `qwen2` model is hard coded as following:
- https://github.com/huggingface/transformers/blob/85345bb439652d3f03bb4e123cef7a440f2ba95b/src/transformers/models/qwen2/modeling_qwen2.py#L217-L219
- https://github.com/huggingface/transformers/blob/85345bb439652d3f03bb4e123cef7a440f2ba95b/src/transformers/models/qwen2/modeling_qwen2.py#L271-L274

It would be good to make bias optionally configurable through a config file to ensure compatibility with the latest models. (e.g. llama)

### Motivation

`bias` is optional in llama model as following:
- https://github.com/huggingface/transformers/blob/85345bb439652d3f03bb4e123cef7a440f2ba95b/src/transformers/models/llama/modeling_llama.py#L286-L288

### Your contribution

I'll submit PR for this feature
Repository: go
Issue: cmd/compile: amd64 carry flag spilling uses SBBQ + NEGQ instead of SETCS
Labels: Performance,help wanted,NeedsInvestigation,compiler/runtime

### Go version

go version go1.23.0 linux/amd64

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

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/bremac/.cache/go-build'
GOENV='/home/bremac/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/bremac/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/bremac/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='go1.23.0'
GODEBUG=''
GOTELEMETRY='local'
GOTELEMETRYDIR='/home/bremac/.config/go/telemetry'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/dev/null'
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-build3831806201=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

This code is a simplified form of a longer unrolled loop, with the non-carry-related logic removed:

```go
func example(carryIn uint, x, y, result []uint) uint {
	// Check lengths up-front to simplify the code generated for the loop
	if len(x) != len(y) || len(x) != len(result) {
		panic("length mismatch")
	}
	for i := 0; i < len(x); i++ {
		result[i], carryIn = bits.Add(x[i], y[i], carryIn)
	}
	return carryIn
}
```

https://go.dev/play/p/gGVkiLN6qbV
https://go.godbolt.org/z/W313f1EYG

### What did you see happen?

On amd64, the compiled loop has a throughput of one iteration every four cycles:

```as
main_example_pc48:
        MOVQ    (BX)(DI*8), R8
        MOVQ    (SI)(DI*8), R9
        LEAQ    1(DI), R10
        NEGL    AX
        ADCQ    R8, R9
        MOVQ    R9, (DX)(DI*8)
        SBBQ    AX, AX
        NEGQ    AX
        MOVQ    R10, DI
main_example_pc78:
        CMPQ    CX, DI
        JGT     main_example_pc48
```

The bottleneck is the `NEGL` -> `ADCQ` -> `SBBQ` -> `NEGQ` dependency chain.

### What did you expect to see?

The SBBQ / NEGQ pair should use `SETCS` instead, e.g.

```as
main_example_pc48:
        MOVQ    (BX)(DI*8), R8
        MOVQ    (SI)(DI*8), R9
        LEAQ    1(DI), R10
        NEGL    AX
        ADCQ    R8, R9
        MOVQ    R9, (DX)(DI*8)
        SETCS   AX
        MOVQ    R10, DI
main_example_pc78:
        CMPQ    CX, DI
        JGT     main_example_pc48
```

This shortens the dependency chain to three instructions.
Repository: tauri
Issue: [bug] create window after "await WebviewWindow.getByLabel" got error "thread 'main' has overflowed its stack" on windows
Labels: type: bug,status: needs triage

### Describe the bug
```
export const openFunProxy = async () => {
  let proxyWindow = await WebviewWindow.getByLabel('fun-proxy');
  if (proxyWindow) {
    const isMinimize = await proxyWindow?.isMinimized();
    if (isMinimize) proxyWindow?.unminimize();
  } else {
    // TODO 不加setTimeout windows上面会报错thread 'main' has overflowed its stack
    setTimeout(async()=>{
      await invoke('plugin:window-manager|create_proxy_window_cmd');
    },1000)
  }
};
```

// rust
```
#[tauri::command]
pub async fn create_proxy_window_cmd() -> Result<(), TauriError> {
    create_proxy_window();
    Ok(())
}
pub fn create_proxy_window() -> WebviewWindow {
    warn!("Proxy window not found, create new proxy window!");
    let app: &tauri::AppHandle<_> = APP.get().unwrap();
    let mut win_builder =
        WebviewWindowBuilder::new(app, "fun-proxy", WebviewUrl::App("/desktop/proxy".into()))
            .title("Funproxy: 一键切换环境，纵享丝滑抓包，全链路测试好帮手 🏅")
            .visible(true)
            .inner_size(1400., 860.)
            .center();

    // set_transparent_titlebar
    #[cfg(target_os = "macos")]
    {
        use tauri::TitleBarStyle;
        win_builder = win_builder
            .title_bar_style(TitleBarStyle::Overlay)
            .hidden_title(true);
    }

    #[cfg(target_os = "windows")]
    {
        win_builder = win_builder.decorations(false);
    }

 win_builder.build().unwrap()

}
```



### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
PS D:\My Documents\11091628\Desktop\code\fun-family\app\desktop> cargo tauri info

[✔] Environment
    - OS: Windows 10.0.22631 X64
    ✔ WebView2: 127.0.2651.105
    ✔ MSVC:
        - Visual Studio Community 2022
        - Visual Studio 生成工具 2022
    ✔ rustc: 1.79.0 (129f3b996 2024-06-10)
    ✔ cargo: 1.79.0 (ffa9cf99a 2024-06-03)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (environment override by RUSTUP_TOOLCHAIN)
    - node: 20.12.2
    - pnpm: 9.1.2
    - npm: 10.5.0

[-] Packages
    - tauri [RUST]: 2.0.0-rc.3
    - tauri-build [RUST]: 2.0.0-rc.3
    - wry [RUST]: 0.42.0
    - tao [RUST]: 0.29.0
    - tauri-cli [RUST]: 2.0.0-beta.14
    - @tauri-apps/api [NPM]: 2.0.0-rc.2
    - @tauri-apps/cli [NPM]: 2.0.0-beta.14

[-] App
    - build-type: bundle
    - CSP: default-src asset: https://asset.localhost blob: data: filesystem: ws: wss: http: https: tauri: 'unsafe-eval' 'unsafe-inline' 'self' img-src: 'self'
    - frontendDist: ../dist
    - devUrl: http://127.0.0.1:1420/
    - framework: React (Next.js)
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: get_used_rect not working with hexagonal tile map
Labels: bug,topic:2d

### Tested versions

4.3, 4.2

### System information

Godot v4.3.stable - Windows 10.0.26120 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 32.0.101.5763) - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)

### Issue description

When trying to get the used rect of a hexagonal tile map, the values are a bit off (or my code, I need help)
See the image attached.
![image](https://github.com/user-attachments/assets/3d4cb103-cda0-45f3-b34e-b2a51362d60e)
This is the exact same code to both maps, no position transformation applied.

### Steps to reproduce

Open the project, run.

### Minimal reproduction project (MRP)

[proj.zip](https://github.com/user-attachments/files/16670000/proj.zip)
Repository: rust
Issue: Long ty names written to disk can leak username info in paths
Labels: C-enhancement,A-diagnostics,T-compiler,D-diagnostic-infra,A-metrics

Long ty names written to disk also has this issue

_Originally posted by @jieyouxu in https://github.com/rust-lang/rust/issues/128594#issuecomment-2266659008_
            
---

When a type error contains a long type name, it can be written to disk. However, sometimes these long type names can contain username info or absolute paths.

cc #128914 as this may be of concern.
Repository: pytorch
Issue: Stack trace is symbolized when no exception is thrown
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

The following code:
```python
import torch
import torch.distributed as dist
if __name__ == '__main__':
    dist.init_process_group(backend="nccl")
    torch.cuda.set_device(dist.get_rank())
    t = torch.randn(256, device='cuda')
    dist.scatter(t, [t, t] if dist.get_rank() == 0 else [])
    dist.scatter(t, [t, t] if dist.get_rank() == 0 else [])

    torch.cuda.synchronize()
    dist.destroy_process_group()
```

prints:
```
$ TORCH_SHOW_CPP_STACKTRACES=1 torchrun --nnodes=1 --nproc-per-node=2 a.py
[rank1]:[W820 06:51:47.822066421 Module.cpp:175] symbolizing C++ stack trace for exception; if this hangs, rerun with TORCH_DISABLE_ADDR2LINE=1...

[rank1]:[W820 06:51:47.982257538 Module.cpp:175] symbolizing C++ stack trace for exception; if this hangs, rerun with TORCH_DISABLE_ADDR2LINE=1...
```

The problem is that it should not try to symbolize the stack: this is an annoying and useless warning message, and may have performance implications.

cc @XilunWu @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o @ot @ezyang as a follow up of https://github.com/pytorch/pytorch/pull/113207#issuecomment-2298072193 

### Versions

torch 2.4.0
Repository: rust
Issue: Unify/streamline long type name written to disk mechanism
Labels: C-cleanup,A-diagnostics,T-compiler,D-diagnostic-infra

> I've unified (I think) the long type output file in `note_obligation_cause_code`, and moved the filename note to the end of `note_obligation_cause_code`. The long type output file probably should be passed even further up the call chain. Although further up in the call chain, there are also various instances of scattered output file / filename notes (esp. in `rustc_hir_typeck`) which probably should eventually be somehow unified too (probably not in this PR).

_Originally posted by @jieyouxu in https://github.com/rust-lang/rust/issues/121739#issuecomment-1969819008_
            
---

In `rustc_hir_typeck` and probably in more places, there are random scattered logic for writing long type names to disk. Last I tried to modify them in #121739, I discovered that:

- Where and how these long type name files are created is inconsistent.
- There are probably multiple places where different files are created, which can cause multiple long type name files to emitted if you aren't careful.
- AFAICT, they might not properly respect `--remap-path-prefix` and such.
- Not sure if this is problematic for reproducibility, probably not.

It's probably better if we tried to unify the long type name written to disk so they are treated consistently and to avoid the duplicate type name file output footguns. This could potentially aid in addressing #129296.
Repository: ollama
Issue: how to use batch when using llm
Labels: feature request

I noticed the api does not support processing batch prompt, the GPU utilization is low, and i want to use batch mode to improve GPU utilization and accelerate the inference process, so, how to do that
Repository: go
Issue: cmd/internal/obj:  symbol redeclared panics during InitTextSym
Labels: NeedsInvestigation,compiler/runtime

### Go version

go1.24

### Output of `go env` in your module/workspace:

```shell
hidden
```


### What did you do?

When compiling the automatically generated code(https://github.com/alibaba/opentelemetry-go-auto-instrumentation/pull/52/), a panic occurred:

```
/test.go:5:47: internal compiler error: panic: runtime error: invalid memory address or nil pointer dereference

Please file a bug report including a short program that triggers the error.
https://go.dev/issue/new
```

reproduce:
```go
package otel_rules
import _ "unsafe"
import otel_debug "runtime/debug"
//go:linkname OtelPrintStack0 otel_debug.OtelPrintStack
func OtelPrintStack0() { otel_debug.PrintStack() }
//go:linkname OtelPrintStack1 otel_debug.OtelPrintStack
func OtelPrintStack1() { otel_debug.PrintStack() } 
```

further reduced:
```go
package main
import _ "unsafe"

//go:linkname a main.c
func a() {}

func c() {}
```

stacktrace:
```
/go/mytest/bug.go:6:6: internal compiler error: panic: runtime error: invalid memory address or nil pointer dereference

goroutine 1 [running]:
runtime/debug.Stack()
        /go/src/runtime/debug/stack.go:26 +0x5e
cmd/compile/internal/base.FatalfAt({0x1936d8?, 0xc0?}, {0xe3824f, 0x9}, {0xc000193708, 0x1, 0x1})
        /go/src/cmd/compile/internal/base/print.go:230 +0x1ea
cmd/compile/internal/base.Fatalf(...)
        /go/src/cmd/compile/internal/base/print.go:195
cmd/compile/internal/gc.handlePanic()
        /go/src/cmd/compile/internal/gc/main.go:54 +0x8a
panic({0xdb0de0?, 0x14edc00?})
        /go/src/runtime/panic.go:785 +0x132
cmd/internal/obj.(*Link).InitTextSym(...)
        /go/src/cmd/internal/obj/plist.go:186
cmd/compile/internal/ir.setupTextLSym(0xfb1578?, 0xc0004fad01?)
        /go/src/cmd/compile/internal/ir/abi.go:77 +0x244
cmd/compile/internal/ir.InitLSym(0xc0004f8f00, 0x1)
        /go/src/cmd/compile/internal/ir/abi.go:32 +0xea
cmd/compile/internal/gc.prepareFunc(0xc0004f8f00)
        /go/src/cmd/compile/internal/gc/compile.go:95 +0x25
cmd/compile/internal/gc.enqueueFunc(0xc0004f8f00)
        /go/src/cmd/compile/internal/gc/compile.go:76 +0x268
cmd/compile/internal/gc.Main(0xe73238)
        /go/src/cmd/compile/internal/gc/main.go:300 +0x123b
main.main()
        /go/src/cmd/compile/main.go:57 +0xf9
```

In reduced program, both `a` and `c` have identical LSym, i.e. `main.c`.

When `a` has a body, `setupTextLSym` is called for the first time, initializing `LSym.Extra` at

https://github.com/golang/go/blob/7fcd4a7007979e4aaa9e8893bd0088f5f28627e7/src/cmd/internal/obj/plist.go#L189

Then, when processing `c`, `setupTextLSym` is called again. `s.Func().Text` was not initialized in the previous step by `s.NewFuncInfo()`, leading to the below panic

https://github.com/golang/go/blob/7fcd4a7007979e4aaa9e8893bd0088f5f28627e7/src/cmd/internal/obj/plist.go#L186

### What did you see happen?

compiler panic

### What did you expect to see?

not panic
Repository: TypeScript
Issue: Regex unicode property autocomplete
Labels: Suggestion,Domain: Completion Lists,Awaiting More Feedback

### 🔍 Search Terms

regular expressions, unicode character class, unicode property, hints, autocomplete

### ✅ 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

Since TS now validates regular expressions including unicode properties and even provides spelling suggestions, why not autocomplete them?

### 📃 Motivating Example

In this example TS 5.5 understands that the first regex is incorrect:
```ts
const re1 = /\p{Emoj}/u // Error: Unknown Unicode property name or value. Did you mean "Emoji"?
const re2 = /\p{Emoji}/u // Ok
```

### 💻 Use Cases

It would be convenient if TS suggested available unicode properties when suggestions are triggered inside `\p{}`/`\P{}` sequences.
Repository: ui
Issue: [bug]: Cannot identify if the already selected select item is clicked on Select component
Labels: bug

### Describe the bug

I tried to use the `onValueChange` function in Select component. This function doesn't trigger when the already selected element is clicked, only when the value is changed. I also tried to use `onChange` functions in `SelectContent` and `SelectItem`. These are even not triggered.

### Affected component/components

Select, Select Content, Select Item

### How to reproduce

1. Create a select component with `onChangeValue` function with a console log.
2. Select a value from the list.
3. You can see the console.log output.
4. Now select the same item in the list.
5. No console.log output is available.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Arc browser
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: neovim
Issue: vim.filetype.match doesn't detect file type but :filetype detect does
Labels: enhancement,filetype

### Problem

Sometimes, vim is able to automatically determine the filetype of a file and highlight it correctly, but `vim.filetype.match` does not detect it

### Steps to reproduce

Open a file with the following contents:

```conf
# foo
bar "baz"
```

`:set filetype?` shows the filetype as `conf`, and the syntax is highlighted correctly, but `vim.filetype.match({buf = 0})` returns `nil`.

### Expected behavior

`vim.filetype.match` should detect the filetype when `:filetype` is able to detect it

### Neovim version (nvim -v)

NVIM v0.11.0-dev+599-g8df6736ca

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

N/a, related to the nvim api

### Operating system/version

Fedora Silverblue 40

### Terminal name/version

wezterm 20240203-110809-5046fc22

### $TERM environment variable

xterm-256color

### Installation

nvim-nightly Fedora Copr
Repository: godot
Issue: Resources with typed arrays of resources show up as the path to the resource instead of the class name in editor causing an error that the type does not match.
Labels: bug,topic:gdscript,needs testing,regression

### Tested versions

- Reproducible in 4.3 but was not present in 4.2

### System information

Mac OS Sonoma M1

### Issue description

Resources with typed arrays of resources show up as the path to the resource instead of the class name in editor causing an error that the type does not match. Removing the typing in script logic accessing the array fixes the error and the script runs correctly.

Resource contains:
```gdscript
@export var resources: Array[test_res]
```
Accessing it like so:
```gdscript
const CONTAINER: container_res = preload("res://container.tres")
...
for resource: test_res in CONTAINER.resources:
```
Produces:
`Parse Error: Unable to iterate on value of type "Array[res://test_res.gd]" with variable of type "test_res".`

I believe this is related to the following changes: #78219 #90751 #85024

### Steps to reproduce

Create resource that contains an array of custom resources. Attempt to iterate or access values from the array as the custom resource class type.

### Minimal reproduction project (MRP)

Minimum example files
[testgd.zip](https://github.com/user-attachments/files/16671595/testgd.zip)
Repository: PowerToys
Issue: FancyZones: Allow reordering of Custom zones
Labels: Needs-Triage

### Description of the new feature / enhancement

I have more than 5 custom configurations. They are sorted by time of creation. I would like to sort by most used. I like manual ordering. Of other apps, I am used that drag and drop allows for reordering of items. That should be possible for custom layouts.

![image](https://github.com/user-attachments/assets/bcceebfe-5082-41b3-bceb-74289e26436f)


### Scenario when this would be used?

Having many custom zones and requesting another ordering than by-creation.

### Supporting information

_No response_