sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: svelte
Issue: Allow opt-in explicit dependency tracking for `$effect`
Labels: runes

### Describe the problem

In Svelte 4, you can use this pattern to trigger side-effects:
```svelte
<script>
  let num = 0;
  let timesChanged = 0;

  $: num, timesChanged++;
</script>

<h1>Num: {num}</h1>
<h2>Times changed: {timesChanged}</h2>
<button on:click={() => (num++)}>Increment</button>
```

However, this becomes unwieldy with runes:
```svelte
<script>
  import { untrack } from 'svelte';
  let num = $state(0);
  let timesChanged = $state(0);
	
  $effect(() => {
    // I don't like this syntax - it's unclear what it's doing
    num;
    // If you forget the untrack(), you get an infinite loop
    untrack(() => {
      timesChanged++;
    });
  });
</script>

<h1>Num: {num}</h1>
<h2>Times changed: {timesChanged}</h2>
<button on:click={() => (num++)}>Increment</button>
```

### Describe the proposed solution

Allow an opt-in manual tracking of dependencies:

(note: this could be a different rune, like `$effect.explicit`)
```svelte
<script>
  let num = $state(0);
  let timesChanged = $state(0);
	
  $effect(() => {
    timesChanged++;
  }, [num]);
</script>

<h1>Num: {num}</h1>
<h2>Times changed: {timesChanged}</h2>
<button on:click={() => (num++)}>Increment</button>
```

### Alternatives considered

- Don't migrate to runes
- Use the clunky solution above
- This can almost be implemented by the user:
```js
export function explicitEffect(fn, deps) {
  $effect(() => {
    deps;
    untrack(fn);
  });
}
```
but this compiles to 
```js
explicitEffect(
  () => {
    $.increment(timesChanged);
  },
  [$.get(num)]
);
```
### Importance

would make my life easier
Repository: go
Issue: x/text/message: expected behaviour of message.Print is unclear
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.21.1 darwin/arm64

$ go get golang.org/x/text@v0.13.0
</pre>


### What did you do?
Executed the following https://go.dev/play/p/htbw6anb94b
```golang
message.SetString(language.German, "foo", "bar")
message.NewPrinter(language.German).Print("foo")
message.NewPrinter(language.German).Printf("foo")
```

### What did you expect to see?
```
barbar
```

### What did you see instead?
```
foobar
```

When using the [`Printer.Print`](https://pkg.go.dev/golang.org/x/text@v0.13.0/message#Printer.Print) function, I expect language substitutions to occur. If no language substitutions were wanted, I would use `fmt.Print` instead. I would not normally use `Printf` unless I am using a format specifier. 

The [`Printer.Print`](https://pkg.go.dev/golang.org/x/text@v0.13.0/message#Printer.Print) documentation says

> Print is like fmt.Print, but using language-specific formatting.

However it doesn't specify what types of language-specific formatting is actually applied. I'd expect string substitution to be one of these language-specific formatting.

Erroneous use of `Printer.Print` can also be seen on [this blog post](https://medium.com/@oborin/localization-in-go-with-enclosing-packages-6fe2efb85a15) which uses `Printer.Println` instead of the working `Printer.Printf`

Is this a bug, or expected behaviour?

/cc @mpvl via https://dev.golang.org/owners
Repository: next.js
Issue: Metadata in root url Internationalization nextjs
Labels: examples,Metadata

### Verify canary release

- [ ] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Home Single Language
Binaries:
  Node: 18.12.1
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.3-canary.3
  eslint-config-next: 13.4.19
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which example does this report relate to?

https://github.com/vercel/next.js/tree/canary/examples/app-dir-i18n-routing

### What browser are you using? (if relevant)

Chrome

### How are you deploying your application? (if relevant)

Vercel

### Describe the Bug

- After set up the folder according to the example, with dynamic route lang and middleware that redirect every route except for api and static file, here is my current folder structure:
<img width="177" alt="image" src="https://github.com/vercel/next.js/assets/63915841/38a8d4d3-639f-4c0d-8faf-0655b2d1a9dd">
- It has the metadata in the [lang] folder as expected but what about the root url? What is the point in  redirecting to the correct locale if the root url doesn't even have the proper metadata for the SEO optimization..
- This folder is structured after I have tried to make additional layout.tsx and page.tsx outside the lang folder and under the app with a view to have **metadata** in **root url** like (https://example.com/). However It doesn't work I also tried to have opengraph and fix middleware matcher to ignore layout.tsx :
<img width="727" alt="image" src="https://github.com/vercel/next.js/assets/63915841/71cb32e9-4209-486a-9cbc-4477b5a250f5">
but seem like it just doesn't help at all. The problem :
<img width="285" alt="image" src="https://github.com/vercel/next.js/assets/63915841/f3af52f5-7d81-4e25-9b9d-8cb7799cbca9">
 

### Expected Behavior

It should also have the metadata in the root url. 

### To Reproduce

Clone the [app-dir-i18n-routing repo](https://github.com/vercel/next.js/tree/canary/examples/app-dir-i18n-routing), add a simple layout.tsx file with <html> and <body> (i think that next would not recognize a root layout without  tag under app repository, or clone my repo [Hub Media](https://github.com/Minhnhat0408/Hub-Media):
Then to see opengraph you can dowload extension or deploy it then sent the root url in messenger app or twitter. also you can have my deploy link in the github repo.
Repository: pytorch
Issue: Batching for is_in
Labels: triaged,module: functorch

### 🚀 The feature, motivation and pitch

I was trying to use torch.vmap for running is_in on a batch of vectors and got this:

UserWarning: There is a performance drop because we have not yet implemented the batching rule for aten::isin.Tensor_Tensor. Please file us an issue on GitHub so that we can prioritize its implementation. (Triggered internally at /opt/conda/conda-bld/pytorch_1682343997789/work/aten/src/ATen/functorch/BatchedFallback.cpp:82.)

So filing and issue because it told me to essentially

### Alternatives

_No response_

### Additional context

_No response_

cc @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: godot
Issue: Moving the mouse over a two-dimensional Node2d array during breakpoint debugging will cause Godot editor to crash.
Labels: bug,topic:editor,crash,topic:gui

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3713) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

Hovering over a variable during debugging is supposed to show the value of that variable. But if you hover over a two-dimensional array containing loaded Node2d instances, the editor crashes, leaving only the running game.

### Steps to reproduce

Run minimal reproduction project, Set breakpoint at line 16 of main.gd. hover over the arr_some variant.

GIF here:
![breakpoint_bug](https://github.com/godotengine/godot/assets/33609801/e1ee9ff3-c40e-4ebc-92cf-e04a8a3c7481)



### Minimal reproduction project

[BreakpointCrash.zip](https://github.com/godotengine/godot/files/12705745/BreakpointCrash.zip)
Repository: PowerToys
Issue: [Peek] How do I un-fullscreen a PDF?
Labels: Issue-Bug,Priority-2,Status-Reproducible,Product-Peek

### Microsoft PowerToys version

0.73.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Peek

### Steps to reproduce

1. Preview a PDF file with Peek
2. Click the full screen button
3. You can't un-fullscreen it now.

### ✔️ Expected Behavior

Clicking the full screen button should maximize the Peek window and <kbd>Esc</kbd> should revert it to the original size and show the toolbar.

### ❌ Actual Behavior

The only way to get the toolbar back is by pressing <kbd>Esc</kbd> and then manually maximizing the window.

### Other Software

_No response_
Repository: godot
Issue: Editor freezes when opening add node dialogue with multiple monitors
Labels: bug,topic:porting

### Godot version

4.1.1

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

When opening the create new node menu (through the keyboard shortcut, plus button, or right click menu) with a secondary monitor connected, the window pops up in a location between windows, and before it populates with node types, the entire editor freezes. Currently I've only been able to work around this by disconnecting the monitor whenever I need to create a node.

After some testing I've been able to reproduce this issue on another monitor by opening the create new node window, moving it to a position where it is between my two screens, and the top of the window is off of the primary screen, then closing and re-opening the window (see steps to reproduce for detail).

I understand this will probably be a difficult issue to resolve if it can't be reproduced, please let me know if there are any logs from the engine that I can upload here to assist with triage.

![image](https://github.com/godotengine/godot/assets/49212921/23348a6c-6e23-495c-8656-4ac1b49a8cbf)


### Steps to reproduce

1. Open Create New Node Window:
![image](https://github.com/godotengine/godot/assets/49212921/f4183d19-300b-4b56-acbd-130369fa09ce)
3. Move to position between monitors:
![image](https://github.com/godotengine/godot/assets/49212921/d8b7632c-b553-4eed-80d0-4a3aa74ec07f)
![image](https://github.com/godotengine/godot/assets/49212921/b36cb4b7-4b6f-43d9-9bc6-d246704f503a)
5. Close Window:
![image](https://github.com/godotengine/godot/assets/49212921/b8d694ba-8386-44c4-8687-999708cb9d16)
7. Reopen Window:
![image](https://github.com/godotengine/godot/assets/49212921/424c74fd-3fc5-4b64-a327-3d2af13946f6)



### Minimal reproduction project

N/A
Repository: godot
Issue: Using Vector2(NaN, NaN) as position in Control.SetPosition sets Control.Size to Vector2(Nan, Nan)
Labels: discussion,topic:core

### Godot version

4.2.dev5.mono.official [e3e2528ba]

### System information

Windows 10 Pro Vulkan API 1.1.95 - Forward+ - Using Vulkan Device #0: NVIDIA - Quadro K1100M

### Issue description

It took me a while to figure out why my UI elements weren't visible on the screen because of `Control.SetPosition` behavior.

I have a scenario where I instantiate my player and the player's camera on the same frame. I also have a signal that is emitted when player is instantiated. Upon receiving the signal my UI script will instantiate an UI widget for the player. In the UI widget's `_Process` I make it follow the player's position using `UnprojectPosition`.

It seems like the first time the UI widget's `_Process` is called and the camera is not yet initialized properly the `UnprojectPosition` method returns `Vector2(NaN, NaN)`. This is fine, but now when using this value in `SetPosition`, the method sets the `Size` of the `Control` node to `Vector2 (Nan, Nan)`, making the UI widget disappear from the screen. On the next frame when the camera is initialized, calling `SetPosition` with a proper value works as expected, but since the `Size` was previously set to `Vector2(NaN, Nan)` the UI element won't be visible on the screen.

Here's a code explanation of what happens:

```cs
public override void _Process(double delta)
{
    Vector2 screenPosition = _camera3D.UnprojectPosition(_entity.Position);
    // screenPosition is (Nan, Nan), _entity.Position is (0, 0, 0)
    
    Vector2 sizeBefore = this.Size;
    // sizeBefore is (100, 12)
    
    if (float.IsNaN(screenPosition.X) || float.IsNaN(screenPosition.Y))
    {
        SetPosition(screenPosition);

        Vector2 sizeAfter = this.Size;
        // sizeAfter becomes (NaN, NaN)
    }
}
```

I know that I should not call the method with invalid argument in the first place. I also know I can work around this issue via multiple ways (e.g. initializing the camera earlier, checking for NaNs).

That said, I think it would be more user friendly if calling with `SetPosition` with `position=Vector2(NaN,NaN)` (accidentally or not) would not modify the size of the control node. It could potentially save many hours of developer time if they didn't need to go through debugging this unexpected behavior.

### Steps to reproduce

Call `Control.SetPosition` with `Vector2(NaN, NaN)` as the `position` argument.

### Minimal reproduction project

N/A
Repository: flutter
Issue: [Proposal] Add full-screen dialogs elements to `Dialog.fullscreen` widget  from Material 3 specs 
Labels: c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

Show a full-screen dialog that is compatible across all platforms and is up to material 3 specs, this widget will co-exist with the previously added `Dialog.fullscreen()` and will provide parameters to ensure following  the m3 specs and great dev experience.

### Proposal

In order to prevent redundancy and having to re-implement this functionality on each and every app the developer makes or needing a third-party package, this widget will provide an easy way to create Full screen dialogs as per material 3 specs and will be equivalent to the Dialog widget too
Repository: godot
Issue: Reflection Probe differences between Always and Once cause Materials to look radically different
Labels: topic:rendering,documentation,topic:3d

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.21031.1005) - AMD Ryzen 7 5800X3D 8-Core Processor (16 Threads)

### Issue description


![AlwaysVsOnce](https://github.com/godotengine/godot/assets/11814599/d185ec90-569f-48d5-96b1-f06b26d99a3e)

When I add an reflection probe to my node tree, my materials start looking off. If I play around with the settings of the reflection probe's and set update mode from Once to Always, the materials look correct and one to one with how they'd appear in Blender Eevee. (see above vs  below)
![BlenderTest](https://github.com/godotengine/godot/assets/11814599/aa1648e2-ac11-43d2-a0df-ab3797bb1b32)

If set to the Reflection Probe to Once,
 the roughness maps feel like are sampled up to intervals of 0.125-0.25. (from 0.0-1.0), and skipping gradients which causes stuff that shouldn't be so reflective to be very reflective. This happens both with the Standard and ORM version of the godot default materials.


Expected:

Once vs Always should behave similarly, even if one of them is updated when called/ modified vs the other every time the frame is updated.


### Steps to reproduce

1. Create scene with an matrice of balls with incrementing values of roughness and metallicness, a simple hdri environment image, and a reflection probe.
2. Observe Result.
3. Swap Reflection Probe update mode to Always
4. Observe Result.
5. Compare Results, see difference.

### Minimal reproduction project

[ReflectionProbeTest.zip](https://github.com/godotengine/godot/files/12705931/ReflectionProbeTest.zip)
Repository: next.js
Issue: Pages using `searchParams` are still rendered (unnecessarily) during build
Labels: bug

### Link to the code that reproduces this issue

https://github.com/joulev/debug/tree/nextjs-some-more-bugs

### To Reproduce

`next build`

### Current vs. Expected behavior

The page `beers` uses the `searchParams` prop so should only be rendered during request time. But it is still rendered during build time, notice the "this is run" logs below:

<img width="534" alt="image" src="https://github.com/vercel/next.js/assets/44609036/8ddd9edd-2750-4e6e-b878-8d1a9fc58421">

The page is correctly run again during request time, but the run during build is completely unnecessary and should not happen.

If I explicitly opt into dynamic rendering with `export const revalidate = 0`, the bug doesn't happen.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:42:57 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T8112
Binaries:
  Node: 20.3.1
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: 8.6.12
Relevant Packages:
  next: 13.5.3-canary.3
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


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

App Router

### Additional context

Related to #55702 where behaviours also differ between implicit dynamic rendering and explicit dynamic rendering.
Repository: next.js
Issue: `loading.tsx` doesn't work for directly accessing the page from the browser
Labels: bug

### Link to the code that reproduces this issue

https://github.com/joulev/debug/tree/nextjs-some-more-bugs

### To Reproduce

1. `next build`
2. `next start` (or can go here https://debug-git-nextjs-some-more-bugs-joulev.vercel.app/ for a live deployment)
3. Navigate to [`/`](https://debug-git-nextjs-some-more-bugs-joulev.vercel.app), then click the link to go to [`/beers`](https://debug-git-nextjs-some-more-bugs-joulev.vercel.app/beers)
4. The loading screen will show correctly
5. Open a new browser tab and navigate to [`/beers`](https://debug-git-nextjs-some-more-bugs-joulev.vercel.app/beers) directly
6. The loading screen does not appear

### Current vs. Expected behavior

In step 6, the loading screen should be shown. I.e. `loading.tsx` should work whether the navigation is by `next/link` from another page, or by a user directly accessing the URL in the browser.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:42:57 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T8112
Binaries:
  Node: 20.3.1
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: 8.6.12
Relevant Packages:
  next: 13.5.3-canary.3
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


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

App Router

### Additional context

_No response_
Repository: go
Issue: x/pkgsite: older version is displayed as "Latest".
Labels: pkgsite

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What is the URL of the page with the issue?

https://pkg.go.dev/github.com/nkmr-jp/zl?tab=versions
https://pkg.go.dev/github.com/nkmr-jp/zl@v1.3.5
https://pkg.go.dev/github.com/nkmr-jp/zl@v1.3.4

### What is your user agent?

<!--
You can find your user agent here:
https://www.google.com/search?q=what+is+my+user+agent
-->

Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/116.0.0.0 Safari/537.36

### Screenshot

<!--
Please paste a screenshot of the page.
-->

https://pkg.go.dev/github.com/nkmr-jp/zl?tab=versions
<img width="958" alt="image 2" src="https://github.com/golang/go/assets/8490118/0520525c-cb38-482c-bd9a-c7d162a5d074">

https://pkg.go.dev/github.com/nkmr-jp/zl@v1.3.5
<img width="812" alt="image 4" src="https://github.com/golang/go/assets/8490118/3c883e7c-c2b0-4a6f-bda7-57ba26976c95">

https://pkg.go.dev/github.com/nkmr-jp/zl@v1.3.4
<img width="757" alt="image 3" src="https://github.com/golang/go/assets/8490118/99c615f7-feb4-41a4-b60f-63f42216fdfe">



### What did you do?

<!--
If possible, provide a recipe for reproducing the error.

Starting with a Private/Incognito tab/window may help rule out problematic browser extensions.
-->

1. Package released v1.3.4 to Github repository. https://github.com/nkmr-jp/zl/releases
2. Realized that the test was failing, fixed it and released v1.3.5
3. Go to https://pkg.go.dev/github.com/nkmr-jp/zl@v1.3.4 and send a Request.
4. Go to https://pkg.go.dev/github.com/nkmr-jp/zl@v1.3.5 and send a Request.


### What did you expect to see?

Expect v1.3.5 to be "Latest".


### What did you see instead?

v1.3.4 is shown as "Latest".
Repository: tauri
Issue: [feat] Disable find in page
Labels: type: feature request

### Describe the problem

Tauri has come a long way in building apps that almost seem native, but there is one glaring issue. Every time I press F3 or in the less likely case ctrl + f, the find in page feature appears. This immediately ruins the illusion and reminds me that it is just a website. It really is a small thing, but considering that opening the downloads page through ctrl + j is already disabled, I assume this could be a simple fix.

### Describe the solution you'd like

In the tauri.conf.json, it would be nice if you could disable inbuilt browser shortcuts individually. This could also help by allowing developers to disable ctrl + r, which personally doesn't bother me, but again just reminds you that it is just a web page.

### Alternatives considered

event.preventDefault() on these shortcuts does disable them, but this is in no way a clean and elegant solution.

### Additional context

As I explained in alternatives considered, it's not like this isn't already possible, so this feature isn't really in any way urgent. Still if it's a pretty simple feature to implement, then it would be nice to have in a future version of tauri.
Repository: pytorch
Issue: Need latest NCCL support to reduce GPU HBM consumption
Labels: oncall: distributed,module: nccl

### 🚀 The feature, motivation and pitch

Since NCCL 2.18.1 opened a new API "ncclCommSplit" which allows communicators share GPU HBM on same GPU.
We want this feature support to run larger models on same GPU clusters.


### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu
Repository: stable-diffusion-webui
Issue: [Bug]: setting Sigma Churn has no effect in X/Y/Z plot
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

After a recent update I noticed that Heun can no longer be used in conjunction with different Sigma Churn values in the X/Y/Z plot settings (it still works in the SD.Next fork).

### Steps to reproduce the problem

1. Use "Heun" Sampling method, enable `X/Y/Z plot` script, set Sigma Churn to 100, render
2. With the same seed, set Sigma Churn to 1, render
3. Notice there is no difference



### What should have happened?

Sigma Churn should effect the image

### Sysinfo

N/A

### What browsers do you use to access the UI ?

_No response_

### Console logs

```Shell
N/A
```


### Additional information

_No response_