sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [flutter_svg] Invalid double 4mm
Labels: package,P3,p: flutter_svg

_Imported from https://github.com/dnfield/flutter_svg/issues/906_

Original report by @djpnewton on Apr 18, 2023

SvgPicture is generating a FormatException on a basic svg generated by a python QR code to SVG library

```
════════ Exception caught by widgets library ═══════════════════════════════════
Invalid double
4mm
The relevant error-causing widget was
SvgPicture
security.dart:83
════════════════════════════════════════════════════════════════════════════════
```

---
Comment by @Jyoshnarani on May 1, 2023
Facing same issue

FormatException: Invalid double


100%

---
Comment by @Jyoshnarani on May 1, 2023
> Facing same issue
> 
> FormatException: Invalid double
> 
> 
> 100%

This issue is resolved for me.

There is a problem in the image.
Issues are on the server side.
So try with another image and it's worked.

---
Comment by @djpnewton on May 2, 2023
> There is a problem in the image.
> Issues are on the server side.
> So try with another image and it's worked.

I dont understand what you mean?

---
Comment by @Jyoshnarani on Jun 23, 2023
The server didn't accept double the value for a key  in input body


---
Comment by @shanelau on Oct 23, 2023
it works on
vector_graphics_compiler: 1.1.7 

but throw error on 1.1.9
```
Invalid double
4e
```

---
Comment by @Jyoshnarani on Oct 27, 2023
For Me its worked when I allowed from server.

Any way Its working so we can close this.
Repository: excalidraw
Issue: Bug: Local storage overflow fails silently, without letting the user know
Labels: bug

Nobody is probably using the app this way, but I was playing around and noticed that if I paste in too many items, local storage gets overflowed. It's not obvious because the error is in the console.

![Image](https://github.com/user-attachments/assets/c5c66200-6594-4cbd-830d-5148e352ca27)
Repository: deno
Issue: deno task wrongly assume npm: imports are installed globally
Labels: bug,needs investigation,task runner

Version: Deno 1.43.6
OS: Linux Mint 20

I have a custom `esbuild` command made of a `esbuild.js` script installed globally by deno. It worked well until I switched its import of esbuild from `https://deno.land/x/esbuild@v0.19.8/mod.js` to `npm:esbuild@0.20.2`.

Now the associated task that is using the global command `esbuild` is launching esbuild as it was installed globally by a `npm install -g esbuild` instead of my custom command.

Note that a `which esbuild` is still pointing to my custom script. The error happen only in the task's command.

$HOME/dev/esbuild.js
```js
// import * as esbuild from 'https://deno.land/x/esbuild@v0.19.8/mod.js'
import * as esbuild from 'npm:esbuild@0.20.2'

// ... my custom code here, loading .yaml configs
```

deno.jsonc
```json
{
	"tasks": {
		"watch": "esbuild watch esbuild-config.yaml ui-esbuild-config.yaml"
	}
}
```

```bash
$ which esbuild 
$HOME/.deno/bin/esbuild
$ nano $HOME/.deno/bin/esbuild
```
$HOME/.deno/bin/esbuild
```sh
#!/bin/sh
# generated by deno install
exec deno run --allow-read --allow-write --allow-net --allow-env --allow-run --no-config '$HOME/dev/esbuild.js' "$@"
```
# The error 
```bash
$ deno task watch
Task watch esbuild watch esbuild-config.yaml ui-esbuild-config.yaml
✘ [ERROR] Must use "outdir" when there are multiple input files

1 error
error: Uncaught Error: Command failed: $HOME/.cache/deno/npm/registry.npmjs.org/@esbuild/linux-x64/0.20.2/bin/esbuild watch esbuild-config.yaml ui-esbuild-config.yaml
```

The error shows the npm's bin script is resolved instead of the actual system wide command...
Repository: pytorch
Issue: `skipIfXYZ` decorators will skip CPU tests as well
Labels: triaged,module: testing

### 🐛 Describe the bug

Noticed while looking at how `skipIfMPS` is used in common_modules:
https://github.com/pytorch/pytorch/blob/3d618019fb5dd1ab20da5b468056a4830d86d323/torch/testing/_internal/common_modules.py#L3879-L3886

which looks like it skips it just for MPS, but actually just skips all testing if running on the device where MPS is available, since skipIfMPS is defined as
https://github.com/pytorch/pytorch/blob/3d618019fb5dd1ab20da5b468056a4830d86d323/torch/testing/_internal/common_utils.py#L1860-L1867

And has `TEST_MPS` simply checks if device is there:
https://github.com/pytorch/pytorch/blob/3d618019fb5dd1ab20da5b468056a4830d86d323/torch/testing/_internal/common_utils.py#L1405

### Versions

2.5, CI
Repository: PowerToys
Issue: Crop and lock: Reparent behaviour in seperate window
Labels: Needs-Triage

### Description of the new feature / enhancement

Can this feature be extended to allow a separate cropped live window so the user can interact with the same content in two different parts of the screen? 

### Scenario when this would be used?

The larger main screen is displaying a full application, including all of its chrome. For example Blender3D. The user's second monitor, a smaller resolution Wacom tablet shows a portion of the same application: The part of the application window that benefits from pen input. 
The user can maximise the resolution on both displays by displaying chrome on one but not the other. It also allows mirroring the monitor in a logical way that doesn't waste pixel space. 

### Supporting information

_No response_
Repository: langchain
Issue: chat ollama with_structured_output fails with union type
Labels: Ɑ:  core

### Privileged issue

- [X] I am a LangChain maintainer, or was asked directly by a LangChain maintainer to create an issue here.

### Issue Content

```python
from typing import Union
from langchain_ollama import ChatOllama

llm = ChatOllama(model="llama3.1", temperature=0)

# Pydantic
class Joke(BaseModel):
    """Joke to tell user."""
    setup: str = Field(description="The setup of the joke")
    punchline: str = Field(description="The punchline to the joke")
    rating: Optional[int] = Field(
        default=None, description="How funny the joke is, from 1 to 10"
    )


class ConversationalResponse(BaseModel):
    """Respond in a conversational manner. Be kind and helpful."""
    response: str = Field(description="A conversational response to the user's query")


class FinalResponse(BaseModel):
    final_output: Union[Joke, ConversationalResponse]

structured_llm = llm.with_structured_output(FinalResponse)
structured_llm.invoke("Tell me a joke about cats")
```

raise here: https://github.com/langchain-ai/langchain/pull/27415
Repository: PowerToys
Issue: Monaco languages file includes multiple IDs with the same extension
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86

### Installation method

Dev build in Visual Studio

### Running as admin

No

### Area(s) with issue?

File Explorer: Preview Pane, Peek

### Steps to reproduce

Please note: this is a minor issue, and I'm just reporting it to raise awareness and to include repro code so it may be tracked in the future.

The `monaco_languages.json` file includes a mapping of file extensions to language IDs. This allows for syntax highlighting on a per-language basis.

There exist 3 cases where the same file extension is present for multiple languages. This may result in incorrect syntax highlighting in one of those cases.

The code to repro the issue is as follows:

``` csharp
using System.Text.Json;

string json = File.ReadAllText("monaco_languages.json");

using var jsonDoc = JsonDocument.Parse(json);
var list = jsonDoc.RootElement.GetProperty("list");

foreach (var entry in list.EnumerateArray()
    .Where(item => item.TryGetProperty("id", out var _) && item.TryGetProperty("extensions", out var _))
    .SelectMany(item => item.GetProperty("extensions").EnumerateArray()
        .Select(ext => new
        {
            Extension = ext.GetString(),
            Id = item.GetProperty("id").GetString()
        })
    ).GroupBy(pair => pair.Extension)
    .Where(group => group.Count() > 1)
    .Select(group => new
    {
        Extension = group.Key,
        Ids = group.Select(x => x.Id)
    }))
{
    Console.WriteLine($"Extension '{entry.Extension}' used by IDs {string.Join(", ", entry.Ids)}");
}
```

(Setup a new Console application with this code as `Program.cs` and also copy in the current `monaco_languages.json` file, setting that file to be copied to the output directory.)

The results are:

```
Extension '.gitconfig' used by IDs ini, iniExt
Extension '.pp' used by IDs pascal, ruby
Extension '.csproj' used by IDs xml, xmlExt
```

The lookup for Monaco language matching in PowerToys will always pick the first match, so a file with a .pp extension will always be recognised as Pascal, even if it is a Puppet manifest file. (I assume the other 2 cases are OK, as the language IDs appear synonymous.)

I'm unsure what the resolution for this is without doing file introspection. That's probably unreasonable, especially for a single case such as this.

If it was decided to favour Puppet files over Pascal, the entry for Ruby should be moved before Pascal's in the file.

### ✔️ Expected Behavior

Files for Pascal and Puppet manifest files should be recognised as distinct, and highlighted differently by Monaco.

### ❌ Actual Behavior

As the files share the same extension, they cannot be distinguished from one another, and will always be rendered as Pascal.

### Other Software

_No response_
Repository: godot
Issue: Remote Tab - Instances are not removed when game window is not visible
Labels: bug,topic:editor

### Tested versions

Godot v4.4.dev (277cb68e1)

### System information

Godot v4.4.dev (277cb68e1) - macOS 13.7.1 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon Pro 580 - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 threads)

### Issue description

I have the strange behavior, that instances seem to be removes as expected with queue_free() if the game window is visible.
<img width="2048" alt="Game Window visible" src="https://github.com/user-attachments/assets/ca0a3b58-1342-4954-acda-fa1f97142e84">



But if the game window is out of focus for a while the instances are not removed (according to the remote tab).
<img width="2048" alt="Game Window in the background" src="https://github.com/user-attachments/assets/25ccf837-ce9e-4cf7-b9c2-854a3da69043">


### Steps to reproduce

I've attached a project.

First run it with the game window visible. In the remote tab all the instances will be removed after leaving the screen

Then run it again, but move the game window out of focus . The instances with stay in the remote tab, even after bringing the game window back.

### Minimal reproduction project (MRP)

[notifier_test.zip](https://github.com/user-attachments/files/17736415/notifier_test.zip)
Repository: ollama
Issue: Validation of Keys and Subkeys in Ollama API JSON Objects
Labels: feature request,api

**Problem:**
When interacting with the Ollama API, developers may inadvertently pass incorrect keys or subkeys in their requests (e.g., due to typos or misunderstanding of the expected structure). Currently, the API does not provide feedback when this occurs, which can lead to silent failures where options are ignored without notifying the user. This behavior makes debugging difficult and increases the likelihood of unintended behavior.

**Proposed Solution:**
Implement a validation mechanism that checks for the existence of valid keys and subkeys in the JSON request object. If an invalid key or subkey is detected, return an informative error message detailing which key or subkey is incorrect. This will help developers quickly identify issues in their request payloads.

### Expected Behavior:
1. **Validation on Request Submission:** When a request is made to any endpoint (e.g., `/generate`, `/chat`), the API should validate all provided keys and subkeys against a predefined schema.
2. **Error Response for Invalid Keys:** If an invalid key or subkey is detected, return an error response with a message such as:
   ```python
   KeyError("Invalid key 'num_predct' in 'options'. Did you mean 'num_predict'?")
   ```
4. **Graceful Handling of Missing Required Keys:** If a required key (e.g., `"model"`, `"prompt"`) is missing, return an error indicating which required key is missing:
   ```python
   KeyError("Missing required key 'model'.")
   ```

### Benefits:
1. **Improved Usability:** Developers will receive immediate feedback when they make mistakes in their request payloads, reducing debugging time.
2. **Reduced Silent Failures:** By explicitly notifying users of invalid keys or subkeys, you can eliminate silent failures where options are ignored without warning.
3. **Increased Confidence in Requests:** Developers can be confident that all provided options are being processed as intended.
Repository: godot
Issue: Z-fighting occurs with collision shape fill or when a CSG node is selected due to gizmo drawing
Labels: bug,topic:rendering,topic:editor,confirmed,topic:3d

### Tested versions

- Reproducible in Godot Engine 4.3 stable
- Reproducible in Godot Engine master https://github.com/godotengine/godot/commit/76fa7b291455a8ba24c50005072ebdb58f8a5984

### System information

Windows 11

### Issue description

https://github.com/godotengine/godot/pull/94321 @aaronfranke mentioned that CSG has Z-fighting when a CSG node is selected

### Steps to reproduce

Select the second csg node and fly around.

https://github.com/user-attachments/assets/e50594c9-e23d-4e3b-9a9c-3067fa643984



### Minimal reproduction project (MRP)

[csg_flicker.zip](https://github.com/user-attachments/files/17736632/csg_flicker.zip)
Repository: kubernetes
Issue: Initiate websocket handshake to watch for events in cache.ListWatch
Labels: priority/awaiting-more-evidence,sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

The k8s client-go should make use of the upgradable websocket connection to watch for changes to resources, if the apiserver version allows it.

### Why is this needed?

Make use of modern http/2 compatible websockets instead of streaming chunked responses.
Repository: kubernetes
Issue: The watch websocket stream should respond to close frame and close the connection accordingly.
Labels: kind/feature,needs-sig,needs-triage

### What would you like to be added?

If the watch handler has been upgraded to a websocket and a close frame is received from the client, the connection should be cleanly closed.

### Why is this needed?

To allow for protocol compliance and for clients to be able to close connections in a more clean, websockety way.
Repository: pytorch
Issue: On the Apple M1 GPU, torch.where() finds tensor entries in the wrong place 
Labels: triaged,module: 64-bit,module: correctness (silent),module: mps

### 🐛 Describe the bug

In the example, a larger tensor is filled with False, except seven entries that are True. The torch.where() method finds True in the wrong place, in a seemingly random way one of the locations is off by one: see the 6th entry on the CPU and the GPU, on the GPU incorrectly in the 47102620th place, while the other six entries are correctly found in their right place.

```python
import torch

device = torch.device('mps' if torch.backends.mps.is_available() else 'cpu')  # Mx Mac GPU backend

tf = torch.ones(49995000) == 0
tf[4049973] = True
tf[8746207] = True
tf[17016956] = True
tf[17566864] = True
tf[42134836] = True
tf[47102619] = True
tf[49861220] = True

print(torch.where(tf == True))  # CPU

tfongpu = tf.to(device)
print(torch.where(tfongpu == True))  # GPU
```
Gives the output:
```
Out>:
(tensor([ 4049973,  8746207, 17016956, 17566864, 42134836, 47102619, 49861220]),)
(tensor([ 4049973,  8746207, 17016956, 17566864, 42134836, 47102620, 49861220], device='mps:0'),)
```

### Versions

PyTorch version: 2.4.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 15.1 (arm64)
GCC version: Could not collect
Clang version: 16.0.0 (clang-1600.0.26.4)
CMake version: Could not collect
Libc version: N/A

Python version: 3.11.5 | packaged by conda-forge | (main, Aug 27 2023, 03:33:12) [Clang 15.0.7 ] (64-bit runtime)
Python platform: macOS-15.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Max

Versions of relevant libraries:
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.26.2
[pip3] onnxruntime==1.16.0
[pip3] torch==2.5.0.dev20240720
[pip3] torchaudio==2.4.0.dev20240720
[pip3] torchvision==0.20.0.dev20240720
[conda] numpy                     1.26.0                   pypi_0    pypi
[conda] pytorch                   2.4.0                  py3.11_0    pytorch
[conda] torch                     2.5.0.dev20240720          pypi_0    pypi
[conda] torchaudio                2.4.0.dev20240720          pypi_0    pypi
[conda] torchvision               0.20.0.dev20240720          pypi_0    pypi

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: langchain
Issue: Number of Agent Types Not Updated in the Docs
Labels: 🤖:docs

### URL

https://python.langchain.com/api_reference/langchain/agents/langchain.agents.agent_types.AgentType.html

### Checklist

- [X] I added a very descriptive title to this issue.
- [X] I included a link to the documentation page I am referring to (if applicable).

### Issue with current documentation:

In the api docs as well as the langchain official documentation, there is mention of nine types of agent types. But in creating, the sql agent using your create_sql_agent class & passing CHAT_ZERO_SHOT_REACT_DESCRIPTION as the agent type. It was showing valur error, only four agent types are supported openai tools openai functions, ZERO_SHOT_REACT_DESCRIPTION etc. Please update the documentation as needed, there is a lot of confusion regarding this.

### Idea or request for content:

Changes needed to be made in these documents:

https://python.langchain.com/api_reference/_modules/langchain/agents/agent_types.html#AgentType

https://python.langchain.com/api_reference/langchain/agents/langchain.agents.agent_types.AgentType.html#langchain.agents.agent_types.AgentType.ZERO_SHOT_REACT_DESCRIPTION
Repository: godot
Issue: Cannot use newly added custom URL in the Asset Library if it has been programmatically added
Labels: bug,topic:editor,topic:plugin,topic:assetlib

- *Production edit: Follow-up to https://github.com/godotengine/godot/issues/99175.*

### Tested versions

4.3

### System information

Windows 10

### Issue description

the asset library does not reload the available_urls list in the editor when adding a custom URL in EditorSettings, even after project reload.

I added one manually and it worked.

### Steps to reproduce

when you add a new URL to the Asset Lib, it doesn't update in this dropdown, even when reloading

![image](https://github.com/user-attachments/assets/1570857a-b450-4f8b-a560-4d91b49f5c9c)

if I add it manually it works, when I do it from code I only see this:

![image](https://github.com/user-attachments/assets/b210a9db-2eca-4d2a-8caa-c1b6c9b8ebf2)


### Minimal reproduction project (MRP)

n/a
Repository: flutter
Issue: [flutter_svg] SVG polygon fails to draw when using pattern fill (2.0.5)
Labels: package,P3,p: flutter_svg

_Imported from https://github.com/dnfield/flutter_svg/issues/919_

Original report by @andrewsheridan on May 3, 2023

When I attempt to use a pattern fill my polygon does not get drawn. I am using `userSpaceOnUse` as the `patternUnits`, not `objectBoundingBox`.

Here is an example of an SVG which fails to draw when a pattern is applied for the fill. 

```
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg id="3186207a-01d4-4d15-98a0-99da496660e6" xmlns="http://www.w3.org/2000/svg" version="1.1" viewBox="-323.15608919382504 -61.749571183533476 457.975986277873 508.4048027444254">
  <defs>
    <pattern id="reference" x="0.0" y="0.0" width="10.0" height="10.0" patternUnits="userSpaceOnUse">
      <rect x="0.0" y="0.0" width="5.0" height="5.0" fill="#fed100" fill-opacity="1.0"/>
    </pattern>
  </defs>
  <polygon points="-321.09777015437396,318.01029159519726 -323.15608919382504,-59.69125214408234 134.81989708404797,-61.749571183533476 127.61578044596911,326.2435677530017 -99.82847341337907,446.65523156089193 -321.09777015437396,318.01029159519726" fill="url(#reference)" fill-opacity="0.26666666666666666" stroke="#fed100" stroke-opacity="1.0" stroke-dasharray="2.0 1.0" stroke-width="1.0"/>
</svg>
```

If I remove the following bit `fill="url(#reference)"`, the shape is drawn. I've tested this SVG on multiple SVG previewers and it works fine on each of them.
Repository: flutter
Issue: [flutter_svg] How do I handle errors?
Labels: package,p: flutter_svg

_Imported from https://github.com/dnfield/flutter_svg/issues/921_

Original report by @GeylanKalafMohe on May 9, 2023

How do I handle error when loading SVG from network? Currently I only use `SvgPicture.network`, when there is no internet connection the widget throws exception in the console and placeholderBuilder is still showing.

There should be like an onError or errorBuilder parameter!
Repository: flutter
Issue: [flutter_svg] precaching svg does not work.
Labels: package,P3,p: flutter_svg

_Imported from https://github.com/dnfield/flutter_svg/issues/930_

Original report by @mimoislam on May 28, 2023

Hello guys i am using Flutter_svg with my application  and i am using a lot of svgs like 20 in one page and it is very laggy like drop to 1 fps  i tried caching using svg.cache but it is not working i used it (cached all svg that i need for second page by before loading it when clicking in button  )  .

---
Comment by @pbouttier on Jun 28, 2023
Try https://pub.dev/packages/flutter_svg_provider

I had the same problem, displaying up to 50 svg simultaneously, during animations, ... and this package solved the problem
Repository: flutter
Issue: [flutter_svg] Colored background in transparent SVG when using `SvgPicture` & `BoxDecoration` `backgroundBlendMode`
Labels: package,P2,p: flutter_svg

_Imported from https://github.com/dnfield/flutter_svg/issues/933_

Original report by @appcapsergen on Jun 2, 2023

When wrapping a SvgPicture.asset(...) with a Container/DecoratedBox with foregroundDecoration containing a `color` and a `backgroundBlendMode`, the image will sometimes have the chosen color wherever the SVG file is transparent.
Code example and images down below:

```dart
DecoratedBox(
  foregroundDecoration: const BoxDecoration(
    color: Colors.black,
    backgroundBlendMode: BlendMode.saturation,
  ),
  child: SvgPicture.asset('assets/images/certificate.svg'),
),
```

Expected result:
<img src="https://github.com/dnfield/flutter_svg/assets/94898347/9f46ab06-6a8a-41e6-be16-758b85c13e35" width="580" height="340">

Actual result:
<img src="https://github.com/dnfield/flutter_svg/assets/94898347/615327c7-4db3-4fcd-a95d-7581a04cca6f" width="580" height="340">

---
Comment by @kuemme01 on Jun 13, 2023
@appcapsergen Does this only happen on Android or also on iOS?

---
Comment by @appcapsergen on Jun 13, 2023
@kuemme01 on both platforms, but on one it happens when you scroll and on the other it happens when you stop scrolling. Not sure which was which, but it's similar when scrolling if it makes sense.