sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Give recursion limit errors a span
Labels: E-easy,A-diagnostics

For example in https://github.com/rust-lang/rust/blob/master/tests/ui/infinite/infinite-struct.rs we get an error like

```
error: reached the recursion limit finding the struct tail for `Take`
   |
   = help: consider increasing the recursion limit by adding a `#![recursion_limit = "256"]`
```

We could pass in the obligation cause to `struct_tail_raw` and use its span for the main message and report a note for the obligation

_Originally posted by @oli-obk in https://github.com/rust-lang/rust/pull/135464#discussion_r1914325523_
            

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Repository: react
Issue: [Compiler Bug]: eslint plugin erroneously flags third-party functions starting with "use" as hooks
Labels: Type: Bug,Status: Unconfirmed,Component: Optimizing Compiler

### What kind of issue is this?

- [ ] React Compiler core (the JS output is incorrect, or your app works incorrectly after optimization)
- [ ] babel-plugin-react-compiler (build issue installing or using the Babel plugin)
- [x] eslint-plugin-react-compiler (build issue installing or using the eslint plugin)
- [ ] react-compiler-healthcheck (build issue installing or using the healthcheck script)

### Link to repro

https://playground.react.dev/#N4Igzg9grgTgxgUxALhASwLYAcIwC4AEwBUYCAMgIYCe0eAogGaMJyEC+BjMEGBA5DASU2-ANwAdAHaYc+AgCoClMMowBhABaV8q7rwEABShjjbdAehNmdeMABYLcXAnHTpCAB5zCAEwSMlFAANoSMUFJsaBBSBACy1ACCWFgAFACURNIEJGRUtFAMzKx4qRkEALwAfFmxOWpatmAAdKQIACqaCBgIqVIhwemSdewANAQA2gC66e51QniwsanZ9QA8vmgAbgQWVauzUuzSIOxAA

### Repro steps

In the simplified playground example above, I'm using `amCharts.useTheme` which is not a hook at all, just a random function of an external library that happen to start with **use**.

### How often does this bug happen?

Every time

### What version of React are you using?

react@19.0.0

### What version of React Compiler are you using?

babel-plugin-react-compiler@19.0.0-beta-e552027-20250112
Repository: godot
Issue: Using Tween on `global_position` and `scale` at the same time results in a completely different scale center
Labels: bug,topic:gui,topic:animation

### Tested versions

v4.3.stable.steam [77dcf97d8]

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6094) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

After modifying the pivot offset property of the Control node, theoretically, scaling should expand with the new pivot offset as the center. However, if Tween is used to modify both `global_position` and `scale` simultaneously, the `pivot_offset` is then scaled using the `(0,0)` point.

As a result, modifying `global_position` and `scale` simultaneously with Tween will behave completely differently from modifying `position` and `scale` simultaneously with Tween.

Should this be considered a bug?

### Steps to reproduce

First, change the `pivot_offset` of the `Control` node to something other than `(0,0)`
```
func go_to_global_position_and_scale() -> void:
    var tween_move_and_scale = create_tween().set_parallel()
    tween_move_and_scale.tween_property(self, "global_position", global_position + Vector2(1, 1), 0.5)
    tween_move_and_scale.tween_property(self, "scale", Vector2(2, 2), 0.5)

func go_to_position_and_scale() -> void:
    var tween_move_and_scale = create_tween().set_parallel()
    tween_move_and_scale.tween_property(self, "position", position+ Vector2(1, 1), 0.5)
    tween_move_and_scale.tween_property(self, "scale", Vector2(2, 2), 0.5)
```
Copy two Control nodes and try to execute the above code, result

![Image](https://github.com/user-attachments/assets/7bc3390f-daf3-4e48-ac9a-0f5f1e1412a9)



### Minimal reproduction project (MRP)

[scale_bug_mini_reproduction.zip](https://github.com/user-attachments/files/18455874/scale_bug_mini_reproduction.zip)
Repository: godot
Issue: Code editor scrolls to show caret on text entry in Project Settings window
Labels: bug,topic:editor

### Tested versions

Reproducible in 4.3.stable

### System information

Godot v4.3.stable - macOS 15.2.0

### Issue description

Normally, if you enter a text character in the script code editor with the editor scrolled so the caret is not visible, the view is scrolled so the entry will be visible and the character is then entered. This is expected.

However, it appear that the first part of this, detecting text entry and scrolling the code editor if need be, is triggered even if the text entry is done in another window. So, for example if you enter text in a text field in the Project Settings, the code editor might scroll unexpectedly in the background. The text isn't entered, so it's mostly harmless, but it's unexpected and it looks like the code might have been changed since the code editor reacted to the key press.

https://github.com/user-attachments/assets/da47632d-20f1-49da-a7ab-4c28a577aa1b

The issue only appears if you've had the code editor focused and scrolled away from the caret when you opened the project settings window. If you've focused another control first, it doesn't happen. So perhaps there's something wrong with the code editor checking if it's the focused control for the scroll to caret operation, which doesn't account for focus possibly being in another window?

### Steps to reproduce

- Have a script file long enough to scroll. 
- Move the cursor to a row at the bottom and scroll up from it so it's not visible.
- Open the Project settings.
- Enter a single character in a settings text field and observe the code editor scroll to make the caret visible in the background.

### Minimal reproduction project (MRP)

Only editor required (and any project with a scrolling script file).
Repository: godot
Issue: Custom anchor Container Sizing switching to Full Rect
Labels: discussion,topic:gui

### Tested versions

4.4 beta 1

### System information

Windows 11

### Issue description

First, If you set any node to Anchor Mode, and then set Preset to "Full Rect", it will change a default of:
Anchor Points: 0,0,1,1 and 
Anchor Offsets: 0,0,0,0.

thus, Full Rect is:
Anchor Points: 0,0,1,1 and 
Anchor Offsets: 0,0,0,0.

You must choose "Custom" if you want to change these settings.

However, if you close the scene and then reopen it, Godot will only look at whether the Anchor Points are 0,0,1,1 and not the Anchor Offsets
If you change the offsets, Godot needs to keep the Preset to "Custom", however, Godot keeps reassigning the Preset to "Full Rect", which is incorrect.

Godot needs to also check if the Anchor Offsets are 0,0,0,0 before automatically selecting "Full Rect" on reopening. The user has to reselect "Custom" just to get to the Anchor Offset settings. As well, if an aware of the bug, they will not know why the margins are offset when it states "Full Rect" 



### Steps to reproduce

Create a scene with a control and parent.
Add a child control.
Set child Layout mode to Anchors.
Set the Anchors Preset to Custom.
Set Anchor Points to 0,0,1,1
Set Anchors Offset to 25,25,-25,-25

Save the scene and close it. 
Upon reopening, the Anchors Preset has switched from "Custom" to "Full Rect", now hiding the Anchor Offset settings.

### Minimal reproduction project (MRP)

[project.zip](https://github.com/user-attachments/files/18456092/project.zip)
Repository: tensorflow
Issue: Could not get sample weight from customized loss
Labels: type:feature,comp:keras,TF 2.13

### Issue type

Feature Request

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf 2.13.1

### Custom code

Yes

### OS platform and distribution

CentOS 7.9

### Mobile device

_No response_

### Python version

3.8.3

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

We used customized loss for the model training, and would like to get sample weight to calculate the loss.
However, sample weight does not pass to loss function as expected.


### Standalone code to reproduce the issue

```shell
#Here are the code to reproduce the issue.

import tensorflow as tf
from tensorflow.keras.layers import Dense
import numpy as np

def weighted_zero_mean_r2_loss(y_true, y_pred, sample_weight=None):
    y_true = tf.cast(y_true, tf.float32)
    y_pred = tf.cast(y_pred, tf.float32)
    sample_weight = tf.cast(sample_weight, tf.float32)
    
    weighted_squared_error = sample_weight * (y_true - y_pred) ** 2
    weighted_true_squared = sample_weight * y_true ** 2
    
    numerator = tf.reduce_sum(weighted_squared_error)
    denominator = tf.reduce_sum(weighted_true_squared)
    
    r2_score = 1 - numerator / denominator
    return r2_score

def build_model():
    metrics = 'mae'
    loss = weighted_zero_mean_r2_loss #'mse'
    output_num = 1
    inputs = tf.keras.layers.Input(shape=(40, 36))
    lstm_out = tf.keras.layers.LSTM(32, return_sequences=False)(inputs)
    output = Dense(output_num, activation='linear')(lstm_out)
    model = tf.keras.Model(inputs, output)
    model.compile(loss=loss, optimizer=tf.keras.optimizers.Adam(), metrics=metrics)
    model.summary()
    return model

def data_gen(class_weights):
    while True:
        x_batch = np.random.rand(128, 40, 36)
        y_batch = np.random.randint(0, 3, (128, 1))
        # Apply class weights to the labels
        sample_weights = np.vectorize(lambda x: class_weights[x])(y_batch)
        yield x_batch, y_batch, sample_weights

model = build_model()
cw = {0: 0.3, 1: 2.5, 2: 3.2}
model.fit(data_gen(cw), epochs=2, steps_per_epoch=10)
```

### Relevant log output

```shell
Error messages:
File "/root/.virtualenvs/infinity_stock/lib/python3.8/site-packages/keras/src/engine/training.py", line 1338, in train_function  *
        return step_function(self, iterator)
    File "/data/release/kagglejanestreet/scripts/python/test.py", line 8, in weighted_zero_mean_r2_loss  *
        sample_weight = tf.cast(sample_weight, tf.float32)

    ValueError: None values not supported.
```
Repository: TypeScript
Issue: tsserver seems to watch entire home directory
Labels: Needs More Info

### 🔎 Search Terms

When developing on a typescript project I keep needing to restart the tsserver because it always gets unresponsive after the first iteration checking my opened file.
Today I finally had a look at the log file.
I found the following lines (redacted my user name):
```
DirectoryWatcher:: Added:: WatchInfo: /home/REDACTED/ 1 undefined WatchType: node_modules for closed script infos and package.jsons affecting module specifier cache
...
Info 72523[16:05:52.615] sysLog:: /home/REDACTED/some/file/somewhere/in/my/home:: Defaulting to watchFile
...
Elapsed:: 263231.954163ms DirectoryWatcher:: Added:: WatchInfo: /home/REDACTED/ 1 undefined WatchType: node_modules for closed script infos and package.jsons affecting module specifier cache
```
The line in between the ellipsis is repeated hundred thousands of times, apparently watching all the files in my home directory.
What could be the issue?

### 🕗 Version & Regression Information

- This behavior was observed in version 5.3.3, 5.4.5 & 5.7.3

### ⏯ Playground Link

_No response_

### 💻 Code

```ts
// Your code here
```


### 🙁 Actual behavior

-

### 🙂 Expected behavior

-

### Additional information about the issue

_No response_
Repository: neovim
Issue: `vim.lsp.config/enable` improvements
Labels: lsp

Tracking issue to collect requirements to help guide how to design improvements for `vim.lsp.config/enable`.

- Ability to prevent attaching an LSP to a buffer.
  - If there are no workspace folders
  - Based on buffer name/path
Repository: pytorch
Issue: list comprehension in SkipFiles are always skipped with no way to override
Labels: triaged,oncall: pt2,module: dynamo

Proposal: list comprehensions should always be inlined and never markable as skip.

Internal xref: https://fb.workplace.com/groups/1075192433118967/posts/1585141438790728/?comment_id=1585152455456293&reply_comment_id=1586067422031463

cc @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames
Repository: PowerToys
Issue: Add Fancy zone integration with workspaces.
Labels: Needs-Triage

### Description of the new feature / enhancement

We would have the ability to assign a distinct FancyZone layout to each monitor, ensuring that any application opened on a given monitor can then be placed in a specific zone within that layout.

### Scenario when this would be used?

Currently, Workspaces can launch applications and place them in my predefined spots, but that only covers the initial setup for my day. Like many other users, I open additional applications as I work, and FancyZones might revert to a previous layout or change for unclear reasons—possibly a bug I’ll also report. By integrating FancyZones directly into Workspaces, I wouldn’t have to deal with these unexpected changes or constantly reconfigure my window layouts.

### Supporting information

_No response_
Repository: godot
Issue: Compute Texture Demo is failing on Metal rendering backend
Labels: bug,platform:macos,topic:rendering

### Tested versions

4.4-beta1

### System information

macOS 13.7.2, Apple M1 Pro 16 GB, Godot 4.4-beta1

### Issue description

Compute Texture Demo is failing on Metal rendering backend, but works as usual on Vulkan

### Steps to reproduce

1. Run Godot 4.4-beta1
2. Install the Compute Texture Demo from AssetLib
3. Edit it (press OK to convert the project from Godot 4.2 to Godot 4.4)
4. Run it or just look in the console in the Godot editor
5. When running no mouse interaction is happening
6. There is endless error spam:

```
  ERROR: Set: 1 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 2 Binding: 0 Type: Image Writable: Y Length: 1
  ERROR: Uniforms supplied for set (2):
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 1 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 2 Binding: 0 Type: Image Writable: Y Length: 1
  ERROR: Uniforms supplied for set (2):
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 1 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 2 Binding: 0 Type: Image Writable: Y Length: 1
  ERROR: Uniforms supplied for set (2):
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 1 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 2 Binding: 0 Type: Image Writable: Y Length: 1
  ERROR: Uniforms supplied for set (2):
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 1 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 2 Binding: 0 Type: Image Writable: Y Length: 1
  ERROR: Uniforms supplied for set (2):
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
  ERROR: Set: 0 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 1 Binding: 0 Type: Image Writable: N Length: 1
  ERROR: Set: 2 Binding: 0 Type: Image Writable: Y Length: 1
```

7. Switch the renderer from Metal to Vulkan in Project Settings and restart Godot
8. All is working then, no error spam

### Minimal reproduction project (MRP)

Compute Texture Demo from AssetLib
Repository: go
Issue: x/tools/gopls: preserve comments when invoking fillstruct on partially filled composite literals
Labels: FeatureRequest,gopls,Tools

It looks like in #39804, there was a desire to preserve comments when filling partial literals, but it was deemed too challenging.

I think with recent work by @madelinekalil to reassemble the resulting literal, this should be a solvable problem, and a nice UX improvement.

Tentatively assigning for v0.18.0. It would be nice to bundle this improvement.
Repository: pytorch
Issue: partitioner hangs for some long chains of ops with many users
Labels: high priority,triaged,oncall: pt2,module: aotdispatch,module: pt2-dispatcher

Causing the compile hang / NCCL timeout in https://fb.workplace.com/groups/1075192433118967/posts/1585106652127540/?comment_id=1585174555454083

Here's a min repro, which still hangs for me after several minutes of compiling:
```
import torch
import time

class Mod(torch.nn.Module):
    def forward(self, x):
        tmps = [x + i for i in range(32)]
        tmps = [x + tmp for tmp in tmps]
        for i in range(len(tmps) - 4):
            tmps[i] = tmps[i].sin().mul(tmps[i])
            tmps[i + 1] -= tmps[i]
            tmps[i + 2] -= tmps[i]
            tmps[i + 3] -= tmps[i]
        return sum(tmps)

m = Mod()
m = torch.compile(m, backend="aot_eager_decomp_partition")
x = torch.randn(4, 4, requires_grad=True)
start = time.time()
out = m(x)
end = time.time()
print(end - start)
```

cc @ezyang @gchanan @zou3519 @kadeng @msaroufim @chauhang @penguinwu @yf225
Repository: godot
Issue: [4.4-beta.1] Editor reads keyboard inputs incorrectly when using uncommon Keyboard Layout BÉPO
Labels: bug,platform:windows,topic:input

### Tested versions

- Reproducible in : 4.4.beta1
- Not Reproducible in : 4.3.stable

### System information

Godot v4.4.beta1 - Windows 10 (build 19045) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 32.0.15.6603) - Intel(R) Core(TM) i5-7600K CPU @ 3.80GHz (4 threads)

### Issue description

I use a uncommon keyboard layout on Windows called BÉPO [bepo-1.1rc2-full-azerty.exe](https://cdn.bepo.fr/windows/1.1rc2/bepo-1.1rc2-full-azerty.exe) that emulates shortcuts from the AZERTY layout, like Ctrl+S, Ctrl+C, Ctrl+V, etc.
My shortcuts now don't work anymore, which means I can't copy, paste, or save in the script editor using the correct shortcuts I use everywhere else and those shortcuts aren't editable so I can't rebind them.

Godot seems to have changed the way it reads input from Physical position to the letter that would give this position.
If I try to record the Save shortcut (Ctrl+S) on Godot4.3, it reads : 
"Ctrl+S or Ctrl+S (Physical) or Ctrl+U (Unicode)"
If I try the same on Godot4.4, it reads :
"**Ctrl+U** or Ctrl+S (Physical) or Ctrl+U (Unicode)"

### Steps to reproduce

Install AZERTY layout
Install the BÉPO layout [bepo-1.1rc2-full-azerty.exe](https://cdn.bepo.fr/windows/1.1rc2/bepo-1.1rc2-full-azerty.exe) (the one using AZERTY shortcuts)
Open Godot4.4 and navigate towards Editor > Editor Settings > Shortcuts
Try to bind shortcuts that use the Ctrl key in both layouts
Notice it's not the same (when it's the same in Godot4.3)

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: x/tools/gopls/internal/analyzer/modernize: bug in slices.Contains transformation
Labels: gopls,Tools,BugReport

[split out of https://github.com/golang/go/issues/70815#issuecomment-2598663385]

@findleyr says:
I encountered a bug in the slices.Contains modernizer today.

Modernizing using slices.Contains here results in an error:
https://cs.opensource.google/go/x/tools/+/master:gopls/internal/golang/highlight.go;l=348;drc=344e48255740736de8c8277e9a286cf3231c7e13

```go
		case *ast.CallExpr:
			// If cursor is an arg in a callExpr, we don't want control flow highlighting.
			if i > 0 {
				for _, arg := range n.Args {
					if arg == path[i-1] {
						return
					}
				}
			}
```

Error is: `S (type []ast.Expr) does not satisfy ~[]E`.
For now, I think we need to check that the types in the match condition are identical.
Repository: neovim
Issue: Too many redraws when reparsing becomes async
Labels: highlight,treesitter

### Problem

The highlighter runs an async parse in `on_win`, which redraws in the callback to update once parsing finishes. This redraw is *not* run when the parsing was able to complete synchronously, because we can just call `on_line` after so it is not necessary. Reparses will *usually* run synchronously because they are much quicker, so we don't need an async parse all the time.

*However*, some files are so large that even reparsing will get broken up over multiple event loop iterations. In this case, a reparse triggers a redraw, which triggers `on_win`, which triggers a reparse, which triggers a redraw, etc. The result is that large files (like the big linux one) will have CPU usage at 100% when idling in a buffer, and high amounts of flickering when scrolling.

### Steps to reproduce

Download https://raw.githubusercontent.com/torvalds/linux/master/drivers/gpu/drm/amd/include/asic_reg/dcn/dcn_3_2_0_sh_mask.h

```lua
-- minimal.lua
for name, url in pairs {
  nvim_treesitter = 'https://github.com/nvim-treesitter/nvim-treesitter.git',
} do
  local install_path = vim.fn.fnamemodify('nvim_issue/' .. name, ':p')
  if vim.fn.isdirectory(install_path) == 0 then
    vim.fn.system { 'git', 'clone', '--depth=1', url, install_path }
  end
  vim.opt.runtimepath:append(install_path)
end

-- Increase if needed
vim.o.rdt = 6000

require('nvim-treesitter.configs').setup {
  ensure_installed = { 'lua', 'cpp', 'c', 'comment' },
  highlight = { enable = true },
}
```

run

`nvim --clean -u minimal.lua dcn_3_2_0_sh_mask.h`

Note that CPU usage is consistently at 100% due to the above reasons

### Expected behavior

Reparsing should not be run in the first place; rather the `LanguageTree` should recognize that the region is valid and should return the trees immediately.

A proper solution (in my opinion) is to let `is_valid()` accept a range, which will allow it to tell if a languagetree is valid over that range. The downside is it will no longer be able to flatten `_valid` to `true` (since we won't know if it is valid for all possible ranges). IMO this is still overall an optimization

### Nvim version (nvim -v)

v0.11.0-nightly+e8a6c1b

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

NA

### Operating system/version

NixOS 25.05

### Terminal name/version

Ghostty 1.0.1

### $TERM environment variable

xterm-ghostty

### Installation

Nixpkgs nightly overlay
Repository: rust
Issue: Tracking issue for release notes of #132268: Impl TryFrom<Vec<u8>> for String
Labels: T-libs-api,relnotes,needs-triage,relnotes-tracking-issue


This issue tracks the release notes text for #132268.

### Steps

- [ ] Proposed text is drafted by PR author (or team) making the noteworthy change.
- [ ] Issue is nominated for release team review of clarity for wider audience.
- [ ] Release team includes text in release notes/blog posts.

### Release notes text

The responsible team for the underlying change should edit this section to replace the automatically generated link with a succinct description of what changed, drawing upon text proposed by the author (either in discussion or through direct editing).

````markdown
# Category (e.g. Language, Compiler, Libraries, Compatibility notes, ...)
- [Impl TryFrom<Vec<u8>> for String](https://github.com/rust-lang/rust/pull/132268)
````

> [!TIP]
> Use the [previous releases](https://doc.rust-lang.org/nightly/releases.html) categories to help choose which one(s) to use.
> The category will be de-duplicated with all the other ones by the release team.
>
> *More than one section can be included if needed.*

### Release blog section

If the change is notable enough for inclusion in the blog post, the responsible team should add content to this section.
*Otherwise leave it empty.*

````markdown
````

cc @elichai, @Amanieu -- origin issue/PR authors and assignees for starting to draft text