sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Godot's file dialog freezes when creating a script file
Labels: bug,topic:editor

### Tested versions

- v4.2.2.stable.arch_linux

### System information

ArchLinux - KDE Plasma - Godot 4.2.2.stable.arch_linux

### Issue description

When I create a script file for a scene, the file dialog freezes.  
If I close the window, it doesn't close it until I go in KDE's overview.

### Steps to reproduce

1) Create a project inside a symlink directory
2) Open the project
3) Create a script in the project
4) Try to select a new location for the script

### Minimal reproduction project (MRP)

[slime-platformer.zip](https://github.com/user-attachments/files/15526065/slime-platformer.zip)
Repository: ui
Issue: [bug]: React 19 forwardRef warnings
Labels: bug

### Describe the bug

React 19 has deprecated forwardRef - that means that these components will need to be modified in order to stop the deprecation warnings. The replacement is just to pass ref as a prop.

### Affected component/components

Almost all

### How to reproduce

Use next.js canary and open browser console

### Codesandbox/StackBlitz link

https://github.com/vercel/next.js

### Logs

_No response_

### System Info

```bash
N/A
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: neovim
Issue: error_exit ui event is not documented
Labels: documentation,ui-extensibility

### Problem

`error_exit` is not documented, but its part of `--api-info`.

### Steps to reproduce

Run `nvim --api-info`. See `:h ui`

### Expected behavior

`error_exit` to be documented in `:h ui`.

### Neovim version (nvim -v)

v0.10.0

### Vim (not Nvim) behaves the same?

-

### Operating system/version

Pop!_OS 22.04 LTS

### Terminal name/version

-

### $TERM environment variable

-

### Installation

build from source
Repository: neovim
Issue: Better Bengali Fonts support! Or Terminal Bengali Text Rendering is an unsolvable problem?
Labels: enhancement,unicode  💩

### Problem

The Bengali text is not rendering properly in the code image. The Bengali characters appear as gibberish or question marks instead of the intended text.
<img width="1816" alt="Screenshot 2024-06-02 at 11 19 58 PM" src="https://github.com/neovim/neovim/assets/12381692/72322b8e-08b6-4472-a05f-79c816d008b5">


### Expected behavior

The expected behavior would be for the Bengali text to display correctly within the string, so that it can be used to generate the appropriate output or message. This looks like an encoding issue, where the Bengali characters are not being properly represented or supported in the code environment or file.
Repository: go
Issue: encoding/json: include field name in error for decoding unquoted number into",string" tag
Labels: NeedsInvestigation,BugReport

### Go version

all version affected

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/asd/.cache/go-build'
GOENV='/home/asd/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/asd/go/pkg/mod'
GOOS='linux'
GOPATH='/home/asd/go'
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/lib/go-1.22'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/lib/go-1.22/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.22.3'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/tmp/a/go.mod'
GOWORK='off'
CGO_CFLAGS='-Wno-return-local-addr'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build2911848713=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

try unmarshalling json quoted with int, with and without ",string", all combination only works 
- quoted number - with ,string = works
- unquoted number - with , string = doesnt work
- quoted number - without ,string = doesnt work
- unquoted number - without ,string = works

this is quite annoying if there's bunch of fields in the struct (eg. 24+) and the error super unclear `json: invalid use of ,string struct tag, trying to unmarshal unquoted value into uint64`, which field?

### What did you see happen?

just `json: invalid use of ,string struct tag, trying to unmarshal unquoted value into uint64`

### What did you expect to see?

either clearer error message showing which field like: `json: invalid use of ,string struct tag, trying to unmarshal unquoted value into uint64 field MoneyIDR`

or more permissive unmarshalling option that accept both quoted or unquoted number that targets to number field (int64/uint64) so dont have to use js.Number
Repository: godot
Issue: Polygon2D isn't filled completely using a Gradient texture
Labels: bug,discussion,topic:rendering,topic:2d

### Tested versions

Reproducible in v4.2.2.stable.official [15073afe3]

### System information

Windows 10

### Issue description

I expected the polygon to get filled completely in the first color if the Gradient offsets are `0` and `1` and the interpolation mode is `constant`. It seems the Gradient fills it only up to `256` pixels, but I don't really see the connection with `width`. So perhaps I need to set the width to the resulting width of the polygon in pixels, that would be good to know, I couldn't find something about it in the docs.

At least the editor

### Steps to reproduce

- Create a Polygon2D with a resulting width `> 300`
- Add a new Gradient texture
- The texture doesn't fill the polygon (it's best visible in `constant` interpolation mode)
- Set the width of the Gradient to `300`
- Still the texture doesn't fill the polygon
- It does though, after you ran the project once

### Minimal reproduction project (MRP)

https://github.com/3ter/godot-issue-polygon2d-gradient-fill
Repository: flutter
Issue: Please add an event handler (callback)  TextField for _TextFieldState._handleFocusChanged to allow easy access to focus changes
Labels: a: text input,f: material design,c: proposal,f: focus,P3,team-text-input,triaged-text-input

### Use case

I've tried to build a TextField subclass which had OnFocus and OnUnfocus events to easily allow validation as the user leaves one control for another (unfocus). I discovered that the TextField creates a FocusNode, etc. and a listener, (in for _TextFieldState._handleFocusChanged) and it doesn't share it

Please consider adding this as it will not affect the standard component library while making a common user flow (validation on unfocus) easy for developers

### Proposal

One can get the desired behaviour (almost) with some non-scalable code, but perhaps this should live inside a component and not require as much boilerplaate

For two fields:
```
  final usernameKey = GlobalKey<FormFieldState>();
  final passwordKey = GlobalKey<FormFieldState>();
  
late FocusNode usernameFocusNode;
  late FocusNode passwordFocusNode;
  @override
  void initState() {
    super.initState();

    usernameFocusNode = FocusNode();
    passwordFocusNode = FocusNode();

    usernameFocusNode.addListener(usernameFocusIn);
    passwordFocusNode.addListener(passwordFocusIn);
  }

  @override
  void dispose() {
    usernameFocusNode.dispose();
    passwordFocusNode.dispose();

    super.dispose();
  }

  void usernameFocusIn() {
    usernameFocusNode.removeListener(usernameFocusIn);
    usernameFocusNode.addListener(usernameFocusOut);
  }

  void passwordFocusIn() {
    passwordFocusNode.removeListener(passwordFocusIn);
    passwordFocusNode.addListener(passwordFocusOut);
  }

  void usernameFocusOut() {
    usernameFocusNode.addListener(usernameFocusIn);
    usernameFocusNode.removeListener(usernameFocusOut);

    usernameKey.currentState?.validate();
  }

  void passwordFocusOut() {
    passwordFocusNode.addListener(passwordFocusIn);
    passwordFocusNode.removeListener(passwordFocusOut);

    passwordKey.currentState?.validate();
  }
```

Note: I have no desire to prevent or undo the focusOut to force the user to respond to the validation failure. That's better left to the Submit
Repository: flutter
Issue: GLFW examples are not functional on macOS.
Labels: P3,team-engine,triaged-engine

* We only build the examples [on Linux by default](https://github.com/flutter/engine/blob/d81edf635a9f47fd8b8dd1dc94afdb3eaffe51fb/ci/builders/linux_host_engine.json#L33).
* The GLFW examples use OpenGL ES and we disable that on macOS because Metal is recommended API.
* The instructions with the example make [no mention](https://github.com/flutter/engine/tree/d81edf635a9f47fd8b8dd1dc94afdb3eaffe51fb/examples/glfw#running-instructions) of the fact that they will not work on macOS.
Repository: ollama
Issue: command-r:35b uses too much memory
Labels: bug,memory

### What is the issue?

My PC configuration is:
- GPU - Nvidia RTX 4070 (12Gb)
- 64 GB RAM

- When I do not use Ollama: 11.9Gb RAM is used-
- When I use Ollama with the default settings: 33.7 GB RAM is used
- `num_ctx` = 4k (4,096), then **35.1** GB RAM is used
- `num_ctx` = 8k (8,192), then **39.9** GB RAM is used
- `num_ctx` = 12k (12,288), then **44.2** GB RAM is used
- `num_ctx` = 32k (32,768), then **63.6** GB RAM is used (ALL memory is used)

The real context that is sent to the Ollama is only about 6k!!! 
Even though this model supports a context of up to 128k, I'm unable to use even a 32k one. I'm not sure if this is a real bug, but it doesn't seem right to me that a 32k context would use 12GB of GPU RAM and 64GB of my PC's RAM.

### OS

Windows

### GPU

Nvidia

### CPU

AMD

### Ollama version

0.1.41
Repository: vscode
Issue: Code-oss Crashes
Labels: bug,freeze-slow-crash-leak,confirmation-pending

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes/No

yes 

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- VS Code Version:  1.82.2
- OS Version: Linux 6.6.15-amd64

Steps to Reproduce:

1. git clone git@github.com:yogeshojha/rengine.git
2. open the directory in vscode 



Command Line Output: 

code-oss --disable-extensions                 

[main 2024-06-02T21:38:38.705Z] update#setState disabled
[main 2024-06-02T21:38:38.717Z] update#ctor - updates are disabled as there is no update URL
[2245200:0602/163841.537351:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163841.542991:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163841.543200:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163841.543435:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163841.550736:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163842.190901:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163842.190953:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163842.190985:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163842.191005:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163842.192016:ERROR:check.cc(222)] Check failed: false. 
[2245200:0602/163842.211927:ERROR:check.cc(222)] Check failed: false. 
[main 2024-06-02T21:38:49.570Z] Extension host with pid 2245633 exited with code: 0, signal: unknown.
[main 2024-06-02T21:38:49.601Z] [UtilityProcess id: 2, type: fileWatcher, pid: 2245611]: crashed with code 15 and reason 'killed'
zsh: segmentation fault  code-oss --disable-extensions
Repository: angular
Issue: Make built-in validator directives standalone
Labels: area: forms,cross-cutting: standalone

### Which @angular/* package(s) are relevant/related to the feature request?

@angular/forms

### Description

I am building a set of configurable form field components that uses the directive composition API. I want to reuse Angular's built-in validator directives to define what validators are applicable to each field without re-implementing them in each form field component. 

```ts
@Component({
  standalone: true,
  selector: 'form-field[type="project-id"]',
  imports: [MatFormFieldModule, MatInputModule, ReactiveFormsModule],
  template: `
    <mat-form-field>
      <mat-label>Project ID</mat-label>
      <input matInput [formControl]="control" />
      @if (control.hasError('required')) {
      <mat-error>Project ID is required</mat-error>
      }
    </mat-form-field>
  `,
  hostDirectives: [{
    directive: RequiredValidator, // TS-992014: Host directive RequiredValidator must be standalone
    inputs: ['required']
  }, {
    directive: FormFieldDirective // implements ControlValueAccessor
  }],
  providers: provideFormField(ProjectIdFieldComponent),
})
export class ProjectIdFieldComponent {
  control = new FormControl();
}
```

```html
<form-field type="project-id" [(ngModel)]="projectId" [required]="required" />
```

Related issue: https://github.com/angular/angular/issues/51248

### Proposed solution

Add the standalone flag to existing validator directives.

### Alternatives considered

I am currently converting these to standalone directives myself.

```ts
@Directive({
  standalone: true,
  providers: [provideValidator(StandaloneRequiredValidator)]
})
export class StandaloneRequiredValidator extends RequiredValidator {}

...etc
```

```ts
@Component({
  hostDirectives: [{
    directive: StandaloneRequiredValidator, // now it works
    inputs: ['required']
  }],
})
export class ProjectIdFieldComponent {}
```
Repository: neovim
Issue: MatchParen and Visual highlights are indistinguishable in default colorscheme
Labels: bug,highlight

### Problem

This makes it confusing to tell if a paired bracket is part of the current visual selection or not.


### Steps to reproduce

https://github.com/neovim/neovim/assets/4657140/aaeef03c-1dc3-424a-9ae4-5497ee7e5ca2

### Expected behavior

One way to fix this is to remove the background on MatchParen:

https://github.com/neovim/neovim/assets/4657140/6b78dd49-86da-4fc9-9027-38aaa42e5162

But I'll leave it up to whoever submits a PR to decide if there is a better approach.

### Neovim version (nvim -v)

NVIM v0.11.0-dev-3315+g3a1515bfe-Homebrew

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

macOS 14.2.1

### Terminal name/version

kitty 0.34.1

### $TERM environment variable

xterm-kitty

### Installation

homebrew
Repository: godot
Issue: Compute shaders execute before calling submit()
Labels: bug,topic:rendering

### Tested versions

Reproducible in 4.2.2

### System information

Fedora 40 - Vulkan - AMD 6800s - amdgpu driver

### Issue description

I'm writing an addon that wraps the compute shader API. 

https://github.com/matt-seaton/compute_companion

This is a fork of ComputeWorker here:
https://github.com/wardensdev/ComputeWorker

 Just discovered the shader is being executed after dispatching the compute list.  It seems to run without calling submit/sync at all.  I believe this is the expected behavior if using the global RenderingDevice but I am not.  I also checked rd == RenderingServer.get_rendering_device() and it returned false.  I don't understand it at all.   Why does it run if I'm not calling submit?  Is it related to the fact that the code is in a `@tool` script?  It is the same behavior if I run the scene though.

### Steps to reproduce

Load the MRP and in the addon code, in the examples folder, load the color inversion scene.  Press the checkbox in the inspector and the texture will update.  In the script I have commented out the call to compute.execute() which is the only place rd.submit() is called.

### Minimal reproduction project (MRP)

[bug.zip](https://github.com/user-attachments/files/15527147/bug.zip)
Repository: godot
Issue: GPU Particles 2D UI bug when trail is at limit
Labels: bug,needs testing,topic:2d,topic:particles

### Tested versions

- Reproducible in: 4.2.1.stable

### System information

MacBook Pro m3 

### Issue description

After playing around with GPU Particles 2D and their trails I managed to break the Godot UI in some pretty interesting way:

https://github.com/godotengine/godot/assets/4174764/2156cc76-ca5f-4da8-93bb-f0b5e583e31f

The breaking seems to be coming after setting the lifetime of the trail to 0.01(or less than that as it just jumps back to it)


### Steps to reproduce

1. Download the MRP
2. Open the scene
3. Start toggling the Trails -> Enabled property of the particle system

### Minimal reproduction project (MRP)

https://github.com/rokn/GodotParticleTest
Repository: vscode
Issue: Option to default editor view to "Zen Mode"
Labels: feature-request,workbench-zen

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I want to set the editor to default to zen mode so that when I open a new editor or workspace it opens in zen mode.

I come from a vi/emacs background. I really like vscode. It is what most of my colleagues use and offers some amazing features for collaboration and standards compliance. However, I love Zen mode + vi key bindings + the command palette. I would like to have this as my default setup when launching vscode or opening a new workspace. I feel this feature would accelerate vscode into the stratosphere and beyond (well, for me at least). It would really help an old linux guy like myself have a good time working with other more young hip developers. (it would also greatly improve ergonomics)

Something like:
#settings.json
```
{
   "window.defaultZenMode": true,
}
```
and/or

#project.code-workspace
```
{
    "window.defaultZenMode": true,
}
```

I mean look at this! So clean, right?!
![image](https://github.com/microsoft/vscode/assets/69282314/4ef0f33b-9378-4994-9a16-11284b426d73)
Repository: vscode
Issue: Make "Accept in Background" feature (aka right arrow) more discoverable
Labels: feature-request,quick-pick

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->

If you have a (core) quick pick that supports the `acceptInBackground` property, then you can accept something by hitting right arrow without dismissing the quick pick.

This keybinding isn't discoverable... so we should, at the very least, add it to the placeholder. That said, until we have https://github.com/microsoft/vscode/issues/158064 this placeholder will only be visible for the file quick access in quick access land.
Repository: stable-diffusion-webui
Issue: [Bug]: After installing Tensor RT, a warning pops up when logging into SD that python.exe can't find the program entrance
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

After installing Tensor RT, a warning pops up when logging into SD that python.exe can't find the program entrance，Problem points to cudnn_adv_infer64_8.dll，my N—card driver，My N-card driver version is the latest 12.4

### Steps to reproduce the problem

no

### What should have happened?

Don't pop up the window where you can't locate the entry point, because you have to close it multiple times each time, which also affects the PY startup speed

### What browsers do you use to access the UI ?

Microsoft Edge

### Sysinfo

[sysinfo-2024-06-03-02-51.json](https://github.com/user-attachments/files/15528238/sysinfo-2024-06-03-02-51.json)


### Console logs

```Shell
venv "D:\AI\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.9.4
Commit hash: feee37d75f1b168768014e4634dcb156ee649c05
removing nvidia-cudnn-cu11
Launching Web UI with arguments:
no module 'xformers'. Processing without...
no module 'xformers'. Processing without...
No module 'xformers'. Proceeding without it.
```


### Additional information

_No response_
Repository: pytorch
Issue: `torch.tensor()` can also be used with a list of the `float`, `complex` or `bool` type tensors which have a single element each
Labels: triaged,module: ux

### 🐛 Describe the bug

I got the error below when I used [torch.tensor()](https://pytorch.org/docs/stable/generated/torch.tensor.html) with a list of the `int` type tensors which have 3 elements each as shown below:

```python
import torch

my_tensors = [torch.tensor([7, 0, 3]), torch.tensor([5, 9, 1]), torch.tensor([9, 2, 4])]

torch.tensor(my_tensors) # Error
```

> TypeError: only integer tensors of a single element can be converted to an index

Then, I could use `torch.tensor()` with a list of the `int` type tensors which have a single element each following the error message as shown below:

```python
import torch

my_tensors = [torch.tensor([7]),
              torch.tensor([5]),
              torch.tensor([9])]
torch.tensor(my_tensors) # tensor([7, 5, 9])
```

However, I could also use `torch.tensor()` with a list of the `float`, `complex` or `bool` type tensors which have a single element each against the error message as shown below:

`float` type:

```python
import torch

my_tensors = [torch.tensor([7.]),
              torch.tensor([5.]),
              torch.tensor([9.])]
torch.tensor(my_tensors) # tensor([7., 5., 9.])
```

`complex` type:

```python
import torch

my_tensors = [torch.tensor([7.+0.j]),
              torch.tensor([5.+0.j]),
              torch.tensor([9.+0.j])]
torch.tensor(my_tensors) # tensor([7.+0.j, 5.+0.j, 9.+0.j])
```

`bool` type:

```python
import torch

my_tensors = [torch.tensor([True]),
              torch.tensor([False]),
              torch.tensor([True])]
torch.tensor(my_tensors) # tensor([True, False, True])
```


### Versions

```python
import torch

torch.__version__ # 2.3.0+cu121
```