sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Impeller] Vulkan runtime effect uniform packing chooses incorrect binding slot.
Labels: P1,e: impeller,team-engine,triaged-engine

The following shader is valid when targeting impeller/vulkan:

```glsl
#include <flutter/runtime_effect.glsl>

uniform vec2 size;
uniform sampler2D input_texture;

out vec4 frag_color;

void main() {
  frag_color = texture(input_texture, FlutterFragCoord().xy / size);
}

```

But this one is not:

```glsl
#include <flutter/runtime_effect.glsl>

uniform sampler2D input_texture;
uniform vec2 size;

out vec4 frag_color;

void main() {
  frag_color = texture(input_texture, FlutterFragCoord().xy / size);
}
```

In reflector.cc we force the synthetic UBO to have binding 64, but that doesn't work correctly if another uniform would have that binding instead. We need to compute the correct binding values.
Repository: ollama
Issue: `TextMonkey` model
Labels: model request


In my quick tests on the demo, it seems to be the best document understanding and OCR model I have ever tested, my current use case is that I have to identify the process code of 1500000 images manually (a challenging job) (I am wondering if this model will be able to do this for me)

I have to identify from an image like the one below what the process code/year is in each image

![572_page-0001](https://github.com/ollama/ollama/assets/12227024/b32b4fc2-a861-4357-b2d2-89de79de8258)
[573.pdf](https://github.com/user-attachments/files/15859661/573.pdf)


https://github.com/Yuliang-Liu/Monkey?tab=readme-ov-file

[TextMonkey](https://arxiv.org/abs/2403.04473)
Repository: TypeScript
Issue: Add support for beforeDeclarations
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

beforeDeclarations declaration transform transformers afterDeclarations

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

The TypeScript compiler API already supports custom transformers in 3 ways:

1. Before built-in .js transformations
2. After built-in .js transformations
3. After built-in .d.ts transformations

But the API is missing a "Before built-in .d.ts transformations" variant. 

### 📃 Motivating Example

To generate type declarations more dynamically, you often need to access AST nodes of your codebase as it is written. The built-in transformers erase already a lot of the AST making this information unavailable. With the help of this new `beforeDeclarations` you are able to access your full AST and use it to auto-generate your typescript declaration files. 



### 💻 Use Cases

1. Use information from property initializers to include "default values" your JSDoc comments. (see #41486).
2. Remove declarations using information like visibility modifiers or used functions in your code to not expose implementation details.
Repository: go
Issue: cmd/compile: declaration order of types affects cycle detection 
Labels: NeedsFix,early-in-cycle,compiler/runtime

### Go version

go version go1.22.3 darwin/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/Users/rich/Library/Caches/go-build'
GOENV='/Users/rich/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/rich/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='darwin'
GOPATH='/Users/rich/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/Users/rich/go/pkg/mod/golang.org/toolchain@v0.0.1-go1.22.3.darwin-amd64'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/Users/rich/go/pkg/mod/golang.org/toolchain@v0.0.1-go1.22.3.darwin-amd64/pkg/tool/darwin_amd64'
GOVCS=''
GOVERSION='go1.22.3'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='clang'
CXX='clang++'
CGO_ENABLED='1'
GOMOD='/Users/rich/code/gcs/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/s9/9s3fk2mx5f936dkcp66ltwsc0000gn/T/go-build2527957728=/tmp/go-build -gno-record-gcc-switches -fno-common'
```


### What did you do?

I found that this will not compile: https://go.dev/play/p/X-_09aV9wYj
While just moving the declaration of the interface to after the struct definitions causes it to compile fine: https://go.dev/play/p/xic2fqhfmTi


### What did you see happen?

```
./prog.go:3:6: invalid recursive type A
	./prog.go:3:6: A refers to
	./prog.go:7:6: B refers to
	./prog.go:11:6: C refers to
	./prog.go:3:6: A

Go build failed.
```

### What did you expect to see?

I expected both versions of the code to compile and run without error.
Repository: pytorch
Issue: add x/0 gradient behaviour to documentation
Labels: module: docs,module: autograd,triaged,actionable

### 📚 The doc issue

The behaviour that divison by zero causes nan gradients even when masked (https://github.com/pytorch/pytorch/issues/4132) is not prominent in the documentation. As there are multiple issues of people that ran into this on github it would be nice if it's easier to find.

### Suggest a potential alternative/fix

Add this to the documentation, perhaps even to tutorials

cc @svekars @brycebortree @ezyang @albanD @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: rust
Issue: diagnostic refers to the wrong object's lifetime
Labels: A-diagnostics,T-compiler

### Code

```Rust
use std::{any::Any, cell::RefCell, rc::Rc};

fn doit(it: &dyn Any) {
    if let Some(s) = it.downcast_ref::<&str>() {
        println!("{s}");
    }
}
fn main() {
    // this works fine:
    let s = Rc::new(RefCell::new("hello, inner!"));
    let inner: &str = &s.borrow();
    doit(&inner as &dyn Any);
    // the commented line at the bottom doesn't compile:
    // `s` dropped here while still borrowed
    //
    // but it seems the real issue is not the lifetime of `s` but the
    // intermediate `Ref` created by `borrow()` that gets dropped too early.
    //
    //doit(&s.borrow() as &dyn Any);
}
```


### Current output

```Shell
error[E0597]: `s` does not live long enough
(...)
`s` dropped here while still borrowed
```


### Desired output

```Shell
casting Ref<'_, &'static str> to &dyn Any requires that `s` is borrowed for 'static
```


### Rationale and extra context

the lifetime of `s` isn't the problem - it's the implicit temporary `Ref` object that does not live long enough

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.79.0 (129f3b996 2024-06-10)
binary: rustc
commit-hash: 129f3b9964af4d4a709d1383930ade12dfe7c081
commit-date: 2024-06-10
host: aarch64-apple-darwin
release: 1.79.0
LLVM version: 18.1.7
```


### Anything else?

thanks to @Dirbaio for both figuring out the actual problem and suggesting the improved diagnostic!
Repository: godot
Issue: Godot crashes when attempting to create a window on a different monitor
Labels: bug,crash

### Tested versions

- reproduced in 4.2.2 stable release, 4.0.0 stable release.

### System information

Godot v4.2.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.4629) - Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz (20 Threads)

### Issue description

creating any popup on the secondary monitor crashes the godot editor.

### Steps to reproduce

create any popup menu on your second monitor. (add node, project settings... etc). 



https://github.com/godotengine/godot/assets/85276644/08c041cc-bd41-4e5c-b686-dd1e080ddc29



### Minimal reproduction project (MRP)

N/A
Repository: next.js
Issue: npx create-next-app Error while resolving undefined@undefined
Labels: examples

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 21.6.0: Mon Feb 19 20:24:34 PST 2024; root:xnu-8020.240.18.707.4~1/RELEASE_X86_64
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 20.12.2
  npm: 10.8.1
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.4 // Latest available version is detected (14.2.4).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: N/A
Next.js Config:
  output: N/A
```


### Which example does this report relate to?

https://nextjs.org/learn/dashboard-app/getting-started

### What browser are you using? (if relevant)

n/a

### How are you deploying your application? (if relevant)

n/a

### Describe the Bug

I'm following the NextJS Dashboard tutorial here:

https://nextjs.org/learn/dashboard-app/getting-started

First step of the tutorial is to run this:

```
npx create-next-app@latest nextjs-dashboard --example "https://github.com/vercel/next-learn/tree/main/dashboard/starter-example"
```

I get the following:

```
Creating a new Next.js app in /Users/user/repos/nextjs-dashboard.

Downloading files from repo https://github.com/vercel/next-learn/tree/main/dashboard/starter-example. This might take a moment.

Installing packages. This might take a couple of minutes.

npm error code ERESOLVE
npm error ERESOLVE unable to resolve dependency tree
npm error
npm error While resolving: undefined@undefined
npm error Found: react@19.0.0-rc-6230622a1a-20240610
npm error node_modules/react
npm error   react@"19.0.0-rc-6230622a1a-20240610" from the root project
npm error
npm error Could not resolve dependency:
npm error peer react@">= 16" from @heroicons/react@2.1.3
npm error node_modules/@heroicons/react
npm error   @heroicons/react@"^2.0.18" from the root project
npm error
npm error Fix the upstream dependency conflict, or retry
npm error this command with --force or --legacy-peer-deps
npm error to accept an incorrect (and potentially broken) dependency resolution.
npm error
npm error
npm error For a full report see:
npm error /Users/user/.npm/_logs/2024-06-16T22_07_11_440Z-eresolve-report.txt
npm error A complete log of this run can be found in: /Users/user/.npm/_logs/2024-06-16T22_07_11_440Z-debug-0.log

Aborting installation.
  npm install has failed.
```

### Expected Behavior

It should obviously not fail in the installation

### To Reproduce

Run the command shown in the example.
Repository: godot
Issue: Typing into the file's search field prints "Cannot get class 'TextFile'." errors.
Labels: bug,topic:editor,needs testing

### Tested versions

v4.3.beta1.official [a4f2ea91a]
(don't remember seeing it in 4.2.1)

### System information

Godot v4.3.beta1 - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

When I try to use the filter field of the FileSystem panel, the first letter I enter after the field is given focus prints out an error:
![image](https://github.com/godotengine/godot/assets/106015575/bdaaefa6-95c2-4acb-bcc0-b040ebf1e793)


### Steps to reproduce

Click somewhere in the Godot editor.
Now click on the FileSystem filter field.
Start typing.
The error will be printed to the console.

### Minimal reproduction project (MRP)

Any Godot project.
Repository: electron
Issue: [Bug]: screen.getCursorScreenPoint() not works on linux (a regression from v28.x.x)
Labels: bug :beetle:,has-repro-gist,31-x-y,component/screen

### 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 bug report that matches the one I want to file, without success.

### Electron Version

31.0.1

### What operating system are you using?

Ubuntu

### Operating System Version

Ubuntu 22.04

### What arch are you using?

x64

### Last Known Working Electron version

28.3.3

### Expected Behavior

screen.getCursorScreenPoint() should return the correct position of the mouse even when the mouse cursor is out of the main window or the mouse event is pass-through.

```
mainWindow.setIgnoreMouseEvents(true, { forward: true });
```


### Actual Behavior

screen.getCursorScreenPoint() doesn't return the correct position when the mouse is out of the main window.

I can see that this method is working on MacOS (with v31.0.1)


### Testcase Gist URL

https://gist.github.com/gigony/05a05fd87d62a0fd47d99c47aaf5a050

### Additional Information

I think this is the same issue with https://github.com/electron/electron/issues/41496.

This was working until the last version of v28, which is v28.3.3. However, since the first version of v29 (29.0.0), it hasn't behaved the same as v28.x.x.

**v28.3.3**
![image](https://github.com/electron/electron/assets/1928522/ea4c6a50-83e2-4335-b5cd-9423b0e05549)

**v31.x.x+**
![image](https://github.com/electron/electron/assets/1928522/d7b7d685-9b07-466e-993b-8aa4e058c471)

If I set pass-through with setIgnoreMouseEvents, mouse position capturing doesn't work regardless of transparent window or not.
**v31.x.x+ (with setIgnoreMouseEvents)**
```
mainWindow.setIgnoreMouseEvents(true, { forward: true });
```
- fiddle test case: https://gist.github.com/gigony/f1fefc72096f56fd66bd9b2fec362ec5

![image](https://github.com/electron/electron/assets/1928522/452da4a4-bff4-4880-be6d-21f5f8639e44)

Note that I am using X11 window system on Ubuntu 22.04. 

That behavior change prevents from using the workaround method for 'Support click-through of transparency #1335' (https://github.com/electron/electron/issues/1335)

- https://github.com/electron/electron/issues/41496
- https://github.com/electron/electron/issues/1335
Repository: godot
Issue: `_err_print_error` is not printing the error
Labels: discussion,topic:core

### Tested versions

v4.3.dev.custom_build.89850d553
But been that way since at least 2021

### System information

Windows 10 64 bits NVIDIA GeForce GTX 1060

### Issue description

My custom module is using `_err_print_error` via Godot macros and some custom macros. One of its overrides takes both a string with the condition that failed (`p_error`) and a message (`p_message`). I think both used to be printed in the past, as well as the other arguments.

But I notice only now, the message is printed and not the error. This leads to code like this:
```cpp
ERR_FAIL_COND_MSG(!is_position_valid(x, y, z), format("At position ({}, {}, {})", x, y, z));
```
Getting printed like this:
```
ERROR: the_function(): At position(16, 160, -64)
```
A few people reported that to me because it's confusing, so I'm wondering why the string sent to `p_error` is missing? If that's intentional (which looks like it?), why is Godot providing an overload with both `p_error` and `p_msg` arguments (and macros using them) if it's for `p_error` to get ignored?


### Steps to reproduce

Call this in a C++ module, or anywhere really (it's what error macros call under the hood):

```cpp
	_err_print_error("TEST_FUNCTION()", "TEST_FILE.cpp", 42, "TEST_ERROR", "TEST_MESSAGE");
```

Observe the `TEST_ERROR` string is not printed.
For context examples, it happens on module initialization, or in-game when GDScript calls some C++ method and an error happens in it.

### Minimal reproduction project (MRP)

N.A
Repository: godot
Issue: Debug game freeze when I use the editor pause function()，and debug is the same
Labels: bug,topic:editor,needs testing

### Tested versions

v4.2.2 stable

### System information

Win11, Laptop3060

### Issue description

I can't use the pause function of the editor next to the start button after add a GDScript, It will freeze.And the debug function is the same.When the program reaches a breakpoint, it will also freeze and I have to stop it by the editor.

### Steps to reproduce

1.create a node2D named Main
2.start the game and pause, it goes OK
3.add a GDScript to the Main
4.start the game and pause, it stuck and froze

https://github.com/godotengine/godot/assets/94156667/72595ab4-3fe5-4b16-8311-9d875ecda973



### Minimal reproduction project (MRP)

[Test.zip](https://github.com/user-attachments/files/15860865/Test.zip)
Repository: ollama
Issue: could support llama3 chinese model
Labels: model request

could support llama3 chinese model?

FlagAlpha/Llama3-Chinese-8B-Instruct

same as the other os llama2-chinese

model link: https://github.com/LlamaFamily/Llama-Chinese?tab=readme-ov-file#llama3%E4%B8%AD%E6%96%87%E5%BE%AE%E8%B0%83%E6%A8%A1%E5%9E%8B

https://huggingface.co/FlagAlpha/Llama3-Chinese-8B-Instruct
Repository: react-native
Issue: [BUG] :: MainActivity memory leak when running foreground service
Labels: Issue: Author Provided Repro,Needs: Triage :mag:,Newer Patch Available

### Description

I have an issue with the app memory leak in MainActivity when running the foreground service 
the 

### Steps to reproduce

- my app is running foreground service so when I repeat it about 30 times close -> open -> it causes a memory leak does the react native screen have an option to destroy the screen?
- I keep the Android process running but when I close (swipe the app out normally in Android swipe the app out it would be killed) and open the app it increases the app memory do we have the option to destroy it?

### React Native Version

0.73.6

### Affected Platforms

Runtime - Android

### Output of `npx react-native info`

```text
System:
  OS: macOS 14.5
  CPU: (8) arm64 Apple M1
  Memory: 490.44 MB / 16.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 20.13.1
    path: ~/.asdf/installs/nodejs/20.13.1/bin/node
  Yarn:
    version: 1.22.22
    path: ~/.asdf/installs/nodejs/20.13.1/bin/yarn
  npm:
    version: 10.5.2
    path: ~/.asdf/plugins/nodejs/shims/npm
  Watchman:
    version: 2024.05.06.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.15.2
    path: /Users/rom/.asdf/shims/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.5
      - iOS 17.5
      - macOS 14.5
      - tvOS 17.5
      - visionOS 1.2
      - watchOS 10.5
  Android SDK: Not Found
IDEs:
  Android Studio: 2023.3 AI-233.14808.21.2331.11842104
  Xcode:
    version: 15.4/15F31d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.11
    path: /Users/rom/.asdf/shims/javac
  Ruby:
    version: 2.7.8
    path: /Users/rom/.asdf/shims/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.73.6
    wanted: 0.73.6
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false
```


### Stacktrace or Logs

```text
I don't have a stack trace because it is a memory leak
```


### Reproducer

https://github.com/chanphiromsok/rnn-screen-leak

### Screenshots and Videos
![image](https://github.com/facebook/react-native/assets/65760336/8ef4ad56-0db0-4db3-a16e-08d7187d7059)

https://github.com/software-mansion/react-native-screens/assets/65760336/05f48f62-0394-43f1-8286-e2146c1b9822
Repository: godot
Issue: MultiplayerSynchronizer.add_visibility_filter seems not work
Labels: enhancement,discussion,documentation,topic:multiplayer

### Tested versions

- Reproduced in 4.3.beta1

### System information

Windows11

### Issue description

MultiplayerSynchronizer.add_visibility_filter does not seem to change the visibility of the corresponding peer, even though the filter returns true. I thought that if the filter returns true, it means it is visible, but it is not. Is there something wrong with my understanding?

### Steps to reproduce

1. nodes like this:
![image](https://github.com/godotengine/godot/assets/10357789/16a1cacf-f6da-40a5-98d4-7e634a21f4d4)
MultiplayerSynchronizer setting:
![image](https://github.com/godotengine/godot/assets/10357789/3320a3dc-9314-4f52-8304-2a3dbc60d6cb)

2. add filter:
![image](https://github.com/godotengine/godot/assets/10357789/bea83943-bbfa-4e85-bc62-15bae65c24f0)

3. check peer's visibility, I think if the visibility filter returns true, then visibility should be true.
![image](https://github.com/godotengine/godot/assets/10357789/33ad0164-9121-48ea-a5bd-e50878f1feab)

however, visibility is still false.

![image](https://github.com/godotengine/godot/assets/10357789/47e8ae8c-59ae-4397-9e7f-cd03fe7321d0)

4. However, when using set_visibility_for to set visibility directly, it takes effect
![image](https://github.com/godotengine/godot/assets/10357789/cf759881-f750-4602-8486-e731ef21f06b)

![image](https://github.com/godotengine/godot/assets/10357789/5e5be488-40e1-46a1-a11c-30834a09457e)


## code overview
![image](https://github.com/godotengine/godot/assets/10357789/ac3e202c-f731-4517-9cfe-6fb43dbe1c46)


### Minimal reproduction project (MRP)

[add_visibility_filter.zip](https://github.com/user-attachments/files/15861535/add_visibility_filter.zip)
Repository: terminal
Issue: Windows key doesn't work when assigning key actions
Labels: Help Wanted,Issue-Bug,Needs-Tag-Fix,Area-SettingsUI

### Windows Terminal version

1.20.11381.0

### Windows build number

10.0.22621.3737

### Other Software

_No response_

### Steps to reproduce

Go to settings --> actions --> any action and try to set the key combination.  Any combination that involves the windows key is not recognized.  This is new with a recent version of terminal.

### Expected Behavior

Windows key should be allowed in actions key combinations.

### Actual Behavior

The key command does not change.  It only changes if the windows key is not involved in the input.
Repository: puppeteer
Issue: [Feature]: Add support for arm64 Linux Firefox
Labels: feature,P3,firefox

### Feature description

It seems to be currently nightly only https://blog.nightly.mozilla.org/2024/04/19/firefox-nightly-now-available-for-linux-on-arm64/