sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `instruction_set` attribute can be applied to anything
Labels: A-attributes,T-compiler,C-bug

I tried this code:

```rust
#[instruction_set(asdfasdf)]
type Foo = ();
```

I expected to see this happen: compilation failure because of attribute on an item where it makes no sense

Instead, this happened: compiled successfully

### Meta

`rustc --version --verbose`:
```
1.80 stable
```


cc https://github.com/rust-lang/rust/issues/74727

see https://github.com/rust-lang/rust/pull/128444 for where to fix this issue, though it will be a breaking change if we hard error. That seems fine though, as the attribute is completely useless on these places.

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Repository: vscode
Issue: VS Code crashes when I try to copy the contents of a .xml file from a VM to host computer
Labels: freeze-slow-crash-leak

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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: No

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- VS Code Version: 1.91.1
- OS Version: 22H2 (OS Build 19045.4529)

Steps to Reproduce:

1. Start Oracle VM (OS Build 19045.4412)  and open VS Code (1.89.1).
2. Copy content of an .xml file from the VM to Host.
3. The VS Code instance running on the Host crashed.
Repository: PowerToys
Issue: FancyZones wont restore old window size when shiftkey isnt needed to move
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.83.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

1: Disable the need for shiftkey to use FancyZones
2: Create a zone
3: Size window
4: Move to zone
5: Move out of zone to not configured monitor or zonespace

### ✔️ Expected Behavior

Expected that the window returns to its old size.

### ❌ Actual Behavior

Window keeping the size set by zone. Only works when shiftkey is needed to utilise FancyZones.

### Other Software

Clean Windows 11 Pro 23h2 Fullyupdated
Repository: yt-dlp
Issue: Extractors: Availability of DOM query functions
Labels: question

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Please make sure the question is worded well enough to be understood

I am looking into writing a new extractor, and I'm wondering if I'm missing some obvious utility functions for extracting information from a HTML page. I had, maybe naively, expected there to be functions similar to `document.querySelector()` and `document.querySelectorAll()` from JS, which take a more or less abstract path through the document and return matching elements, maybe backed by `BeautifulSoup` or other libraries. I have found the `get_element_*` functions from `utils`, which don't seem to quite do the same thing (I can't seem to look for tags of a certain type?), and looking at other extractors, using regular expressions seems to be pretty popular for some reason instead. There's also some xpath support, but from a quick look nothing seems to utilize this for dealing with HTML.
Do functions like this exist, and I haven't found them, or is this a discouraged approach for some reason?

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: godot
Issue: Garbage byte when decompressing files
Labels: bug,topic:core,confirmed

### Tested versions

Reproducible in: 4.1.2, 4.1.4, 4.2.2, 4.3rc1, master


### System information

Any

### Issue description

If the size of the original data for compression is a multiple of 4096, then when reading the data, an extra random byte appears at the end. The decompression code does not take into account that the last block may be of size zero.

### Steps to reproduce

```
	var file := FileAccess.open_compressed("test.bin", FileAccess.WRITE)
	var data := PackedByteArray()
	var size := 4 * 1024
	data.resize(size)
	file.store_buffer(data)
	file.close()
	
	file = FileAccess.open_compressed("test.bin", FileAccess.READ)
	data = file.get_buffer(size * 2)
	assert(data.size() == size)
```

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: bootstrap: `./x.py test mir-opt` dirties build cache for standard library
Labels: T-bootstrap,C-bug

To reproduce:
```
./x.py test ui -- mir
# The next command should not have to build a new standard library,
# since it was already built. And yet, a rebuild happens.
./x.py test mir-opt
# Another rebuild happens here
./x.py test ui -- mir
```

Cc @saethlin this may be related to the special hacks the mir-opt test suite uses for standard libraries for other targets.
Repository: go
Issue: proposal: x/crypto/ssh: make the number of rounds for Passphrase encrypted keys configurable
Labels: Proposal,Proposal-Crypto

### Proposal Details

Hey,

Currently, someone can create a private ssh-key with `ssh.MarshalPrivateKeyWithPassphrase()`. This API doesn't expose the configured rounds.
The rounds are currently hard-coded in:
```
func passphraseProtectedOpenSSHMarshaler(passphrase []byte) openSSHEncryptFunc {
	return func(privKeyBlock []byte) ([]byte, string, string, string, error) {
		salt := make([]byte, 16)
		if _, err := rand.Read(salt); err != nil {
			return nil, "", "", "", err
		}

		opts := struct {
			Salt   []byte
			Rounds uint32
		}{salt, 16} 

		// Derive key to encrypt the private key block.
		k, err := bcrypt_pbkdf.Key(passphrase, salt, int(opts.Rounds), 32+aes.BlockSize)
		if err != nil {
			return nil, "", "", "", err
		}

		// Add padding matching the block size of AES.
		keyBlock := generateOpenSSHPadding(privKeyBlock, aes.BlockSize)

		// Encrypt the private key using the derived secret.

		dst := make([]byte, len(keyBlock))
		key, iv := k[:32], k[32:]
		block, err := aes.NewCipher(key)
		if err != nil {
			return nil, "", "", "", err
		}

		stream := cipher.NewCTR(block, iv)
		stream.XORKeyStream(dst, keyBlock)

		return dst, "aes256-ctr", "bcrypt", string(Marshal(opts)), nil
	}
}
```

It would be nice if this is configurable as it is in `ssh-keygen -a`
Repository: vscode
Issue: Chat participant should get an event if the user interacted with the code in their response
Labels: feature-request,api,api-finalization

Right now we have the `participant.onDidReceiveFeedback` - this is great.
But I would love if extensions could track if the user interacted with the code in their response. I.e. can there be an event in the API that gets triggered whenever a user does a "Insert Code into Editor", "Copy Code", and any other action interaction with the Code in response.

Context: I am writing a "Measuring success" chapter of our Chat docs, and I feel like this is missing to have a compelling story.

![Image](https://github.com/user-attachments/assets/c5f75505-f47e-40cf-b13c-d3314bd4492c)
Repository: vscode
Issue: Cannot use `\p{sc=...}` and lookahead/lookbehind simultaneously in the search panel with regular expressions
Labels: bug,search

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- VS Code Version: 1.91.1
- OS Version: Darwin x64 23.6.0 (macOS Sonoma 14.6 on Intel CPU)

# Regular expressions that work correctly

1. `foo\p{sc=Latn}bar`
2. `foo(?=bar)` (positive lookahead)
3. `foo(?!bar)` (negative lookahead)
4.  `(?<=foo)bar` (positive lookbehind) 
5.  `(?<!foo)bar` (negative lookbehind)

# Regular expressions that cause an error

When both `\p{sc=...}` and positive/negative lookahead/lookbehind are included in a single regular expression, it causes a regex parsing error. For example, 

1. `\p{sc=Latn}foo(?=bar)`
1. `foo\p{sc=Latn}bar|foo(?=bar)`
1. `\p{sc=Latn}foo(?!bar)`

These regular expressions cause the error: `Regex parse error: unknown property name after P or \p`

<img width="472" alt="image" src="https://github.com/user-attachments/assets/f397eaf8-c84b-4338-add6-13a3a16b7bd0">
Repository: storybook
Issue: [Bug]: Storybook HTML SimulatePageLoad.ts doesn't remove scripts on page change
Labels: bug,needs triage

### Describe the bug

If you add a `script` tag to your story the https://github.com/storybookjs/storybook/blob/0b6b35766dcd4f72ea00a506fe2601d7eac58be1/code/core/src/preview-api/modules/preview-web/simulate-pageload.ts#L91 will pick it up and put it into scripts-root, and run it, however, this runs on every page, so if you insert this in a story it doesn't clear out the previous scripts.

### Reproduction link

n/a

### Reproduction steps

_No response_

### System

```bash
System:
    OS: Windows 11 10.0.22631
    CPU: (12) x64 AMD Ryzen 5 5600 6-Core Processor
  Binaries:
    Node: 20.11.1 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 10.2.4 - C:\Program Files\nodejs\npm.CMD <----- active
  Browsers:
    Edge: Chromium (127.0.2651.74)
  npmPackages:
    @storybook/addon-essentials: ^8.2.6 => 8.2.6
    @storybook/addon-links: ^8.2.6 => 8.2.6
    @storybook/blocks: ^8.2.6 => 8.2.6
    @storybook/test: ^8.2.6 => 8.2.6
    @storybook/web-components: ^8.2.6 => 8.2.6
    @storybook/web-components-vite: ^8.2.6 => 8.2.6
    storybook: ^8.2.6 => 8.2.6
```


### Additional context

_No response_
Repository: node
Issue: CONOUT$ no longer available for Node 22?
Labels: fs,windows

### Node.js Version

v22.4.1

### NPM Version

v10.8.1

### Operating System

Windows 11

### Subsystem

fs, process

### Description

I am trying to fix some code for compatibility with node 22 that writes directly to the terminal. For unix-like OS's, things work fine due to `/dev/tty`, but for Windows, the code uses `process.binding('fs')` hackery to open the `conout$` magic file. However, this no-longer works in node 22, which treats `conout$` as a regular filename and of course cannot find it.

Is there a way to make something like this work for node 22? Is there finally a cleaner option to writing to the Windows console directly without using stdout?

```javascript
const openWindowsConsole = () => {
  // vX.X.X
  const nodeVersion = parseInt(process.version.split('.')[0].slice(1), 10);

  // For node 22, we seem to be unable to open CONOUT$
  if (nodeVersion >= 22) {
    // What do we do here?
    throw new Error('This application is incompatible with Windows & node 22');
  }

  const openArgs = [
    "CONOUT$",
    // eslint-disable-next-line no-bitwise
    fs.constants.O_RDWR | fs.constants.O_EXCL,
    0o666
  ];

  if (nodeVersion < 20) {
    // Older version of node require null being passed explicitly for the
    // optional arguments, but this breaks node 20.
    openArgs.push(null, null)
  }

  return new tty.WriteStream(
    process.binding("fs").open(...openArgs)
  );
}
```

### Minimal Reproduction

Using node 22, on Windows run this code:

```
const fs = require('fs');
process.binding("fs").open('conout$', fs.constants.O_RDWR | fs.constants.O_EXCL, 0o666);
```
### Output

```
Uncaught [Error: ENOENT: no such file or directory, open 'C:\Users\jpage\conout$'] {
  errno: -4058,
  code: 'ENOENT',
  syscall: 'open',
  path: 'C:\\Users\\jpage\\conout$'
}
```

### Before You Submit

- [X] I have looked for issues that already exist before submitting this
- [X] My issue follows the guidelines in the README file, and follows the 'How to ask a good question' guide at https://stackoverflow.com/help/how-to-ask
Repository: ollama
Issue: panic: runtime error: integer divide by zero in memory.go on bad model create
Labels: bug

### What is the issue?

I installed ollama today, the system is Ubuntu2204,I downloaded llama3.1-405b-Q2.gguf,There are 9 split files in total. Ollama create llama -f Modelfile.txt is completed successfully.
The ollama list is displayed normally, but an error occurs when running.Error: Post "http://127.0.0.1:11434/api/chat": EOF
Open this link and get an error 404 page not found,Open http://127.0.0.1:11434 and it will show that Ollama is running.
The model file size is 151GB, my computer memory is 128G, and the video memory is 96G. Please help me, thank you.

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

ollama version is 0.3.2
Repository: TypeScript
Issue: functions with destructuring parameters are not inferred as type predicate correctly
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

infer type predicate, destructuring

### 🕗 Version & Regression Information

- This changed between versions 5.5
- This changed in commit or PR _______
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about _________
- I was unable to test this on prior versions because _______


### ⏯ Playground Link

https://www.typescriptlang.org/play/?#code/C4TwDgpgBAGlC8UDeVSQFxQOQEEsG4oBDTAZ2ACcBLAOwHMoBfKAH2VXAkywCECoARmUq0GjfACgANhGBQAHqUwwA2gF0EUdZIkB6XVFIALAPYBXKQBMoNE3IgUKJihIDGJmuSgAzKlOAOEJYAjJgoaFzYeIQkhiL0TOqaihJQUAB0vv4OABQ54ZxMAJQIAHwckAjwiLhYRTrunnJZARRBAExhFZG1McLUCYxJiClpmX6tOfJlCukRVTV49RJAA

### 💻 Code

```ts
type X = { type: 'A'; a: string } | { type: 'B'; b: string };
let xs: X[] = [];

// should not error
const filtered1: { type: 'A'; a: string }[] = xs
  .filter(({ type }) => type === 'A');

const filtered2: { type: 'A'; a: string }[] = xs
  .filter(x => x.type === 'A');
```


### 🙁 Actual behavior

error on filtered1

### 🙂 Expected behavior

not error on filtered1

### Additional information about the issue

_No response_
Repository: godot
Issue: Tile polygons disappear in TileSet's Select mode
Labels: bug,topic:editor,topic:2d

### Tested versions

4.3 rc1 and likely earlier

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

https://github.com/user-attachments/assets/44ef5a44-010e-42b2-8161-92f2aea869f4

Notice how the polygon displays on the right side view when I edit the polygon, but it disappears after I select another tile 2 times (sometimes once).

### Steps to reproduce

1. Create TileSet with atlas source
2. Add physics layer
3. Select a tile in Select mode in TileSet editor
4. Draw a polygon in Physics Layer
5. Select another tile
6. Select another tile again

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Support Mergeable for flutter/engine (Flutter.xcframework)
Labels: engine,P3,team-ios,triaged-ios

### Use case

**Description:**

I am trying to build the Flutter Engine (Flutter.xcframework) in my local with the `-make_mergeable` linker flag to support mergeable libraries/frameworks. 
In ios/BUILD.gn, I've tried with:
- Add `"-Xlinker", "-make_mergeable"` ---> `ld64.lld: error: unknown argument '-make_mergeable'`
- Add `"-Wl", "-make_mergeable"` --> `clang++: error: unknown argument: '-make_mergeable'`

However, I encountered an issue because the build process uses `clang++` and `llvm`, instead of the `ld` from Xcode, which supports the `-make_mergeable` flag.


### Proposal

Is there a way to configure the build process to use the ld from Xcode instead of ld64.lld for building the Flutter Engine? 

Please provide guidance on how to configure the Flutter Engine build process to support the `-make_mergeable` flag, or suggest an alternative approach to achieve a mergeable Flutter.xcframework.
Repository: deno
Issue: WebGPU: `textureView` validity not being checked correctly in `renderPassDescriptor`
Labels: bug,webgpu

I've been working on the latest commit (4eda9e64e9fd6075b74742ae877281ee4a7ab155) and it seems like the validity of the `textureView` used in a `renderPassDescriptor` isn't being checked correctly or might not be up to date with the latest WebGPU spec. 

Based on the spec (https://www.w3.org/TR/webgpu/#abstract-opdef-renderable-texture-view), a renderable `textureView` must have an `arrayLayerCount` of 1. But no error is thrown when you run the following JS: 

```js
if (!navigator.gpu) {
    throw new Error("WebGPU not supported on this browser");
}

async function main() {
    const adapter = await navigator.gpu.requestAdapter();
    const device = await adapter.requestDevice();

    // Setup for beginning a render pass
    const encoder = device.createCommandEncoder();
    const texture = device.createTexture({
        format: "bgra8unorm",
        label: "texture",
        size: {
            width: 12,
            height: 12,
            depthOrArrayLayers: 12
        },
        usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC,
        viewFormats: ["bgra8unorm"]
    });

    const view = texture.createView({
        dimension: "2d-array",
        arrayLayerCount: 12 // This shouldn't be allowed 
    })

    const renderPassEncoder = encoder.beginRenderPass({
        colorAttachments: [{
            loadOp: "load",
            storeOp: "discard",
            view: view
        }],
        maxDrawCount: 10,
    });
    renderPassEncoder.end();
    encoder.finish();
} main().catch(console.error);
```

For these types of (likely) upstream `wgpu` errors, is it best to report it to `wgpu` directly? Thanks!
Repository: godot
Issue: VSync behaves strangely on linux with nvidia GPU 
Labels: bug,platform:linuxbsd,topic:rendering

### Tested versions

- Reproducable in: 4.3.rc, 4.2.2.stable


### System information

Fedora 40 (6.9.12-200.fc40.x86_64) - any renderer - Nvidia RTX 3060 Ti, proprietary driver 555.58.02 

### Issue description

After starting a game (either build, debug and release, on from editor) fps shows to be 60, just to drop to 30 after a few seconds (based on profiler data). When forcing fps to be 60, profiler shows 60 all the time, but visually it's obvious that that behaves the same way. Though when disabling vsync AND setting max fps to 0, framerate does not drop. 
Some additional info to help identify the issue:
- Tested on an almost-empty project, just to visually identify if framerate drops 
- Framerate restores for a couple of seconds after window is resized
- This does not happen with non-linux builds, e.g. web
- Tested on all three renderers, but mostly on compatibility
- Tested on Godot 4.3-rc with wayland enabled, to make sure it is not the problem of wayland  


### Steps to reproduce

1. Create an empty project, make sure VSync is enabled and max FPS set to 0
2. Run the project
3. Watch the profiler fps, it will look like this
![image](https://github.com/user-attachments/assets/60903ef2-52d3-48f5-8111-dd5211a0a02a)
4. Resize the window. There will be a small peak, showing that 60 fps was back for a couple of seconds  


### Minimal reproduction project (MRP)

Default empty project.
Repository: pytorch
Issue: [CI] PyTorch eager is slow in pytorch-linux-jammy-aarch64-py3.10-gcc11-inductor-benchmarks docker
Labels: module: ci,triaged,module: arm

aarch64 PT2 dashboard perf collection consistently hits timeout, e.g. https://github.com/pytorch/pytorch/actions/runs/10175592559 . After logging into a `linux.arm64.m7g.metal` instance, running `python benchmarks/dynamo/huggingface.py --performance --no-translation-validation --inference --float32 --backend eager --disable-cudagraphs --device cpu --only AlbertForMaskedLM  --repeat 1` showed,
```
[02:19<00:00, 139.46s/it]
0.993x
```
Each iteration is more than 10x slower than x86. This really means Eager on aarch64 is really slow, not PT2.

@malfet verified on another `linux.arm64.m7g.metal` instance with PyTorch nightly and got,
```
 1/1 [00:16<00:00, 16.98s/it]
0.993x
```
which looks more reasonable.

This suggests there is something wrong with the configs when building PyTorch for aarch64 CI.

cc @seemethere @malfet @pytorch/pytorch-dev-infra @snadampal @milpuz01