sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: The entire tree should not close when a test unrelated to most of the tree turns red
Labels: team-infra,P2,triaged-infra

### Type of Request

feature request

### Infrastructure Environment

_All of them? I'm not sure, sorry._

### What is happening?

As described in https://github.com/flutter/flutter/issues/142197, often a test flake (or an infra failure) causes an entire tree to turn red.

### Steps to reproduce

N/A

### Expected results

From talking to @christopherfujino and @keyonghan, this is WAI. I'd like us to re-assess. From the Discord:

> Unless we figure out a way to determine a widespread failure in O(1) time, treating every flake as a potential widespread failure seems like the wrong trade-off.

For example for these windows tests specifically, my understanding is there are only 2 (3?) places a failure can happen:

- An engine roll
- Someone changes the windows test
- Someone changes the flutter tool

Yet every PR is blocked.
Repository: PowerToys
Issue: start PowerToys Run with a specific keyboard layout
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Please add the ability to specify the keyboard layout with which PowerToys Run is launched each time.
Thanx!

### Scenario when this would be used?

I only use PowerToys Run with the English layout. There are several languages installed in the system. I have to change the layout every time.

### Supporting information

_No response_
Repository: flutter
Issue: Consider reducing how many cross-platform tests we run
Labels: P3,team-framework,triaged-framework

### Type of Request

feature request

### Infrastructure Environment

_I'm not sure, sorry._

### What is happening?

As discussed in https://github.com/flutter/flutter/issues/142198, and on Discord with @christopherfujino:

>  I think it's a fair question to ask if we could significantly reduce the number of Windows test targets we have. I imagine we'd still want to do windows desktop integration tests, though.
>
> Not sure we're getting any added value of running android tests on linux, mac, and windows, for example

### Steps to reproduce

N/A

### Expected results

We should run the minimum amount of tests needed to reduce the chance of cosmic rays causing a flake or failure.

@christopherfujino writes:

> i think we should look at this like, what's a reasonable confidence tolerance we will live with, in order to run less tests and reduce our flake probability. Because I imagine all our code is entangled, and there are edge cases all over the code base.
but we could probably reduce a LOT of tests, while missing very few regressions
and if we for example ran the other tests on tool changes or engine rolls, we'd catch them anyway, just need to bisect
or we could have it be a dashboard feature to do the bisect for us
Repository: flutter
Issue: Keeping the tree green is extremely burdensome due to lack of UI/tooling
Labels: team-infra,P2,triaged-infra

### Type of Request

feature request

### Infrastructure Environment

_I think mostly LUCI integration wise, but I'm not quite sure, sorry._

### What is happening?

It's inevitable that some % of failures will need to be human investigated and debugged.

Currently it's very burdensome on our gardener rotations as the UIs and logs are not easy to parse or read, and there exists very little tooling to automate finding a root cause/culprit/bisect. For example, @christopherfujino writes:

> any of the devicelab tests that were flaky, that is, the end of hte logs is a successful run, and you need to search for "success": false
> ...
> as i recall, we print it because we're making some assumptions on that JSON we could be wrong about
> but also, i think almost all the verbose logs are things like that
> there's a 1% chance that one day this will come in handy

### Steps to reproduce

Longer thread: https://discord.com/channels/608014603317936148/608021351567065092/1199886655776116736.

### Expected results

@christopherfujino (and me and @jonahwilliams):

> i'd like to see:
>
> 1. CI log output easier to parse (either by a human scrolling in chrome, or via some tooling)
> 1. Simpler CI configuration
> 1. Simplified test harness/runner story

(I admit this isn't very detailed, we'd be happy to expand on any of these)
Repository: godot
Issue: Project exported to IOS; Error message in XCode console when running app fopen failed for data file: errno = 2 (No such file or directory) Errors found! Invalidating cache...
Labels: bug,platform:ios,topic:porting

### Tested versions

Reproducible  in v4.2.1.stable.mono.official [b09f793f5]

### System information

MacOS 14.2 - Godot v4.2.1.Stable.mono.official - IOS Export to Iphone 14 running IOS 17.2

### Issue description

App opens on IOS device, however error messages are shown in the console:
Errors found! Invalidating cache...
fopen failed for data file: errno = 2 (No such file or directory)

and

Warning: Compilation succeeded with: 

program_source:24:11: warning: unused variable 'DTid' [-Wunused-variable]
    uint3 DTid = gl_GlobalInvocationID;

and

USER WARNING: Icon not supported by this display server.
   at: set_icon (servers/display_server.cpp:577)

and

Warning: Compilation succeeded with: 

program_source:138:11: warning: unused variable 'bones' [-Wunused-variable]
    uint4 bones = uint4(0u);
          ^
Warning: Compilation succeeded with: 

program_source:231:12: warning: unused variable 'screen_uv' [-Wunused-variable]
    float2 screen_uv = float2(0.0);
           ^
program_source:232:12: warning: unused variable 'light_vertex' [-Wunused-variable]
    float3 light_vertex = float3(vertex0, 0.0);
           ^
program_source:233:12: warning: unused variable 'shadow_vertex' [-Wunused-variable]
    float2 shadow_vertex = vertex0;
           ^
program_source:234:11: warning: unused variable 'normal_map_depth' [-Wunused-variable]
    float normal_map_depth = 1.0;
          ^
program_source:243:12: warning: unused variable 'base_color' [-Wunused-variable]
    float4 base_color = color;
           ^

### Steps to reproduce

* Create a very simple Godot project
* Create a 2d Node with a Label "TEST"
* Export to IOS
*  * fix the import Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 ASTC' to fix
*  * Enter Apple Developer ID and bundle Identifier
*  Export Project
* Open `TestVeryBasic.xcodeproj` in Xcode
* Run project on iPhone running 17.2 operatiing system

### Minimal reproduction project (MRP)

[VeryBasicApp.zip](https://github.com/godotengine/godot/files/14046303/VeryBasicApp.zip)
Repository: pytorch
Issue: Dynamo is not thread safe
Labels: triaged,oncall: pt2,module: dynamic shapes,module: dynamo

### 🐛 Describe the bug

We have sort of patched some stuff to make it more likely to be thread safe using locking, but there is still quite a bit of code in eval_frame.py which is not properly audited for thread safety. Here is one reproducer that shows that config patching (e.g., via dynamic kwarg) is not thread safe:

```
import torch
import threading

@torch.compile(backend="eager", dynamic=False)
def f(x):
    return x * x

def run(offset):
    for i in range(20):
        print(f(torch.randn(i * 2 + offset)))

t1 = threading.Thread(target=run, args=[0])
t2 = threading.Thread(target=run, args=[1])

t1.start()
t2.start()

t1.join()
t2.join()
```

The expected result is to compile N times. However, we eventually lose the race and forget that automatic dynamic is supposed to be turned off:

```
[2024-01-24 20:13:12,229] [0/0] torch.fx.experimental.symbolic_shapes: [INFO] create_env
[2024-01-24 20:13:12,410] [0/0] torch.fx.experimental.symbolic_shapes: [INFO] produce_guards
tensor([])
[2024-01-24 20:13:12,418] [0/1] torch.fx.experimental.symbolic_shapes: [INFO] create_env 
[2024-01-24 20:13:12,423] [0/1] torch.fx.experimental.symbolic_shapes: [INFO] produce_guards
[2024-01-24 20:13:12,425] [0/2] torch.fx.experimental.symbolic_shapes: [INFO] create_env
[2024-01-24 20:13:12,430] [0/2] torch.fx.experimental.symbolic_shapes: [INFO] produce_guards
tensor([0.0153])
[2024-01-24 20:13:12,434] [0/3] torch.fx.experimental.symbolic_shapes: [INFO] create_env
tensor([1.3473, 0.0017])
[2024-01-24 20:13:12,439] [0/3] torch.fx.experimental.symbolic_shapes: [INFO] produce_guards
[2024-01-24 20:13:12,442] [0/4] torch.fx.experimental.symbolic_shapes: [INFO] create_env
tensor([1.3473, 0.0017, 0.0472])
[2024-01-24 20:13:12,478] [0/4] torch.fx.experimental.symbolic_shapes: [INFO] create_symbol s0 = 4 for L['x'].size()[0] [2, 9223372036854775806]
[2024-01-24 20:13:12,487] [0/4] torch.fx.experimental.symbolic_shapes: [INFO] produce_guards
[2024-01-24 20:13:12,492] [0/5] torch.fx.experimental.symbolic_shapes: [INFO] create_env
[2024-01-24 20:13:12,497] [0/5] torch.fx.experimental.symbolic_shapes: [INFO] produce_guards
```

Fixing ONLY this is probably not enough; everything in eval_frame.py that is out of the compilation lock needs to be carefully audited for thread safety.

### Versions

main

cc @msaroufim @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng
Repository: pytorch
Issue: Getting error while loading LLAMA_2_7B
Labels: needs reproduction,triaged

NVML_SUCCESS == DriverAPI::get()->nvmlInit_v2_() INTERNAL ASSERT FAILED at "../c10/cuda/CUDACachingAllocator.cpp":1123, please report a bug to PyTorch.
Repository: flutter
Issue: [Impeller] Can't launch impeller_unittests with RenderDoc on Windows.
Labels: a: tests,engine,platform-windows,P3,e: impeller,team-engine,triaged-engine

I tried invoking RenderDoc using both the GUI and CLI. For GUI, process launches and immediately closes with no output. For CLI the same thing happens and RenderDoc just outputs `Launched as ID 0`:
```
/c/Program\ Files/RenderDoc/renderdoccmd.exe capture "C:\Users\bdero\projects\flutter\engine\src\out\host_debug_unopt
\impeller_unittests.exe" "--gtest_filter="Play/AiksTest.CanRenderLinearGradientRepeat/Vulkan" --enable_playground"
Launching 'C:\Users\bdero\projects\flutter\engine\src\out\host_debug_unopt\impeller_unittests.exe' with params: "--gtest_filter=Play/AiksTest.CanRenderLinearGradientRepeat/Vulkan --enable_playground"
Launched as ID 0
```

Just trying to repro the crash that @chinmaygarde was running into on Windows. Haven't done any further investigation.
Repository: flutter
Issue: Tween animation inside `flexibleSpace` widget causes widget overlaps when doing swipe navigation between pages
Labels: framework,a: animation,f: material design,f: routes,has reproducible steps,P2,workaround available,team-design,triaged-design,found in release: 3.16,found in release: 3.19

### Steps to reproduce

When utilizing tween animation within the flexibleSpace of the AppBar and performing swipe navigation on iOS, there is an issue where the image experiences overlap.

### Expected results

<img width="400" src="https://github.com/flutter/flutter/assets/92367809/41032bce-98ab-4049-ad99-77c5d58432f9">


### Actual results

<img width="400" src="https://github.com/flutter/flutter/assets/92367809/c1bca1d3-1207-4e13-bca4-26afa15ce706">


### Code sample

```dart
import 'package:campus/ui/themes/theme.dart';
import 'package:flutter/material.dart';

void main() {
  runApp(MaterialApp(home: FirstScreen()));
}

class FirstScreen extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: const Text('Zoom Animation'),
      ),
      body: Center(
        child: ElevatedButton(
          onPressed: () {
            Navigator.push(
              context,
              MaterialPageRoute(builder: (_) => SecondScreen()),
            );
          },
          child: const Text("click"),
        ),
      ),
    );
  }
}

class SecondScreen extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      backgroundColor: Colors.red,
      appBar: AppBar(
        flexibleSpace: CommunityBannerInAppBarWidget(),
      ),
      body: const Center(child: Text('second Screen')),
    );
  }
}

class CommunityBannerInAppBarWidget extends StatefulWidget {
  CommunityBannerInAppBarWidget({
    Key? key,
  }) : super(key: key);
  @override
  State<CommunityBannerInAppBarWidget> createState() =>
      _CommunityBannerInAppBarWidgetState();
}

class _CommunityBannerInAppBarWidgetState
    extends State<CommunityBannerInAppBarWidget> {
  @override
  void initState() {
    super.initState();
  }

  @override
  Widget build(BuildContext context) {
    var defaultImage = Image.asset(
      "assets/images/drawer/profile_insitute_banner.png",
      width: CustomAppTheme.fullWidth(context),
      //height: 180,
      height: AppBar().preferredSize.height +
          CustomAppTheme.statusBarHeight(context) +
          60,
      fit: BoxFit.cover,
    );
    return TweenAnimationBuilder<double>(
      tween: Tween(begin: 1.0, end: 1.5),
      duration: const Duration(milliseconds: 500),
      builder: (context, progress, child) {
        return Transform.scale(scale: progress, child: defaultImage);
      },
    );
  }
}
```

### 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

nothing happen in console only ui issue
Repository: vscode
Issue: Refactor Preview enhance tree view when execute rename symbol
Labels: feature-request,editor-refactor-preview

![QQ截图20240125145553](https://github.com/microsoft/vscode/assets/13564117/5e08966e-5925-4239-87f6-200ce844caaf)
The above snapshot is from the visual assist x, the tree view is more detailed, and more specified bolck can be selected.
Repository: godot
Issue: Exporting for IOS: USER WARNING: Icon not supported by this display server.    at: set_icon (servers/display_server.cpp:577)
Labels: bug,platform:ios,topic:porting,confirmed,topic:export

### Tested versions

Reproducible  in v4.2.1.stable.mono.official [b09f793f5]

### System information

MacOS 14.2 - Godot v4.2.1.Stable.mono.official - IOS Export to Iphone 14 running IOS 17.2

### Issue description

After **exporting the project via XCode**, the app being debugged freezes after only a second.  It does not emit any of the messages scatted through the code to help diagnose the problem.  The freeze happens immediately after I open a UDP connection in C#.  There is also a warning message sent to the console `USER WARNING: Icon not supported by this display server. at: set_icon (servers/display_server.cpp:577)`   **I suspect that the icon not supported is causing the problem**, but it could be a networking issue.  The app being developed runs fine when I press the run button in Godot.

### Steps to reproduce

Install Godot 4.2.1
Install VSCode
Install XCode
Install the XPlane simulator (evaluation version will work for testing)
Write Scripts in C#
Test in Godot and VSCode -- app works fine
Export app 
Open the xxxx.xcodeproject file to launch XCODE
Press the > key in xcode to upload to the phone and run in debug mode

App loads to phonne, starts up, Initial UI screen is shown and a couple debug messages are displayed on the console.  Then it stops

### Minimal reproduction project (MRP)

[Archive.zip](https://github.com/godotengine/godot/files/14048010/Archive.zip)
Repository: TypeScript
Issue: Function apply does not accept `arguments`
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

function arguments apply

### 🕗 Version & Regression Information

I assume this applies in every version.

### ⏯ Playground Link

https://tsplay.dev/N9231m

### 💻 Code

```ts
function f() {}

(function () {
	f.apply(null, arguments);
}());
```


### 🙁 Actual behavior

`arguments` errors with `Argument of type 'IArguments' is not assignable to parameter of type '[]'.(2345)`

### 🙂 Expected behavior

No error.

### Additional information about the issue

`f.apply(null, arguments)` is a universal idiom for decades, albeit one that's fallen out of favor in lieu of `f(...arguments)` - and when one needs to set the receiver, `f.apply(O, arguments)` is the only choice.

Somewhat related to #68307; basically, there should probably be an "arraylike" type that all of arrays and arguments and strings and nodelists can assign to.
Repository: ollama
Issue: New model: Idefics-9B family
Labels: model request

Hello, thank you for the amazing work you are doing at Ollama.
It is so easy to expose open source models for usage with Ollama.
I was thinking adding the relatively new multimodal Idefics-9B family of models would be a good addition to Ollama.
https://huggingface.co/HuggingFaceM4/idefics-9b-instruct
https://huggingface.co/HuggingFaceM4/idefics-9b
Thank you!
Repository: TypeScript
Issue: unique symbol + interface + mixin causes TS4058 ("but cannot be named")
Labels: Bug,Help Wanted

### 🔎 Search Terms

"unique symbol", "interface", "computed property", "mixin", "TS4058"

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about Common "Bugs" That Aren't Bugs


### ⏯ Playground Link

_No response_

### 💻 Code

```ts repro
// @filename: interface.ts
export const someUniqueSymbol = Symbol.for("some-unique-symbol");

export interface ISomeInterface {
  [someUniqueSymbol]: string;
}

// @filename: class.ts
import { someUniqueSymbol, ISomeInterface } from "./interface";

export class SomeClass implements ISomeInterface {
  [someUniqueSymbol] = "some-value";
}

// @filename: mixin.ts
import { SomeClass } from "./class";

type Constructor<T> = abstract new (...args: any[]) => T;

// An error occurs here:
// Return type of exported function has or is using name 'someUniqueSymbol'
// from external module "file:///class" but cannot be named.(4058)
export function SomeMixin<T extends Constructor<SomeClass>>(base: T) {
  abstract class SomeMixin extends base {}
  return SomeMixin;
}
```

[Workbench Repro](https://www.typescriptlang.org/dev/bug-workbench/?ts=5.4.0-dev.20240124#code/PTAEAEDMEsBsFMB2BDAtvAXKaiAu8AnSZAY3gDpcBnAWACh4APABwHsDdQTXErOrW6AKqJoARwCu8AMoBPVACNWsUAF5QcxcvKR2ACgBEA9AFoJoyfBNV5S2AYCUAbnr0mbDtjyFiZUAElpQXh-byJSeFAAb3pQUABtY3gRcSlNOwBdLD4CHABzFzoAX1c6EAgYBBR0LBJYZCoqSlo6aFQPTijQJJTLdOUAGgCg9FD8cL8i0EgCQVADcmAccd94A0K3FnZOOoaqDWCAYXrG7HaEdDx9wOCxnwjo2ISeizTbZQy1eaSTADdkWBSdb0Ep0ejlKBwJBoTCgVDQRg4Zr0NodaIHdDHPagKYzOYLYC7RrAsF0XCyZiRQ48HISEi4dgAHgAKgA+L7IBQ5UicRDwADuoD05BFyAIeSoWGQiFk8QyDjU7OZGwYW08kHM9OgPAx8AAsgicCzQEx8IgACb7am8XAEOkMgiMkbwLGNVmsvQKBqw5kKmJ0OKc7n0rgnfbOg2IxAmxhmy2gL1USJRUFxAjwXASAjRiOGxCFIpAA)

### 🙁 Actual behavior

The compiler emits an error at the definition of `function SomeMixin()`, saying:
```
Return type of exported function has or is using name 'someUniqueSymbol'
from external module "file:///class" but cannot be named.(4058)
```
The problem disappears if you change the definition of `someUniqueSymbol` to:
```typescript
export const someUniqueSymbol = "some-string";
```

I believe this is wrong for 3 reasons:
* There should be no reason why the type of `someUniqueSymbol` cannot be named because it's exported by `interface.ts`.
* The message is wrong. It's from `interface.ts` but not `class.ts`.
* The function `SomeMixin()` does not mention `someUniqueSymbol`, or anything from `interface.ts` at all, so it would be wrong to emit the error at the definition site of the said function.

### 🙂 Expected behavior

Compiles with no errors.

### Additional information about the issue

This is similar to #37888 but I'm not sure if it's the same issue.
Repository: next.js
Issue: Page Router API Route config does not support `as const` in TypeScript
Labels: bug,TypeScript

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/recursing-chebyshev-lhnzkf?file=%2Fpages%2Fapi%2Ftest.ts

### To Reproduce

```ts
export const config = { api : { bodyParser : { sizeLimit : '8mb' } } } as const;
```

### Current vs. Expected behavior

this gives an error.
expected behavior is for this to not happen. `as const` should not affect how this works right?

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
    Binaries:
      Node: 20.9.0
      npm: 9.8.1
      Yarn: 1.22.19
      pnpm: 8.10.2
    Relevant Packages:
      next: 13.4.13-canary.13
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
    Next.js Config:
      output: N/A
```


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

TypeScript (plugin, built-in types)

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

next build (local)

### Additional context

![image](https://github.com/vercel/next.js/assets/19929553/2b1a2cae-864a-4804-a3a0-0d4773306e11)
Repository: godot
Issue: Meshes with dynamic GI mode have wrong lighting with lightmaps and Physical Light Units enabled
Labels: bug,topic:rendering,topic:3d

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.23013.1023) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

Dynamic meshes do not properly receive lighting fromn lightmaps when PLU is enabled, resulting in very dark indirect lighting:

![image](https://github.com/godotengine/godot/assets/25323231/dee9eec1-a010-42be-b377-37f6db1e9415)


### Steps to reproduce

1. Set up a scene with lightmaps and PLU enabled
2. Add a mesh and set its GI mode to dynamic

### Minimal reproduction project (MRP)

[Lightmap.zip](https://github.com/godotengine/godot/files/14048990/Lightmap.zip)
Repository: next.js
Issue: Link does not target named anchor.
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Nerdman4U/taxomageia-frontend

### To Reproduce

1. export Link with #name


### Current vs. Expected behavior

1. url has previous name i.e. example.com/page.html#previous
2. console has error:  page.html.txt not found

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #101-Ubuntu SMP Tue Nov 14 13:30:08 UTC 2023
Binaries:
  Node: 18.18.0
  npm: 10.2.5
  Yarn: 1.22.21
  pnpm: N/A
Relevant Packages:
  next: 14.0.4
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: export
```


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

Not sure

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

next dev (local)

### Additional context

I changed <Link> elements to anchors and it works without error message.

I can deliver a webpage url for examination if you like.
Repository: puppeteer
Issue: Bug: pages/targets leak in Chrome bidi
Labels: bug,confirmed,P3

Repro: `npm run test:chrome:bidi-local -- --no-coverage` (important to run all tests).

The test "[target.spec] Target Browser.waitForTarget should wait for a target" fails because a target from some previous test is detected. The test does not fail when run in isolation.