sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: svelte
Issue: Provide a 'reset' utility for function-based Springs
Labels: transition/animation

### Describe the problem

The new Spring class is great, and in particular the fact that `Spring.of()` can be used in conjuction with `spring.set()` is super useful.

However, after using `.set()`, the spring stays at the provided value until reactivity causes its initial function to be reevaluated. This is ***expected*** and not a problem at all, but it's just undesirable in some cases, so I was wondering if DX could be improved a bit.

Consider something like:
```js
// a, b, c and d change rarely
let a = $state(2);
let b = $state(4);
let c = $state(8);
let d = $state(16);

const spring = Spring.of(() => a * b * c * d);

function setSpringValue(x) {
  spring.set(x);
}
```
The spring will remain at the value passed as `x` until either `a`, `b`, `c` or `d` change, which could take a long time (or could happen literally immediately, making the whole thing a bit useless).
If we want the spring to go back to `a * b * c * d` after reaching `x`, one way to do it is:
```js
// ...
let calculatedTarget = $derived(a * b * c * d);

const spring = Spring.of(() => calculatedTarget);

function setSpringValue(x) {
  spring.set(x).then(() => spring.set(calculatedTarget);
}
```

Again, this is **fine**, but can just turn into a lot of boilerplate in real-world situations with lots of spring-based UIs.


### Describe the proposed solution

To go along with the `set()` feature, it would be nice to have a way to force a reevaluation of the function initially provided to the Spring.

Something like `spring.reset()` could make things a little cleaner imo, instructing the spring to re-run its initial function without having to create a `$derived`.
```diff
- let calculatedTarget = $derived(a * b * c * d);
- const spring = Spring.of(() => calculatedTarget);

- function setSpringValue(x) {
-   spring.set(x).then(() => spring.set(calculatedTarget);
- }

+ const spring = Spring.of(() => a * b * c * d);

+ function setSpringValue(x) {
+  spring.set(x).then(() => spring.reset();
+ }
```


And additionally, maybe an option could be passed to `.set()`, to make this process even easier?
```js
// default behavior:
spring.set(x, { reevaluate: 'reactive' });

// stop responding to reactivity until `x` is reached, then reevaluate the initial fn
spring.set(x, { reevaluate: 'after' });

// responds to reactivity throughout animation towards `x` as usual, and upon reaching `x` reevaluate the initial fn
spring.set(x, { reevaluate: 'reactiveAfter' });

// stops reactivity entirely until manually re-enabled with spring.reset()
spring.set(x, { reevaluate: 'never' });
```
Conversely, this would also allow for more control in situations where `a`, `b`, `c` and `d` change a *lot*, and we just want the spring to chill for a bit.

### Importance

would make my life easier
Repository: ant-design
Issue: Allow adding badges next to Typography text
Labels: unconfirmed

### What problem does this feature solve?

I have to add `marginBottom: 19` to keep the badge and text vertically aligned. Ideally, I shouldn't do this.

```
<Space style={{ marginBottom: 19 }}>
  <Typography.Title style={{ marginBottom: 0 }}>
    {this.state.linkInfo?.title}
  </Typography.Title>

  <Tag color="red">
    {this.state.linkInfo?.is_tracking_pixel_link
      ? 'Tracking Pixel'
      : 'Link'}
  </Tag>
</Space>
```

### What does the proposed API look like?

```
<Space>
  <Typography.Title>
    {this.state.linkInfo?.title}
  </Typography.Title>

  <Tag color="red">
    {this.state.linkInfo?.is_tracking_pixel_link
      ? 'Tracking Pixel'
      : 'Link'}
  </Tag>
</Space>
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Windows don't remember where I put them
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-Workspaces

### Microsoft PowerToys version

0.87.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Workspaces

### Steps to reproduce

I used the Launch editor to create a workspace. Opened and positioned all my apps and saved it. It works great. Saved a shortcut to my Taskbar. Scenario 1 works as expected. 

- Scenario 1 as follows
- Turn on computer, click on icon in task bar, apps all open and go to where I set them up. Use computer all day. Closed all windows on computer and put it to sleep. Next day, Awaken computer, click icon in taskbar, all apps open as expected and all apps are in the monitors where I originally set them up.
- 
- Scenario 2 doesn't work as I expect.
- Scenario 2 as follows
- Turn on computer, click on icon in task bar, apps all open and go to where I set them up. Use computer all day. Moved a bunch of the windows because there was glare coming in my window from the sun so I moved the apps to a different monitor so I could see the screen. Closed all windows on computer and put it to sleep.  Next day, Awaken computer, click icon in taskbar, **all apps open as expected BUT all go to where I left them the day before, NOT to where I set them up in the editor. All the correct apps opened, but they just didn't go to where I expected them.**

### ✔️ Expected Behavior

I expected the window to always go to where I set them up in Workspaces even though I may have moved them throughout the day.

### ❌ Actual Behavior

Windows went to where I last used them.

### Other Software

_No response_
Repository: transformers
Issue: Support SDPA & Flash Attention 2 for LayoutLMv3
Labels: Feature request

### Feature request

Support SDPA & Flash Attention 2 for LayoutLMv3.

### Motivation

Speed up document transformer training and inference.

### Your contribution

I can add it.
Repository: react-native
Issue: onResponderRelease on View is called one time when releasing two fingers or more at exactly the same time.
Labels: Issue: Author Provided Repro,API: Easing

### Description

Code:

```
<View
      style={styles.container}
      onStartShouldSetResponder={() => true}
      onMoveShouldSetResponder={() => true}
      onResponderStart={addFingerOnScreen}
      onResponderMove={moveFingersOnScreen}
      onResponderRelease={releaseFingerFromScreen}>
</View>
```

Actions:

- I pressed the screen (on the view) with two fingers
- I released the screen with my two fingers on exactely on the same time

Result:

onResponderRelease is called one time with touches legnth 1 and changed touches lenght 1.

Expected:

onResponderRelease is called two times. The first time with touches length 1 and changed touches length 1. The second time with touches length 0 and changed touches length 1. 

OR

onResponderRelease is called 1 time. The first time with touches length 0 and changed touches length 2.
 




### Steps to reproduce

- I pressed the screen (on the view) with two fingers
- I released the screen with my two fingers on exactely on the same time

### React Native Version

0.76.5

### Affected Platforms

Runtime - Android

### Output of `npx react-native info`

```text
System:
  OS: macOS 15.2
  CPU: (8) arm64 Apple M1
  Memory: 324.31 MB / 8.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 20.12.2
    path: ~/.nvm/versions/node/v20.12.2/bin/node
  Yarn: Not Found
  npm:
    version: 10.5.0
    path: ~/.nvm/versions/node/v20.12.2/bin/npm
  Watchman:
    version: 2024.12.02.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.14.3
    path: /Users/Modis/.rvm/gems/ruby-2.7.6/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 24.2
      - iOS 18.2
      - macOS 15.2
      - tvOS 18.2
      - visionOS 2.2
      - watchOS 11.2
  Android SDK: Not Found
IDEs:
  Android Studio: 2023.2 AI-232.10227.8.2321.11479570
  Xcode:
    version: 16.2/16C5032a
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.13
    path: /usr/bin/javac
  Ruby:
    version: 2.7.6
    path: /Users/Modis/.rvm/rubies/ruby-2.7.6/bin/ruby
npmPackages:
  "@react-native-community/cli":
    installed: 15.0.1
    wanted: 15.0.1
  react:
    installed: 18.3.1
    wanted: 18.3.1
  react-native:
    installed: 0.76.5
    wanted: 0.76.5
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: true
iOS:
  hermesEnabled: true
  newArchEnabled: true
```


### Stacktrace or Logs

```text
-
```


### Reproducer

https://github.com/mohamed-amine-haine/responder-release-bug

### Screenshots and Videos

_No response_
Repository: PowerToys
Issue: Translate
Labels: Needs-Triage

### Description of the new feature / enhancement

An option like the text extractor which allows you to translate the selected text from an image with the possibility of choosing the starting language and the translation language if possible

### Scenario when this would be used?


This will be useful for several apps that only have English or other languages ​​to use


### Supporting information

_No response_
Repository: godot
Issue: Mouse cursor invisible in code editor
Labels: bug,platform:windows,topic:editor,regression

### Tested versions

- reproducible in v4.4.dev7.official [46c8f8c5c]
- somewhat reproducible in dev6, dev5, dev4, dev3, dev2, dev1 (see below)
- not reproducible in v4.3.stable.official [77dcf97d8]

Behavior in 4.4 dev5-dev1 is inconsistent, the cursor sporadically disappears when moving the mouse. It most consistently disappears when entering the script editor for the first time after switching to the Script tab.
On dev7 it is much easier to reproduce in a blank project, and on one project I'm working on it's pretty much consistent.

### System information

Godot v4.4.dev7 - Windows 11 (build 22631) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 32.0.15.6603) - 12th Gen Intel(R) Core(TM) i5-12500H (16 threads)

### Issue description

The mouse cursor becomes invisible when it is inside the script editor. Clicking on code and tooltips on hover still work. Opening the right-click menu causes the cursor to become visible again. The mouse cursor doesn't become invisible over the sidebar, but it does become invisible hovering over the text fields in the search fields.

For what it's worth, any running scene with a TextEdit node displays the same behavior. As well as any text field in the inspector.

### Steps to reproduce

Open the script editor, create a new script, place the cursor over the text field and notice it becomes invisible.

### Minimal reproduction project (MRP)

Apart from reproducing it in the editor, you can also check the following project:
[invisible-cursor-test.zip](https://github.com/user-attachments/files/18281098/invisible-cursor-test.zip)
Repository: rust
Issue: Built-in attributes are treated differently vs prelude attributes, unstable built-in attributes can name-collide with stable macro, and built-in attributes can break back-compat
Labels: A-attributes,A-resolve,A-stability,T-lang,T-compiler,C-discussion,I-lang-radar

Example breakage: [Broken build after updating: `coverage` is ambiguous; ambiguous because of a name conflict with a builtin attribute](https://github.com/rust-lang/rust/issues/121157)

Example code:

```rs
macro_rules! coverage {
    () => {
        /* .. */
    };
}

pub(crate) use coverage; // `use` here becomes ambiguous
```

> `test` is similar to a proc-macro, which is exposed via the prelude. It is not a "built-in" attribute. 
> 
> The reference hasn't really been updated from when that changed. The sub-namespace section also probably should be clearer on what it means to shadow. I also don't have a good explanation why a prelude attribute is treated differently from a built-in one.
>  

 _Originally posted by @ehuss in [#121157](https://github.com/rust-lang/rust/issues/121157#issuecomment-1952988065)_

This is an interesting problem that has three aspects:

1. (T-compiler) Built-in attributes like `#[coverage(..)]` are handled differently versus prelude attributes like `#[test]`, including name resolution.
2. (T-compiler) Current feature-gating of *unstable* built-in attributes is insufficient: adding a new unstable built-in attribute gated behind a feature gate (e.g. `#[coverage]`) can still break stable code without any feature gates (e.g. `use` of a user-defined macro of the same name as the newly added built-in attribute).
3. (T-compiler, T-lang) Stabilization of a built-in attribute can break backwards compatibility: old code can be broken by addition of a new built-in attribute.

It might be tricky to change (or not possible), mostly opened this issue for awareness.
Repository: ui
Issue: [feat]: Flex Component
Labels: area: request

### Feature description

An easy to use Flex component where users can easily set vertical, wrap, justify, align, flex, gap, and component as is in other UI libraries particularly Ant Design.

| Property | Description|
| -------- | --------------------------------------------------------------------------|
|vertical | Is direction of the flex vertical, use flex-direction: column |
|wrap| Set whether the element is displayed in a single line or in multiple lines|
|justify|Sets the alignment of elements in the direction of the main axis |
|align|Sets the alignment of elements in the direction of the cross axis|
|flex|flex CSS shorthand properties|
|gap|Sets the gap between grids|
|component|custom element type|

### Affected component/components

Flex

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: godot
Issue: High CPU usage when editor window has focus
Labels: bug,needs testing,topic:gui,performance

### Tested versions

Reproducible in v4.4.dev7.official [46c8f8c5c], 4.3 stable seems ok

### System information

Godot v4.4.dev7 - Windows 10 (build 19045) - Multi-window, 3 monitors - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 32.0.12019.1028) - 12th Gen Intel(R) Core(TM) i3-12100F (8 threads)

### Issue description

When the editor window has focus, but not doing anything, editor total CPU usage stays around 4% (around 30% for the one core).  Profiling a local build of the editor shows time being spent in `OS_Windows::add_frame_delay` and `OS_Windows::get_ticks_usec`, may be related to https://github.com/godotengine/godot/pull/99833.  If so, this looks similar to #99593, just not as bad - I think the PR included changes to reduce CPU usage, but there's still a noticeable jump from previous versions.  For comparison, 4.3 stable usually stays under 0.1% for me.

CPU usage actually seems to drop a bit when doing more in the editor.  Enabling `interface/editor/update_continuously` reduces CPU usage from around 4% to 1.5%, but increases GPU to around 5.5%.  Running CPUParticles2D emission in the editor has similar impact, or just panning around in the 2D scene view.

### Steps to reproduce

Seems to happen in any project, or even the Project Manager window - focus the editor window and check CPU usage in task manager

### Minimal reproduction project (MRP)

N/A, see above
Repository: flutter
Issue: Allow creating "darwin" (shared codebase for ios/macos) plugins directly in `flutter create`
Labels: platform-ios,tool,platform-mac,c: proposal,team-ecosystem,P2,a: plugins,triaged-ecosystem

### Use case

Right now when you create darwin plugin, you have to start with an ios or macos template. Then follow the [docs](https://docs.flutter.dev/packages-and-plugins/developing-packages#shared-ios-and-macos-implementations). There are clearly some differences between macos and ios templates. Which one is preferred to start with? Why not just add a darwin platform?

### Proposal

Simply make 'darwin' a valid platform option and create a darwin project directly from CLI.

```sh
flutter create --template=plugin --platforms="darwin" my_plugin
```
Repository: flutter
Issue: [Support] Creating `.pkg` file for MacOS release build along with a `.app` file to allow publishing to App Store
Labels: c: new feature,tool,platform-mac,c: proposal,a: desktop,a: build,a: release,P3,team-macos,triaged-macos

### Use case

Today, Flutter only builds a local MacOS app in `release` mode, which is very different from building a releasable version of the app. 
The only way to release a MacOS app today is to archive the project using Xcode that creates a `.pkg` file to be uploaded. 

The command `flutter build macos --release` is useless to release the app on the store unfortunately.

The problem with that, is we can't obfuscate MacOS apps since we need to build them through Xcode, so we can't use the `--obfuscate` flag from the flutter command.

### Proposal

It would be nice that `flutter build macos --release` creates also a `.pkg` file in addition of the `.app`. 

This way, we can use the App Transporter of Apple to upload the binary directly to the app store without going through a rebuild with Xcode.
Repository: angular
Issue: Show deprecated template items in IDE
Labels: area: language-service

### Which @angular/* package(s) are relevant/related to the feature request?

language-service

### Description

This issue was raised in the [vscode-ng-language-service](https://github.com/angular/vscode-ng-language-service) repo by  [@mr1008](https://github.com/Mr1008) ie https://github.com/angular/vscode-ng-language-service/issues/1995, however I think it would be implemented in the base language service which is in this repo.

Description copied from https://github.com/angular/vscode-ng-language-service/issues/1995,

> # 🚀 feature request
> ### Description
> Currently there is no way of marking components as deprecated. It would be cool if template editor supported standard way how deprecated code should be marked in TS/JS, using JSDoc [@deprecated](https://github.com/deprecated) feature. This would help working in enterprise grade environment when there are multiple components and some of these should no longer be used. Currently it is very easy to forget/overlook such usage. Displaying it somehow in editor in straightforward way would help a lot.
> 
> ### Feature Type
> Display somehow that component is deprecated.
> 
> ### Describe the solution you'd like
> I believe the standard way of displaying would be fine, similar way as vscode does for TS/JS code. Currently WebStorm supports it and it looks like in the screenshot: ![image](https://github.com/angular/vscode-ng-language-service/assets/68107706/96a3d6f6-725c-4cf6-84b6-dd5074d50531)
> 
> It supports standard way of marking elements as deprecated using JSDoc [@deprecated](https://github.com/deprecated) feature. For example:
> 
> /**
>  * @deprecated DO NOT USE THIS TABLE.
>  */
> @Component({
>   selector: 'app-table-old',
>   templateUrl: './old-table.component.html',
>   styleUrls: ['./old-table.component.scss']
> })

FYI @Mr1008

### Proposed solution

This could be implemented as a rule that provides diagnostics with deprecated tags that are then shown in the IDE, similar as happens in Typescript files.

### Alternatives considered

No alternatives in VS Code.

The functionality seems to be available in Webstorm, sounds like they have a forked or extended version of the language service. It would be good to have this in the base language service so more IDEs can have this functionality.
Repository: pytorch
Issue: [ONNX] Documentation describe the metadata stored in exported models
Labels: module: onnx,triaged
Repository: pytorch
Issue: cpp_extension.py expects an integer on CUDA_ARCH, failing with Grace Hopper.
Labels: module: cpp-extensions,module: cuda,triaged

### 🐛 Describe the bug

Grace hopper reports as 9.0a, not 9.0, and cpp_extension.py will bark when it expects an integer as the second part of it on autodetect.

The current workaround is to set `TORCH_CUDA_ARCH_LIST="9.0a"` while building it.

```
torch/utils/cpp_extension.py",
      line 1972, in _get_cuda_arch_flags
          supported_sm = [int(arch.split('_')[1])
                          ^^^^^^^^^^^^^^^^^^^^^^^
      ValueError: invalid literal for int() with base 10: '90a'
```

### Versions

2.5.1

cc @malfet @zou3519 @xmfan @ptrblck @msaroufim @eqy
Repository: TypeScript
Issue: Type parameter not usable as type argument in identical type; union in constraint becomes intersection
Labels: Bug,Help Wanted

### 🔎 Search Terms

indexed access, constraints, generic, unions, ts2344

### 🕗 Version & Regression Information

- This changed between versions 3.3 and 3.5 (likely #30769)


### ⏯ Playground Link

[Playground link](https://www.typescriptlang.org/play/#code/JYOwLgpgTgZghgYwgAgGIHt0B4AqyIAekIAJgM7IDeyBAXMmWFKAObIC+ANMgKr5ERSFABR4APlRr0ARHGkcAlAG0A5ARUBdAHxUAUMgPIAXvQzYc3Hlt3tddoA)

### 💻 Code

```ts
interface Foo<T extends { x: string }, U extends (T | { x: "a" })['x']> {
    z: Foo<T, U> // error!
    //        ~ Type 'U' does not satisfy the constraint 'T["x"] & "a"'. 🙃
}
```


### 🙁 Actual behavior

The `U` type parameter is rejected as a type argument with a TS2344 error about how it doesn't satisfy the constraint. The constraint seems to have shifted from a union to an intersection, even though it comes from an identical place.

### 🙂 Expected behavior

The `U` type parameter should be accepted as a type argument.

### Additional information about the issue

Distilled from [SO question](https://stackoverflow.com/q/79320473/2887218).

I expect this is a consequence of #30769 as per https://github.com/microsoft/TypeScript/issues/31731#issuecomment-498465358, but it is at least somewhat surprising that this should happen when the types involved are identical. One could rewrite the constraint to `U extends T["x"] | "a"`, of course, but this is distilled from the above SO question which is presumably distilled from some use case. What's happening here, exactly, and is it intended, a design limitation, or a bona fide bug?
Repository: PowerToys
Issue: Workspaces CLI options don't expand environment variables
Labels: Issue-Bug,Needs-Triage,Product-Workspaces

### Microsoft PowerToys version

0.87.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Workspaces

### Steps to reproduce

1.  Save a workspaces layout with explorer
2. Edit CLI options to add `%windir%` or any other environment variable.
3. Launch workspace.

### ✔️ Expected Behavior

It is expected to open explorer to the folder the environment variable leads to.

### ❌ Actual Behavior

Explorer opens to default folder.

If the environment variable is replaced with the full path `C:\windows` it does open to the correct path.

Using power shell style `$env:windir` also does not work.

### Other Software

Windows 10 Pro 22H2