sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Minor visual bug with terminal hyperlinks
Labels: bug,upstream,upstream-issue-linked,terminal-links

Type: <b>Bug</b>

While scrolling through the terminal with hyperlinks spanning multiple lines, I noticed that the underline that appears while hovering over the link stays there in the shape of the link when you scroll up without moving the cursor and your mouse lands on another link. (It doesn't seem to happen every time and the underline disappears as soon as you move the mouse)

VS Code version: Code 1.87.2 (863d2581ecda6849923a2118d93a088b0745d9d6, 2024-03-08T15:14:59.643Z)
OS version: Linux x64 6.5.0-25-generic snap
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|12th Gen Intel(R) Core(TM) i5-12400F (12 x 2815)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|0, 0, 0|
|Memory (System)|31.15GB (25.75GB free)|
|Process Argv|--no-sandbox . --crash-reporter-id 8697bce0-70c8-4f63-acbf-1d3d24a06a06|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|ubuntu|
|XDG_CURRENT_DESKTOP|Unity|
|XDG_SESSION_DESKTOP|ubuntu|
|XDG_SESSION_TYPE|x11|
</details><details><summary>Extensions (11)</summary>

Extension|Author (truncated)|Version
---|---|---
vsc-material-theme-icons|equ|3.5.0
prettier-vscode|esb|10.1.0
svg|joc|1.5.3
debugpy|ms-|2024.2.0
python|ms-|2024.2.1
vscode-pylance|ms-|2024.3.1
cmake-tools|ms-|1.17.17
cpptools|ms-|1.19.8
cpptools-extension-pack|ms-|1.3.0
makefile-tools|ms-|0.9.10
cmake|twx|0.0.17

(1 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vscoreces:30445986
vscod805cf:30301675
binariesv615:30325510
vsaa593:30376534
py29gd2263:30899288
c4g48928:30535728
azure-dev_surveyone:30548225
a9j8j154:30646983
962ge761:30959799
pythongtdpath:30769146
welcomedialog:30910333
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30936856
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
pythontbext0:30879054
accentitlementsc:30887149
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
cppperfnew:30979542
d34g3935:30971562
fegfb526:30981948
bg6jg535:30979843
dsvsc020:30976470
pythonait:30991152

```

</details>

<!-- generated by issue reporter -->
Repository: react
Issue: Bug: optimistic state (useOptimistic) shows both optimistic and returned from server data when running several async actions
Labels: Type: Needs Investigation,Component: Reconciler,React 19

I have a form with submit button. When I click on the button, I call update optimistic state and update real state as soon as action is finished. When I click on the button 3 times, I will see 6 items in the list for a while. 

https://github.com/facebook/react/assets/9947582/234d8e6c-a69b-429a-bc89-92dc4818f8db

React version: 
- "react": "18.3.0-canary-bb0944fe5-20240313",
- "react-dom": "18.3.0-canary-bb0944fe5-20240313"

## Steps To Reproduce

1. Click 3 times on the button

Link to repository:
https://github.com/acherkashin/react19-useOptimistic

Link to sandbox
https://stackblitz.com/~/github.com/acherkashin/react19-useOptimistic

```
const AddToCartForm = ({ title, addToCart, optimisticAddToCart }: AddToCartFormProps) => {
  const formAction = async (formData: FormData) => {
    const itemId = String(formData.get('itemID'));
    optimisticAddToCart({ id: itemId, title, pending: true });
    try {
      await addToCart(itemId, title);
    } catch (e) {
      console.log(e);
      // show error notification
    }
  };

  return (
    <form action={formAction}>
      <h2>{title}</h2>
      <input type="hidden" name="itemID" value={crypto.randomUUID()} />
      <button type="submit">Add to Cart</button>
    </form>
  );
};
```

## The current behavior

I see every added item 2 times.

## The expected behavior

If I add 3 elements, I should see 3 items in the list, not 6.
Repository: go
Issue: x/telemetry/config: completion usefulness counters
Labels: NeedsInvestigation,telemetry,Telemetry-Proposal

### Counter names

gopls/completion/len:0
gopls/completion/len:<=10
gopls/completion/len:>10

gopls/completion/used:unknown
gopls/completion/used:no
gopls/completion/used:yes

### Description

The first set of counters measures the number of suggested completions offered to the user.

The second set of counters measures whether the user accepted any of the suggestions.

### Rationale

These counters are intended to measure whether or not users accept proposed completions for Go files. 
They count the kinds of completions offered to users, and what the users did with them.

### Do the counters carry sensitive user information?

No.

### How?

Each completion request from the client results in a set of completions. The counters record the approximate length. The cutoff of 10 is a rough estimate of how many choices the client shows directly to a user.

Then the second set of counters records the user's response evaluated by looking at the changes the client sends back. Sometimes the client sends back a whole file, in which case the user's action is not known. (If this happens a lot it might be possible to sometimes handle this case, but with more work.)

A future set of counters might create a histogram of which suggestion was accepted. The expectation would be that if a suggestion is accepted it would usually be one of the first few.

### Proposed Graph Config

```Text
title: Gopls completion suggestions for Go files
description: Number of completions for Go files
type: partition
program: golang.org/x/tools/gopls
counter: gopls/completion/len:(=0,<10,>=10)
version: v0.16.0  # the first binary version containing this counter.

title: Gopls user response to completion suggestion
description: User's completion responses
type: partition
program: golang.org/x/tools/gopls
counter: gopls/completion/used:(unknown,yes,no)
version: v0.16.0  # the first binary version containing this counter.
```


### New or Update

New
Repository: godot
Issue: Linux - Portable installation of Blender not recognized for Blender import with error: Blender Path does not contain a Blender installation
Labels: topic:thirdparty,needs testing,topic:import

### Tested versions

- Reproducible in: v4.3.dev.custom_build [f2045ba82]

### System information

Godot v4.3.dev (f2045ba82) - SteamOS holo - X11 - GLES3 (Compatibility) - AMD Custom GPU 0405 (vangogh, LLVM 15.0.7, DRM 3.54, 6.1.52-valve9-1-neptune-61) () - AMD Custom APU 0405 (8 Threads)

### Issue description

I'm running ArchLinux on a SteamDeck and trying to make .blend import work.

I have first installed Blender via Flatpak as recommended, but it is known not to be supported (see https://www.reddit.com/r/godot/comments/16571z1/how_to_set_blender_3_path/)

So I did a classic portable install from https://www.blender.org/download/ > Linux (not Snap Store) and extracted archive into a folder and set that folder path in Godot when prompted from Blender path.

However the popup still complained about the path with the error message:

> Blender Path does not contain a Blender installation

So I don't know what to do, and I don't know the exact criterion for a Blender Path to be valid.

Apparently the only supported way is to install via some package manager (I do see a package `extra-3.5/blender 17:3.5.1-8` when typing `yay blender` but that's Blender 3 not latest 4.0.2 so quite old - maybe some "ppa" can do the trick, but I'm not familiar with ArchLinux so not sure about the equivalent for 3rd-party repositories). But then what's the point of having a popup to prompt for a custom path?

### Steps to reproduce

1. Install Blender via portable Linux install (download and extract archive somewhere). Make sure not to also have a package install.
2. Open a project and add some .blend file to the assets
3. On the prompt window for Blender path, select path where you extracted Blender archive

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Add profiles to activate/deactivate certain PowerToys modules
Labels: Idea-Enhancement,Product-Settings,Needs-Triage

### Description of the new feature / enhancement

You could create a setting to make modes which activate certain modules? 

### Scenario when this would be used?

I use my pc not only for work, but for gaming.  An example of me using this is when im gaming. I use quick accent a lot, but when im gaming, it opens up the ui and interrupting my game.

### Supporting information

_No response_
Repository: rust
Issue: std::process::Command sometimes ignores PATH env variable on Windows
Labels: O-windows,T-libs-api,C-bug

I'm building a tool which spawns a shell process. Here's a very simplified version:

```rs
use std::process::{Command, Stdio};

fn main() {
    Command::new("bash")
        .arg("-c")
        .arg("uname")
        .stdin(Stdio::null())
        .spawn()
        .unwrap()
        .wait()
        .unwrap();
}
```

On my Windows system, there are 2 bash versions:
- One provided by WSL -  `C:\Windows\System32\bash.exe`
- MinGW version from Git for Windows - `C:\Program Files\Git\bin\bash.exe`

The `PATH` environment variable is configured as `PATH=C:\Program Files\Git\bin\;C:\Windows\System32\;...`, so the MinGW version should have precedence. And when I run the following from `cmd.exe`:

```
bash -c uname
```

it produces, the expected output:

```
MINGW64_NT-10.0-19045
```

Yet, the Rust example will ignore the `PATH`, use the WSL instead and output:

```
Linux
```

The funny thing is that if I modify the example and just add some random  environment variable:

```rs
use std::process::{Command, Stdio};

fn main() {
    Command::new("bash")
        .env("A", "B") // <-- This !!!!
        .arg("-c")
        .arg("uname")
        .stdin(Stdio::null())
        .spawn()
        .unwrap()
        .wait()
        .unwrap();
}
```

then the Rust example will use the expected MinGW version and produce:

```
MINGW64_NT-10.0-19045
```

I have investigated a little bit and I think the problem lies in [windows search path implementation](https://github.com/rust-lang/rust/blob/35dfc67d94c47a6c6ae28c46e7dc1c547f772485/library/std/src/sys/pal/windows/process.rs#L482)

When `std::process::Command::env`  is set, the `1. Child paths` branch searches the `PATH` as first and it works as expected.

Otherwise, the `3 & 4. System paths` part of code finds the `bash` executable under `C:\Windows\System32` which produces the unexpected behavior.

I think we could fix this by searching `5. Parent paths` before `3 & 4. System paths` but I'm not sure if this change could negatively impact something else.

---

Tested on

```
rustc --version
rustc 1.76.0 (07dca489a 2024-02-04)

rustc +nightly --version
rustc 1.78.0-nightly (c67326b06 2024-03-15)
```
Repository: TypeScript
Issue: Assignment narrowing failing to reset in a loop with optional chaining
Labels: Bug,Help Wanted

### 🔎 Search Terms

assignment narrowing, optional chaining, narrowing to never, 

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about assignment narrowing and optional chaining.


### ⏯ Playground Link

[Playground link](https://www.typescriptlang.org/play?#code/JYOwLgpgTgZghgYwgAgGIHt3IN7IEZxQBcyIArgLZ7QDcyAvgLABQAJhAgDaEoLogBnMMhiYBJDOgDaAXRotOEYQAcoEAG4AFNeskTMyAD6kynTsgC8Js-OaKVOvWgPHyZy9c63RUZAAo+QWFRLHQYETEAShwWZGQAdwALYEV-WLiI9AA6Al8LfORVDW0NSQB+HMJkADJq5AB6euRoKHQoAEJ0uMbkAFp+gcGhoYA+ZAA-Sa6Gpu10ZWgwAE9kAHJc1eRWdAgBUnRhCAAPYCFkfmRlhbWQDWhVrOmQyryCot1MCtz06OwnzBeAGpAekmMw4u8Sh8sFZ3pJbBDHAYrCFbGCgA)

### 💻 Code

```ts
interface Foo { bar: number; }
declare const foos: Foo[];
let prevPrevFoo: Foo | null = null;
let prevFoo: Foo | null = null;
for (const foo of foos) {
  while (
    foo.bar === prevPrevFoo?.bar && // error!
    // --------------------> ~~~
    // Property 'bar' does not exist on type 'never'.
    foo.bar === prevFoo?.bar
  ) {
    foo.bar++
  }
  prevPrevFoo = prevFoo;
  prevFoo = foo;
}
```


### 🙁 Actual behavior

`prevPrevFoo` is apparently narrowed to `null` via assignment narrowing, so `prevPrevFoo?.bar` gives an error that `never` doesn't have a `bar` property.  But `prevPrevFoo` is assigned within the loop, so it seems strange that the narrowing persists in that scope.

### 🙂 Expected behavior

No error, `prevPrevFoo` should be considered `Foo | null` inside the loop.

### Additional information about the issue

Comes from [this SO question](https://stackoverflow.com/q/78175604/2887218).  Not sure what's going on here, but it seems quite dependent on the nesting and order of operations. Most things I did to try to reduce it further made the error disappear.  

Note that this is not a case of #9998, there's no closure to speak of.  And of course we can work around this by opting out of assignment narrowing via `let prevPrevFoo = null as Foo | null;`.  I don't think this is a big deal, but it would be nice to know the cause of this and whether it's a bug, design limitation, or somehow working as intended (and if so, why).
Repository: transformers
Issue: Grok-1 MoE support
Labels: New model

### Model description

X-AI recently released [grok-1](https://huggingface.co/xai-org/grok-1), a massive MoE model, with a total parameter count of 314B across 8 experts, 2 active at a time. Would be interesting if we could have support for the weights in transformers, would make integrations everywhere else much easier to handle.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

They have a reference implementation in JAX, but similar to meta's original release of llama, the inference code is highly unoptimized, and has a hard-coded number of GPUs as a requirement.

https://github.com/xai-org/grok-1
Repository: ui
Issue: [Bug]: DataTableDemo causes Hydration Error in Nextjs 
Labels: bug

### Describe the bug

Data table demo causes hydration error with nextjs. I use exactly the same code that is the first example shown [here](https://ui.shadcn.com/docs/components/data-table). 

 

### Affected component/components

Input 

### How to reproduce

Use the example data table demo as a react component and hydration error will be shown. It seems like if the `<Input>` components is commented the hydration error will stop. 

It also seems like that if I use 

```
  const [isMounted, setIsMounted] = useState(false);

  useEffect(() => {
    setIsMounted(true);
  }, []);

  if (!isMounted) {
    return null;
  }
```

to ensure the component is only rendered in the client side there will also be no errors.

This error is reproduced in codesandbox.

### Codesandbox/StackBlitz link

https://codesandbox.io/p/live/aafbf382-588e-4f61-8fca-9254ced395b9

### Logs

_No response_

### System Info

```bash
This error is reproduced in Code sandbox.

My system is Arch Linux. Browser firefox 123.0.1.

Here is `package.json`

{
  "name": "shadcn-data_table",
  "version": "0.1.0",
  "private": true,
  "scripts": {
    "dev": "next dev",
    "build": "next build",
    "start": "next start",
    "lint": "next lint"
  },
  "dependencies": {
    "@radix-ui/react-checkbox": "^1.0.4",
    "@radix-ui/react-dropdown-menu": "^2.0.6",
    "@radix-ui/react-icons": "^1.3.0",
    "@radix-ui/react-slot": "^1.0.2",
    "@tanstack/react-table": "^8.13.2",
    "class-variance-authority": "^0.7.0",
    "clsx": "^2.1.0",
    "next": "14.1.3",
    "react": "^18",
    "react-dom": "^18",
    "tailwind-merge": "^2.2.2",
    "tailwindcss-animate": "^1.0.7"
  },
  "devDependencies": {
    "@types/node": "^20",
    "@types/react": "^18",
    "@types/react-dom": "^18",
    "autoprefixer": "^10.0.1",
    "eslint": "^8",
    "eslint-config-next": "14.1.3",
    "postcss": "^8",
    "tailwindcss": "^3.3.0",
    "typescript": "^5"
  }
}
```
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: flutter
Issue: Icons: add method fromName(iconName)
Labels: c: new feature,framework,P3,team-design,triaged-design

### Use case

Icon names are retrieved from server.
So a method for getting IconData from icon name is needed.

Icons.fromName(iconName)

iconName is the same as the constant name in Icons class.

pub.dev package material_icon_design_flutter does not contain many of the IconData constants defined in Icons, so it is not designed to provide name mappings for the Icons class.


### Proposal

Add a new method for mapping names to IconData constants:

IconData Icons.fromName(iconName)
Repository: ui
Issue: [Bug]: Axios always return [AxiosError: Request failed with status code 400]
Labels: bug

### Describe the bug

AxiosError { message: 'Request failed with status 400', name: 'AxiosError', code: 'ERR_BAD_REQUEST', config {...}, request: XMLHttpRequest, ...}

The main problem exist in the config {...} property that is not existed in your written source code .

### Affected component/components

axios.post()

### How to reproduce

here's an example of what I made first, and why I faced this error ?
code before edit: `
const onSubmit = async (values: z.infer<typeof formSchema>) => {
    try {
        setLoading(true);
        const response = await axios.post('link here', values);
        console.log(response.data)
    } catch (error: any) {
        console.error(error);
    } finally {
        setLoading(false);
    }
}
`
Code after edit, and how I solved the issue by adding the configuration data object to my axios.post method and converts the values to the JSON notation using JSON.stringify method:
`
const response = await axios.post('link here', JSON.stringify(values), {
  headers: {
    'Content-Type': 'application/json'
  }
});
`
### Codesandbox/StackBlitz link

please add a reproduction

### Logs

```bash
nothing
```


### System Info

```bash
3301
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [ ] I've searched for existing issues
Repository: ollama
Issue: Allow auth between the Ollama server/client
Labels: feature request

### What are you trying to do?

I'm trying to secure the connection between ollama client and server.

HTTPS works fine:
![image](https://github.com/ollama/ollama/assets/4704016/b097b70e-8774-48af-8e6e-053fdb972fc3)

Basic auth does not work with ollama client:
![image](https://github.com/ollama/ollama/assets/4704016/58af9422-c92e-43f7-931c-0b3af99b960d)

### How should we solve this?

Allow to set basic auth in OLLAMA_HOST or other variables for the client.

### What is the impact of not solving this?

The only way to secure the connection between ollama client and ollama server is with IP filtering. Basic auth would be a bit better.
Note that for any other client (such as python requests), this is not an issue since those packages can manage basic auth (or other auth mechanisms for that matter).

### Anything else?

Allowing the server to use TLS would be nice too. Traffic is still cleartext between the reverse proxy and ollama server.
Displaying a better error message with http status code would be nice.
Repository: godot
Issue: Rendering error: When setting screen stretch, black bars remain even when not enabling stretching or fullscreen
Labels: bug,topic:rendering,topic:gui

### Tested versions

-Reproducable in v3.5.3.stable.official [6c814135b]

### System information

Windows 10, Nvidia GTX 1060, Ryzen 5 2600

### Issue description

I was attempting to make my project in Godot have the option to either stretch the image, or keep the pixels 1 to 1 and use a border. Both of these modes work perfectly fine on their own, however, there is something wrong when switching between them programmatically. The integer scaling mode starts off fine, but when switching to a stretch scaling mode back to integer scaling, then switching to fullscreen, black bars will then be on the sides of the full screen, even when the aspect is set to keep. Going outside of fullscreen, the black bars will still be present in a minimized window, enveloping most of the screen.

I tried for hours to figure out if something specific was causing the issue in my code, but it doesn't seem to be anything specific. I ran it by a user on the Godot forums, and they said it's most likely an engine issue.

Integer scaling enabled (Maximized)
![image_2024-03-17_200802649](https://github.com/godotengine/godot/assets/36461106/3c120fc3-9121-4768-be2e-1c928b5da81a)

Integer scaling fullscreen enabled after enabling and disabling stretch + fullscreen, then enabling fullscreen
![image](https://github.com/godotengine/godot/assets/36461106/430c5282-0277-43e4-a9a4-a97a5dd41c26)

After disabling fullscreen
![image](https://github.com/godotengine/godot/assets/36461106/05799de7-7f90-4d28-87bd-b290cd072636)


### Steps to reproduce

1. The project starts fine. If you maximize or press the fullscreen button, the border expands to the appropriate size, and there are no black bars.
2. Switch to stretch mode by clicking the integer scaling button (Disabled). Stretch mode is now on.
3. Press the fullscreen button. It works normally. Press it again to disable it.
4. Press the integer scaling button again (Integer scaling is on). It looks normal at first.
5. Maximize the window or click fullscreen. There are now black bars around the border, even though the aspect mode is on "keep"
6. Minimize the window or click fullscreen again. There are now back bars on a normal, minimized window that cover up the whole screen.

### Minimal reproduction project (MRP)

This file has only the necessary components. It's a bit over 10mb (10.5) since a texture is needed for the border.
https://drive.google.com/file/d/1LeEdl_bnLN5ZJ25cw62o6NsN-042Hbw8/view?usp=sharing
Repository: go
Issue: x/tools/gopls: support "inline all" and "inline away"
Labels: FeatureRequest,gopls,Tools,Refactoring

Add two new code actions for inlining, defined at the callee rather than caller:

- "inline all" inlines all uses of a function
- "inline away" inlines all uses, and additionally removes the function declaration
Repository: deno
Issue: Enhance Deno.cron get next execution time during the job execution
Labels: suggestion,ext/cron

I am working on a scheduling project which executes multiple jobs at regular intervals. The jobs are getting executed successfully no problems. However for a requirement I want to calculate and persist the next run time of the Scheduled job in DB. Is there a solution to get next time of jobs for the configuration below?

References:

nextDate() of [node-cron](https://github.com/kelektiv/node-cron)