sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: Missing SVG as templates in v18, but present in 17
Labels: area: docs

### Describe the problem that you experienced

I have a question, why the part of angular v17 documentation section 'SVG as templates' (https://v17.angular.io/guide/svg-in-templates) is missing in v18 (I could not find, there is no link).
Is this because is not recommended any more using: templateUrl: './svg.component.svg'.
Would be nice to have some explanation of this in v18.




### Enter the URL of the topic with the problem

https://v17.angular.io/guide/svg-in-templates

### Describe what you were looking for in the documentation

I was looking information, of recommended way of making custom svg repositories.
I mean, the components, that I can programmatically bind style as in ordinary components using the power of angular features.

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: flutter
Issue: Proposal to get current available clusters on Google Maps
Labels: c: new feature,p: maps,package,c: proposal,team-ecosystem,P2,triaged-ecosystem

### Use case

Currently there is no way to retrieve available clusters on Google Maps.
 The `GoogleMapsInspectorPlatform` offers a method `getClusters` for testing, but there is no corresponding method in the main `GoogleMapController`. 
There should be a way to get current cluster data directly from the primary controller managing Google Maps.



### Proposal

Add the `getClusters` method directly to GoogleMapController to provide access to clustering data. This would make it easier to handle cluster-related operations within the primary map controller.
Or provide another way to get current clustered markers on map or listen to cluster changes.
Repository: terminal
Issue: Mouse tracking does not respect the system's `rows to scroll` setting
Labels: Area-Input,Issue-Bug,Area-TerminalControl,Product-Terminal,Priority-3

### Windows Terminal version

current main

### Windows build number

10.0.19045.4894

### Other Software

WSL + vim

### Steps to reproduce

1. Set the `rows to scroll` system setting to 5.
2. Run
  ```
  wsl bash -c "vim -c :h"
  ```
3. Scroll the mouse wheel.

Type `:q` and press `Enter` (repeat twice) to quit.

### Expected Behavior

The cursor should move at the pace specified in the system-wide settings - 5 rows per 1 wheel step.

https://github.com/user-attachments/assets/81ccadb8-454c-44a9-bff6-9a046c0ab1d8

### Actual Behavior

The cursor moves at a speed of one row per mouse wheel step.

https://github.com/user-attachments/assets/aad547ef-c99d-4b32-9002-b35f26091c63
Repository: svelte
Issue: Manual sync state invalidation does not force update in Svelte 5
Labels: bug

### Describe the bug

In Svelte 4 you can do something like this to force a DOM update based on state:

```js
value = null;
value = valueToSet;
```

In Svelte 5, this does not force the update in cases where `value == valueToSet`.

Admittedly, this is a bit of a hack.
Workaround:
```js
value = null;
await tick();
value = valueToSet;
```

### Reproduction

[Svelte 5](https://svelte.dev/playground/5b7e3ea168784798bdfa6159a0c3af1a?version=5.0.5) (Runes mode seems to behave the same)
[Svelte 4](https://svelte.dev/playground/5b7e3ea168784798bdfa6159a0c3af1a?version=4.2.19)

<details>
<summary>Code</summary>

```svelte
<script>
    let value = 0;
    let min = 0;
    let max = 100;
    let step = 1;

    function onInputChanged(event) {
        const inputElement = event.target;
        const newValue = inputElement.value;
        const valueToSet = computeValueToSet(newValue);

        value = null; // Does nothing in Svelte 5
        value = valueToSet;
    }

    function computeValueToSet(newValue) {
        if (newValue === "")
            return value;

        const newInt = parseInt(newValue);

        const isInRange = min <= newInt && newInt <= max;
        if (!isInRange)
            return value;

        return newInt;
    }
</script>

<div>
    <input type=range {min} {max} {step} bind:value /> <br>
		Type a value outside [{min}, {max}]
    <input
        type=number
        {value}
        on:input={onInputChanged}
        {min}
        {max}
        {step}
    />
</div>
```
</summary>

### Logs

_No response_

### System Info

```shell
REPL
```


### Severity

annoyance
Repository: rust
Issue: `~const` is allowed on structs (and other bad positions) within `const fn`.
Labels: T-compiler,C-bug,F-const_trait_impl

We now silently accept `~const Trait` in illegal positions when they're nested in legal positions, because AST validation is not smart enough. I think it would be nice if we made validation more robust; perhaps moving it to ast lowering is the best thing to do.

_Originally posted by @compiler-errors in https://github.com/rust-lang/rust/pull/131985#discussion_r1812880692_
Repository: pytorch
Issue: [CI/CD] Deprecating PyTorch’s official Anaconda channel
Labels: module: ci,triaged

### 🐛 Describe the bug

This is umbrella issue related to: https://github.com/pytorch/pytorch/issues/138506

Phase 1 CD Deprecation:

- [x] Replace magma-cuda dependency on pytorch/conda-builder Docker image @afrittoli
   See Magma Cuda Build: https://github.com/pytorch/builder/blob/main/magma/README.md
   Workflow: https://github.com/pytorch/builder/blob/main/.github/workflows/build-magma-windows.yml
  
- [x] Getting started page nightly instructions
- [ ] Documentation, Tutorial  
- [x] Validation Framework in builder - https://github.com/pytorch/builder/issues/2036
- [ ] Torchbench 
- [ ] Domains CD visio, audio, data
- [ ]  Make workflow test-infra no-op
- [ ] Replace Miniconda with minforge as option
- [ ] PyTorch Core and Builder CD and tests 
- [ ] PyTorch conda Docker images builds

Phase 2 CI Deprecation (WIP Scection):

Domains CI: text, vision, audio, tensorrt, data 
Replace by miniforge and conda-forge usage while pinning versions.
Test-Infra CI modifications: Remove conda usage from wheel workflows, and generic linux, macos, windows jobs
May check if we can apply changes to CI ourselves.
Need to make a list of active projects
PyTorch Core CI
Torchbench


### Versions

2.6.0

cc @seemethere @malfet @pytorch/pytorch-dev-infra @afrittoli
Repository: flutter
Issue: HapticFeedback doesn't work on IOS except `HapticFeedback.vibrate()`
Labels: c: regression,platform-ios,has reproducible steps,P2,team-ios,triaged-ios,found in release: 3.24,found in release: 3.27

### Steps to reproduce

Run any Flutter project and add one of the following HapticFeedback lines of code

### Expected results

I would expect all methods of HapticFeedback to function properly on IOS

### Actual results

lightImpact(), mediumImpact(), heavyImpact(), selectionClick() don't work on IOS (on my iphone 11 pro ) but interestingly HapticFeedback.vibrate() works fine.
also all methods works on my Samsung S21

### Code sample

<details open><summary>Code sample</summary>

```dart
HapticFeedback.lightImpact(),
HapticFeedback.mediumImpact(), 
HapticFeedback.heavyImpact(), 
HapticFeedback.selectionClick()
```

</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
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.24.3, on macOS 14.7 23H122 darwin-x64, locale fr-CH)
[!] Android toolchain - develop for Android devices (Android SDK version 35.0.0)
    ✗ cmdline-tools component is missing
      Run path/to/sdkmanager --install "cmdline-tools;latest"
      See https://developer.android.com/studio/command-line for more details.
    ✗ Android license status unknown.
      Run flutter doctor --android-licenses to accept the SDK licenses.
      See https://flutter.dev/to/macos-android-setup for more details.
[✓] Xcode - develop for iOS and macOS (Xcode 15.4)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2024.1)
[✓] VS Code (version 1.94.2)
[✓] Connected device (3 available)
[✓] Network resources
```

</details>
Repository: electron
Issue: Add support for links `<a>` with `download` attribute
Labels: enhancement :sparkles:

### Preflight Checklist

- [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [x] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Click on a `<a download>` link:
- Does not trigger download and corresponding `will-download`, but navigates to the link
- Triggers `will-navigate`, but doesn't pass any additional information via event to know it was a download link for manual handling

As the result, download links works like a general links, and there is no way to handle it from the Electron side.

Both limitations require modifying a web-page to handle download link. For example, via
```js
// Must be added to the web page
document.addEventListener('click', (event) => {
	const link = event.target.closest('a')
	if (link && link.hasAttribute('download')) {
		event.preventDefault()
		window.IPC.downloadURL(link.href)
	}
})
```

However, this won't work with a popular download trigger method from JS and used by many libraries:
```js
const hiddenElement = document.createElement('a')
hiddenElement.download = ''
hiddenElement.href = url
hiddenElement.click() // Doesn't trigger document click
```

In other words, it is not possible to handle `download` on an app-level in a general case.

### Proposed Solution

Click on a `<a download>` link should trigger download that can be handled via `will-download` event.

### Alternatives Considered

Event in `will-navigate` should include an information, that is was a download link. For example, via a new `disposition` value.

### Additional Information

There is a closed related issue (https://github.com/electron/electron/issues/1909). It was closed by adding the download manager API. However, this API doesn't add actual support for download links.

**UPD:** another thing - `download` attribute should be used for filename suggestion in the save dialog like in web-browser.

Currently it is non-trivial with `will-download`. You need to provide it from IPC handler to `will-download` handler via some intermediate thing.
Repository: excalidraw
Issue: Copy-Pasting Text Box Produces `excalidraw/clipboard` JSON Instead of Text
Labels: UX/UI


### Translation:
When selecting the entire text box and pressing **Ctrl+C** to copy, if you paste while inputting text, it will copy and produce code such as:

```json
{
  "type": "excalidraw/clipboard",
  "elements": [
    {
      "id": "-6ZwFFIin-0FOClLlKnAB",
      "type": "rectangle",
      "x": -65.73259755921458,
      "y": 1829.8114329095743,
      "width": 682.436962857252,
      "height": 336.748421757527,
      "angle": 0,
      "strokeColor": "#1e1e1e",
      "backgroundColor": "transparent",
      "fillStyle": "solid",
      "strokeWidth": 4,
      "strokeStyle": "solid",
      "roughness": 2,
      "opacity": 100,
      "groupIds": [],
      "frameId": null,
      "index": "b05",
      "roundness": {
        "type": 3
      },
      "seed": 1273749847,
      "version": 186,
      "versionNonce": 571072119,
      "isDeleted": false,
      "boundElements": [
        {
          "id": "r1kHf-O2KY0z2rBKYa3O1",
          "type": "arrow"
        },
        {
          "id": "uM2gs90e-upH8Ux6rz0Gt",
          "type": "arrow"
        }
      ],
      "updated": 1729692705745,
      "link": null,
      "locked": false
    }
  ],
  "files": {}
}
```

I believe this is a bug, and it seems to include some non-styling code.
Repository: PowerToys
Issue: PowerToys prevents Nvidia Control from switching between display modes
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.85.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

1. have program running
2. run a game

### ✔️ Expected Behavior

Nvidia Control Panel able to switch between dedicated and Inegrated gpu

### ❌ Actual Behavior

Nvidia can't switch  between dedicated and Inegrated gpu, apps preventing: [ PowerToys.exe][PowerToysReport_2024-10-23-14-04-17.zip](https://github.com/user-attachments/files/17494236/PowerToysReport_2024-10-23-14-04-17.zip)


### Other Software

_No response_
Repository: bitcoin
Issue: RPC: `getblockstats` might not return the *effective* percentile fee rate
Labels: RPC/REST/ZMQ



One of the responses from the `getblockstats` RPC is `feerate_percentiles`, which returns the following:
```zsh
"feerate_percentiles": [    (json array, optional) Feerates at the 10th, 25th, 50th, 75th, and 90th percentile weight unit (in satoshis per virtual byte)
  n,                         (numeric) The 10th percentile feerate
  n,                         (numeric) The 25th percentile feerate
  n,                         (numeric) The 50th percentile feerate
  n,                         (numeric) The 75th percentile feerate
  n                          (numeric) The 90th percentile feerate
]
```

Currently, the implementation simply appends the fee rates of all transactions in a block along with their corresponding weights to a vector, and then returns the percentile fee rates.
https://github.com/bitcoin/bitcoin/blob/ffe4261cb0669b1e1a926638e0498ae5b63f3599/src/rpc/blockchain.cpp#L2027-L2030

However, the fee rate of a transaction at a given percentile may not reflect its *effective* fee rate, as it could be fee-bumped by some descendant transactions.

To address this, transactions within a block that are not independent should first be linearized using an ancestor-based linearization algorithm, for example using `MiniMiner`. This approach would be similar to what's done in #30079.

Note: MiniMiner will change alot due to #30289, which introduces a new form of linearization. While I assume linearization will still be supported in `MiniMiner` for mempool transactions, I'm unsure about support for linearizing non-mempool transactions.

A more efficient approach would be to persist previous block package data. With this approach, I don't see any reason to support linearizing non-mempool transactions in `MiniMiner` for now. While this would increase resource usage, I believe the trade-off is justified when compared to the complexity of linearizing clusters on the fly.

Having this package data available from disk would be very helpful for both this issue and #30079.
Repository: deno
Issue: Deno 2.0.2  - compliation  for linux on linux - gose outside own project direcotry...
Labels: needs info

       deno -v     
       deno 2.0.2

      deno compile --allow-all -L debug --output ./test/appTest app5.ts
      
deno 2 go to all directory outside at compilation on linux for linux:

      DEBUG RS - deno::standalone::virtual_fs:204 - Adding file '/home/vm/Projekty/gnome-shell/src'
      DEBUG RS - deno::standalone::virtual_fs:153 - Ensuring directory '/home/vm/Projekty/firebase/sdk'

Simple test project located at:
  
      pwd
      /home/vm/Projekty/deno_playground/desktop/dnap


app5.ts source code:

```
      import { Webview } from "https://deno.land/x/webview@0.7.5/mod.ts";
      // HTML content for the GUI
      const htmlContent = `
      <!DOCTYPE html>
      <html lang="en">
      <head>
        <meta charset="UTF-8">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <title>Deno GUI App</title>
        <style>
    body {
      font-family: Arial, sans-serif;
      display: flex;
      justify-content: center;
      align-items: center;
      height: 100vh;
      margin: 0;
    }
    .container {
      text-align: center;
    }
    button {
      margin: 10px;
      padding: 10px 20px;
      font-size: 16px;
      cursor: pointer;
    }
  </style>
      </head>
      <body>
        <div class="container">
          <h1>Deno GUI with Webview</h1>
          <button onclick="alert('Button 1 clicked!')">Button 1</button>
          <button onclick="alert('Button 2 clicked!')">Button 2</button>
        </div>
      </body>
      </html>
      `;
      // Create a new Webview instance
      const webview = new Webview();
      // Load the HTML content into the Webview
      webview.navigate(`data:text/html,${encodeURIComponent(htmlContent)}`);
      // Run the Webview window (opens the window with default settings)
      webview.run();

      

```
Repository: terminal
Issue: Running WT portable as a different user on W11 24H2 completely freezes initiating users logon session
Labels: Issue-Bug,Product-Terminal,Needs-Tag-Fix,Priority-1

### Windows Terminal version

1.21.2911.0
Happens also with previous versions both stable and preview but all portable.

### Windows build number

10.0.26100.2033

### Other Software

Default profile can be either Windows PowerShell or PowerShell

### Steps to reproduce

Windows 11 24H2 fully patched and domain joined.
WT portable is in stalled to root of local drive e.g. C:\WT or D:\WT
Logon as a domain user
Start windowsterminal.exe > right-click > Run as a different user - account is in initiated with YubiKey smartcard logon.
Type a command e.g. get-adcomputer xxx123
Whole logon session for initiating users freezes and becomes unusable.
Sometime a remote logoff of frozen logon can be forced, and the computer returns to normal operation. User can log back on and work normally. Sometimes a hard reboot is needed.
We have verified this happens on several different computers and users. 
This can happen after in place upgrade from 23H2 to 24H2 via Windows Update or with completely clean 24H2 install.
It does not happen on prior versions of the OS 23H2.
Running other applications as a different user does not provoke this behavior.
Next troubleshooting step will be to determine if it is related to just running as a different user or specifically to a different user using a smartcard.

### Expected Behavior

WT works normally when run as another user and does not freeze the initiating account logon.

### Actual Behavior

Whole logon session for initiating users freezes and becomes unusable.
Sometime a remote logoff of frozen logon can be forced, and the computer returns to normal operation. User can log back on and work normally. Sometimes a hard reboot is needed.
Repository: godot
Issue: Godot Editor randomly hangs, giving error `Condition "err != VK_SUCCESS" is true. Returning: FAILED' in the console`
Labels: topic:rendering,topic:editor,needs testing

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics (Intel Corporation; 27.20.100.9415) - Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz (8 Threads)

### Issue description

Recently, the engine started randomly freezing, forcing me to close and restart the editor. I have not gotten any crashes like this before the 4.3 update. After downgrading to 4.2.2 again the engine seems to be fine. Whenever the engine crashes, I get the following error message on the console:
```
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
```
(The message is always shown exactly 6 times)

The freeze seems to happen randomly but always when I'm doing something (clicking on a button, moving the scene view, simply loading the project, ...). Sometimes the engine crashes immediately or within just a few minutes but sometimes it takes a bit longer.

### Steps to reproduce

As described above, the crash/freeze seems to occur randomly and I have not found any pattern besides the fact that it only seems to occur when I do something.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Regression in Grid Snapping + Ruler on Godot 3.6, becomes inaccurate when zooming in
Labels: bug,topic:editor

### Tested versions

- Reproducible in Godot v3.6.stable.official [de2f0f147]
- Works fine in Godot 3.5.x

### System information

Fedora 40 Linux, tested on both AMD Vega + Intel Iris GPUs

### Issue description

This appears to be a regression of this issue in 3.6: godotengine/godot#70186

When working with a Tilemap, of any size but say 64x64, and then you zoom in with a grid set to 64x64, the grid + ruler become inaccurate the more you zoom in, and it becomes more noticeable and less accurate the further right you go from the origin Vector2(0,0)

### Steps to reproduce

Here's a screencast showing this issue from my own project.

[grid-inaccurate-zoomed-godot-3.6.webm](https://github.com/user-attachments/assets/4044fe97-8d68-465f-b70f-253631d026f5)


### Minimal reproduction project (MRP)

Here's a simple project with a tilemap you can use to see the issue, just turn on grid snap the same size as tilemap, go a bit right from the origin and zoom in a lot, and you will notice the ruler + grid becoming more inaccurate

[SnapProblem.zip](https://github.com/user-attachments/files/17494925/SnapProblem.zip)