sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Visibility icon toggles all selected nodes instead of setting them to the value of the node clicked on
Labels: enhancement,discussion,topic:editor

### Tested versions

Not regression from what I can tell
- Reproducible in v4.3.beta3.mono.official [82cedc83c]
- Reproducible in v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.3.beta3.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 32.0.15.5585) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

This is perhaps more of a UX expectation but it seems when that when you have multiple nodes selected and toggle visibility on one, it simply swaps the state of all the ones you selected. See here:

https://github.com/user-attachments/assets/bbc26451-3cbe-4423-a3db-e226262a30bc

As a user I kind of expect it to instead set all of the nodes to be the same visibility, the best example I can think of right now is how Unity handles active objects. i.e. if the thing you specifically clicked on was off, it should set it and all other selected things to on rather than toggling the on things to off. The reasoning is that you probably want all objects to have the same state if you multi-selected them, but that's just a guess at the most common use case.

I noticed this while creating the checkboxes for #94144 (which currently have the same issue since I'm not sure if this is intended) and it seems to stem from this code in scene_tree_editor.cpp which just blindly toggles all selected nodes: 

```
_toggle_visible(n);
List<Node *> selection = editor_selection->get_selected_node_list();
if (selection.size() > 1 && selection.find(n) != nullptr) {
	for (Node *nv : selection) {
		ERR_FAIL_NULL(nv);
		if (nv == n) {
			continue;
		}
		_toggle_visible(nv);
	}
}
```

I can create a PR to adjust it to only toggle nodes that are in a different state from the selected one if this is not intended. Question: If this is intended, could we add an editor option to toggle the behavior between that and the "set all visibility values to be the same" way? Thanks!

### Steps to reproduce

1. Select multiple nodes that have a visibility toggle and make sure at least has a different visibility state than the others
2. Toggle visibility on a node and note how they have all been toggled instead of set to the visibility of the node you clicked on

### Minimal reproduction project (MRP)

[VisibilityToggleSetMRP.zip](https://github.com/user-attachments/files/16196360/VisibilityToggleSetMRP.zip)
Repository: ollama
Issue: A path to GPU support for Ollama in a VM/container on Apple Silicon
Labels: feature request

I came across a short discussion in the llama.cpp repo about using a [GPU on Apple Silicon from within a vm/container](https://github.com/ggerganov/llama.cpp/discussions/8042). Performance isn't as good as bare metal, but it's a significant improvement over CPU-only inference.

The meat of it is [this work](https://sinrega.org/2024-03-06-enabling-containers-gpu-macos/) from March which provides a virtualized Vulkan interface inside the VM which is then passed-through to a vulkan-to-metal layer on the host MacOS.

For this to be relevant to Ollama I think it would require this proof of concept work with podman to be implemented in Docker Desktop for Mac, but I'm noting it here because it shows a way forward.
Repository: next.js
Issue: renderToString is not available in the Instrumentation hook
Labels: bug,Instrumentation

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/elastic-carson-np7v5v

### To Reproduce

1. Enable instrumentation hook
2. Create a file with default export that renders component to string using `react-dom/server`
3. Import and call this file in the instrumentation hook
4. Start the server (`next dev`)

### Current vs. Expected behavior

### Current behavior

```
Starting...
 ⨯ ./parser.tsx
Error: 
  × You're importing a component that imports react-dom/server. To fix it, render or return the content directly as a Server Component instead for perf and security.
  │ Learn more: https://nextjs.org/docs/getting-started/react-essentials
   ╭─[/project/workspace/parser.tsx:1:1]
 1 │ import { renderToString } from "react-dom/server";
   · ──────────────────────────────────────────────────
 2 │ import Test from "./app/Test"
 3 │ 
 4 │ export default async function parse() {
   ╰────
```

### Expected behavior

App launches successfully


### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:16:51 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T8103
Binaries:
  Node: 20.14.0
  npm: 10.8.2
  Yarn: 1.22.22
  pnpm: N/A
Relevant Packages:
  next: 14.1.4
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.3
Next.js Config:
  output: N/A
```


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

Instrumentation

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

next dev (local), next build (local)

### Additional context

It works until Next 14.2.0. Next <=14.1.4 works
Repository: pytorch
Issue: torch.UntypedStorage.from_file(filename, shared=False, size=0) documentation error: 'nbytes' instead of 'size'
Labels: module: docs,triaged

### 📚 The doc issue

I found a mistake in the documentation of `torch.UntypedStorage` in the static method `from_file(filename, shared=False, size=0) → Storage`.
[Link](https://pytorch.org/docs/stable/storage.html#torch.UntypedStorage.from_file)

If I call the function with the `size` keyword, I get:
`TypeError: 'size' is an invalid keyword argument for this function`

The correct keyword is `nbytes`.

### Suggest a potential alternative/fix

To improve the documentation, please either change the keyword to `size` in the function implementation or update the documentation to use `nbytes` instead of `size`.

cc @svekars @brycebortree
Repository: yt-dlp
Issue: [bilibili] support storyboard preview of 
Labels: site-enhancement,patch-available

### 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 site-specific feature
- [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 checked that all provided URLs are playable in a browser with the same IP and same login details
- [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)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

China

### Example URLs

https://www.bilibili.com/video/BV14J4m1M7oC

### Provide a description that is worded well enough to be understood

storyboard preview is shown in the progress bar when hovering
https://blog.csdn.net/ucsheep/article/details/95172988
### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [X] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
storyboard preview 
```
Repository: flutter
Issue: Implement EGL Surface Backing Stores for Impeller
Labels: c: new feature,engine,c: proposal,P3,e: impeller,team-engine,triaged-engine

This is a follow-up to https://github.com/flutter/flutter/issues/58363.

Once https://github.com/flutter/engine/pull/43683 is merged, EGL Surface Backing Stores will be supported, but initially only for Skia. They should also be supported when using Impeller though.
Repository: flutter
Issue: `PopupRoute` and `ModalRoute` should use `OverlayPortal`
Labels: framework,f: routes,c: proposal,P3,team-framework,triaged-framework

### Use case

One example of this issue is https://github.com/flutter/flutter/issues/128317

The alternative is to wrap each individual item in the same inherited widgets that its parent is wrapped in, which is impractical.

### Proposal

Currently, the implementation of `DropdownButton` uses a `PopupRoute` internally, which uses an `OverlayEntry` to hold the modal barrier and the contents of the menu. This means that the context of the menu doesn't include visibility to the inherited widgets of the button, so when people wrap the button with something (like a `TapRegion`), it doesn't propagate to the items in the menu.

It would be desirable for `PopupRoute` (or it's base class, `ModalRoute`) to be implemented using an `OverlayPortal` instead, so that the menu items would be able to share the same context as the button.
Repository: vscode
Issue: Pointer lock doesn't work with webview panel in extension
Labels: feature-request,webview

I am building a vscode extension that creates a webview panel. This panel has a canvas which renders successfully. No matter what I try, I cannot get the pointer to lock to the canvas with the scene and in the webview developer tools console, I see this message whenever I requestPointerLock()

"Uncaught (in promise) DOMException: The root document of this element is not valid for pointer lock"

This took me into the world of iframes which webview panels use to create the html document however all the iframes that are created as part of the webview panel have "allow-pointer-lock" - as mentioned here https://github.com/microsoft/vscode/issues/104169 - so I don't think that is the problem. I am not finding anything about the error "Uncaught (in promise) DOMException: The root document of this element is not valid for pointer lock" online
Repository: vscode
Issue: Support selecting debug configuration providers using ‘when’ clause
Labels: feature-request,debug

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

Currently, when there is no launch.json (or selected in-memory debug configuration), and VS Code is attempting to guess which debugger to use (see [AdapterManager.guessDebugger](https://github.com/search?q=repo%3Amicrosoft%2Fvscode+guessDebugger+path%3A**%2FdebugAdapterManager.ts&type=code)), VS Code will only consider the language of the current file. Sometimes it would be helpful to be able to select based on other attributes. Three specific cases that would be helpful for the C# Extension:
 
1. **File extension of the current source file** : We would like to be able to use the C# configuration provider when the active file is a C# project (.csproj). But this is in XML file and we cannot change the registered language of it without breaking other scenarios, some of which are from extensions owned by other members of the VS Code community.
2. **File name of the current source file**: .NET Projects use a file named launchSettings.json as an alternative way of providing launch settings (environment variables, initial current working directory, etc) that are used in several different contexts -- running the project from the command line (`dotnet run`), running from VS Code, or running from full Visual Studio. Again, we would like to support launching if that is the active file without altering the `language` for it.
3. **State of setContext variables**: C# Dev Kit supports some commands to set C# Dev Kit’s notion of what the debugger should run (active project + target framework + configuration). Ideally, if a user runs one of these commands, and then opens say, an input file that their application will be processing which doesn’t have a different associated debugger, the C# debugger would get invoked.
 
Proposal:
1. Each [contributes.debuggers](https://code.visualstudio.com/api/references/contribution-points#contributes.debuggers) entry has an optional `providesConfigurationWhen` attribute
2. In `guessDebugger`, first attempt to locate a debugger using a language
3. If one is found, and it doesn’t have a `providesConfigurationWhen` -> use that as it does today
4. If either no debugger found, or the found debugger had a `providesConfigurationWhen` attribute -> evaluate that clause to decide if it should be use
Repository: pytorch
Issue: `dims` of `permute()` without `tuple` or with `list` works agaist the doc
Labels: triaged,topic: docs

### 📚 The doc issue

[The doc](https://pytorch.org/docs/stable/generated/torch.permute.html) of `permute()` says the type of `dims` is `tuple` of `int` as shown below:

> - dims ([tuple](https://docs.python.org/3/library/stdtypes.html#tuple) of [int](https://docs.python.org/3/library/functions.html#int)) – The desired ordering of dimensions

But, `dims` without `tuple` or with `list` works against the doc as shown below:

```python
import torch

my_tensor = torch.tensor([[[0, 1, 2], [3, 4, 5]],
                          [[6, 7, 8], [9, 10, 11]],
                          [[12, 13, 14], [15, 16, 17]],
                          [[18, 19, 20], [21, 22, 23]]])
my_tensor.permute(2, 0, 1)
my_tensor.permute(dims=[2, 0, 1])
torch.permute(input=my_tensor, dims=[2, 0, 1])
# tensor([[[0, 3], [6, 9], [12, 15], [18, 21]],
#         [[1, 4], [7, 10], [13, 16], [19, 22]],
#         [[2, 5], [8, 11], [14, 17], [20, 23]]])
```

### Suggest a potential alternative/fix

_No response_
Repository: PowerToys
Issue: [Peek] Preview CSV correctly (Works if rename ext to `.txt`) (Unrelated to Office files preview)
Labels: Issue-Bug,Idea-Enhancement,Needs-Triage,Product-Peek

### Microsoft PowerToys version

0.82.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Peek

### Steps to reproduce

This is not a dup of prior issues like: https://github.com/microsoft/PowerToys/issues/26210 or https://github.com/microsoft/PowerToys/issues/26253

Peeks seems to try and render CSVs using Excel, but fails:
![image](https://github.com/user-attachments/assets/d17f34e7-89f5-46fc-bea2-412a6bb6211f)

Renaming the file with `.txt` works as expected:
![image](https://github.com/user-attachments/assets/e006de13-bb2a-4076-a886-8fc93142c350)

Thank you to the team for such an incredible productivity boosting tool!

### ✔️ Expected Behavior

A preview of the CSV file (CSV is just plain text not a proprietary XML Office format)

### ❌ Actual Behavior

Preview fails as it tries to render as an Excel file

### Other Software

_No response_
Repository: ui
Issue: [bug]: Chart legend does not scroll 
Labels: bug

### Describe the bug

When scaling the page, the chart scales perfectly, but the legend does not. Ideally there would be a way it could scroll. 

Happy to contribute to this change if you think it's something a n00b could tackle. 

![2024-07-12 at 4 11 PM](https://github.com/user-attachments/assets/1036e62a-30bb-4dac-a6d1-82ae1ce968e6)


Obligatory thank you so much for this repo, actually the best <3 

### Affected component/components

Charts

### How to reproduce

1. Create a line graph
2. Add at least 4 keys of data
3. Compress the size of the page and watch the legend overflow



### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Chrome, NextJS
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: InputEventMouseMotion not sending to proper control
Labels: needs testing,topic:input

### Tested versions

- Reproducable in v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 31.0.12027.9001) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

I'm trying to implement a simple Sudoku grid. Each Cell is a node, and on clicking it, it takes focus. This works fine. It also has custom keyboard input managing to change the focus to other cells with arrowkeys. This also works fine. (Also, multiple cells can be "selected"- focusing a cell selects it, and they are unselected when another cell is focused UNLESS shift is held)

Then I went to implement selecting multiple cells via mouse drag. When I click on a cell, it gets the click event, and takes focus. Then I drag the mouse, and that cell gets Motion events. But if the mouse cursor goes to other cells, that same one cell is still getting all the motion events.

My first thought was "can non-focused cells not get events like that? huh". Except then I happened to try clicking on a cell, holding, and pressing Alt+Tab to switch windows to another window and back (without releasing the mouse at any point). Upon the window coming to the front again, the Motion events fire on whatever node is being hovered over, not only the focused cell. The fact that Alt+Tabbing out and back in changes the behavior here seemed really weird, and definitely points to some sort of bug being here. (Also, it is not just pressing `Tab` changing the focus- pressing only tab unfocuses the cell (as there is no `Next Focus`), but that same cell, even unfocused, is still the only cell to get the Motion events!)

Looking through issues, I didn't see anything that sounded specifically like this; though possibly related to #77246 ?

### Steps to reproduce

Not sure how to pull out a reproducable section, so, I'll just link my repo (at a specific commit to ensure it remains reproducable): https://github.com/APSudoku/APSudoku/tree/abe60141b363d26b9d94200e094f3bd81496415b

- Launch, go to the Sudoku tab
- Click on a cell, it gains focus (drawn in red), and gains selection (blue border, but drawn behind the focus indicator)
- Drag over other cells while holding click. The most recently hovered cell SHOULD be red and have focus, while every other cell SHOULD remain "selected" - however, this does NOT occur as it should, and instead the originally clicked cell gets all the InputEventMouseMotion, thus nothing else gets selected/focused.
- While holding click still, Alt+Tab to another window, Alt+Tab back. Suddenly, it functions as it should.

### Minimal reproduction project (MRP)

as I said above, not sure how to pull it out much more without a bunch of work. Project is at https://github.com/APSudoku/APSudoku/tree/abe60141b363d26b9d94200e094f3bd81496415b
Repository: pytorch
Issue: `dims` of `flip()` without `list` or `tuple` works with a tensor agaist the doc
Labels: triaged,topic: docs

### 📚 The doc issue

[The doc](https://pytorch.org/docs/stable/generated/torch.flip.html) of `flip()` says the type of `dims` is `list` or `tuple` as shown below:

> - dims (a list or [tuple](https://docs.python.org/3/library/stdtypes.html#tuple)) – axis to flip on

But, `dims` without `list` or `tuple` works with a tensor against the doc as shown below:

```python
import torch

my_tensor = torch.tensor([[[2, 7, 4], [8, 3, 2]], # 3D tensor
                          [[5, 0, 8], [3, 6, 1]]])
my_tensor.flip(0, 1, 2)
# tensor([[[1, 6, 3],
#          [8, 0, 5]],
#         [[2, 3, 8],
#          [4, 7, 2]]])
```

### Suggest a potential alternative/fix

_No response_
Repository: pytorch
Issue: Add aten::_weight_norm_interface as an ONNX supported TorchScript operator
Labels: module: onnx,triaged,OSS contribution wanted

### 🚀 The feature, motivation and pitch

I'm working on lowering torch.ops.aten._weight_norm_interface in torch-mlir: https://github.com/llvm/torch-mlir/pull/3538. Currently, its ONNX test fails, thowing ```torch.onnx.errors.UnsupportedOperatorError: Exporting the operator 'aten::_weight_norm_interface' to ONNX opset version 20 is not supported. Please feel free to request support or submit a pull request on PyTorch GitHub: https://github.com/pytorch/pytorch/issues.``` as an error. As suggested by it, I've come here to request its implementation.

### Alternatives

_No response_

### Additional context

_No response_
Repository: pytorch
Issue: Conjugate bit not handled properly in wrapped subclasses
Labels: triaged,module: complex,tensor subclass

```
import torch
from torch.testing._internal.two_tensor import TwoTensor
torch.manual_seed(123)

class Log(torch.utils._python_dispatch.TorchDispatchMode):
    def __torch_dispatch__(self, func, types, args, kwargs=None):
        if TwoTensor in types:
            return NotImplemented
        res = func(*args, **kwargs)
        if func is torch.ops.aten.mul.Tensor:
            print(f"\n{func}(*{args}, **{kwargs})")
            print(res)
        return res

a = torch.tensor([1+1j], dtype=torch.complex64, device="cuda", requires_grad=True)
b = torch.randn((1,), dtype=torch.complex64, device="cuda")

with Log():
    a * b.conj()

a = TwoTensor(a, a.clone())
b = TwoTensor(b, b.clone())

with Log():
    a * b.conj()

```

Leads to:
```
aten.mul.Tensor(*(tensor([1.+1.j], device='cuda:0', requires_grad=True), tensor([0.9469-0.1451j], device='cuda:0')), **{})
tensor([1.0920+0.8018j], device='cuda:0')

aten.mul.Tensor(*(tensor([1.+1.j], device='cuda:0', requires_grad=True), tensor([0.9469-0.1451j], device='cuda:0')), **{})
tensor([0.8018+1.0920j], device='cuda:0')

aten.mul.Tensor(*(tensor([1.+1.j], device='cuda:0', grad_fn=<CloneBackward0>), tensor([0.9469-0.1451j], device='cuda:0')), **{})
tensor([0.8018+1.0920j], device='cuda:0')
```

First result is with plain Tensor and the next two are the two mul computation after the TwoTensor.

As you can see the result of the mul within the two Tensor is the result with the second argument being conjugated. So the Conj bit has not been handled properly somehow.


The current workaround for the user is to force resolving the conj so that lazy conj handling cannot break things by adding the following to the logging mode above:
```
        if func is torch.ops.aten._conj.default:
            res = res.resolve_conj()
```

cc @ezyang @anjali411 @dylanbespalko @mruberry @Lezcano @nikitaved @amjames
Repository: rust
Issue: Matching on `str.chars().next()` is slower than matching on `str.bytes().next()`
Labels: I-slow,T-compiler,S-has-mcve,C-optimization

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:
https://godbolt.org/z/8c74Yzfoj

```rust
pub fn src(s: &str) -> u32 {
    match s.chars().next() {
        None => 0,
        Some('a') => 1,
        Some('b') => 2,
        Some(_) => 3,
    }
}

pub fn tgt(s: &str) -> u32 {
    match s.bytes().next() {
        None => 0,
        Some(b'a') => 1,
        Some(b'b') => 2,
        Some(_) => 3,
    }
}
```

I expected to see this happen:
The assembly generated for `src` should be identical to that of `tgt`.

Instead, this happened:
The assembly generated for `src` contains branches checking for 2, 3 or 4 byte long encodings of the 'a' or 'b' characters. These encodings will never actually occur in `str`, since UTF-8 must always use the shortest encoding of any character. I think such information could be communicated to LLVM through some `assume`s.

### 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 1.81.0-nightly (0c81f94b9 2024-07-10)
binary: rustc
commit-hash: 0c81f94b9a6207fb1fc080caa83584dea2d71fc6
commit-date: 2024-07-10
host: x86_64-unknown-linux-gnu
release: 1.81.0-nightly
LLVM version: 18.1.7
```

</p>
</details>