sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ui
Issue: [bug]: toggle in tooltip is not working
Labels: bug

### Describe the bug

I have this code:
```
<TooltipProvider>
  <Tooltip>
    <TooltipTrigger asChild>
      <Toggle
        variant="outline"
        aria-label="Toggle love"
        className="pl-2.5"
      >
        <HeartPlusIcon className="h-6 w-6 mr-2" />
        Love
      </Toggle>
    </TooltipTrigger>
    <TooltipContent side="bottom">
      <span>Love this event</span>
    </TooltipContent>
  </Tooltip>
</TooltipProvider>
```

Now, the toggle is not working. And my temporary solution is not to use `asChild` property in `TooltipTriger`, but it will come to another problem which is `<button>` in `<button>`.

### Affected component/components

Tooltip, Toggle

### How to reproduce

Just import tooltip, and toggle, and use them like the code above

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Chrome, Edge
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: transformers
Issue: Why there is no LlavaForSequenceClassification ?
Labels: Feature request

### Feature request

Need of LlavaForSequenceClassification class in '`src/transformers/models/llava/modeling_llava.py`'..

### Motivation

If there is a LlavaForSequenceClassification class we can use decoder only models for classification tasks. 

### Your contribution

Allow me to contribute to this as I am already working on this model for mental health meme classification for the upcoming AAAI conference.
Repository: godot
Issue: C# scripts let you shadow engine properties
Labels: bug,topic:dotnet

### Tested versions

- Reproducible in
  - v4.2.2.stable.mono.official [15073afe3]
  - v4.3.beta.mono.custom_build [b97110cd3]

### System information

Godot v4.2.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

It is possible to shadow engine properties on nodes with C# scripts. For instance, we can see in the linked capture that I shadow the `visible` property of `CanvasItem`. Not only the two properties (mine, and the engine's) appear to be linked in the inspector (checking one box checks the other), but the C# property seems to take precedence on the engine one (the node visibility doesn't change any more when the value change).

https://github.com/godotengine/godot/assets/437025/914f59be-b514-4492-9e46-c8e0dbbba108

Of course, the issue is not limited to the inspector. If I try to set the `visible` property on that node from GDScript, it won't actually set `CanvasItem.visible`.

### Steps to reproduce

- Attach the following script to your node.
  ```cs
  using Godot;

  public partial class Foo : Sprite2D
  {
	  [Export]
	  private bool visible;
  }
  ```
- Enjoy.

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/16115651/MRP.zip)
Repository: PowerToys
Issue: FancyZones activates when waking
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.82.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

Often when I return to my computer after being away for a while, or when I log in using remote desktop at home, fancy zones will activate when I drag a window even if I am not holding the activation shortcut. So I will drag a window and it will snap to a zone and I will see the zones appear on the screen even though the shortcut was not pressed (shortcut is shift on my computer). It only does it once and then functions properly, but is annoying. Thanks!

### ✔️ Expected Behavior

Dragging a window without the shortcut key held should not activate fancy zones

### ❌ Actual Behavior

Fancy zones activates when shortcut key is not pressed

### Other Software

_No response_
Repository: storybook
Issue: [Bug]:  Cannot set property mark of #<Object> which has only a getter
Labels: bug,needs triage

### Describe the bug

Strorybook cant render some components, crashed with error

<img width="1410" alt="image" src="https://github.com/storybookjs/storybook/assets/185285/fbf2f68d-7e42-4a88-81fd-81bf5609d854">


### Reproduction link

https://github.com/Gemunion/mui-rte

### Reproduction steps

git clone git@github.com:Gemunion/mui-rte.git
cd mui-rte
npm i
npm run storybook

navigate to http://localhost:6006/
switch to Custom Inline Toolbar

### System

```bash
System:
    OS: macOS 14.4
    CPU: (10) arm64 Apple M1 Max
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 22.4.0 - ~/.nvm/versions/node/v22.4.0/bin/node
    npm: 10.8.1 - ~/.nvm/versions/node/v22.4.0/bin/npm <----- active
  Browsers:
    Chrome: 120.0.6099.109
    Safari: 17.4
  npmPackages:
    @storybook/addon-essentials: 8.1.11 => 8.1.11 
    @storybook/addon-interactions: 8.1.11 => 8.1.11 
    @storybook/addon-links: 8.1.11 => 8.1.11 
    @storybook/addon-viewport: 8.1.11 => 8.1.11 
    @storybook/builder-webpack5: 8.1.11 => 8.1.11 
    @storybook/preset-create-react-app: 8.1.11 => 8.1.11 
    @storybook/react: 8.1.11 => 8.1.11 
    @storybook/react-webpack5: 8.1.11 => 8.1.11 
    storybook: 8.1.11 => 8.1.11
```


### Additional context

fork-ts-checker-webpack-plugin seems outdated
Repository: godot
Issue: FBX Instance Shader Parameter not Shown.
Labels: topic:import,topic:3d

### Tested versions

- Reproducible in: 4.3.beta

### System information

Windows 11 - Intel Iris Xe - Forward+ - Vulkan

### Issue description

Imported two models in my scene, one in FBX and other in OBJ. I setup my shaders on these models, my shader have one Instance Uniform. In the OBJ model the Instance Shader Parameter is Shown in the GeometryInstance3d Inpector Panel but in the FBX its not. I need to open the FBX as New Inherited Scene and tweak the Instance Shader Parameter for each  material in the mesh (if my fbx mesh has 3 materials with the same shader i need to change the instance parameter in each shader). 

**FBX model, no Shader Instance Shader Parameter in the Inspector panel**
![oak_fbx](https://github.com/godotengine/godot/assets/166422533/b0ff5365-9e3e-4933-9321-ec2e1def4705)

**OBJ model, there is the Instance Shader Parameter in the Panel**
![spruce](https://github.com/godotengine/godot/assets/166422533/89635335-0306-4e85-89b5-449ff58cf485)


### Steps to reproduce

drag fbx to scene, setup material and shaders on new inherited scene (because i cant edit fbx materials direct in the model panel).
drag obj to scene, setup materials and shaders, save as new branch scene . I can change the Instance Shader parameter direct on the model in the scene without open it as new inherited scene.

### Minimal reproduction project (MRP)


[Shader_Demo.zip](https://github.com/user-attachments/files/16116488/Shader_Demo.zip)
Repository: ui
Issue: [bug]: Command Items fail to receive pointer events even when not disabled
Labels: bug

### Describe the bug

With the recent changes coming in from #4181, the CSS classes specified for `CommandPrimitive.Item` have changed:
https://github.com/shadcn-ui/ui/blob/c8ad3c26d267d3d1e052d0d4899c0af28967fd31/apps/www/registry/default/ui/command.tsx#L120

The problematic change is going from
```
data-[disabled=true]:pointer-events-none data-[disabled=true]:opacity-50
```
to
```
data-[disabled]:pointer-events-none data-[disabled]:opacity-50
```

which is not picked up correctly for me in Chrome Version 126.0.6478.127 (arm64) on MacOS.
I haven't looked through the rest of the PR but the name suggests it focuses on Charts, so seeing such changes included to the Command, I think there is a risk of similar changes/issues in other parts as well.

### Affected component/components

Command (i.e., Command, Combobox, etc.)

### How to reproduce

1. Include any Command demo (e.g. Command, Combobox), and do not disable Command Items

**Expected:** Command Items should be selectable with a cursor
**Actual:** Command Items items are always greyed out and no longer selectable with a cursor

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Google Chrome 126.0.6478.127 (arm64)
macOS 14.5
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Backport AnimationPlayer editor zoom towards current timeline position to 3.x
Labels: enhancement,topic:editor,usability,topic:animation

### Tested versions

v3.6.beta5.official [2a347ab86]

### System information

w10 64

### Issue description

The zoom should focus on the current position of the bar, however, it zooms to the start of the track.
I don't know if it's a bug or an improvement.

![shaderagua gif](https://github.com/godotengine/godot/assets/19652075/8af0a5a6-a3a8-4f80-a663-0fa40ae8ef7d)


### Steps to reproduce

...

### Minimal reproduction project (MRP)

...
Repository: flutter
Issue: Proposal: prioritize migration for customer-facing code
Labels: d: api docs,d: examples,a: first hour,a: quality,customer: crowd,P3,team-framework,triaged-framework

The current state of the [`Checkbox` API docs](https://api.flutter.dev/flutter/material/Checkbox-class.html#longSnippet1):

[![checkbox docs](https://github.com/flutter/flutter/assets/10457200/7649091d-569e-494c-ac81-f925039e2e4b)](https://api.flutter.dev/flutter/material/Checkbox-class.html#longSnippet1)

In some sense, every part of an open source project is "customer-facing", but I think it's especially important for links & examples shown on [api.flutter.dev](https://api.flutter.dev/) to be up-to-date.
Repository: ui
Issue: B&W Mode or Colorblind Users Can’t Distinguish Between Stacked Datasets
Labels: bug

### Describe the bug

When I toggle to the black and white color preset or test the charts as a colorblind user, I can’t distinguish between datasets on the stacked charts. 

### Affected component/components

Stacked Charts

### How to reproduce

1. Toggle on the B&W color preset
2. Visit any stacked chart
3. On hover, you won’t be able to truly distinguish between datasets. 

### Codesandbox/StackBlitz link

I don’t think you really need a link 

### Logs

```bash
Logs are unnecessary because this is a UX problem
```


### System Info

```bash
I was looking on Safari for iOS but I assume anyone would find this on all supported browsers.
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: rustdoc leaks `ident` macro meta-variables in non-literal const exprs in assoc tys & impl trait refs (excl. self ty)
Labels: T-rustdoc,A-macros,C-bug,A-const-generics

Minimal reproduction:

```rust
pub struct S<const A: bool>;

pub const TRUE: bool = true;

macro_rules! example {
    ($unexpanded:ident) => {
        impl core::ops::Add<S<$unexpanded>> for S<$unexpanded> {
            type Output = S<$unexpanded>;

            fn add(self, _: S<$unexpanded>) -> Self::Output {
                S::<$unexpanded>
            }
        }
    };
}

example!(TRUE);
```

When I generate documentation for this with `cargo doc`, the documentation for `S`'s trait implementations says
```rust
impl Add<S<$unexpanded>> for S<TRUE>
type Output = S<$unexpanded>
```

I expected the documentation to document the expanded code. It happens with both 1.79 and nightly.

The problem persists if I change the macro to put `{}` around `$unexpanded`, but then if I pass `true` instead of `TRUE` to the macro, it's expanded and shown as `impl Add for S<{ true }>` and `type Output = S<true>` (without the `{}`)

```
% rustc --version --verbose
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

% rustc +nightly --version --verbose
rustc 1.81.0-nightly (8337ba918 2024-06-12)
binary: rustc
commit-hash: 8337ba9189de188e2ed417018af2bf17a57d51ac
commit-date: 2024-06-12
host: aarch64-apple-darwin
release: 1.81.0-nightly
LLVM version: 18.1.7
```
Repository: godot
Issue: Pixel Snap jitters with CanvasItems moving at different speeds
Labels: bug,topic:rendering,topic:2d

### Tested versions

- Reproducible since pixel snap was added

### System information

Godot v4.3.beta (2729fc465) - Linux Mint 21.3 (Virginia) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (nvidia; 535.183.01) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads)

### Issue description

Since pixel snap was added, it has worked by snapping canvas items to whole numbers when rendering, whether that's by ceil, floor, round or another method. A persistent issue arises when you have things in motion at a different speed than the camera. This includes moving platforms, parallax backgrounds, or moving actors on screen. If another canvas item is moving at a different speed in the same or opposite direction from the camera's movement, the difference in whole number positions will jump back and forth between values, making the items appear to jitter on screen.

Below is an example using parallax:

https://github.com/godotengine/godot/assets/21325943/73b1f07b-9e11-452c-aeaa-43bbc9030001

This has been a known issue for a long time, and is the expected behavior, but certainly not the desired behavior. A maintainable solution hasn't been proposed yet, but I thought it'd be worth it to make a formal issue, so users know we're aware.

### Steps to reproduce

Have a resolution where the individual pixels are visible.
Set the stretch mode to viewport, aspect to keep, and integer scaling mode.
Turn 2D pixel snapping on.
Display objects with different motion than the camera like a parallax node.
Scroll around.

### Minimal reproduction project (MRP)

This is set up with engine speed at a 0.1 multiplier and printing the positions of both the parallax node and the camera, and the difference between the two when pixel snap is active.
You can see while you're scrolling that the difference between the two jumps back and forth between two values.

[camerajitter.zip](https://github.com/user-attachments/files/16116967/camerajitter.zip)
Repository: next.js
Issue: Next.js 15 redirect() to parallel route causes infinite reload
Labels: create-next-app,bug,Navigation,TypeScript,Parallel & Intercepting Routes

### Link to the code that reproduces this issue

https://github.com/dalkommatt/redirect-parallel-route-infinite-reload

### To Reproduce

1. pnpm dlx create-next-app@rc
2. Create @modal parallel route with (.)login, catchAll and default  
 ![image](https://github.com/vercel/next.js/assets/1041446/1025bc89-9328-4734-b54a-cad3a11f7421)
```jsx
export default function ModalLoginPage() {
  return (
    <div className="absolute inset-0 flex items-center justify-center bg-black/[.5] dark:bg-white/[.5]">
      <h1>Login here</h1>;
    </div>
  );
}
```
```jsx
export default function CatchAll() {
    return null
  }
```
```jsx
export default function Default() {
  return null
}
```
3. Create a `/login` route 
![image](https://github.com/vercel/next.js/assets/1041446/fe34935e-9925-4fdb-9937-cddca9681419)
```jsx
export default function LoginPage() {
  return <h1>Login here</h1>;
}
```
4. `redirect('/login')` from `'/'`
 ```jsx 
export default function Home() {
  const user = false;
  if (!user) {
    redirect("/login");
  }
/* default home page return */
```

### Current vs. Expected behavior

Current: Infinitely reloads `/login`
Expected: Opens model route


### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Education
  Available memory (MB): 32506
  Available CPU cores: 16
Binaries:
  Node: 18.18.0
  npm: N/A
  Yarn: N/A
  pnpm: 9.0.4
Relevant Packages:
  next: 15.0.0-rc.0 // Latest available version is detected (15.0.0-rc.0).
  eslint-config-next: 15.0.0-rc.0
  react: 19.0.0-rc-f994737d14-20240522
  react-dom: 19.0.0-rc-f994737d14-20240522
  typescript: 5.5.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

create-next-app, Navigation, Parallel & Intercepting Routes, TypeScript

### Which stage(s) are affected? (Select all that apply)

next dev (local), next start (local), Vercel (Deployed)

### Additional context

Tested on both RC and canary versions of Next.js 15
Repository: vscode
Issue: Move up/down should jump over folded lines
Labels: feature-request,editor-folding,editor-commands

<!-- ⚠️⚠️ 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. -->
Moving a collapsed region up and down through others collapsed regions (without entering and un-collapsing them) with the same command as moving up and down a single line

I was wondering: [Atom Editor](https://github.com/atom/atom/releases/tag/v1.60.0) had the feature out of the box.
Can just anyone of VS Code grab from Atom and adapt it to VSCode?

It's really frustranting...

I miss very much Atom still today for this...
Repository: deno
Issue: HTTP/1.1: Chunked message bodies incorrectly terminated on `\r\n\r\n` instead of `0\r\n\r\n`
Labels: bug,upstream,ext/http

# Version
```
deno 1.44.4 (debug, x86_64-unknown-linux-gnu)
v8 12.7.224.9
typescript 5.5.2
```

# Description
Deno HTTP/1.1 servers allow chunked message bodies to be terminated by `\r\n\r\n` alone (i.e., not `0\r\n\r\n`).

# To reproduce
1. Run a Deno HTTP server that echos back message bodies, such as [this one](https://github.com/narfindustries/http-garden/blob/main/images/deno/app.js).
2. Send it a chunked request that's missing the final chunk-size, and extract the echoed message body:
```sh
printf 'POST / HTTP/1.1\r\nHost: whatever\r\nTransfer-Encoding: chunked\r\n\r\n1\r\nZ\r\n\r\n\r\n' \
    | timeout 1 nc localhost 80 \
    | grep '"body"' \
    | jq '.["body"]' \
    | xargs echo \
    | base64 -d \
    | xxd
```
3. Observe that Deno interprets the message body as `Z`.
```
00000000: 5a                                       Z
```

# Suggested fix
Respond 400 to requests with invalid chunked message bodies. This is what nearly all other HTTP implementations do, including AIOHTTP, Apache httpd, Cheroot, FastHTTP, Go net/http, Gunicorn, H2O, HAProxy, Hypercorn, Jetty, Lighttpd, Nginx, Node.js, Puma, Tomcat, Twisted, Uvicorn, and WEBrick do.
Repository: rust
Issue: Decide on path forward for attributes on expressions
Labels: T-lang,proposed-final-comment-period,disposition-merge,C-discussion,F-stmt_expr_attributes,I-lang-radar

Long ago, we adopted rust-lang/rfcs#16 ("attributes on statements and blocks").  However, it's long been blocked despite the known and compelling use cases for this.

Over in the tracking issue, #15701, @WaffleLapkin explains the nature of what is blocking this and [proposes](https://github.com/rust-lang/rust/issues/15701#issuecomment-2033124217) a path forward:

> From what I understand the issue blocking this is ambiguity -- even if the RFC specifies what `#[meow] 1 + 1` means, it's still not very readable. I think the path forward is to cut this feature to only allow attributes on things that are unambiguous, such as:
> 
> * All kinds of braces: `#[meow] (1 + 1)`, `#[uwu] [1, 2, 3]`, `#[purr] {}` (parethesis/grouping expr, tuples, arrays, blocks)
> * Closures: `#[kwncjhn] || 2`
> * Expressions starting with a keyword: `#[meow] if x {}`, `#[attr] loop { break 'rust; }`, `#[kva] while false {}`, ...
> * etc
> 
> Then we can provide a suggestion to add parenthesis around the expression, if it is not supported:
> 
> ```
> error: meow meow meow ambiguous attribute
>  --> src/main.rs:LL:CC
>    |
> LL |     let x = #[meow] 1 + 1;
>    |
> help: wrap the expression in parenthesis
>    |
> LL |     let x = #[meow] (1 + 1);
>    |                     +     +
> help: wrap the expression in parenthesis (alternative
>    |
> LL |     let x = (#[meow] 1) + 1;
>    |             +         +
> ```

Let's nominate this for discussion so we can decide whether we can unblock this by adopting that proposal.

This may have relevance for whether libs-api would feel the need to stabilize this:

- https://github.com/rust-lang/rust/issues/94745

@rustbot labels +I-lang-nominated +T-lang +C-discussion

cc @rust-lang/lang @WaffleLapkin

Tracking:

- https://github.com/rust-lang/rust/issues/15701
Repository: rust
Issue: ICE: `attempt to subtract with overflow`
Labels: I-ICE,A-parser,T-compiler,C-bug,requires-debug-assertions

<!--
ICE: Rustc ./a.rs '' 'thread 'rustc' panicked at compiler/rustc_parse/src/parser/attr_wrapper.rs:319:41: 'attempt to subtract with overflow'', 'thread 'rustc' panicked at compiler/rustc_parse/src/parser/attr_wrapper.rs:319:41: 'attempt to subtract with overflow''
File: /home/gh-matthiaskrgr/vcs/github/tmp/a.rs
-->

auto-reduced (treereduce-rust):
````rust
fn main() {
    let _ = #[cfg_eval]
    #[cfg(::)]
    0;
}


````

original:
````rust
#![feature(cfg_eval)]
#![feature(stmt_expr_attributes)]

fn main() {
    let _ = #[cfg_eval] #[cfg(generate_mod::CheckDerive)] 0;
    //~^ ERROR removing an expression is not supported in this position
}

````

Version information
````
rustc 1.81.0-dev
binary: rustc
commit-hash: unknown
commit-date: unknown
host: x86_64-unknown-linux-gnu
release: 1.81.0-dev
LLVM version: 18.1.7

````
Repository: TypeScript
Issue: Naked generic type returned from iterator method
Labels: Bug

### 🔎 Search Terms

generic generator static

### 🕗 Version & Regression Information

- I was unable to test this on prior versions because there is still no online version of every-ts bisect

### ⏯ Playground Link

[Link](https://www.typescriptlang.org/play/?#code/N4KABBYMYDYIYGcFgEKIKZlJHYEBc58BLKMAKgG0BlATwFsAjAexgDpj90AnI57gLoAeACoA+ABT4AFsQQAuMCICUWcLg21i6GABMwMuQG51GgL6mwFnLETIAwrL1h0ADy4A7XcjQJMwa0goZg8CA3QwgF4wADMAVw8oEhDyMAlVYDAtHV1Ux2JnMxMbELCANzgYOMxoyjZ6rgJ0gUoABgEjMAB6LqVLYNDWdDYYZgBzCQqq9GVOnrB8vRALEGwg+CRUDDUNCAIiUljmZlFJQwUlDMtdsG50fDjuDwNZBGLdwIhP6A2HJ303J5vFs-FhvgNypVqmBootdGwYsd0nNenD+qUhiNxpMoTMUQt-ssgA)

### 💻 Code

```ts
class Base {
    static *[Symbol.iterator]<T>(this: T) {
        yield this;
    }
}
class Child extends Base {}
const test = function* () { yield* Child };
const value = [...test()][0]; // T
console.log(value); // Child
```


### 🙁 Actual behavior

The result is typed as T, whatever generic parameter outside of generic code means.

### 🙂 Expected behavior

T should be instantiated with Child during a call to `[Symbol.iterator]`

### Additional information about the issue

For regular static method calls it works as expected, by instantiating T

```ts
class Base {
    static foo<T>(this: T) {
        return this;
    }
}
class Child extends Base {}
const value = Child.foo(); // Child
console.log(value); // Child
```

On the other hand, this is a nice way to create unique types for opaque type implementation! 🙃
Repository: transformers
Issue: DirectML storage compatibility issues
Labels: Feature request

### Feature request

I'm trying to run transformers models using DirectML, and it works fine in most cases. However, since Microsoft's DirectML does not support storage, this causes an error whenever an untyped_storage method is involved.


Package versions installed:

torch~=2.3.1
torch_directml=0.2.2.dev240614
transformers=4.42.3


### Motivation

compatibility issues

### Your contribution

I hope there is a way to provide a custom device context method without modifying the transformers source code. In my current use case, I can write compatible code for storage and skip this part.