sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Enhancement Request: Introduce a Variable to Fetch Parent Folder Name in PowerRename
Labels: Needs-Triage

### Description of the new feature / enhancement

We propose the addition of a new variable in the PowerRename tool that allows users to dynamically retrieve the name of the parent folder for any given file or folder. This feature would be particularly useful for users who frequently perform batch renaming operations based on the context of their file hierarchy.

The new variable, which we suggest naming  **${ParentFolderName}**, would be integrated into the PowerRename's search and replace functionality. When a user initiates a rename operation, PowerRename would automatically populate this variable with the name of the folder that contains the selected files or folders. This would enable users to include the parent folder's name in their renaming patterns, providing a more contextual and organized approach to file management.

For example, if a user has a folder named "ProjectX" with several subfolders and files, they could use  ${ParentFolderName} to prepend or append the parent folder's name to each file's name, resulting in filenames like "ProjectX_File1.txt" or "File1_ProjectX.txt".

### Scenario when this would be used?

The **${ParentFolderName}** variable would be particularly beneficial in scenarios where users need to maintain a clear and organized file structure, especially in collaborative environments or when working with large projects that span multiple directories.

1. Project Management: When organizing files for different projects, being able to include the parent folder's name in the filename can help quickly identify the project a file belongs to without opening it.

2. Data Analysis: In data analysis, where datasets are often categorized by location or department, the ability to incorporate the parent folder's name into filenames can streamline the sorting and analysis process.

3. Backup and Archive: For users who create backups or archives of files, having the parent folder's name as part of the filename can help in quickly restoring files to their original locations.

4. Legal and Compliance: In legal or compliance-related work, where files need to be organized by case or matter, the %ParentFolderName% variable can assist in maintaining a structured naming convention that aligns with case management systems.

By implementing this feature, PowerRename would offer users a more robust and flexible tool for managing their files, enhancing productivity and organization in various professional and personal contexts.

### Supporting information

_No response_
Repository: pytorch
Issue: ShardedGradScaler is not documented on the website.
Labels: oncall: distributed,module: docs,module: fsdp,topic: docs

### 📚 The doc issue

the function of ShardedGradScaler is not documented on the website. I want to ask that this function is indeed public or unexpectedly exposed. 

### Suggest a potential alternative/fix

_No response_

cc @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o @svekars @brycebortree @sekyondaMeta @AlannaBurke @zhaojuanmao @mrshenli @rohan-varma @chauhang
Repository: vscode
Issue: Inconsistent decorations behavior in explorer panel
Labels: bug,file-explorer,file-decorations

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- VS Code Version: 1.95.3
- OS Version: Sonoma 14.7.1

Steps to Reproduce:

1. The problems decorations in the explorer panel behaves in an inconsistent and erratic way, as shown in the pictures attached. The error decorations (both color and badge) appear and disappear erratically when the file is opened /closed or when its name is selected/deselected in the explorer panel.

2. Errors and warnings are correctly reported and underlined in each file when they are opened.

3. This is observed for all file types (tested on .py, .ipynb, .json, .yaml, .js)

4. If the directory is in a Git repository, the usual decorations for git status (green for unmodified, yellow for modified, etc...) do not appear at all.

5. Problem still occurs with all extensions disabled. I have changed diverse settings such as `"problems.decorations.enabled": true`, `"explorer.decorations.colors": true`, without any effect.

![Image](https://github.com/user-attachments/assets/c5a6bdb3-41c5-4891-bc87-bc62bd159144)
![Image](https://github.com/user-attachments/assets/c5bb27b6-03ec-41d6-9f51-28c44fd75050)
![Image](https://github.com/user-attachments/assets/01bb6fa0-1a52-4eef-b2e2-3856bf993ec9)
Repository: kubernetes
Issue: statefulset can not recreate the lost replicas in case of node loss
Labels: kind/bug,sig/apps,needs-triage

### What happened?

kube-state-metric  was deployed with statefulset, in multiple shard  mode

shard 1-3 are lost during a disaster, but they never get recreated
![image](https://github.com/user-attachments/assets/55974f88-54b3-46f5-a42f-fa14889f422a)


### What did you expect to happen?

the lost replicas should be recreated automatically

### How can we reproduce it (as minimally and precisely as possible)?

create a kind cluster with multiple nodes
create a statefulset with replicas spread over these nodes
delete one or more nodes and check

### Anything else we need to know?
I'am not sure if it's designed by purpose or a known issue waiting for fix

### Kubernetes version

happened on 1.20.7
assumed it still exists in lastest release

### Cloud provider

not specific to  any cloud provider

### OS version

not specific to any OS version

### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: deno
Issue: thread 'worker-2' panicked ... called `Result::unwrap()` on an `Err` value
Labels: bug,panic

Deno 2.1.1

```
Deno has panicked. This is a bug in Deno. Please report this
at https://github.com/denoland/deno/issues/new.
If you can reliably reproduce this panic, include the
reproduction steps and re-run with the RUST_BACKTRACE=1 env
var set and include the backtrace in your report.
Platform: linux x86_64
Version: 2.1.1
Args: ["/usr/bin/deno", "test", "-A", "--env-file=.env.test", "--deny-read=.env", "--junit-path=./deno-test.xml", "--coverage=cov_profile"]
thread 'worker-2' panicked at /home/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/deno_core-0.321.0/modules/map.rs:544:40:
called `Result::unwrap()` on an `Err` value: Global { data: 0x78d7d48da020, isolate_handle: IsolateHandle(IsolateAnnex { isolate: 0x78d7d440e000, isolate_mutex: Mutex { data: (), poisoned: false, .. } }) }
stack backtrace:
   0: rust_begin_unwind
   1: core::panicking::panic_fmt
   2: core::result::unwrap_failed
   3: deno_core::modules::map::ModuleMap::new_synthetic_module
   4: deno_core::modules::map::ModuleMap::new_module
   5: deno_runtime::web_worker::run_web_worker::{{closure}}
   6: tokio::runtime::task::raw::poll
```

This is happening consistently in my CI runner after switching to a different machine. Logs: https://gitlab.com/soapbox-pub/ditto/-/jobs/8469492115
Repository: godot
Issue: Game view button tooltips are inconsistently written as names and descriptions
Labels: enhancement,discussion,topic:editor,usability

### Tested versions

- Reproducible in v4.4.dev (0c45ace15)

### System information

Godot v4.4.dev (0c45ace15) - macOS 15.1.1 - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - AMD Radeon Pro 5500 XT OpenGL Engine - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 threads)

### Issue description

The tooltips for the toolbar in the Game view are inconsistently worded. Some of them are names, whereas others are worded as descriptions.

![Image](https://github.com/user-attachments/assets/480f7c2f-0ee8-4de5-949b-fa3acbbc4093)

The tooltips for these buttons, from left to right, are:

- Suspend *(Name)*
- Next Frame *(Name)*
- Allow game input. *(Description)*
- Disable game input and allow to select Node2Ds, Controls, and manipulate the 2D camera. *(Description)*
- Disable game input and allow to select Node3Ds and manipulate the 3D camera. *(Description)*
- Toggle Selection Visibility *(Description)*
- Select Mode (Q)
  Command+Alt+RMB: Show list of all nodes at position clicked. *(Name, keyboard shortcuts, and description)*
- Show list of selectable nodes at position clicked. *(Description)*
- Override the in-game camera. *(Description)*
- Camera Override Options *(Name)*

All of these should use a matching convention/type for consistency.
For example, if all of them were to use a description, potential descriptions could be:

- Suspend the game.
- Move execution of the game forward by one frame.
- Allow game input. 
- Disable game input and allow to select Node2Ds, Controls, and manipulate the 2D camera.
- Disable game input and allow to select Node3Ds and manipulate the 3D camera.
- Toggle the visibility of selections.
- Allow nodes to be selected by clicking on them in the game window.
- Show list of selectable nodes at position clicked.
- Override the in-game camera.
- Change how the in-game camera override works.

(It'd probably be important to ensure that keyboard shortcuts are included for the functions that have them, though).

### Steps to reproduce

Open the Godot 4.4 editor, move to the Game view/tab, and hover over the buttons to view the tooltips.

### Minimal reproduction project (MRP)

N/A
Repository: three.js
Issue: TSL Transpiler varying : /* unknown statement */;
Labels: Enhancement,TSL

### Description

Currently the TSL Transpiler don't seem to recognize `varying`. Maybe it's because there isn't a vertex/fragment context?

`varying vec2 vUV;` ---transpile to----> `/* unknown statement */;`


### Solution

take varying in account

### Alternatives

Have the tsl transpilor editor split in 2 so we can add the main of the vertex and the main of the fragment and it can use the varying correctly in both.

### Additional context

I was doing a quick test on this reference : `https://github.com/pmndrs/meshline/blob/master/src/MeshLineMaterial.ts`
Repository: godot
Issue: Anchored controls don't resize properly when rotated
Labels: bug,topic:editor,topic:gui

### Tested versions

-Reproducible in v4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.4630) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

### Issue description

Anchors do not work properly if the node they are set on is rotated. The node's transform is updated as if the anchors were present on a node with no rotation, leading to the following (undesirable) behavior:

https://github.com/user-attachments/assets/aad86ad8-4d5b-41f2-880e-a301c5b5534d

The expected behavior is for each of the objects to maintain their anchored positions as the parent is resized. For example, in the video above, the "bottom" node should remain anchored to the bottom edge of its parent, taking up ~10% of its height even as it is resized. The expected behavior is exhibited by the "top" node, which is not rotated.

### Steps to reproduce

Rotate a control node 90 degrees and set its anchors so that it will have to be dynamically resized on one edge of the parent. Resize the parent node. (See above video). 

### Minimal reproduction project (MRP)

MRP:
[rotated_control_anchors_mrp.zip](https://github.com/user-attachments/files/17913011/rotated_control_anchors_mrp.zip)
Repository: three.js
Issue: TSL infinity loop
Labels: Enhancement,TSL

### Description

Create an attribute and name it the same than the attribute name using `toVar( name )` create infinity loop in the NodeBuilder


### Reproduction steps

see jsfiddle / code below

### Code

```js
const counters = attribute( 'counters', 'float' ).toVar( 'counters' ) // work with toVar('aCounters')
this.vertexNode = Fn( () => {
    varyingProperty( 'float', 'vCounters' ).assign( counters )
}) ()
```

### Live example

https://jsfiddle.net/Makio64/yp7tw0j1/3/

### Screenshots

_No response_

### Version

r170

### Device

_No response_

### Browser

_No response_

### OS

_No response_
Repository: kubernetes
Issue: Add Metrics for Lead Time and Defects
Labels: sig/contributor-experience,kind/feature,needs-triage

### What would you like to be added?

Introduce two new metrics to enhance the observability of development and release cycles:

Lead Time Metrics:
Work Item Lead Time: Time from work item creation to production deployment.
Release Lead Time: Average lead time for all work items in a release.
Defects Metrics:
Definition: Number of new bugs detected between the current and next release.


### Why is this needed?

Lead Time: Helps identify bottlenecks and optimize delivery timelines.
Defects: Indicates release quality and helps track regression issues.

-Metric Details
1. Lead Time
Type: Histogram/Summary
Labels: work_item_id, release_id, team
2. Defects
Type: Counter
Labels: release_id, bug_severity, module

-Implementation Overview
Collect timestamps/logs for lead time metrics and integrate with issue trackers for defect metrics.
Instrument metrics in relevant Kubernetes components.
Validate via simulated workflows and ensure proper labeling.
Repository: deno
Issue: It has become more difficult to import PrismaClient in Deno 2.1
Labels: upstream

Version: Deno 2.1.1

Hello,

First of all, I’m really excited about the improvements in Deno 2.1.

However, since Deno 2.1 fixed the bug where files required from .cjs files were automatically treated as CommonJS, I've been unable to import Prisma Client.

I understand that this is not an issue with Deno itself, but rather one of the many compatibility issues with Prisma.
Nevertheless, as it relates to Deno's compatibility with CommonJS, I'd like to ask a question here.

Before Deno 2.1, we used a helper script to import Prisma Client:

```js
// prisma-client.cjs
const mod = require("./generated/client/index.js");

Object.keys(mod).forEach((key) => {
    exports[key] = mod[key];
});
```

```ts
// prisma-client.ts
// @deno-types="./generated/client/deno/index.d.ts"
export * from "./prisma-client.cjs";
```

This allowed imports in other script files like:

```ts
// foo.ts
import { PrismaClient } from "./prisma-client.ts";
```

This approach depended on the behavior fixed in Deno 2.1, where files required from .cjs were automatically considered CommonJS.

When updating to Deno 2.1, I expected that this helper script would become unnecessary and that we could import like this:

```ts
// package.json
{
    "type": "commonjs",
    // other settings here...
}
```

```ts
// foo.ts
import { PrismaClient } from "./generated/client/index.js";
```

Unfortunately, this didn't work as expected because Prisma generates its own package.json file in `./generated/client/package.json`, which doesn't include "type": "commonjs".

Since there are several situations Prisma Client is regenerated, modifying `./generated/client/package.json` or changing filenames to `.cjs` after each regeneration isn't a sustainable solution.

I’d really appreciate any advice or suggestions on how to fix this situation.

Thank you!
Repository: pytorch
Issue: RISC-V CI support
Labels: feature,module: ci,triaged

### 🚀 The feature, motivation and pitch

We want to enable RISC-V CI support. However, the https://github.com/pytorch/pytorch/pull/140816 was closed.
Any opportunity to add this feature?

### Alternatives

_No response_

### Additional context

_No response_

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: deno
Issue: Document how to run/update WPT tests
Labels: docs,chore

There should be a README.md in the tests/wpt folder.
Repository: tauri
Issue: `window.add_child(webview_builder)` support for mobile
Labels: type: feature request,platform: iOS,platform: Android,scope: unstable flag

### Describe the bug

By viewing the source code, I'm found `add_child` only supports desktop, can it be compatible with mobile target?
If wry is used, multiple webviews can be implemented like the following: 
```
#[cfg(any(target_os = "ios", target_os = "android"))]
let mut builder = wry::WebViewBuilder::new().with_url(curl);

if !proxy.is_empty() {
let parts: Vec<&str> = proxy.split(':').collect();

// Access the parts safely
let proxy_host = parts.get(0).unwrap_or(&"");
let proxy_port = parts.get(1).unwrap_or(&"");
let proxy_config = wry::ProxyConfig::Socks5(wry::ProxyEndpoint {
	host: proxy_host.to_string(),
	port: proxy_port.to_string()
});

builder = builder.with_proxy_config(proxy_config);
}

let webview = builder.build_as_child(&main_window).unwrap();
```
But I think has some fatal issues, like not being able to access the **window__ TAURI__**
And I don't know how to make them public through `Wry` ("withGlobalTauri"= true not effective)

Multiple webviews on mobile target are a common requirement. 

### Reproduction

_No response_

### Expected behavior

1. tauri **window.add_child** api compatible with mobile
2. wry creator can access **window__ TAURI__**
3. have a other rust sample for mobile create `multiple webviews`
1 ~ 3 Just satisfy any point ,the issue will be solved

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 14.5.0 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.81.0 (eeb90cda1 2024-09-04)
    ✔ cargo: 1.81.0 (2dbb1af80 2024-08-20)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.18.0
    - pnpm: 8.10.5
    - yarn: 1.22.17
    - npm: 8.19.4

[-] Packages
    - tauri 🦀: 2.0.6
    - tauri-build 🦀: 2.0.2
    - wry 🦀: 0.46.3
    - tao 🦀: 0.30.5
    - @tauri-apps/api : 2.0.3
    - @tauri-apps/cli : 2.0.5
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: langchain
Issue: Langchain pgvector database sessions remain in idle mode
Labels: Ɑ: vector store,investigate

### Checked other resources

- [X] I added a very descriptive title to this issue.
- [X] I searched the LangChain documentation with the integrated search.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I am sure that this is a bug in LangChain rather than my code.
- [X] The bug is not resolved by updating to the latest stable version of LangChain (or the specific integration package).

### Example Code

from langchain_postgres import PGVector
from sqlalchemy.ext.asyncio import create_async_engine

engine = create_async_engine(self.__CONNECTION_STRING)
try:
    store = PGVector(
        embeddings = embeddings,
        collection_name = collection,
        connection = engine,
        use_jsonb = True,
    )
except Exception as e:
    raise e

### Error Message and Stack Trace (if applicable)

Once I reach the maximum number of possible concurrent sessions in pgAdmin I get an error message telling me I reached the max level of open sessions. I have used the timeout parameters of PostgreSQL to close these sessions automatically (idle_in_transaction_session_timeout and idle_session_timeout), but normally they should get closed from the PGVector library.

### Description

I am using PGVector library from langchain_postgres.vectorstores and create_async_engine from sqlalchemy.ext.asyncio to retrieve embeddings from a PostgreSQL database. 

I observed that for each retrieval from db, I get many sessions that become idle but never disappear from pgAdmin interface:
![SS_IssuePGVector](https://github.com/user-attachments/assets/83ad82a1-75cb-4119-9a6a-9ad01530f47c)

I am using pgAdmin 4 8.2 version, PostgreSQL 16.2-1. 

### System Info

System Information
------------------
> OS:  Windows
> OS Version:  10.0.20348
> Python Version:  3.12.4 (tags/v3.12.4:8e8a4ba, Jun  6 2024, 19:30:16) [MSC v.1940 64 bit (AMD64)]

Package Information
-------------------
> langchain_core: 0.3.15
> langchain: 0.3.7
> langchain_community: 0.3.5
> langsmith: 0.1.137
> langchain_chroma: 0.1.4
> langchain_experimental: 0.3.3
> langchain_openai: 0.2.5
> langchain_postgres: 0.0.12
> langchain_text_splitters: 0.3.2
> langgraph: 0.2.46

Optional packages not installed
-------------------------------
> langserve

Other Dependencies
------------------
> aiohttp: 3.10.10
> async-timeout: Installed. No version info available.
> chromadb: 0.5.17
> dataclasses-json: 0.6.7
> fastapi: 0.115.4
> httpx: 0.27.2
> httpx-sse: 0.4.0
> jsonpatch: 1.33
> langgraph-checkpoint: 2.0.3
> langgraph-sdk: 0.1.35
> numpy: 1.26.4
> openai: 1.54.0
> orjson: 3.10.10
> packaging: 24.1
> pgvector: 0.2.5
> psycopg: 3.2.3
> psycopg-pool: 3.2.3
> pydantic: 2.9.2
> pydantic-settings: 2.6.0
> PyYAML: 6.0.2
> requests: 2.32.3
> requests-toolbelt: 1.0.0
> SQLAlchemy: 2.0.35
> sqlalchemy: 2.0.35
> tenacity: 9.0.0
> tiktoken: 0.8.0
> typing-extensions: 4.12.2
Repository: tensorflow
Issue: The Doc of tfl.reverse_v2 need to be updated for supporting axes
Labels: type:docs-bug,stat:awaiting tensorflower,comp:lite

**System information**
- OS Platform and Distribution (e.g., Linux Ubuntu 16.04): Linux Ubuntu 22.04
- TensorFlow installed from (source or binary): source 
- TensorFlow version (or github SHA if from source): the latest version

**Standalone code to reproduce the issue** 
The [doc of tfl.reverse_v2](https://www.tensorflow.org/mlir/tfl_ops#tflreverse_v2_tflreversev2op) only supports axis, but [the kernel implementation](https://source.chromium.org/chromium/chromium/src/+/main:third_party/tflite/src/tensorflow/lite/kernels/reverse.cc;l=85) can support axes, the implementation seems not be consistent with the doc.