sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: 2D light limit not documented and does not provide feedback
Labels: discussion,topic:rendering,documentation,needs testing,topic:2d

### Tested versions

Tested on 4.2.2.stable.mono.official

### System information

macOS 14.5

### Issue description

https://github.com/godotengine/godot/assets/11003232/6d72b5af-7efe-47b9-acde-eb1476c9e2f1

When many PointLight2Ds are added to a scene, they can get culled even when in full view. You can see the video that many of the light sources only become visible when near the edge of the screen, while others are visible all of the time.

From my testing, this works the same in editor and in game.



### Steps to reproduce

Put a lot of PointLight2Ds in one scene (or load the Demo project) and move the camera around, causing the lights to go on and off screen. They should disappear even when still on the screen.

### Minimal reproduction project (MRP)

[BadlyCulledLighting.zip](https://github.com/user-attachments/files/15754007/BadlyCulledLighting.zip)
Repository: tauri
Issue: [feat] Allow external devices to be on different networks when doing dev sessions
Labels: type: feature request

### Describe the problem

When I run tauri android dev, it compiles and works fine.

The system has an ethernet and a wifi IP, and the external device has a wifi IP and is connected through a USB cable with ADB debugging on.

However, the application itself breaks because it tries to access the Ethernet IP instead of the WiFi IP.

``` Info Using [ethernet IP] to access the development server.```
(will not work because device is not connected through ethernet).

### Describe the solution you'd like

Allow for an easy way to specify where the app should look (e.g, WiFi IP so that tauri gives the right IP out when PC is connected to both wifi and ethernet), or since ADB is already installed and setup (on most android setups) just adb reverse the ports needed and make the app point at localhost.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: vscode
Issue: VSCode disappear from candidate list to open text file in Linux
Labels: linux,under-discussion,workbench-os-integration

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version:  Code 1.90.0
- OS Version: Arch Linux with KDE plasma 6

This change was introduced by PR #209510. I am unsure why the original poster claims that "This software is not a plain text editor," as it actually is.

If I understand correctly, this PR aims to address issue #114425. Why then was "text/plain" removed from the MIME list? The issue should be resolved by removing "inode/directory" only instead.

Introducing this controversial and unrelated side effect into a PR meant to fix a bug does not seem convincing.

![2024-06-10_05-37](https://github.com/microsoft/vscode/assets/1362137/ba4865e4-2c4e-42f0-9f8f-b28647b49a8b)

Additionally, it seems I am not the only one questioning this. There are also doubts expressed in the commit log, but no answers have been provided. Check commits here: https://github.com/microsoft/vscode/commit/f1c007109d0a1f51516f2c054dd7a09d9aad8815

P.S. I forgot to mention that this change also affects coding files like `.py`, `.go`, and `.java`, as most of these files are recognized as "text/plain".
Repository: deno
Issue: Doc tests don't play nice with blockquotes in markdown
Labels: bug,testing

Version: Deno 1.44.1

Doc tests don't fail to parse if they're in a blockquote.

`deno fmt` agrees this is how it should be formatted, and it renders correctly in the vscode preview.

In a README.md:

````md
> ```ts
> import { foo } from "./baz"
> ```
````

`deno test  --doc` provides:

```console
error: The module's source code could not be parsed: Unexpected token `{`. Expected `.` or `(` at file:///Users/.../Developer/libs/README.md$1-4.ts:1:10

  > import { foo } from "./baz"
           ~
```
Repository: transformers
Issue:  Implementation Issue of Phi3SuScaledRotaryEmbedding
Labels: Feature request

### Feature request

Improving the Implementation of Phi3SuScaledRotaryEmbedding to Reduce Unnecessary Computation

I'm not entirely sure if there is a deeper meaning to the implementation here. It seems that the inv_freq could be completely initialized in the `__init__ `method as `long_inv_freq `and `short_inv_freq`. 
The only parameter used here is the part that gets the device.

https://github.com/huggingface/transformers/blob/25245ec26dc29bcf6102e1b4ddd0dfd02e720cf5/src/transformers/models/phi3/modeling_phi3.py#L131-L137

### Motivation

Fixing this code can eliminate a redundant computation. Moreover, self.inv_freq used here doesn't seem appropriate to be a attribute.

I tested the modified version locally. Although I couldn't test with long contexts due to my device's performance, the new implementation doesn't seem to show any issues with short sentences.

### Your contribution

I can fix it if this isn't intentional.
Repository: deno
Issue: `mkdir()` incorrectly returns `undefined` and produces unexpected subsequent results
Labels: bug,node compat

## Description

The way `mkdir()` works in Deno seems to differ from Node.js, despite having the same documentation. Using subsequent methods produces unexpected behaviour.

## Steps to Reproduce

Set up a project like so:

```
├── template
│   ├── 1
│   │   └── 1.txt
│   └── 2
│       └── 2.txt
└── test
    ├── index.js
    └── package.json
```

index.js has this:

```TypeScript
import path from "node:path";
import { mkdir, cp } from "node:fs/promises";

const root = path.resolve("./output/here/");

const dir = await mkdir(root, { recursive: true });
console.log(dir);

await cp(new URL("../template/1", import.meta.url), root, { recursive: true });
```

package.json has this:

```JSON
{
	"type": "module"
}
```

Run `deno run -A test/index.js` and the output will be `undefined`, even though `recursive` was `true`.

Remove the resulting directory and run `node test/index.js`. The output is the first directory created as documented.

<hr>

In addition, Deno seems to create a folder containing the files, which is unexpected behaviour (output/here/1). Node.js does not do this (output/here). This is likely due to `mkdir()` being improperly implemented in Deno?

## Versions

- Deno 1.44.1
- Node.js v20.12.2
Repository: excalidraw
Issue: Straight Arrows shouldn't be Hold and Drag. 
Labels: UX/UI

Straight arrows can be as simple as point and click and not creating more bending/creating multiple points. this is driving me insane. 

<img width="1124" alt="image" src="https://github.com/excalidraw/excalidraw/assets/122549893/830889af-4c99-4fe2-b6ce-f56560b9b408">
Repository: tensorflow
Issue: Crash in `tf.raw_ops.SparseCountSparseOutput `
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.16

### Issue type

Bug

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

Yes

### Source

source

### TensorFlow version

TensorFlow Nightly

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 22.04.3 LTS (x86_64)

### Mobile device

_No response_

### Python version

3.9.13

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

On specific input, tf.raw_ops.SparseCountSparseOutput will output "The session crashed because it took up all available RAM." 

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

binary_output = True
indices = tf.constant(0, shape=[3456,2], dtype=tf.int64)
values = tf.constant(536870912, shape=[3456], dtype=tf.int32)
dense_shape = tf.constant([125099989676412,125099989676412], shape=[2], dtype=tf.int64)
weights = tf.constant(51, shape=[3456], dtype=tf.int32)


tf.raw_ops.SparseCountSparseOutput(
   indices=indices, values=values, dense_shape=dense_shape, weights=weights, binary_output=binary_output,
    minlength=0,
    maxlength=0,
    name=None
)
```


### Relevant log output

```shell
Jun 10, 2024, 11:31:57 AM	WARNING	WARNING:root:kernel 7c5d2f95-9ab7-4b7c-99c0-d8949477c9f1 restarted
Jun 10, 2024, 11:31:57 AM	INFO	KernelRestarter: restarting kernel (1/5), keep random ports
Jun 10, 2024, 11:31:29 AM	WARNING	2024-06-10 03:31:29.145870: W tensorflow/compiler/tf2tensorrt/utils/py_utils.cc:38] TF-TRT Warning: Could not find TensorRT
Jun 10, 2024, 11:31:26 AM	WARNING	To enable the following instructions: AVX2 FMA, in other operations, rebuild TensorFlow with the appropriate compiler flags.
Jun 10, 2024, 11:31:26 AM	WARNING	2024-06-10 03:31:26.481147: I tensorflow/core/platform/cpu_feature_guard.cc:182] This TensorFlow binary is optimized to use available CPU instructions in performance-critical operations.
Jun 10, 2024, 11:31:26 AM	WARNING	2024-06-10 03:31:26.469832: E external/local_xla/xla/stream_executor/cuda/cuda_blas.cc:1515] Unable to register cuBLAS factory: Attempting to register factory for plugin cuBLAS when one has already been registered
Jun 10, 2024, 11:31:26 AM	WARNING	2024-06-10 03:31:26.467591: E external/local_xla/xla/stream_executor/cuda/cuda_fft.cc:607] Unable to register cuFFT factory: Attempting to register factory for plugin cuFFT when one has already been registered
Jun 10, 2024, 11:31:26 AM	WARNING	2024-06-10 03:31:26.467524: E external/local_xla/xla/stream_executor/cuda/cuda_dnn.cc:9261] Unable to register cuDNN factory: Attempting to register factory for plugin cuDNN when one has already been registered
Jun 10, 2024, 11:31:18 AM	INFO	Kernel started: 7c5d2f95-9ab7-4b7c-99c0-d8949477c9f1, name: python3
Jun 10, 2024, 11:30:19 AM	INFO	Use Control-C to stop this server and shut down all kernels (twice to skip confirmation).
```
Repository: neovim
Issue: "autocmd BufRead" not working when "nvim a.lua"
Labels: bug,runtime,syntax,events

### Problem

when I open nvim with "nvim xxx.lua", BufRead autocmd can not trigger

### Steps to reproduce

```shell
$ echo "syntax on | autocmd BufRead * :echomsg 'BufRead'" > a.vim
$ touch a.lua
$ nvim -u a.vim a.lua # run :mes<CR>, no messages
$ nvim -u a.vim a.vim # run :mes<CR>, have one message
```

### Expected behavior

when I run `nvim -u a.vim a.lua`, can see `BufRead` message in cmdline

### Neovim version (nvim -v)

0.10.0

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

no

### Operating system/version

macOS 12.7.5

### Terminal name/version

iterm2 3.4.23

### $TERM environment variable

xterm-256color

### Installation

dowload from release web page
Repository: rust
Issue: What should SIMD bitmasks look like?
Labels: T-compiler,A-SIMD,C-discussion,PG-portable-simd,T-opsem

The portable-simd intrinsics `simd_bitmask` and `simd_bitmask_select` work with a bit-efficient representation of a SIMD vector of `bool`. Specifically they actually support two representations: as an integer of sufficient size, and as an array of `u8`.
However, the exact format of the array-based bitmask is [endianess-dependent in subtle ways](https://github.com/rust-lang/rust/pull/126171), so much so that [portable-simd stopped using](https://github.com/rust-lang/portable-simd/pull/423) that format. The integer-based format is pretty simple (albeit still being endianess-dependent) but does not scale to vectors of arbitrary size.

IMO we should only have one format supported by the low-level intrinsics, and leave it to higher-level code like portable-simd to convert that to other formats if needed. That one format probably has to be the array-based one, since that is the only way to actually support vectors of arbitrary size. But what should that format look like? Currently it is endianess-dependent, and then portable-simd has to do some work to convert that into an endianess-independent format and back. Can we make the intrinsic directly use an endianess-independent format? (It is extremely rare for our intrinsics to behave in an endianess-dependent way.)

What are the key constraints the format has to satisfy? Without knowing those, here's a completely naive proposal:
the array must be big enough to contain at least as many bits as the vector has elements (but that's just a lower bound, arbitrarily bigger arrays are allowed), and then vector elements are mapped to bits in the array as follows: the vector element `i` is represented in array element `i / 8`, in the bit `i % 8`, where bits are indexed from most significant to least significant. So for instance the vector `[-1, -1, -1, 0, 0, 0, 0, 0, 0, -1]` becomes the bitmask `[0b11100000, 0b01_000000]`, simply filling in the vector elements left-to right bit-for-bit and then padding with `0` until the array is full. I don't know if that format is any good -- probably it is not -- but it is certainly easy to explain. :)

Cc @calebzulawski @workingjubilee @programmerjake @rust-lang/opsem
Repository: vscode
Issue: proposal: add commands for `outline.focusPrevious` and `outline.focusNext` for navigating to the editor position corresponding to the previous/next symbol in the outline pane
Labels: feature-request,outline

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

This pair of commands is designed to achieve the equivalent effect of using the mouse to click the next/previous (relative to current cursor position) item in the outline pane. 

It's true that there already exists an extension for this (https://marketplace.visualstudio.com/items?itemName=mishkinf.goto-next-previous-member), but it is implemented (perhaps as extensions must) by repeatedly executing API-like commands such as `vscode.executeDocumentSymbolProvider` on each triggering of the command. On a large document (e.g. when navigating to previous/next heading in a large markdown file), it quickly causes errors such as:

```
[Error - 1:39:17 AM] Request textDocument/references failed.
  Message: Request textDocument/references failed with message: Maximum call stack size exceeded
  Code: -32603 
[Error - 1:39:17 AM] Request textDocument/references failed.
  Message: Request textDocument/references failed with message: Maximum call stack size exceeded
  Code: -32603 
```
I'm assuming a pair of built-in commands would be able to achieve this much more performantly. 

Also, it's true that editor.gotoNextFold and editor.gotoPreviousFold serve reasonably well for navigating from heading to heading in a markdown file, but its behavior  is still significantly different from the behavior I'm proposing. For example, editor.gotoNextFold / editor.gotoPreviousFold will not navigate from a level-n heading down to a level-(n+1) heading, nor will it navigate from a level-(n) heading to a level-(n-1) heading. E.g. if cursor is on a level-3 `### ...` heading line, `editor.gotoNextFold` will have no effect if the next heading is a level-2 `## ...` heading.
Repository: godot
Issue: DisplayServer is unaware of inactive keyboard layouts in Linux
Labels: bug,platform:linuxbsd,topic:porting,topic:input

### Tested versions

Reproduces in:

- v4.3.beta.custom_build [5833f5978]
- v4.3.beta1.official [a4f2ea91a]
- v4.2.2.stable.official [15073afe3]

### System information

Arch Linux <span>#</span>1 SMP PREEMPT_DYNAMIC Fri, 31 May 2024 15:14:45 +0000 - Tty - GLES3 (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)

### Issue description

When I query keyboard layouts from DisplayManager with `DisplayServer.keyboard_get_current_layout()`, the returned value never changes in Linux. In Windows it changes when I change the keyboard layout.

I made a MRP to print out keyboard layouts to test this. Expected output:

```
Keyboard layouts:
    0 English (Dvorak, alt. intl.)
    1 Finnish (classic)
current layout is 0 English (Dvorak, alt. intl.)
current layout is 1 Finnish (classic)
```

Actual output:

```
Keyboard layouts:
    0 English (Dvorak, alt. intl.)
current layout is 0 English (Dvorak, alt. intl.)
current layout is 0 Finnish (classic)
```

My window manager is Xfce 4.18 (GTK 3.24.42, X11).

I ran into this because my keyboard layout change detector only checked the layout index. I`ll change it to look at the layout name instead, but as the index based detection works in Windows it's an easy cross-platform bug to write.

Changing keyboard layouts while a game is running is probably rare for most people... I do it a lot. ^^;; I launch a game in dvorak as it's my default, then change to QWERTY if it doesn't map keys based on physical keycodes and I haven't manually remapped them. I imagine this applies to some AZERTY users as well.

### Steps to reproduce

Run MRP in Linux and change the keyboard layout while it's running.

### Minimal reproduction project (MRP)

[keyboard-layouts.zip](https://github.com/user-attachments/files/15757110/keyboard-layouts.zip)
Repository: godot
Issue: Having multiple fullstops in a game's title will cause it to crash upon trying to test it
Labels: needs testing,topic:export

### Tested versions

v4.3.beta1.official [a4f2ea91a]

### System information

Godot v4.3.beta1 - Windows 10.0.26227 - Vulkan (Forward+) - integrated AMD Radeon(TM) Vega 8 Graphics (Advanced Micro Devices, Inc.; 31.0.21024.2004) - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

game fails to launch with multiple fullstops in the title.

### Steps to reproduce

1) put two fullstops in the title of your game

### Minimal reproduction project (MRP)

[game-with-two-fullstops.zip](https://github.com/user-attachments/files/15758124/game-with-two-fullstops.zip)
Repository: next.js
Issue: Usage of Recoil in Nextjs app (turborepo) induces a TypeError: Cannot destructure property 'ReactCurrentDispatcher.
Labels: bug,Output (export/standalone)

### Link to the code that reproduces this issue

https://github.com/tsdineshjai/PayTM_Repo

### To Reproduce

1. NPM install globally (so that recoil package is also installed, that is the one causing issue)
2. Navigate to apps/user-app and npm run dev
3. Click localhost:3000
![image](https://github.com/vercel/next.js/assets/59303778/81154a8c-ace2-4b96-9eef-141329b789d2)
![image](https://github.com/vercel/next.js/assets/59303778/7786d7c0-1ad8-4d31-b61d-3884b18674c1)


### Current vs. Expected behavior

I have added store as package in the turborepo, which contains Recoil as state management. A hook named "useBalance" was added, which returns the state of an atom.(basic unit of recoil). Exported the hook file. Added the "store" package as dependency to the Next.js app.
The issue arises whenever I try to invoke "useBalance" hook in the Next.js app.

**The expected result should be a text on the page showing "the balance is 0", instead we get a unhandled runtime error.**

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Home Single Language
  Available memory (MB): 24303
  Available CPU cores: 8
Binaries:
  Node: 20.10.0
  npm: 10.8.1
Relevant Packages:
  next: 15.0.0-rc.0 // Latest available version is detected (15.0.0-rc.0).
  eslint-config-next: 15.0.0-rc.0
  react: 19.0.0-rc-f994737d14-20240522
  react-dom: 19.0.0-rc-f994737d14-20240522
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


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

Not sure, Output (export/standalone)

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

next dev (local)

### Additional context

I have already raised the issue in turborepo GitHub repo as a discussion, assuming this is an issue related to turborepo. 
link: https://github.com/vercel/turbo/discussions/8373

I have been redirected here to post as an issue to get a guidance on the issue. 

Note : There is no issue for the same code if it's a standalone application of turbopack. But it arises while using it in monorepo.
Repository: flutter
Issue: Switch widget has unexpected color on the selected handle/thumb when hovering
Labels: framework,f: material design,has reproducible steps,P2,team-design,triaged-design,found in release: 3.22,found in release: 3.23

### Steps to reproduce

Is it a bug if when hovering a Switch with the mouse the while element ("the physical switch") completely disappears on MacOS? I can understand the switch can change color while hovering over it but not completely make the white element disapear.

<img width="169" alt="Screenshot 2024-06-10 at 09 41 50" src="https://github.com/flutter/flutter/assets/2981437/c1719369-545c-4e9e-b0d2-c8d900b17d0f">
<img width="184" alt="Screenshot 2024-06-10 at 09 41 59" src="https://github.com/flutter/flutter/assets/2981437/4325a699-e61d-4fa7-8870-e59ab647e96e">

### Expected results

I expect the switch to keep the white element visible (the color can change)

### Actual results

the white element disappears when overring

### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: TypeScript
Issue: Special member completions not work after a comment.
Labels: Bug,Help Wanted

### 🔎 Search Terms

completion comment

### 🕗 Version & Regression Information

- I tried 5.5.0-dev.20240505

### ⏯ Playground Link

Not reproducible (totally broken) in playground

### 💻 Code

```ts
const x = {
    o: 1, 'a b': 2
}

 x. ;
// ^ trigger completion after dot gives you 2 completion items
x./**/ ;
//    ^ trigger completion after comment gives you 1 completion item
```


### 🙁 Actual behavior

Not the same

### 🙂 Expected behavior

Behave the same

### Additional information about the issue

This style (completion after a comment) is common in the four-slash test in TS, so I believe there are some problems with the current test infrastructure.
Repository: rust
Issue: clarify local_crate_exports_generics
Labels: T-compiler,A-docs

### Location

https://doc.rust-lang.org/nightly/nightly-rustc/rustc_middle/ty/context/struct.TyCtxt.html#method.local_crate_exports_generics

### Summary

it seems like it would be obvious what this does from the verbose name, but it actually checks if the local crate is *allowed* to export generics, based on its crate type.  a completely empty rlib crate that doesn't export anything will still return true.

it's also completely undocumented in general.