sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: `--unstable-node-globals` fails with `--check` option
Labels: bug,tsc

To support libraries that use node global variables, a new `--unstable-node-globals` variable was added in https://github.com/denoland/deno/issues/26611

However, using this flag with the `--check` flag fails because Typescript (and the IDE) isn't aware of this flag 

Ex: if you have the following code

```
type Foo = Buffer;
```

It will fail with 
```
TS2580 [ERROR]: Cannot find name 'Buffer'.
type Foo = Buffer;
```

This can be fixed by adding the following to your project
```ts
declare global {
  type Buffer = typeof import("node:buffer").Buffer;
}
```

Or (possibly?) with specifying some `lib` settings. Ideally somehow Deno would know to make this work if you use the flag (but I don't see how the IDE could know this), or at least make a more useful error message that tells you to change your `deno.json` file to fix this error
Repository: PowerToys
Issue: PowerRename - Invert Selection
Labels: Needs-Triage

### Description of the new feature / enhancement

Having the ability to invert the selected items would be really handy

### Scenario when this would be used?

When loading a folder into powerrename and inputting a selection for a rename, sometimes it only applies to half the files so I uncheck half the files. If you then had an option to say Invert selection, and then just modify the parameters, it would be so much faster.

example, you have files starting with
1., 2., 3, ... 10., 11., 12., ...
So I might want to rename the "1." (through 9.) to "S01E01.", and the "10." (through 20. or 99.) to "S01E10", currently when I load all files I check the boxes for 1-9 and do the rename, then uncheck those boxes and check the other boxes.
I know you could go into the folder as well and only select the 1-9 files and load into powerrename, then close out and go back in after selecting the rest. But it would just be so much faster to have this Invert Selection, much like windows explorer has, and it would make things quicker.

### Supporting information

_No response_
Repository: pytorch
Issue: Add vLLM to torchbench
Labels: triaged,oncall: pt2,vllm-compile

We should add at least one vllm model to torchbench, to make sure torch.compile support doesn't regress. This might be a non-standard "model" though, because vllm controls the compilation process.

cc @chauhang @penguinwu
Repository: pytorch
Issue: [Regression] Torch 2.4+ Fails to Export TorchAudio Wav2Vec Model (Was Good in Torch 2.3)
Labels: module: regression,oncall: pt2,oncall: export

### 🐛 Describe the bug

Export torchaudio wav2vec model
```
import torch
import torchaudio

bundle = torchaudio.pipelines.WAV2VEC2_BASE.get_model()
bundle.eval()
feature_extractor = bundle.feature_extractor
encoder = bundle.encoder

example_wav_features = torch.randn(1, 512)
example_length = torch.rand(1)
example_features = feature_extractor(example_wav_features, example_length)
exported_encoder_model = torch.export.export(encoder, example_features)
print(exported_encoder_model)
```
Everything was good in torch & torchaudio 2.3, but fails in 2.4 and 2.5 with
```
RuntimeError: cannot mutate tensors with frozen storage
```
`strict=False` still gets this error

### Versions

torch 2.5.0
torchaudio 2.5.0

cc @chauhang @penguinwu @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: flutter
Issue: [macos][platform_view] mac webview plugin example unable to dismiss the overlay menu when tapping on top of webview 
Labels: platform-mac,f: gestures,a: platform-views,package,P2,team-macos,triaged-macos

### Steps to reproduce

1. Build and run webview plugin's example on macOS. 
2. Tap on the 3 dots menu on top right corner
3. Tap on empty region on the header, the menu got dismissed successfully
4. Tap on the 3 dots menu again
5. Tap on the webview region, the menu is not dismissed successfully. Also the web-view itself is tappable. 

This means that platform view receives the touches even when the touch should have been blocked. We may have to do something similar on iOS (use a "delaying recognizer" to block or release the touches). 


### Expected results

See above

### Actual results

See above

### Code sample

NA

### Screenshots or Video


![mac_web_view](https://github.com/user-attachments/assets/56992084-3e20-4b31-aa3c-6968b007db4e)


### Logs

_No response_

### Flutter Doctor output

NA
Repository: godot
Issue: Modified .po files are not updated when running a game with USB remote debugging
Labels: topic:editor,needs testing

### Tested versions

Reproducible in Godot 4.3

### System information

Godot v4.3.stable - macOS 15.1.0 - Vulkan (Mobile) - integrated Apple M3 Pro - Apple M3 Pro (12 Threads)

### Issue description

When using .po files to translate your game and testing the game with USB remote debugging, it looks like Godot is using the last installed .po files and not the last updated ones. You need to remove the app from your phone and run in again to see the updates. When you run through the editor on your computer, all the data are up-to-date as expected.

### Steps to reproduce

You must have a game with the translations enabled and using .po files.
Switch from Godot to the external text editor to update any of the .po files.
Run your game on a device with USB remote debugging
The game displays old values of the .po files and not the most recent .po files
- It only works if you remove the app from your device and run again with USB remote debugging
- No issue when running game through the editor on your computer

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: MouseWithoutBorders periodically wakes pc up from display off state
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

- Open mousewithoutborders
- wait for first pc to turn off screen after a few minues of inactivity
- start working on second pc, without moving cursor over to the first one
- first pc acts like I was moving my mouse from time to time - turns its screen back on

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: flutter
Issue: With EnsureSemantics(), a Scrollable Widget with Internal Widget with NeverScrollableScrollPhysics Causes Jerky Scrolling
Labels: c: regression,framework,a: accessibility,f: scrolling,platform-web,has reproducible steps,P2,workaround available,customer: castaway,team-framework,triaged-framework,found in release: 3.27

### Steps to reproduce

1. Have a web app with ensureSemantics ran
2. Have a listview with internal listview 
3. Have the internal listview have NeverScrollableScrollPhysics()
4. Run web app and scroll

### Expected results

Scroll is smooth

### Actual results

Scroll jerks around/jumps when scrolling up or down

If ensureSemantics is removed or if GridView or ListView (with NeverScrollableScrollPhysics) is removed or replaced, scroll is smooth.

### Code sample

<details open><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';

void main() {
  WidgetsFlutterBinding.ensureInitialized();
  SemanticsBinding.instance.ensureSemantics();
  runApp(const TestApp());
}

class TestApp extends StatelessWidget {
  const TestApp({super.key});

  @override
  Widget build(BuildContext context) {
    return const MaterialApp(
      home: Scaffold(
        body: TestPage(),
      ),
    );
  }
}

class TestPage extends StatelessWidget {
  const TestPage({super.key});

  @override
  Widget build(BuildContext context) {
    return ListView(
      padding: EdgeInsets.zero,
      children: [
        SizedBox(
          height: 500.0,
          width: 400.0,
          child: ListView(
            scrollDirection: Axis.horizontal,
            physics: const NeverScrollableScrollPhysics(),
            children: [
              Container(color: Colors.red, height: 500, width: 100.0),
              Container(color: Colors.blue, height: 500, width: 100.0),
              Container(color: Colors.green, height: 500, width: 100.0),
            ],
          ),
        ),
        ...List.generate(
          20,
          (index) => ListTile(
            title: Text('Test Item $index'),
            leading: const Icon(Icons.list),
            trailing: const Icon(Icons.arrow_forward),
          ),
        ),
      ],
    );
  }
}
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>


https://github.com/user-attachments/assets/b9a318dc-1b36-4c36-9bd1-df3468f67b82


</details>


### Logs

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


### Flutter Doctor output

<details open><summary>Doctor output</summary>

Was able to repro on Flutter version 3.24.2 and 3.27.0-0.1.pre
Unable to repro on Flutter version 3.22.2

</details>
Repository: neovim
Issue: Regression: race condition(?) in msgpack handling (from dc37c1550bed46fffbb677d343cdc5bc94056219)
Labels: channels-rpc,needs:response,bug-regression,has:bisected

### Problem

When sending very large completion lists to a GUI client that supports ext_popup with text input going at the same time, it's possible to trigger a race condition that causes neovim to return one of the completion results with the same message id as we expect for the RPC result response. I've attached a log with a debug trace of some of the RPC transactions happening between neovim-gtk and neovim that seem to cause this. [race-reproduced.txt](https://github.com/user-attachments/files/17877569/race-reproduced.txt)

I managed to do some bisecting on neovim and tracked the breaking change down to dc37c1550bed46fffbb677d343cdc5bc94056219

### Steps to reproduce

I know, I'm really sorry :(. There's supposed to be some steps here, but I am going to need a bit of assistance from y'all in coming up with a reasonable way to reproduce this without pulling in my whole setup. I'm going to do my best to figure something out next week or after Thanksgiving if I can, but hopefully this is a start and maybe you guys have some ideas on how I could come up with a simpler reproducer. I think the key is going to be figuring out how I can get nvim to spit out a super large list of completion results without having my .vimrc present or needing to be in a project source tree.

Also FWIW: The good news is I can reproduce this very reliably on my own system, as can a number of other people with substantially different setups than my own (and am going to ask anyone with an easy reproducer for this to make a post here)[race-reproduced.txt](https://github.com/user-attachments/files/17877567/race-reproduced.txt)
. Anyway: I'm going to give you the steps I'm following locally here, and hopefully we can figure something out.

* Have LSP setup on neovim, the LSP configuration I'm currently using is for rust-analyzer and the code I'm using to reproduce this problem is a kernel source tree here
* Use neovim-gtk (hopefully other clients can hit this, but with how hard it was to find a consistent reproducer for this it's -probably- better just to use my client for now)
* Open up a project where you can get neovim to generate a really, really big set of results for autocompletion. Ideally, it should lag things a bit.
* Start typing such that neovim starts popping up completion results using neovim-gtk's ext_popup support
* Repeat until it crashes and says it no longer can read messages from neovim.

### Expected behavior

nvim_input should never return anything but a u64 in the response field when responding to an nvim_input call.

### Nvim version (nvim -v)

v0.10.2

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

N/A (this is related to RPC, so...)

### Operating system/version

Fedora 40

### Terminal name/version

neovim-gtk

### $TERM environment variable

N/A (I think?)

### Installation

From fedora repository, but I can trigger it by building from source
Repository: rust
Issue: rustc hangs with gordian knot of trait bounds
Labels: A-trait-system,I-compiletime,T-compiler,C-bug,fixed-by-next-solver

Given the following code, `rustc` hangs:

```rust
mod asn1 {
    pub trait Asn1Writable: Sized {}
    pub trait SimpleAsn1Writable: Sized {}

    impl<T: SimpleAsn1Writable> Asn1Writable for T {}
    impl<T: SimpleAsn1Writable> SimpleAsn1Writable for &T {}
    impl<T: SimpleAsn1Writable> SimpleAsn1Writable for Box<T> {}

    impl<T: Asn1Writable> Asn1Writable for Option<T> {}

    pub trait Asn1DefinedByWritable: Sized {}
}

mod common {
    use crate::asn1;

    pub struct AlgorithmIdentifier<'a> {
        pub params: AlgorithmParameters<'a>,
    }

    impl<'a> asn1::SimpleAsn1Writable for AlgorithmIdentifier<'a> where
        AlgorithmParameters<'a>: asn1::Asn1DefinedByWritable
    {
    }

    pub enum AlgorithmParameters<'a> {
        Sha1,
        Pbkdf2(PBKDF2Params<'a>),
    }

    impl<'a> asn1::Asn1DefinedByWritable for AlgorithmParameters<'a>
    where
        PBES2Params<'a>: asn1::Asn1Writable,
        PBKDF2Params<'a>: asn1::Asn1Writable,
    {
    }

    pub const PSS_SHA1_HASH_ALG: AlgorithmIdentifier<'_> = AlgorithmIdentifier {
        params: AlgorithmParameters::Sha1,
    };

    pub struct RsaPssParameters<'a> {
        pub hash_algorithm: AlgorithmIdentifier<'a>,
    }

    impl<'a> asn1::SimpleAsn1Writable for RsaPssParameters<'a> {}

    pub struct PBES2Params<'a> {
        pub key_derivation_func: Box<AlgorithmIdentifier<'a>>,
    }

    impl<'a> asn1::SimpleAsn1Writable for PBES2Params<'a> where
        Box<AlgorithmIdentifier<'a>>: asn1::Asn1Writable
    {
    }

    pub struct PBKDF2Params<'a> {
        pub salt: &'a [u8],
    }

    impl<'a> asn1::SimpleAsn1Writable for PBKDF2Params<'a> where
        Box<AlgorithmIdentifier<'a>>: asn1::Asn1Writable
    {
    }
}

pub fn write_element<T: asn1::Asn1Writable>(val: &T) {
    todo!()
}

pub fn f(p: &common::RsaPssParameters<'_>) {
    write_element(&Some(&p.hash_algorithm));
}

fn main() {}
```

```
/t/q ❯❯❯ rustc src/main.rs
[no amount of patience is enough]
```

This is minimized from https://github.com/pyca/cryptography and https://github.com/alex/rust-asn1.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.82.0 (f6e511eec 2024-10-15)
binary: rustc
commit-hash: f6e511eec7342f59a25f7c0534f1dbea00d01b14
commit-date: 2024-10-15
host: aarch64-apple-darwin
release: 1.82.0
LLVM version: 19.1.1
```
Repository: PowerToys
Issue: Change WinX Menu
Labels: Needs-Triage

### Description of the new feature / enhancement

At Windows 10 it is possible to change it, but at Windows 11 23H2 can't change it from anywhere, If it is possible for you, add ability to change Windows WinX Menu


### Scenario when this would be used?

When use want to change WinX Menu?
For example i removed Terminal from Win 11 and now want to replace WinX Powershell to CMD, but it's impossible in Windows 11, no registry or other trick or app works

### Supporting information

_No response_
Repository: godot
Issue: Issue with layering TileMapLayers in playtest
Labels: bug,topic:rendering,topic:2d

### Tested versions

-Reproducible in: Godot v4.3 (stable), v4.4-dev5

### System information

Godot v4.3.stable - Android - GLES3 (Compatibility) - Mali-G68 MC4 -  (8 Threads) / Godot v4.3.stable - Windows 10.0.26311 - GLES3 (Compatibility) - ANGLE (Microsoft, Microsoft Basic Render Driver (0x0000008C) Direct3D11 vs_5_0 ps_5_0, D3D11-10.0.26311.5000) - Intel(R) Xeon(R) CPU E5-2697 v4 @ 2.30GHz (6 Threads)

### Issue description

![Image](https://github.com/user-attachments/assets/ab4852c8-cbc5-4d82-97bb-0e5245c4b969)
In the attached image you can see the red fading texture going above the white outline inside the editor, but not in the playtest. After some experimenting I also found out that this issue does not occur on an exported exe file, which makes this issue exclusively to the playtesting. 

Both the Windows and the Android version are affected by this issue and it only happens with the TileMapLayer. The TileMap node doesn't seem to replicate this problem.

### Steps to reproduce

Play the Scene.tscn in the Scenes folder to reproduce the bug.

### Minimal reproduction project (MRP)

[TileMapLayerIssue.zip](https://github.com/user-attachments/files/17877788/TileMapLayerIssue.zip)
Repository: yt-dlp
Issue: Add issue template for wiki issues/requests
Labels: docs/meta/cleanup,enhancement,triage,wiki

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

We should consider adding an issue template for issues/requests for the wiki, given the main yt-dlp issue tracker is used as the wiki repo issue tracker.

These issues should have the `wiki` label automatically applied.

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: PowerToys
Issue: PDF Thumbnail random pop-up
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

File Explorer: Thumbnail preview

### Steps to reproduce

Enable .pdf in File Management -> File Explorer add-ons -> Thumbnail Icon Preview

### ✔️ Expected Behavior

The pop up should not show up

### ❌ Actual Behavior

This pop up from PowerToys.PdfThumbnailProvider.exe seldomly appears without any obvious trigger. 
![Image](https://github.com/user-attachments/assets/9e7268a1-4cc8-4522-a0b9-ea980d52b314)

### Other Software

_No response_
Repository: TypeScript
Issue: Type Instantiation is Excessively Deep Error Regression in #37348
Labels: Bug,Help Wanted

### 🔎 Search Terms

type instantiation is excessively deep, unused type parameter, unused tuple element, #37348

### 🕗 Version & Regression Information

This changed in PR #37348


### ⏯ Playground Link

https://www.typescriptlang.org/play/?#code/CYUwxgNghgTiAEkoGdnwPoEkB2AXEM2UEAKgJ4AOIAIlLlALID2oE8A3gFDw-wVwVYNAgEsAbiGC16ALngBtKNjIAaeErIBdANycAvrs6gkcRNFTxyVaYxYgIAHm68A9C-iYAZvFwALEWi4lAiCMFAAtiD4MPAB8KxRkj6+CGAiMGAArtAwIkHwAOZMIGhQAO5QZAB0zjwAqtiZyJIqtfDUohJSdFCtAHzwIAAe+NjAaFh4BESkwTbMrBxt-CChwrldNnJ+ccOj45ZzPQv2DhpqItieBO2dkjZ9bbzwAPzwbpb+aM1gTGODEBAkTwsWwyQQuEyFEBsVKEGQTHg2HAJWQsDI8E8TBiCMi8DgKD+NWeJN48h2yDUGk0T14cg0uj0QA

### 💻 Code

```ts
declare class _InternalTypeDataModel {
    prepareDerivedData: [any, any];
};

declare class TypeDataModel<
    // If this type parameter is deleted the circularity goes away.
    Unused,
    DerivedData,
> extends _InternalTypeDataModel {
    prepareDerivedData: this extends TypeDataModel<any, infer DerivedData>
        ? // This second element in the tuple is also necessary for some reason.
            [this, any]
        : any;
}
```


### 🙁 Actual behavior

```
Type instantiation is excessively deep and possibly infinite.
```

### 🙂 Expected behavior

No error.

### Additional information about the issue

I understand the weirdness in this minimized code but the actual code I was reducing actually does useful things and doesn't really seem so contrived in context. In actual code all type parameters and tuple elements actually do useful things but this reproduction shows it doesn't matter if they're used, just that they exist, for some reason.
Repository: rust
Issue: Coherence with object types with overlapping supertrait projections is incomplete
Labels: P-high,I-unsound,C-bug,T-types,A-coherence,A-trait-objects

I tried this code:

```rust
trait Sup<T> {
    type Assoc;
}

impl<T> Sup<T> for () {
    type Assoc = T;
}
impl<T, U> Dyn<T, U> for () {}

trait Dyn<A, B>: Sup<A, Assoc = A> + Sup<B, Assoc = B> {}

trait Trait {
    type Assoc;
}
impl Trait for dyn Dyn<(), ()> {
    type Assoc = &'static str;
}
impl<A, B> Trait for dyn Dyn<A, B> {
    type Assoc = usize;
}

fn call<A, B>(x: usize) -> <dyn Dyn<A, B> as Trait>::Assoc {
    x
}

fn main() {
    let x: &'static str = call::<(), ()>(0xDEADBEEF);
    println!("{x}");
}
```

I expected to see this happen: It does not work.

Instead, this happened: Segfault

### Meta

`rustc --version --verbose`:
```
rustc 1.85.0-nightly (a47555110 2024-11-22)
```


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