sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: push_input() has weird/inconsistent behavior with mouse hover & mouse entered/exited signals
Labels: discussion,topic:input

### Tested versions

- Reproducible on Godot 4.3 stable
- Reproducible on Godot 4.2.2 stable

### System information

Godot v4.3.stable - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 7800 XT (RADV NAVI32) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)

### Issue description

Adding a SubViewportContainer -> SubViewport to an existing scene with various controls nodes has issues with mouse hover / mouse signals, when setting the `mouse_filter` on the SubViewportContainer to `ignore`. As in, it does not detect a mouse hovering over a button and any mouse-entered/exited signals do not fire. Focused signals on the controls nodes inside the VP do however work.

### Steps to reproduce

Create a 2d/3d scene and add a Button control to it. Add a SubViewportContainer -> SubViewport and set the Container's `mouse_filter` property to ignore. Inside the SubViewport set the background to transparent (set the resolution to cover the scene), and inside of that VP add another scene with buttons.
Create a script for the main scene:
```
extends Node3D

@onready var _vp = %SubViewport

func _unhandled_input(event: InputEvent) -> void:
	_vp.push_input(event)
```
Such that any _unhandled input (any input not attached to the Button on the main scene) will be pushed to the viewport. This allows the user to push buttons on both the main scene and the VP scene however hover and mouse entered signals will not work for the VP scene items.

### Minimal reproduction project (MRP)

[test-game-project.zip](https://github.com/user-attachments/files/18354790/test-game-project.zip)
Repository: godot
Issue: ResourceLoader.load_threaded_get_status progress stuck at 0 for Firefox when Thread Support On
Labels: bug,platform:web,regression

### Tested versions

- Reproducible in 4.3 stable
- Not reproducible in 4.2.stable

### System information

Godot v4.3.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Thu, 02 Jan 2025 22:52:26 +0000 - X11 - GLES3 (Compatibility) - AMD Radeon Graphics (radeonsi, renoir, LLVM 18.1.8, DRM 3.59, 6.12.8-arch1-1) - AMD Ryzen 9 5900HX with Radeon Graphics (16 Threads)

### Issue description

When exporting a project to HTML5 with Thread Support: ON

Expected behavior:
-  `ResourceLoader.load_threaded_get_status` return value changes as the scene is loaded

Actual behavior:
- `ResourceLoader.load_threaded_get_status` always returns `IN PROGRESS` with progress set to `0`
- Broken in Firefox but not Chromium, only when Thread Support is ON

### Steps to reproduce

1. Open the project and click "Run in browser" for the remote debug option
2. Open the URL in Firefox
3. Check the console

### Minimal reproduction project (MRP)

[firefox-thread-mrp.zip](https://github.com/user-attachments/files/18355038/firefox-thread-mrp.zip)
Repository: react
Issue: Bug: React 19 cannot run apps in both dev & production mode simultaneously
Labels: Status: Unconfirmed

<!--
  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
-->

Unable to run multiple React micro frontends (MFEs) when they don't all use the same `NODE_ENV`. When developing large systems using micro frontends (e.g. via module federation), it is not feasible for developers to have every MFE running locally. Instead, a proxy config can be used to pull built artifacts of existing MFEs and only run relevant apps locally. This worked well in React 18, but does not in React 19.

React version: 19

## Steps To Reproduce

1. Using some MFE solution (in my example, module federation), run a host app in dev mode (NODE_ENV === 'development') and a remote app in prod mode (NODE_ENV === 'production')
2. Note that the runtimes are not compatible.

<!--
  Your bug will get fixed much faster if we can run your code and it doesn't
  have dependencies other than React. Issues without reproduction steps or
  code examples may be immediately closed as not actionable.
-->

Link to code example: https://github.com/rdenman/react-19-mixed-env-mf

<!--
  Please provide a CodeSandbox (https://codesandbox.io/s/new), a link to a
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  problem. You may provide a screenshot of the application if you think it is
  relevant to your bug report. Here are some tips for providing a minimal
  example: https://stackoverflow.com/help/mcve.
-->

## The current behavior
Unable to run mixed builds (dev + prod)

## The expected behavior
Both dev and prod builds should be compatible.

This is the error I see when running the attached example. Note that downgrading the example to React 18 fixes this issue, and running both apps in either dev or prod mode also resolves the issue.
<img width="705" alt="Screenshot 2025-01-08 at 7 59 06 PM" src="https://github.com/user-attachments/assets/7b66a8b5-8704-4950-a706-2f3501a0e39c" />
Repository: ollama
Issue: we need Ollama Video-LLaVA
Labels: feature request

i want to use Ollama Video-LLaVA model , but it model is not have in Ollama , someone can add this model to Ollama please?

i just try [anas/video-llava](https://ollama.com/anas/video-llava) & [ManishThota/llava_next_video](https://ollama.com/ManishThota/llava_next_video) 
it not work it have bug in this issues [issues.Add Video-LLaVA](https://github.com/ollama/ollama/issues/3184) , [medium.manish-VideoLLaVA](https://medium.com/@manish.thota1999/an-experiment-to-unlock-ollamas-potential-video-question-answering-e2b4d1bfb5ba)

![{4B0D50B1-D464-4859-844B-9DFED42F774F}](https://github.com/user-attachments/assets/14223f0e-daeb-4bc4-9daf-c2b53904a958)
Repository: react-native
Issue: [0.76][New Arch] Pressable loses background when applying borderless ripple effect
Labels: Issue: Author Provided Repro,Type: New Architecture

### Description

The `Pressable` component loses its backgroundColor and ripple effect when `android_ripple` is set with `borderless: true`.

Notes:
	•	If `Pressable` is the only component in the app or if all parent components have transparent backgrounds, the ripple effect works as expected. However, this scenario is not realistic.

Edit 1:
Crazy thing: if you add `overflow: hidden` to the parent, the Pressable background and ripple works again for some reason. But again, only if the parent and pressable are in the root.

I have two snacks:

1. Using SDK 51 (old arch), this is working fine:
https://snack.expo.dev/@wfern/android-pressable-borderless-sdk-51 

2. Using SDK 52 (new arch), where the bug happens:
https://snack.expo.dev/@wfern/android-pressable-borderless-sdk-52

### Steps to reproduce

In the Snack with SDK 52 set `Pressable` android_ripple borderless to `true` and see it's background and ripple effect disappear.

### React Native Version

0.76.5

### Affected Platforms

Runtime - Android

### Areas

Fabric - The New Renderer

### Output of `npx react-native info`

```text
info Fetching system and libraries information...
System:
  OS: macOS 15.2
  CPU: (8) arm64 Apple M1
  Memory: 126.64 MB / 8.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 20.17.0
    path: ~/.nvm/versions/node/v20.17.0/bin/node
  Yarn:
    version: 1.22.22
    path: /opt/homebrew/bin/yarn
  npm:
    version: 11.0.0
    path: ~/.nvm/versions/node/v20.17.0/bin/npm
  Watchman:
    version: 2024.12.02.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.16.2
    path: /opt/homebrew/lib/ruby/gems/3.4.0/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 24.1
      - iOS 18.1
      - macOS 15.1
      - tvOS 18.1
      - visionOS 2.1
      - watchOS 11.1
  Android SDK: Not Found
IDEs:
  Android Studio: 2024.1 AI-241.18034.62.2412.12266719
  Xcode:
    version: 16.1/16B40
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.13
    path: /usr/bin/javac
  Ruby:
    version: 3.4.1
    path: /opt/homebrew/opt/ruby/bin/ruby
npmPackages:
  "@react-native-community/cli":
    installed: 15.1.3
    wanted: ^15.1.3
  react:
    installed: 18.3.1
    wanted: 18.3.1
  react-native:
    installed: 0.76.5
    wanted: 0.76.5
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: true
iOS:
  hermesEnabled: true
  newArchEnabled: true
```


### Stacktrace or Logs

```text
No logs.
```


### Reproducer

https://snack.expo.dev/@wfern/android-pressable-borderless-sdk-52

In this snack set the Pressable ripple borderless to true.

### Screenshots and Videos

_No response_
Repository: flutter
Issue: obj messy code
Labels: waiting for customer response,in triage

### Steps to reproduce

What is the reason for this obj garbled code when textspan is nested
<img width="203" alt="infoflow_2025-1-9_11-0-7" src="https://github.com/user-attachments/assets/7a1d4444-3bc2-4b15-95d5-eefdf7442f2b" />


### Expected results

Expected normal display

### Actual results

messy code

### Code sample

<details open><summary>Code sample</summary>

```dart
import 'package:flutter/gestures.dart';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'dart:ui' as ui show Locale, LocaleStringAttribute, ParagraphBuilder, SpellOutStringAttribute, StringAttribute;

import 'package:logic_module/utils/log_util.dart';

class TextSpanWidget extends StatelessWidget {
  String? text;
  TextStyle? style;
  GestureRecognizer? recognizer;
  MouseCursor mouseCursor;
  PointerEnterEventListener? onEnter;
  PointerExitEventListener? onExit;
  String? semanticsLabel;
  ui.Locale? locale;
  bool? spellOut;
  Map<GlobalKey, Rect> spanRects;
  TextSpanWidget({
    Key? key,
    required this.text,
    required this.style,
    required this.recognizer,
    required this.mouseCursor,
    required this.onEnter,
    required this.onExit,
    required this.semanticsLabel,
    required this.locale,
    required this.spellOut,
    required this.spanRects,
  }) : super(key: key);

  String _tag = "TextSpanWidget";

  @override
  Widget build(BuildContext context) {
    WidgetsBinding.instance.addPostFrameCallback((call) {
      WidgetsBinding.instance.addPersistentFrameCallback((call) {
        if (!context.mounted) return;
        try {
          RenderBox renderBox = context.findRenderObject() as RenderBox;
          Offset offset = Offset.zero;
          offset = renderBox.localToGlobal(Offset.zero);
          if (offset.dx.isNaN || offset.dy.isNaN) {
            return;
          }
          spanRects[key as GlobalKey] = Rect.fromLTWH(offset.dx, offset.dy, renderBox.size.width, renderBox.size.height);
        } catch (e, stackTrace) {
          LogUtil.error(_tag, 'Error calculating offset: $e\n$stackTrace');
        }
      });
    });

    return Text.rich(TextSpan(
      text: text,
      style: style,
      recognizer: recognizer,
      mouseCursor: mouseCursor,
      onEnter: onEnter,
      onExit: onExit,
      semanticsLabel: semanticsLabel,
      locale: locale,
      spellOut: spellOut,
    ));
  }
}

```

</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
[Paste your output here]
```

</details>
Repository: pytorch
Issue: [Profiler]Close CUPTI by default after pytorch profiling ends
Labels: oncall: profiler

### 🚀 The feature, motivation and pitch

Recently, I observed that the torch profiler continues to affect program performance even after profiling has completed. Upon investigation, I found that this issue occurs because Kineto does not close CUPTI (i.e., it does not call `cuptiFinalize`) by default when profiling ends, unless the environment variable `TEARDOWN_CUPTI` is explicitly set to `"1"`.

I believe most users do not know this behavior. Is it possible to change the behavior so that CUPTI is closed by default at the end of profiling if the env is not set? Are there risks associated with this change?

I noticed the following comment in the torch code:

```python
if self.config.get("triton.cudagraphs", False):
    os.environ["DISABLE_CUPTI_LAZY_REINIT"] = "1"
    # FIXME: CUDA Graph does not work well with CUPTI teardown.
    #   1) crashes on 1st lazy CUPTI re-init after teardown (CUDA 11)
    #   2) crashes on 2nd non-lazy CUPTI re-init after teardown (CUDA 12)
    # Workaround: turn off CUPTI teardown when using CUDA Graphs.
    os.environ["TEARDOWN_CUPTI"] = "0"
```

Is the current behavior of not closing CUPTI primarily due to concerns about crashes caused by CUDA Graphs?

Thank you for your attention to this matter.

### Alternatives

_No response_

### Additional context

_No response_

cc @robieta @chaekit @guotuofeng @guyang3532 @dzhulgakov @davidberard98 @briancoutinho @sraikund16 @sanrise
Repository: godot
Issue: MSBuild ProjectRootElement.Create() Method Missing After Exporting Godot Project
Labels: bug,needs testing,topic:dotnet,topic:export

### Tested versions

Godot-v4.3.stable.mono.official


### System information

Win11 - Godot-v4.3.stable.mono.official -  .NET SDK: 6.0.415

### Issue description

Description

I'm experiencing an issue when using Microsoft.Build and Microsoft.Build.Locator in a Godot project to dynamically load MSBuild. Everything works as expected when running the project directly from the Godot editor. However, after exporting the project, the application throws a runtime error stating that the Create method does not exist.

Code Example

Here is a simplified version of the code I'm using:
using Microsoft.Build.Locator;
using Microsoft.Build.Construction;

public void InitializeMsBuild()
{
    MSBuildLocator.RegisterDefaults();
    var projectRoot = ProjectRootElement.Create();
}


Error Message

After exporting the project and running the executable, I receive the following error:

Method not found: 'Microsoft.Build.Construction.ProjectRootElement.Create()'.

Investigation

I used reflection to inspect the methods available in ProjectRootElement both in the Godot editor runtime and in the exported project. The Create method is present in both cases:

Method: Microsoft.Build.Construction.ProjectRootElement Create(System.Xml.XmlReader, Microsoft.Build.Evaluation.ProjectCollection)

This confirms that the method is indeed part of the loaded assembly.

Expected Behavior

The exported project should behave consistently with the behavior observed in the Godot editor. The Create method should be available and callable.

Actual Behavior

The method is reported as missing in the exported project runtime, even though it is confirmed to be present through reflection.

### Steps to reproduce

Create a Godot project.

Add a C# script that uses Microsoft.Build.Locator and calls ProjectRootElement.Create().

Run the project from the Godot editor – it works fine.

Export the project.

Run the exported executable – it throws a runtime error.

### Minimal reproduction project (MRP)

Additional Information

I suspect that the issue might be related to how assemblies are bundled during the export process. Perhaps some dependencies of Microsoft.Build are not being correctly included in the exported project.

I would appreciate any guidance on how to ensure that all required assemblies are properly bundled in the exported project, or if there are any additional steps needed to make the exported executable recognize the Create method.
Repository: vscode
Issue: Hide and Lock Main Editor Area
Labels: feature-request,workbench-editor-grid,workbench-auxwindow

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Currently I am working on full screen graphical stuff.

I have multiple monitors and like to have the debug stuff on a secondary monitor as the app I am working on open on the primary (Where I also edit code)

Because we can't split the debug pane and console out of the main window, I split the editor out into a new window, have that on the primary monitor and then have the 'main' window with the debug panel on the secondary monitor and lock the editor group so that any files I open go to the primary monitor.

This is fine however the main editor section takes up valuable space (The secondary screen is smaller and vertical)
<img width="540" alt="Image" src="https://github.com/user-attachments/assets/e07a0049-ff3e-4c51-b6f1-42aabf5e0f5a" />

It would be awesome to have button somewhere to do the following all in one go:
- Split the editor to a new window
- Hide the editor section on the main VS Code window
- Lock the editor group on the main VS Code window
Repository: flutter
Issue: Error after including Shared Preference dependancy
Labels: waiting for customer response,in triage

When i include Shared Preference dependency i got an error as 
What went wrong:
Could not determine the dependencies of task ':shared_preferences_android:compileDebugJavaWithJavac'.
> Could not determine the dependencies of null.
   > Cannot query the value of this provider because it has no value available.

pubspec yaml is
shared_preferences: ^2.3.5

sdk version is 35
Repository: PowerToys
Issue: MWB disconnects when switching source on monitor
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

WinGet, PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

1. MWB works correctly
2. Switch video source on KVM monitor

### ✔️ Expected Behavior

MWB works without disruption

### ❌ Actual Behavior

MWB stops working. It shows as green for couple seconds and then goes red. Refreshing connection on both laptops restore connectivity in matter of seconds.

### Other Software

My hardware setup:

- Samsung LS34C652VAUXEN monitor with connected:
  - mouse
  - keyboard
  - LAN
- HP Elitebook connected to monitor with usb-c (data, video, power)
- Dell Latitude connected to monitor with HDMI (only video)
Repository: flutter
Issue: Bug render map in WASM compilation inside in  Step widget
Labels: waiting for customer response,in triage

### Steps to reproduce

I have a widget GoogleMap in Fluter web inside a Step(4 of five), but if i compile in wasm the map is always visible over all steps, blocking the use of other components.

Run in normal way NOT  WASM:

<img width="1220" alt="NOT wasm" src="https://github.com/user-attachments/assets/5692c732-abfe-4f4c-8d69-9b8ad5b9ad1f" />

RUn in WASM(the map is visible over all steps):

<img width="1220" alt="WITH_WASM" src="https://github.com/user-attachments/assets/4db26531-d54f-4147-9365-509374df9606" />
<img width="1220" alt="WithWASM_2" src="https://github.com/user-attachments/assets/90a7cca6-f83f-4167-b885-aedcde8e837d" />

### Expected results

MAps only render inside his step

### Actual results



<img width="1220" alt="WITH_WASM" src="https://github.com/user-attachments/assets/4db26531-d54f-4147-9365-509374df9606" />
<img width="1220" alt="WithWASM_2" src="https://github.com/user-attachments/assets/90a7cca6-f83f-4167-b885-aedcde8e837d" />

### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</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
[Paste your output here]
```

</details>
Repository: PowerToys
Issue: Keyboard Manager bugs
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I'm using a Japanese keyboard.
When I press Caps Lock with Shift, Ctrl and Alt assigned to the Caps Lock key in Keyboard Manager, Shift, Ctrl and Alt are always pressed. It seems that the function of Caps Lock is not completely exhausted but still remains.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: flutter
Issue: carouselview add animateToItem
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

When using a carousel, the primary use case for animating the scroll offset is to animate to a specific item. Currently there is only `animateTo(offset)` method on the `CarouselController` 

### Proposal

Add `animateToItem(int index)`
Repository: flutter
Issue: CarouselView infinite scroll
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

Currently there is a start and an end to the carousel. However a common use case is to have a carousel where the items repeat themselves.

The idea is to not have a hole on the side when the scroll extent is at the edge, so instead of this:

![image](https://github.com/user-attachments/assets/ae58396b-d712-43e7-9abd-1a7f63811d46)

The hole on the left side of the first item, could be replaced by the last item.

### Proposal

```
CarouselView(
  isInfinite: true,
  // ...
)
```
Repository: ant-design
Issue: Tour组件的steps传入变量较多时候，引导框可能会不生效。
Labels: unconfirmed

### Reproduction link

[https://github.com/ffffhx/antd-tour-bug.git](https://github.com/ffffhx/antd-tour-bug.git)

### Steps to reproduce

当Tour的steps属性传入变量较多时候。首先点击屏幕中间上方的蓝色按钮，然后会出现三个小按钮。点击stepGroup1（或者stepGroup2）按钮，然后走完这7步引导（引导步骤只有6步以及以上才会出现这个bug，5步以及一下不管传入什么，都不会出现该bug），再点击stepGroup3的按钮，这个时候不会出现引导，即stepGroup3的引导失效。我如果把这些变量统一用一个变量step来维护，只给steps属性传入step，就能够正常运行（点击stepGroup1，完成这7步引导之后，再点击stepGroup3就会照常显示引导）。

### What is expected?

点击stepGroup1，完成这7步引导之后，再点击stepGroup3就会照常显示引导。

### What is actually happening?

点击stepGroup1，完成这7步引导之后，再点击stepGroup3，stepGroup3的引导就会失效。

| Environment | Info |
| --- | --- |
| antd | 5.23.0 |
| React | React-18 |
| System | windows11 |
| Browser | Google 131.0.6778.205  |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: WebSocket Chat Demo - client not connecting on 4.4-dev7 (works on 4.3)
Labels: bug,topic:network,regression

### Tested versions

- Reproducible in Godot 4.4-dev7
- Not Reproducible in Godot 4.3.stable.official (77dcf97d8)

### System information

MacOS - M1 Max - Sequoia 15.2

### Issue description


WebSockets (via WebSocketPeer) are unable to connect to a server when exported to the web.

### Steps to reproduce

*Steps to reproduce*
Download the [WebSocket Chat Demo](https://github.com/godotengine/godot-demo-projects/tree/master/networking/websocket_chat)
Open in Godot v4.4-dev7
Run one instance in the usual debug mode (This will be your Server)
Run another as a HTML export or via Remote Debug > 'Run In Browser' (This will be the Client)

Start the Server in the debug instance
In your browser instance try to connect one of the Clients and you'll see that it fails without any console errors

If you repeat the same steps using Godot 4.3 it work without issue.

### Minimal reproduction project (MRP)

https://github.com/godotengine/godot-demo-projects/tree/master/networking/websocket_chat