sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Pixel .ttf font with subpixel offsets appears broken in godot 4.3 when Snap 2D Transforms to Pixel is active
Labels: enhancement,discussion,topic:gui

### Tested versions

Reproductible in Godot 4.3 beta 3 and beyond


### System information

Windows 10, Godot 4.3 beta 3 & Godot 4.3 RC 1, Forward+, RTX 4080, 4K 16:9 display

### Issue description

When activating the option `Snap 2D transforms to pixel`, the pixel fonts appears broken
![Untitled](https://github.com/user-attachments/assets/7a31a439-a3f2-4ab1-a43c-da089536e6c3)


### Steps to reproduce

- Open the MRP file
- Make sure the viewport width is 480, and viewport hight is 256
- Make sure stretch mode is viewport and aspect is keep
- Make sure snap 2d transforms to pixel is active
- Compare the results between Godot 4.3 Beta 2 and Godot 4.3 beta 3 (or RC 1)

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/16388301/mrp.zip)
Repository: kubernetes
Issue: add alternative APIs which support contextual logging
Labels: kind/feature,sig/instrumentation,triage/accepted

### What would you like to be added?

Several staging repos, for example client-go, only have APIs which don't support contextual logging. Changing those APIs is typically not desirable because it can break large parts of the downstream ecosystem. Instead, we need to add alternative APIs (usually called `<something>WithContext`) which accept a context.

Such a context can replace an existing stop channel, add cancellation when there was no such stop channel, and last but not least be used to retrieve a logger for contextual logging. When using `context.WithCancelCause` in the caller and `context.Cause(ctx)` in the callee, additional information about the reason for canceling can be passed down, thus avoiding the uninformative "context canceled" messages.

The process for adding such alternatives is 

- add an alternative `<something>WithContext` API to some package in staging
- mark the original API with `// Contextual logging: <something>WithContext should be used instead of <something> in code which supports contextual logging.`
- review that change with maintainers and merge it
- temporarily replace `// Contextual logging: ...` with `//logcheck:context // ...`:

      sed -i -e 's;// *Contextual logging: ;//logcheck:context //;' $(git grep -l "// *Contextual logging: ")

- run `hack/verify-golang-lint.sh` to find code which is supposed to support contextual logging and now needs to be updated to use `<something>WithContext`
- fix all issues, submit in one or more PRs:
  - try to align with OWNERS files so that a single approver is sufficient for a PR
  - use `Related-to: https://github.com/kubernetes/kubernetes/issues/126379` in the issue section of the PR description
- once all of those PRs are merged, submit a PR which replaces the `// Contextual logging:  ...` with `//logcheck:context // ...`

This issue will be kept open and (if needed) reopened as long as there is work remaining, which can be checked with:
```
git grep  -e '// Contextual logging:'
```

### Why is this needed?

Several of our binaries (e.g. kube-controller-manager, kube-scheduler) have been converted to structured, contextual logging. However, they still emit unstructured, context-unaware log output because of the helper packages that they use.

- https://github.com/kubernetes/enhancements/issues/1602
- https://github.com/kubernetes/enhancements/issues/3077
Repository: rust
Issue: mut struct member var(ref) bind to new obj still hint: does not live long enough
Labels: A-borrow-checker,T-compiler

```
#[derive(Debug)]
struct ImportantExcerpt<'a> {
    part: &'a str,
}

fn main() {
    let mut root = ImportantExcerpt {part: "abc"};
    {
        let novel = String::from("Call me Ishmael. Some years ago...");
        let first_sentence = novel.split('.').next().expect("Could not find a '.'");
        root = ImportantExcerpt {part: first_sentence};
        root.part = "1234";  // bind to new static str
    }
    println!("{:?}", root);  // error does not live long enough
}
```
Repository: ollama
Issue: Deepseek2 with large context crashes with "Deepseek2 does not support K-shift"
Labels: bug

### What is the issue?

GGML_ASSERT: /go/src/github.com/ollama/ollama/llm/llama.cpp/src/llama.cpp:15147: false && "Deepseek2 does not support K-shift"

### OS

Linux, Windows

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.3.0
Repository: ollama
Issue: Unnecessary quotes when calling a tool
Labels: bug

### What is the issue?

I'm using **mistral-nemo:12b-instruct-2407-q4_1**

I'm trying to reproduce this example - https://github.com/ollama/ollama-js/blob/main/examples/tools/tools.ts

```javascript
tools: [
            {
                type: 'function',
                function: {
                    name: 'eval',
                    description: 'Вычисляет арифметическое выражение в формате JS-функции eval. Используется тогда, когда нужен калькулятор.',
                    parameters: {
                        type: 'object',
                        properties: {
                            expression: {
                                type: 'string',
                                description: 'Арифметическое выражение',
                            }
                        },
                        required: ['expression'],
                    },
                },
            },
        ],
```

Everything works, but sometimes I get (without a space between the quotes):

```
The model didn't use the function. Its response was:
``⠀`
{
  "jsonrpc": "2.0",
  "method": "eval",
  "params": {
    "expression": "5234 / 6453 * 23456"
  }
}
``⠀`
```
That is, sometimes the model wraps JSON in triple quotes, and Ollama interprets this as a text response rather than a tool call.

### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

0.3.0
Repository: ollama
Issue: After changing settings with set, model crashes (sometimes 2/3 of time out of 3 sets of set commands)
Labels: bug

### What is the issue?

I turned off wordwrap and turned it back on. It crashed. It only crashes when I change settings. The output is 

```
Perhaps starting with something less disruptive than turning everyone's mashed potatoes into glowing orbs would be
wise. But where was the fun in that?




>>> /?
Available Commands:
  /set            Set session variables
  /show           Show model information
  /load <model>   Load a session or model
  /save <model>   Save your current session
  /clear          Clear session context
  /bye            Exit
  /?, /help       Help for a command
  /? shortcuts    Help for keyboard shortcuts

Use """ to begin a multi-line message.

>>> /save story_stella_fairy
Created new model 'story_stella_fairy'
>>> /?
Available Commands:
  /set            Set session variables
  /show           Show model information
  /load <model>   Load a session or model
  /save <model>   Save your current session
  /clear          Clear session context
  /bye            Exit
  /?, /help       Help for a command
  /? shortcuts    Help for keyboard shortcuts

Use """ to begin a multi-line message.

>>>
... <start_of_turn>user She had to learn control. What if she accidentally converted something into plasma by nullyfying
...  the electromagnetic force holding atoms together. <end_of_turn> <start_of_turn>model
Error: error reading llm response: read tcp 127.0.0.1:55314->127.0.0.1:55004: wsarecv: Stávající připojení bylo vynuceně ukončeno vzdáleným hostitelem.
```


```
"I have a lot to learn," she said, realizing the enormity of the path
ahead.




>>> /set
Available Commands:
  /set parameter ...     Set a parameter
  /set system <string>   Set system message
  /set history           Enable history
  /set nohistory         Disable history
  /set wordwrap          Enable wordwrap
  /set nowordwrap        Disable wordwrap
  /set format json       Enable JSON mode
  /set noformat          Disable formatting
  /set verbose           Show LLM stats
  /set quiet             Disable LLM stats

>>> /set nowordwrap
Set 'nowordwrap' mode.
>>>/set wordwrap
Set 'wordwrap' mode.
>>> <start_of_turn>user She at least had less of a problem with the part of elec
... romagnetism which does not govern matter stability or directly it's temperat
... ure. Electromagnetic waves. Espetially the portion of them we call light.<en
... d_of_turn> <start_of_turn>model
Error: llama runner process has terminated: CUDA error"
PS F:\Users\user\OneDrive - Personal\Dokumenty\LLMs\gemma2.27b>  
```

I am using NVIDIA RTX 4080 Laptop; intel core i9-13950HX and windows11

### OS

Windows

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.2.8
Repository: flutter
Issue: Keyboard is closed on orientation change on Google Pixel/Android 14
Labels: a: text input,e: device-specific,platform-android,f: focus,a: layout,has reproducible steps,P2,team-text-input,triaged-text-input,found in release: 3.23,found in release: 3.24

### Steps to reproduce

1. Run the app on Google Pixel with Android 14 (we checked on Google Pixel 5, 6, and 7).
2. Tap on the text field to open the keyboard.
3. Rotate device to change orientation.

### Expected results

Keyboard is open.

### Actual results

Keyboard is closed. (UPD: the field still has focus and text caret is blinking.)

**It works fine on our test Redmi with Android 10 and several other devices. Also it works fine on Pixel C with Android 14.**

### Code sample

<details open><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return const MaterialApp(
      title: 'Keyboard bug',
      home: MyHomePage(),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({super.key});

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Center(
        child: TextFormField(),
      ),
    );
  }
}
```

</details>


### Screenshots or Video

_No response_

### Logs

_No response_

### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.22.3, on Microsoft Windows [Version 10.0.22631.3880], locale uk-UA)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 32.1.0-rc1)
[√] Chrome - develop for the web
[√] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.10.4)
[√] Android Studio (version 2021.1)
[√] VS Code (version 1.91.1)
[√] Connected device (4 available)
[√] Network resources

• No issues found!
```

</details>
Repository: pytorch
Issue: Decouple some generic APIs with CUDA building
Labels: module: cuda,triaged,needs research

### 🚀 The feature, motivation and pitch

Currently there are some API are generic but defined in torch/csrc/cuda/Module.cpp and only exposed when USE_CUDA=ON
```
static void registerCudaPluggableAllocator(PyObject* module) {
  auto m = py::handle(module).cast<py::module>();  
  //  ...
  m.def(
      "_set_storage_access_error_msg", [](const at::Tensor& t, std::string s) {
        t.unsafeGetTensorImpl()
            ->release_storage_and_set_meta_custom_data_ptr_error_msg_(s);
      });

  m.def("_storage_Use_Count", [](size_t storage_impl_ptr) {
    // NOLINTNEXTLINE(performance-no-int-to-ptr)
    c10::StorageImpl* storage_impl = (c10::StorageImpl*)storage_impl_ptr;
    return c10::raw::weak_intrusive_ptr::use_count(storage_impl);
  });

  m.def(
      "_tensors_data_ptrs_at_indices_equal",
      [](py::list& tensors, py::list& data_ptrs, py::list& indices) {
        for (size_t i = 0, end = indices.size(); i < end; ++i) {
          auto index = indices[i].cast<int64_t>();
          auto t = tensors[index].cast<at::Tensor>();
          auto data_ptr = data_ptrs[index].cast<int64_t>();
          if (reinterpret_cast<int64_t>(t.data_ptr()) != data_ptr) {
            return false;
          }
        }
        return true;
      });
  // ...
}
```

### Alternatives

move then from torch::cuda::initModule(module) to torch::initModule()

### Additional context

_No response_
```[tasklist]
### Tasks
```


cc @ptrblck @msaroufim
Repository: godot
Issue: Multiplayer synchronize with elements from Animation tree
Labels: needs testing,topic:animation,topic:multiplayer

### Tested versions

4.2

### System information

Windows 10 Godot version 4.2

### Issue description

I don't know this issue or bug. But this make me to trouble: When you synchronize elements from animation tree with multiplayer synchronizer , you can't synchronize for example element  "State machine" from   Blend tree or against : you can't choose element "Blend tree" on "State machine animation tree" with mutliplayer synchronizer. But for example you can select "blend space 2d"
I can make mistake but i don't find solve this problem 
on tutorials or documentations

Also , there can make multiplayer synchronize "output" on animation tree?

### Steps to reproduce

Maked this there can selectable. Or make official video tutorial how show end "Output" on Animation tree with mutliplayer synchronizer 

### Minimal reproduction project (MRP)

There no have project for while
Repository: ollama
Issue: 0.2.6-rocm and above cannot be pulled with containerd on fedora 
Labels: bug

### What is the issue?

Pulling the image results in 
```
Error: failed to extract layer sha256:00d2c36d84f963d50ac6a568b0be71eea96f3579770ef47c2ac3f94d4d3c346a: exit status 1: unpigz: skipping: <stdin>: corrupted -- crc32 mismatch
```
This happens for 0.2.6-rocm and further vesions 
Not sure why it fails and what kind of issue pigz has here. Im using k0s which comes packaged with its own containerd so its not using fedora installed. 

Really not sure where to look for a potential cause 

### OS

Linux

### GPU

_No response_

### CPU

Intel, AMD

### Ollama version

0.3.0
Repository: next.js
Issue: Rewrites not working with django backend - infinite rewrites
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/ShaulBenDavid/my-tubes-frontend

### To Reproduce

1. start application
2. config rewrites

  rewrites: async () => [
    {
      source: "/api/:path*",


      destination: `${process.env.NEXT_PUBLIC_MY_TUBES_URL}:path*`,
    },
  ],
  
  get infinite loop
![Screenshot 2024-07-26 at 12 30 28](https://github.com/user-attachments/assets/5a118233-92c3-49f1-b1c2-a1946042ea9e)

### Current vs. Expected behavior

successful api request

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:10:42 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T6000
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.1.2
  eslint-config-next: 14.1.2
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.0.3
Next.js Config:
  output: N/A
```


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

Runtime

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

next dev (local)

### Additional context

I have the same config when my backend is Express js and everything works perfect
the problem is when the backend is Django rest
Repository: node
Issue: Issue with Variable Declaration and Reference Errors in Node.js REPL and Browser Console
Labels: repl

### Version

22.5.1

### Platform

```text
Linux 6.5.0-45-generic #45~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Mon Jul 15 16:40:02 UTC 2 x86_64 x86_64 x86_64 GNU/Linux
```


### Subsystem

REPL

### What steps will reproduce the bug?

![Screenshot from 2024-07-26 11-40-33](https://github.com/user-attachments/assets/c1595d37-49dd-4cc9-8da6-12e596a3fbc2)

![Screenshot from 2024-07-26 11-38-56](https://github.com/user-attachments/assets/2f700723-5371-4c87-9b69-ae27148b405e)


In both the Node.js REPL and the browser console, there is a reference error when trying to assign a variable `obj1` that has not been declared to another variable `obj2` (this is expected).

In the Node.js REPL, after the initial `ReferenceError`, attempting to correct the code by assigning obj to `obj2` results in a `SyntaxError` due to `obj2` being declared already. Further attempts to access `obj2` result in a `ReferenceError` (different from browser).




### How often does it reproduce? Is there a required condition?

Always

### What is the expected behavior? Why is that the expected behavior?

The expected behavior in both the Node.js REPL and the browser console should be consistent with JavaScript's rules for variable declarations and assignments. 

### What do you see instead?

The `obj2` reference error.

### Additional information

I am using Chromium Version 126.0.6478.126 (Official Build) snap (64-bit) in Ubuntu 22.04
Repository: node
Issue: subtest filtering only works with describe not with test
Labels: doc,test_runner

### Version

v22.5.1

### Platform

```text
Linux JKKV6G3 5.15.153.1-microsoft-standard-WSL2 #1 SMP Fri Mar 29 23:14:13 UTC 2024 x86_64 x86_64 x86_64 GNU/Linux
```


### Subsystem

test

### What steps will reproduce the bug?

```js
import { describe, test } from 'node:test';

test('test 1', async (t) => {
  await test('some test');
  await test('some other test');
});

describe('test 2', async (t) => {
  await test('some test');
  await test('some other test');
});
```

```console
$ node --test-name-pattern="test 1 some test" test
ℹ tests 0
ℹ suites 0
ℹ fail 0
ℹ cancelled 0
ℹ skipped 0
ℹ todo 0
ℹ duration_ms 5.505249
```

```console
$ node --test-name-pattern="test 2 some test" test
▶ test 2
  ✔ some test (0.933304ms)
▶ test 2 (2.713913ms)
ℹ tests 1
ℹ suites 1
ℹ pass 1
ℹ fail 0
ℹ cancelled 0
ℹ skipped 0
ℹ todo 0
ℹ duration_ms 13.939723
```

### How often does it reproduce? Is there a required condition?

always

### What is the expected behavior? Why is that the expected behavior?

According to the documentation
> Starting Node.js with --test-name-pattern="test 1 some test" would match only some test in test 1.

Nothing says it's limited to `describe`.

### What do you see instead?

no test runs

### Additional information

_No response_
Repository: neovim
Issue: "zh_CN.UTF-8.po" and "zh_TW.UTF-8.po’"should be replaced by "zh_CN.po" and "zh_TW.po".
Labels: bug,localization

### Problem

https://bbs.archlinux.org/viewtopic.php?id=297950
NVIM v0.10.1
https://github.com/neovim/neovim/blob/master/src/nvim/po/zh_CN.UTF-8.po
https://github.com/neovim/neovim/blob/master/src/nvim/po/zh_TW.UTF-8.po

This will cause the neovim interface not to be Chinese when Chinese users set “LANGUAGE” to “LANGUAGE=zh_CN:en_US”. （https://wiki.archlinux.org//title/Localization/Simplified_Chinese#User-specific_locales）
I don't think translations should have “UTF-8” in the file name.


### Steps to reproduce

export LANGUAGE=zh_CN:en_US
nvim

### Expected behavior

Set LANGUAGE=zh_CN:en_US and neovim will use Chinese.

### Neovim version (nvim -v)

v0.10.1

### Vim (not Nvim) behaves the same?

no

### Operating system/version

archlinux

### Terminal name/version

xfce4-terminal

### $TERM environment variable

xterm-256color

### Installation

Arch repo
Repository: godot
Issue: Description missing from theme properties on type variations
Labels: bug,topic:editor,topic:gui

### Tested versions

Godot v4.3.rc1

### System information

Fedora Linux 40 (KDE Plasma) 

### Issue description

Description missing from theme properties on type variations

### Steps to reproduce

Create a theme add a type variation set base type.
Hover over any theme property, tooltip says "no description available"

![Screenshot_20240726_125625](https://github.com/user-attachments/assets/a7c14682-d38f-4278-a243-1594eedee94a)

![Screenshot_20240726_125710](https://github.com/user-attachments/assets/fca036fe-aebc-493f-be06-d0d8701793ec)

Maybe there is a reason for this. If so would it be more helpful with "See base type for description"?

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: After loading PCK file, called DirAccess.DirExistsAbsolute method, passing the existing path, returns false.
Labels: bug,topic:core,needs testing

### Tested versions

Reproducible in:4.2.2-stable, 4.2.2-stable_mono, 4.3-beta3, 4.3-rc1, 4.3-rc1_mono

### System information

Godot v4.3.rc1.mono - Windows 10.0.22631 - Vulkan (Mobile) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 27.20.11028.10001) - AMD Ryzen 5 4600U with Radeon Graphics (12 Threads)

### Issue description

Sample code：

```gdscript
extends Control

func _ready():
  _showFolderInfo("res://data")
  _loadPckFile("D:\\a.pck")
  _showFolderInfo("res://data")
  pass

#Load the PCK package
#加载PCK包
func _loadPckFile(path):
  print("Load Pck File at " + path)
  var result = ProjectSettings.load_resource_pack(path)
  print("Load Pck " + path + ",Result is " + str(result))
  pass

#Show folder information
#显示文件夹信息
func _showFolderInfo(path):
  if (DirAccess.dir_exists_absolute(path)):
    print("dir exist " + path)
    var files = DirAccess.get_files_at(path)
    for f in files:
        print(str(f))
  else:
    printerr("dir not exist " + path)
  pass
```

Output:

```
dir exist res://data
Test1.tscn
Test2.tscn
Test3.tscn
Load Pck File at D:\a.pck
Load Pck D:\a.pck,Result is true
dir not exist res://data
```

Expect: The DirAccess.dir_exists_absolute method return true after load the PCK file.
Actual: **DirAccess.dir_exists_absolute return false.**

### Steps to reproduce

1. Download PCKproject.zip and DirExistsErrorMRP.zip
2. Unzip them to your working directory
3. Open PCKproject using any of the editors listed below.
- 4.2.2-stable
- 4.2.2-stable_mono
- 4.3-beta3
- 4.3-rc1
- 4.3-rc1_mono
4. Export the pck file and save it to any path.
5. Open the main.gd file in DirExistsErrorMRP, modify line 5 _loadPckFile(), and pass it to the pck file path.
6. Run DirExistsErrorMRP.

### Minimal reproduction project (MRP)

[DirExistsErrorMRP.zip](https://github.com/user-attachments/files/16391089/DirExistsErrorMRP.zip)
[PCKproject.zip](https://github.com/user-attachments/files/16391091/PCKproject.zip)
Repository: godot
Issue: Window is always on top doesn't work if User interacts with FileDialog
Labels: platform:windows,needs testing,topic:gui

### Tested versions

Was always present?

### System information

Windows 11, Godot 4.1.1 stable / Godot 4.3rc1

### Issue description

Window loses "always on" setting after loading data using FileDialog (Open File, File system).

Can you also add global keys support (maybe as option)?
I already solved the issue, use this code (add it to whatever script that responsible for Window always on top):

#include <windows.h>

```
int main()
{
    while (true) {
        HWND iriska; ##iriska is my game's name, I guess you can return game_name from Class(project_name).
        iriska = FindWindow( NULL, "Iriska (DEBUG)" ); ## I have to use this script, because my GDExtention doesn't want to install
        SetWindowPos(iriska, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
        Sleep(100);
        if( iriska == NULL ){
            return 0;
        }
        if (GetAsyncKeyState(VK_NUMPAD0)){
            PostMessage(iriska, WM_KEYDOWN, VK_NUMPAD0, 0); ## Put Keycode (Latin Equivalent) for the dedicated key(s).
    }
    return 0;
}
```


### Steps to reproduce

Create FileDialogue and use it.

### Minimal reproduction project (MRP)

N/A