sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Is `--run-skipped` intended to work on flutter/flutter?
Labels: a: tests,team,c: proposal,P3,c: tech-debt,team-tool,triaged-tool

Both `dart test` and `flutter test` support a `--run-skipped`, which is intended to mean "run tests otherwise that would be skipped". Ideally it would be used to temporarily (either locally or on a `bringup: true` task) run tests that are flaking or failing for reasons that we don't want to affect the mainline tree or development experience.

For example:
```sh
cd flutter/packages/flutter_tools
dart test test/general.shard --run-skipped
```

However, sometimes we use skip to mean the test _can't_ run in this configuration, such as:
```dart
test('...', () {
  // ...
}, skip: !Platform.isWindows ? 'Test only runs on windows' : false);
```

In that case, `--run-skipped` not only can _never_ work, but now the feature cannot be used across the codebase.

For Dart (`dart test`-instrumented) tests, we could use `@TestOn` instead:
```dart
@TestOn('windows')
library;

// ...

void main() {
  test('...', () {
  
  });
}
```

However, my understanding is this feature does not work in `flutter test`, so it would not work everywhere/we would diverge.

It would be awesome to have some instruction, outside of commenting code in/out, how we could run skipped tests but also not run tests that are never intended to run in a given configuration or platform. Ideally (to me) that would mean using `--run-skipped` and perhaps using/supporting `@TestOn` broadly, but that is obviously more work.
Repository: transformers
Issue: Translating attention.md to Chinese
Labels: Documentation,WIP

Hi!

I have translated attention.md into Chinese and here is my PR #34716 .
I would appreciate it if someone could review and comment on it.Thanks!!
Repository: godot
Issue: Allowing PinJoint2D attached RigidBody2D to become perfectly still causes them to ghost in the direction of velocity.
Labels: bug,topic:physics,topic:2d

### Tested versions

- Reproducible in 4.0.stable, 4.1.stable, .4.2.stable, 4.3.stable, 4.4.dev4

### System information

Godot v4.3.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i5-7500 CPU @ 3.40GHz (4 Threads)

### Issue description

When a PinJoint2D attached RigidBody2D becomes perfectly still, the RigidBody2D will begin to ghost forward in the direction of its velocity when it begins to move again.

### Steps to reproduce

Drive the player vehicle slowly into either side of the platform, when it is lodged in the corner it will become perfectly still.
Leave it for a few seconds, after which the wheels will begin to ghost in front of the vehicle towards the direction it is moving when you begin to drive it again.

### Minimal reproduction project (MRP)

[bugtest.zip](https://github.com/user-attachments/files/17760596/bugtest.zip)
Repository: ui
Issue: [bug]: Sheet Component Using Wrong Icon
Labels: bug

### Describe the bug

The CLI still use `import { Cross2Icon } from "@radix-ui/react-icons"` but it should be `import { X } from "lucide-react"` and `<Cross2Icon className="h-4 w-4" />` should be `<X className="h-4 w-4" />`

### Affected component/components

Sheet

### How to reproduce

- Init Shadcn with new york style
- `npx shadcn@latest add sheet`

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
MacOS Ventura
npm 10.8.3
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: ui
Issue: [feat]: add year through dropdown in date picker instead of scrolling
Labels: area: request

### Feature description

The clicking of buttons is alot for a user who wishes to choose a date one decade from now.
One possible fix to this can be to add dates by keyboard, or we can also add a dropdown which lists all the years upon selection.

![image](https://github.com/user-attachments/assets/3923e93a-9810-4f26-b655-0c7cda62c119)



### Affected component/components

date picker, calender, popover

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: deno
Issue: Add Support for Nested Deno Workspaces with Domain/Subdomain 
Labels: suggestion,needs info,workspaces

### 💡 Feature Request: Nested Deno Workspaces

**Description**
Add support for nested workspace configuration in Deno projects to better organize code by domains and subdomains, similar to how pnpm/yarn workspaces work for Node.js.

**Current Situation**
- Currently, Deno projects are typically structured as single workspaces
- No built-in support for organizing multiple related packages in a monorepo structure
- Challenging to maintain domain-driven design with current workspace limitations

**Proposed Solution**
Support nested workspace configuration through:
1. Extended `deno.json` workspace configuration:
```json
{
  "workspace": {
    "domains": {
      "core": "./domains/core",
      "auth": "./domains/auth",
      "api": {
        "public": "./domains/api/public",
        "internal": "./domains/api/internal"
      }
    }
  }
}

basically i want to have domain and subdomain workspace differently in same repository.
Repository: angular
Issue: Documentation should explain the secondary endpoints for library creation
Labels: area: docs

### Describe the problem that you experienced

Currently angular documentation doesn't explain about secondary endpoints for library creation https://github.com/ng-packagr/ng-packagr/blob/main/docs/secondary-entrypoints.md . I struggled it for 3 days without this piece of information. 

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

https://angular.dev/tools/libraries/creating-libraries

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

_No response_

### 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

```true

```

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

```true

```

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

```true

```
Repository: angular
Issue: HttpClient fails to capture error when an JSON parse error occurs due to string size limit and instead sets response to null and completes without error.
Labels: breaking changes,area: common/http

### Which @angular/* package(s) are the source of the bug?

common

### Is this a regression?

No

### Background
Chromium based browsers have a max string size of 512 MiB.
We are trying to fetch a large amount of JSON data to the browser.
The request is a POST request which is streamed from a Spring Boot  REST API with Spring Boots _StreamingResponseBody_

### Bug

When trying to fetch more than 512MiB of JSON data HttpClient Seems to not cope with it. Instead of getting an error, the request completes like it would be a success, but the response body is null. 
```
//fetch 600mb of JSON data
this.salesRowService.getSalesRows().subscribe(
  {
    next: salesResponse => {
        console.log(salesResponse); // null
    }, 
    error:(error) => {
        //is also not an error
    }
  }
);
```
When doing the same request with jQuery, the error callback is executed as expected, with:
`statusText:  parseerror`
### Expectation
I expect the error() callback to be executed instead of the next() with a null response
### Notes
This only happens on Chromium. Firefox has a larger max string size.

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 18.2.5
Node: 22.9.0
Package Manager: npm 10.8.3
OS: win32 x64

Angular: 18.2.5
... animations, cdk, cli, common, compiler, compiler-cli, core
... forms, language-service, localize, platform-browser
... platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1802.5
@angular-devkit/build-angular   18.2.5
@angular-devkit/core            18.2.5
@angular-devkit/schematics      18.2.5
@schematics/angular             18.2.5
rxjs                            7.8.1
typescript                      5.5.4
zone.js                         0.14.10
```
Repository: pytorch
Issue: Apple Silicon Unified Memory usage
Labels: triaged,enhancement,module: mps

### 🚀 The feature, motivation and pitch

Since Mac with apple silicon has unified memory, why in PyTorch we still need to copy tensors from cpu and mps? This will double the memory usage? Can we use MTLStorageMode.shared which is explained in metal documentation in https://developer.apple.com/documentation/metal/resource_fundamentals/choosing_a_resource_storage_mode_for_apple_gpus

### Alternatives

_No response_

### Additional context

_No response_

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: ollama
Issue: The fine tuned codegemma model exhibits abnormal performance
Labels: bug,needs more info

### What is the issue?

I downloaded the codegemma and codellama models from Huggingface and fine tuned them using llama factory. After importing the fine tuned model into Ollama, Codellama works normally, while the Codegemma model seems to have not learned the knowledge of the fine tuned dataset. Similarly, importing the fine tuned codegemma model into llama factory works normally. I have made multiple modifications to the modelfile file when creating the codegemma, but it has not been effective. May I ask what the reason is and how can I resolve it? thank you
ollama：0.4.1
llama factory:0.8.3
codegemma：https://huggingface.co/google/codegemma-7b
codellama：https://huggingface.co/codellama/CodeLlama-7b-hf

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.4.1
Repository: vscode
Issue: Have a way to interact with things in the account menu via the Command Palette
Labels: feature-request,authentication

In case the Account menu is hidden, we should have an alternative way to interact with accounts
Repository: deno
Issue: fmt: support formatting css inside styled-tagged template literal
Labels: upstream,suggestion,deno fmt

Input script:
```js
const Bar = styled.div`
  margin: 1px;
    padding: 2px;
`;
```

Prettier output:
```js
const Bar = styled.div`
  margin: 1px;
  padding: 2px;
`;
```

`deno fmt` output (no change):
```js
const Bar = styled.div`
  margin: 1px;
    padding: 2px;
`;
```

Deno now has builtin css formatter. I think `deno fmt` should format the css code inside tagged template literals. (prettier seems detecting the embedded language from the tag symbol)

---
Note: This issue comes from the user interview with some enterprise tech team. This is the blocker for them to use `deno fmt` for their frontend code base.
Repository: go
Issue: net: TestUDPServer/10 failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "net" && test == "TestUDPServer/10"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8731230418610381825)):

    === RUN   TestUDPServer/10
        server_test.go:258: udp [::ffff:0.0.0.0]:0<-127.0.0.1
        server_test.go:322: server: read udp [::]:64467: i/o timeout
        server_test.go:315: client: read udp4 127.0.0.1:52418: i/o timeout
    --- FAIL: TestUDPServer/10 (3600.00s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Can't have a null resource in import defaults of EditorImportPlugin
Labels: bug,topic:editor,topic:import

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Windows 10, Vulkan forward +, Nvidia 3070

### Issue description

I'm trying to add an optional resource that can be specified in an importer as a preset to get around the shortcomings of the current preset system for imports mentioned here: https://github.com/godotengine/godot-proposals/issues/8350

Unfortunately, I cannot add an optional preset resource, as it seems impossible to have a resource type in the importer that can be set to null.

![image](https://github.com/user-attachments/assets/b48c16a7-baa8-48ee-9116-8f8bf1f95e46)

In this example, "preset_not_null" behaves as a resource and the editor allows users to specify a different resource or create a new one as normal.  "preset_null", however just displays "<null>" and clicking on the box does nothing, even though the hints are set up exactly the same.

If you right click and clear the preset_not_null, it will simply revert back to the default value.

I've also tried setting a "default_value" of Resource, which appears to work, until the .import file is read again, at which point there is an error parsing it and the import options are completely gone:

![image](https://github.com/user-attachments/assets/c26cde6d-e68e-47e6-aaae-7958afbf37d4)

The errors are
* Class 'GDScriptNativeClass' or its base class cannot be instantiated.
* core\io\config_file.cpp:304 - ConfigFile parse error at res://levels/test_bspx.bsp.import:14: Can't instantiate Object() of type: GDScriptNativeClass.

Not setting the default_value isn't an option, as that errors out.

### Steps to reproduce

Create an importer with a resource type in the importer options defaults, ex:
```gdscript
func _get_import_options(_path : String, preset_index : int):
	match preset_index:
		Presets.DEFAULT:
			return [
			{
				"name" : "preset_not_null",
				"default_value" : preload("res://addons/whatever_import/preset_example.tres"),
				"property_hint" : PROPERTY_HINT_RESOURCE_TYPE,
				"hint_string" : "WhateverImportPreset"
			},
			{
				"name" : "preset_null",
				"default_value" : null,
				"property_hint" : PROPERTY_HINT_RESOURCE_TYPE,
				"hint_string" : "WhateverImportPreset"
			},
			]
		_:
			return []
```

Note that if the default value is set to null, the property cannot be used as a resource.  If a resource is added by default, setting the resource to null will cause the resource to go back to the default value.

### Minimal reproduction project (MRP)

[import_resource_null.zip](https://github.com/user-attachments/files/17770827/import_resource_null.zip)
Repository: vscode
Issue: Vscode doesn't respect the login shell on MacOS
Labels: bug,macos,linux,confirmation-pending,terminal-profiles


Type: <b>Bug</b>

1. install and config a miniconda.
2. `brew install xonsh`
3. add `/opt/homebrew/bin/xonsh` to `/etc/shells`
4. on conda base env, run `pip install xonsh`
5. add `/opt/homebrew/Caskroom/miniconda/base/bin/xonsh` to `/etc/shells`
6. `chsh -s /opt/homebrew/Caskroom/miniconda/base/bin/xonsh` to change the login shell
7. reboot
8. open iterm2. the shell is `/opt/homebrew/bin/xonsh`, which shows that the login shell is changed.
9. open vscode. open integrated terminal. the terminal looks like a "xonsh", but actually it is `/opt/homebrew/bin/xonsh` instead of the login shell `/opt/homebrew/Caskroom/miniconda/base/bin/xonsh`

And some tries:
1. I try to `chsh -s /bin/bash`, reboot, and `chsh -s /opt/homebrew/Caskroom/miniconda/base/bin/xonsh`. no help.
2. I try to `brew uninstall xonsh`. Then I open vscode terminal. It exits quickly. But the second time I open vscode terminal, It works.
3. I try to remove `/opt/homebrew/bin/xonsh` from `/etc/shells`, reboot. It works.


It seems like vscode deeply relay on /etc/shells to determine which shell to start.

By the way, on MacOS, when I change the login shell, vscode must requires a reboot to notice that the login shell has been changed. This bothers me little because I can accept a reboot. But this time it is a real bug.


---
VS Code version: Code 1.95.3 (f1a4fb101478ce6ec82fe9627c43efbf9e98c813, 2024-11-13T14:50:04.152Z)
OS version: Darwin arm64 24.0.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M1 Pro (10 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled<br>webnn: disabled_off|
|Load (avg)|118, 39, 15|
|Memory (System)|32.00GB (19.20GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (28)</summary>

Extension|Author (truncated)|Version
---|---|---
better-comments|aar|3.0.2
gitlens|eam|16.0.0
prettier-vscode|esb|11.0.0
code-runner|for|0.12.2
shell-format|fox|7.2.5
copilot|Git|1.245.0
copilot-chat|Git|0.22.2
vsc-python-indent|Kev|1.18.0
vscode-color-identifiers-mode|Mat|1.3.0
vscode-language-pack-zh-hans|MS-|1.95.2024103009
black-formatter|ms-|2024.4.0
debugpy|ms-|2024.12.0
flake8|ms-|2023.10.0
isort|ms-|2023.13.13171013
python|ms-|2024.20.0
vscode-pylance|ms-|2024.11.2
jupyter|ms-|2024.10.0
jupyter-keymap|ms-|1.1.2
jupyter-renderers|ms-|1.0.21
vscode-jupyter-cell-tags|ms-|0.1.9
vscode-jupyter-slideshow|ms-|0.1.6
remote-ssh|ms-|0.115.1
hexeditor|ms-|1.11.1
remote-explorer|ms-|0.4.3
material-icon-theme|PKi|5.14.1
datetime|rid|2.2.2
code-spell-checker|str|3.0.1
sort-lines|Tyr|1.12.0


</details>
<!-- generated by issue reporter -->
Repository: godot
Issue: Disable V-Sync mode, memory leak occurs when running the project.
Labels: bug,topic:rendering

### Tested versions

- Reprotducible in Godot v4.3.stable.mono/Godot v4.3.stable

### System information

Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 32.0.15.6590) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

### Issue description

Version: Godot v4.3.stable.mono / Godot v4.3.stable
Issue Description: When I set Project -> Project Settings -> Display -> Window -> V-Sync -> Disabled, a memory leak occurs after running the project, with a rate of approximately 2MB every 5 seconds. This bug also occurs even when there is only a single Node2D in the scene. Please refer to the demonstration video for more details. 
[video](https://youtu.be/cLDg1aUg20g)

### Steps to reproduce

Steps to reproduce the issue:  
1. Go to `Project -> Project Settings -> Display -> Window -> V-Sync -> Disabled`  
2. Run any project  
3. Observe the memory usage of the process

### Minimal reproduction project (MRP)

"N/A"
Repository: excalidraw
Issue: Support converting line to arrow
Labels: enhancement,UX/UI

I have made some lines, rotated and aligned them nicely, but now I realize I wanted them to be arrows instead. Could an option to directly convert the line to an arrow be added, to avoid having to redraw? Maybe the arrow heads option could be added to lines as well instead of a dedicated option to convert?

(Tried looking for this everywhere, but couldn't figure it out, apologies if this is already supported!)
Repository: tauri
Issue: [feat] Are there plans to support hot updates?
Labels: type: feature request

### Describe the problem

Hot updates are a very common way to update apps on mobile devices. It is often unwise to ask users to re-download the entire app to fix a minor issue. Hot updates have many advantages over [full updates](https://v2.tauri.app/plugin/updater).

### Describe the solution you'd like

This functionality is similar to [eas-update](https://docs.expo.dev/eas-update/introduction) or [code-push](https://learn.microsoft.com/en-us/appcenter/distribution/codepush).

### Alternatives considered

_No response_

### Additional context

Almost all technology stacks that use `js|html|css` for application development on mobile devices support this function.
Repository: angular
Issue: Signal boolean check without getter inside template causes silent failure
Labels: area: compiler,compiler: extended diagnostics,cross-cutting: signals

### Which @angular/* package(s) are relevant/related to the feature request?

language-service

### Description

When using Angular signals in template conditions, failing to call the getter (missing parentheses) results in a silent failure with no type checking or linting errors.

```typescript
export class SomeComponent {
	showHeadline = signal<boolean>(false);
	headline = signal<string>('Hello World!');
}

@if (showHeadline) { // not calling the getter is truthy
	<h1>{{ headline() }} </h1>
}
```

This can lead to subtle bugs where conditional rendering always evaluates to true, regardless of the signal's actual value.

### Proposed solution

The Angular Language Service should:

- Show a type error or warning when a signal is used without its getter in conditional statements


### Alternatives considered

- Suggest adding parentheses to access the signal's value
Repository: bitcoin
Issue: Discover() will not run if listening on any address with an explicit bind=0.0.0.0
Labels: P2P,good first issue

### Current behaviour

https://github.com/bitcoin/bitcoin/blob/85bcfeea23568053ea09013fb8263fa1511d7123/src/init.cpp#L1890-L1892

`Discover()` will run only if we are listening on all addresses (`bind_on_any` is `true`). However if `-bind=0.0.0.0:port` is explicitly given, then `bind_on_any` will end up being `false` and thus `Discover()` will not run when it should.

### Expected behaviour

Discover own addresses even if `-bind=0.0.0.0:port` is given.

### Steps to reproduce

Use `-bind=0.0.0.0:port`.

### How did you obtain Bitcoin Core

Compiled from source

### What version of Bitcoin Core are you using?

master@85bcfeea23568053ea09013fb8263fa1511d7123

### Operating system and version

Windows 3.11

### Background

See https://github.com/bitcoin/bitcoin/issues/31133#issuecomment-2477231557
Repository: PowerToys
Issue: Failed to load WinUI3Apps/PowerToys.<various>.dll
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.85.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Installer

### Steps to reproduce

I permormend from within PowerToys and upgrade from a most recent version which then failed with many PowerToys errors for many DLLs, one of these being captured to illustrate. 

### ✔️ Expected Behavior

Install the seamlessly install and upgrade a fully working PowerToys app!

### ❌ Actual Behavior

Installer ran and then failed with multiple errors. 

### Other Software

![Image](https://github.com/user-attachments/assets/f94086c1-5fea-4933-9ba1-043c88a27e00)
Repository: angular
Issue: Add `outputFromSignal` function or one-way model
Labels: area: core,core: reactivity,cross-cutting: signals

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

Note: this was suggested before in #56923 but I want to argue the case again.

In the current Angular signal ecosystem the lack of a `outputFromSignal` function or something feels very unnatural.
The argument against it is that mostly that "signals are for state and outputs for events".

However this distinction is not so strictly enforced in the rest of the ecosystem:
- We get two-way binding using `model`. 
- One can convert a signal to an Observable with `toObservable` and create an output from an Observable with `outputFromObservable`. You could argue that this is needed because Observables can both be used for events and state, but that in itself is an argument against being strict here.

Another way to look at it is:
- We have one way binding into a child component using `input`.
- We have two way binding with a child component using `model`.
- We don't have a signal way of one way binding out of the child component.

### Proposed solution

Implement `outputFromSignal` or something similar.


### Alternatives considered

Other patterns (effect, service etc). But for this simple case they are unnecessarily unwieldy and complicated.