sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: RangePicker 设置disabled={[true, false]} 并且同时设置 disabledDate={(current) => current && current < dayjs().startOf('day')}，endDate无法修改
Labels: Inactive,improvement

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-hfxqdi?file=demo.tsx)

### Steps to reproduce

参照 https://stackblitz.com/edit/react-hfxqdi?file=demo.tsx

### What is expected?

startDate禁用，且endDate 可以修改日期

### What is actually happening?

startDate禁用，endDate 未禁用但无法修改日期

| Environment | Info |
| --- | --- |
| antd | 5.17.3 |
| React | ^17.0.0 |
| System | macOS 14.1.1 (23B81) |
| Browser | 125.0.6422.142（正式版本） (arm64) |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: `Shadow` Gradient in TextField
Labels: a: text input,c: new feature,c: proposal,P3,team-text-input,triaged-text-input

### Use case

In the `Shadow` and `BoxShadow` in the `TextField` widget, none of them have the ability to adjust the gradient and only get a fixed color.


### Proposal

I suggest adding Gradient option to Shadow to create designs like below

![photo_2024-06-27_11-20-22](https://github.com/flutter/flutter/assets/20955005/0af455d0-fb93-4cb2-a50c-76898d54bc6d)
Repository: three.js
Issue: Allow to Use Roughness for SSR in Three.js
Labels: Addons

### Description

I am using post-processing with WebGL 2.0 and encountered a limitation in the SSRShader. Currently, the shader uses only the metalness value to determine if SSR should be applied to a fragment:

```
float metalness = texture2D(tMetalness, vUv).r;
if (metalness == 0.0) return;
```

This limitation results in the same glossy reflection for all objects, regardless of their surface properties.


### Solution

I propose to extend the SSRShader functionality by utilizing both metalness (for opacity/alpha SSR) and roughness (to determine the strength of SSR reflections). I have customized the shader to use ORM textures and modified it as follows:

```
float roughness = texture2D(tReflectance, vUv).g;
float metalness = texture2D(tReflectance, vUv).b;
if (metalness == 0.0) return;

float reflectionStrength = 1.0 * roughness;
gl_FragColor.xyz = reflectColor.xyz * reflectionStrength;
gl_FragColor.a = op * roughness * metalness;
```

This modification allows achieving more realistic reflections by adjusting their strength based on the roughness value.

### Alternatives

Currently, the only alternative is to manually customize the shader code to incorporate roughness, as shown above. This approach is not ideal for all users and may lead to inconsistencies and maintenance challenges.

### Additional context

Supporting roughness in the SSRShader to blur reflections based on roughness strength would allow for more accurate and varied reflections, improving visual realism for both metallic and non-metallic surfaces. This enhancement would greatly benefit the Three.js community and enhance the overall rendering quality.

Thank you for considering this request.
Repository: godot
Issue: Node3D objects will not render when changing scale
Labels: discussion,documentation,topic:3d

### Tested versions

v4.3.beta2.official [b75f0485b]

### System information

Godot v4.3.beta2 - macOS 14.5.0 - Vulkan (Mobile) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

MeshInstance3D objects will not render when changing SecondNode3D scale.
Code when hidden
```
mesh_instance.scale = Vector3(0.6, 0.6, 0)
```
But when I use the following code, it will render
```
mesh_instance.scale = Vector3(0.6, 0.6, 0.6)
```

I'm not sure if this is correct

### Steps to reproduce

```
extends Node3D

@onready var mesh_instance = $Camera3D/Node3D

func _ready() -> void:
	change_size()

func change_size():
	mesh_instance.scale = Vector3(0.6, 0.6, 0)
```

### Minimal reproduction project (MRP)

Scene tree structure:

![20240627-155554](https://github.com/godotengine/godot/assets/25049229/c965ac97-3e62-4d1d-9032-ff8e7a9a1889)
Repository: godot
Issue: High CPU usage in web export in Linux when max FPS is set
Labels: bug,platform:web,topic:rendering,performance

### Tested versions

Reproduces in:
- v4.3.beta2.official [b75f0485b]
- v4.2.2.stable.official [15073afe3]

Doesn't seem to reproduce in Windows, although my hardware there is different. In Linux I tested with Firefox and Chromium and it reproduces in both.

### System information

Arch Linux <span>#</span>1 SMP PREEMPT_DYNAMIC Sun, 16 Jun 2024 19:06:37 +0000 - Tty - GLES3 (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)

### Issue description

Web export uses too much CPU. The usage starts high, then usually drops for a bit to where it normally is. Then after some seconds it starts to climb until it caps out a processor.

### Steps to reproduce

- Create a new project
- Set max FPS to 60
- Add default web export configuration
- Select Remote Debug -> Run in Browser

### Minimal reproduction project (MRP)

[web-export-fps.zip](https://github.com/user-attachments/files/16010155/web-export-fps.zip)
Repository: angular
Issue: [@.disabled]="undefined" attribute assumes "true" value and disables the animation
Labels: area: animations,P5

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

animations

### Is this a regression?

Yes

### Description

Animations are disabled if [@.disabled] attribute has "unedfined" value. Expected that it assumes "undefined" in the same way as "false".

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-wxvud8?file=src%2Fmain.ts

### Please provide the exception or error you saw

_No response_

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

```true
Angular 18.0.0
```


### Anything else?

_No response_
Repository: pytorch
Issue: There is a bug, only when self
Labels: needs reproduction,module: nn,module: loss,triaged

https://github.com/pytorch/pytorch/blob/ff026f3d0a68a4533b193498adc5b5c7b045b73c/aten/src/ATen/native/LossNLL.cpp#L99
```[tasklist]
### Tasks
```


cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: ollama
Issue: Fine-tuned model responding incorrectly to my prompts
Labels: bug

### What is the issue?

I'm having an issue with my fine-tuned model. It doesn't respond to my prompts correctly and instead generates unrelated outputs.
It seems like the model is making up its own user input, then replying to this instead of my actual input.


## Example:

### My Input:

`Hi! Who are you?`

### Response:

```
# User

Write an article about the instruction of 2-HYDROXYPYRIMIDINE-5-BORONIC ACID, PINACOL ESTER 2000 words in the chemical industry.

# Assistant
## Introduction

In the realm of modern organic synthesis, boronic acids and their derivatives have emerged as indispensable reagents (... etc)
```


## ModelFile:

```
FROM path/finetuned_phi3_medium_4k_Q4_K_M.gguf

TEMPLATE """{{ if .System }}

{{ .System }}

{{ end }}{{ if .Prompt }}

{{ .Prompt }}

{{ end }}

{{ .Response }}
"""

PARAMETER stop "
"
PARAMETER stop "
"
PARAMETER stop "
"
```


I am using the template of phi3. I have tried various templates and added system prompts, but the problem persists.

A few days ago, I ran the model in Ollama, and it gave good responses, but now the same model is exhibiting this behavior. I am running the same gguf on Jan, and the responses are okay. I updated to the current Ollama version, and I am recreating the model, but I can't fix it.

Thanks in advance!


### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.1.46
Repository: material-ui
Issue: Some bad ts performance cases
Labels: performance,typescript,package: system

### Steps to reproduce

I write many details in the readme of https://github.com/tjx666/ts-perf-issue

### Current behavior

The cases described in https://github.com/tjx666/ts-perf-issue/tree/main still bad ts performance

### Expected behavior

Improve these cases performance.

### Context

https://github.com/tjx666/ts-perf-issue

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
 System:
    OS: macOS 14.5
  Binaries:
    Node: 20.15.0 - ~/.local/state/fnm_multishells/22122_1719478157230/bin/node
    npm: 10.7.0 - ~/.local/state/fnm_multishells/22122_1719478157230/bin/npm
    pnpm: 9.4.0 - ~/.local/state/fnm_multishells/22122_1719478157230/bin/pnpm
  Browsers:
    Chrome: 126.0.6478.127
    Edge: Not Found
    Safari: 17.5
  npmPackages:
    @mui/lab: 5.0.0-alpha.170 => 5.0.0-alpha.170 
    @mui/material: ^5.15.20 => 5.15.20 
    @types/react: ^18.3.3 => 18.3.3 
    react: ^18.3.1 => 18.3.1 
    typescript: ^5.5.2 => 5.5.2
```
</details>


**Search keywords**: typescript, suggestion, slow, bad, performace, sxProps, createTheme, @mui/system
Repository: godot
Issue: Android Virtual keyboard get height always is 0
Labels: bug,platform:android,needs testing,topic:gui

### Tested versions

- Reproducible in: Godot 4.2.2

### System information

Android 14 - Godot 4.2.2

### Issue description

When I focus the LineEdit on the Android device, the virtual keyboard shows but while I get height of this always is 0

### Steps to reproduce

When I create the focus signal of LineEdit:
```
func move_input_upper_virtual_keyboard():
	print(DisplayServer.virtual_keyboard_get_height())
```
After run project and focus the line edit, the keyboard showed but the height is 0


### Minimal reproduction project (MRP)

<img width="1008" alt="image" src="https://github.com/godotengine/godot/assets/25058528/47a4b6df-000b-4fbe-90b8-dfa9cad46072">
<img width="1015" alt="image" src="https://github.com/godotengine/godot/assets/25058528/1d823ce6-2757-4a18-b556-b6b27021fe87">
Repository: rust
Issue: `hir::Body`'s documentation incorrectly suggests it doesn't contain parmaeter info for closures
Labels: T-compiler,A-docs

### Location

https://doc.rust-lang.org/nightly/nightly-rustc/rustc_hir/hir/struct.Body.html

### Summary

Noticed this in rust-lang/rust-clippy#12981. The documentation says "a function" which I assume was meant to imply both a function/method call and closure while explicitly excluding constant values, yet closures weren't explicitly included which can lead to confusion.
Repository: angular
Issue: Provide a way to clean up the result of a `computed`
Labels: feature,area: core,core: reactivity,cross-cutting: signals

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

core

### Description

Suppose I have some state `imageBlob: Signal<Blob>` and I want some derived state `imageBlobUrl: Signal<string>` using `URL.createBlobURL` (perhaps so I can display it in an `img` element). Naively, I could define `imageBlobUrl` as:
```typescript
imageBlobUrl = computed(() => URL.createBlobURL(imageBlob()))
```
However, this would leak the object URLs. Where should I call `URL.revokeObjectURL`?

*(`URL.createBlobURL`/`URL.revokeObjectURL` could, of course, be substituted for any resource that needs explicit cleanup, like an open `WritableStream`, an open WebSocket, a handle into WASM memory, etc.)*

### Proposed solution

`computed` could take an additional option `cleanup` that is called some (unspecified) time after a `computed`'s value changes with the previous value:
```typescript
imageBlobUrl = computed(() => URL.createBlobURL(imageBlob()), {cleanup: URL.revokeObjectURL})
```

Alternatively, `computed` could adopt an API similar to `effect` for registering a cleanup callback (though for this particular example it's much more cumbersome):
```typescript
imageBlobUrl = computed((onCleanup) => {
  const ret = URL.createBlobURL(imageBlob());
  onCleanup(() => URL.revokeObjectURL(ret));
  return ret;
})
```

Note that these APIs avoid introducing statefulness/hysteresis into `computed` and don't specify the exact timing of when the cleanup function will be called (sidestepping https://github.com/angular/angular/issues/56186#issuecomment-2173063032).

A similar API could be adopted for `signal` too, though, since changes are fully user-controlled, it's easy make a wrapper that does the cleanup immediately before calling `set`.

### Alternatives considered

- document workarounds:
  - Angular documentation should commit to the position that situations like this *require* piping though RxJS or an `effect` with `allowSignalWrites`
  - Angular documentation should point users to the "hack" of saving the previous value in a closure (or to a nicely-packaged version of that hack, e.g. ngxtension's [`extendedComputed`](https://ngxtension.netlify.app/utilities/signals/computed/) or [`computedPrevious`](https://ngxtension.netlify.app/utilities/signals/computed-previous/))

### See also:
- #56186
- #54339
Repository: PowerToys
Issue: Refresh button for previewing .md files and other supported files
Labels: Needs-Triage

### Description of the new feature / enhancement

When pressed, the previewed file is reloaded (File Explorer add0ons)

### Scenario when this would be used?

Currently when a previewed file is changed, one has to:
- close the preview window.
- select the correct MD file in the File Explorer again
- press CTRL-Space, to display the in the preview window again with the new changes

### Supporting information

_No response_
Repository: rust
Issue: Help needed finding a test that changes behaviour when changing DefiningOpaqueTypes::No to Yes
Labels: A-trait-system,E-help-wanted

cc @lcnr @compiler-errors 

I am trying to change

https://github.com/rust-lang/rust/blob/127fa2261b730a42e6d98b7927c3888ecd08f3e0/compiler/rustc_trait_selection/src/traits/select/confirmation.rs#L151-L201

and

https://github.com/rust-lang/rust/blob/127fa2261b730a42e6d98b7927c3888ecd08f3e0/compiler/rustc_trait_selection/src/traits/select/mod.rs#L1759-L1828

to DefiningOpaqueTypes::Yes. But I have been unable to preserve an opaque type all the way to this point. I can provide some tests of previous attempts, but it's probably better to start from a clean slate ^^

Note that while I did add this change as a commit to https://github.com/rust-lang/rust/pull/127034/commits/2b1f4393399f2a28d3020c688a1063045f118086, the change can just be done on master without affecting any tests
Repository: godot
Issue: AnimationPlayer.queue does not emit signal animation_finished
Labels: enhancement,documentation,topic:animation

### Tested versions

v3.6.beta5.official [2a347ab86]

### System information

w10 64

### Issue description

Chain an animation:
AnimationPlayer.play( "anim1" )
$AnimationPlayer.queue( "anim2" )

When anim1 finishes, the "animation_finished" signal is not emitted.
This is not in the queue documentation.

The signal is only emitted when the entire chained animation has finished.

### Steps to reproduce

create two animations.
Chain an animation:
AnimationPlayer.play( "anim1" )
$AnimationPlayer.queue( "anim2" )

### Minimal reproduction project (MRP)

...
Repository: go
Issue: cmd/go/internal/list: may fail if `-export -covermode=atomic` is used
Labels: FixPending,gabywins

### Go version

go version go1.22.4 darwin/arm64

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

```shell
GO111MODULE='auto'
GOARCH='arm64'
GOBIN=''
GOCACHE='/Users/romain.marcadier/Library/Caches/go-build'
GOENV='/Users/romain.marcadier/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='arm64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/romain.marcadier/go/pkg/mod'
GONOPROXY='github.com/DataDog'
GONOSUMDB='github.com/DataDog,go.ddbuild.io'
GOOS='darwin'
GOPATH='/Users/romain.marcadier/go'
GOPRIVATE='github.com/DataDog'
GOPROXY='binaries.ddbuild.io,proxy.golang.org,direct'
GOROOT='/opt/homebrew/Cellar/go/1.22.4/libexec'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/opt/homebrew/Cellar/go/1.22.4/libexec/pkg/tool/darwin_arm64'
GOVCS=''
GOVERSION='go1.22.4'
GCCGO='gccgo'
AR='ar'
CC='cc'
CXX='c++'
CGO_ENABLED='1'
GOMOD='/Users/romain.marcadier/Development/Datadog/orchestrion/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 arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/qh/q2mpbd0j6xsb7vc8dqzdm81h0000gn/T/go-build3755867500=/tmp/go-build -gno-record-gcc-switches -fno-common'
```


### What did you do?

Trying to use `go list` to obtain the exports for a given package and its dependencies; possibly built with coverage instrumentation... Use a command similar to the following (`io` being a standard library package that runs into the issue, but this happens with virtually any other package that does not "already" depend on `sync/atomic`):

```shell
$ go list -cover -covermode=atomic -coverpkg=io -deps -export -json io
```

### What did you see happen?

Removed `-deps` and `-json` arguments as they are largely irrelevant to the issue; but basically:

```shell
$ go list -cover -covermode=atomic -coverpkg=io -export io
# io
/opt/homebrew/Cellar/go/1.22.4/libexec/src/io/io.go:13:35: could not import sync/atomic (open : no such file or directory)
io
$ echo $?
1
```

### What did you expect to see?

I'd have expected compilation to succeed and exports to be returned (the `go build` equivalent command is successful):

```shell
$ go list -cover -covermode=atomic -coverpkg=io -deps -export -json io
io
$ echo $?
0
```
Repository: pytorch
Issue: Low GPU precision
Labels: module: numerical-stability,module: cuda,triaged

### 🐛 Describe the bug

The following code has low precision, when computed on GPU (error in 1e-3, compare to CPU).
This  seems to be unexpected.

```python
import torch
import torch.nn.functional as F

wMat = torch.zeros((1152,1152,2,1,1))
x = torch.randn((2,1152,48,16,16))
for c in range(1152):
    wMat[c,c,0]=1
copy_conv_cpu = F.conv3d(x.to("cpu"),wMat.to("cpu"),stride=(2,1,1))
copy_conv_gpu = F.conv3d(x.to("cuda"),wMat.to("cuda"),stride=(2,1,1))


print("Difference on GPU", (copy_conv_gpu[0,:,0,0]-x[0,:,0,0].to("cuda")).abs().max())
print("Difference on CPU" (copy_conv_cpu[0,:,0,0]-x[0,:,0,0]).abs().max())
``` 

### Versions

PyTorch version: 2.0.1+cu117
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A
GPU models and configuration: GPU 0: NVIDIA RTX A6000

cc @ptrblck @msaroufim
Repository: pytorch
Issue: `torch.nn.function.one_hot` and `torch.Tensor.as_subclass` API not available under `torch.compile`
Labels: triaged,tensor subclass,oncall: pt2,module: dynamo,dynamo-tensor-subclasses

### 🐛 Describe the bug

Some of pytorch's apis are not available under `torch.compile`

## 1 - `torch.nn.function.one_hot`
```python
import torch
import torch.nn as nn
import torch.nn.functional as F
import math
import numpy as np

def make(*args, **kwargs):
    @torch.compile(backend='inductor')
    def f():
        x, target = args
        target[target < 0] = 80 - 1
        one_hot = F.one_hot(target, 80)  # N x C+1
    return f

for i in range(32):
    shape = np.random.randint(10, 40)
    x = torch.randn(shape, 80, requires_grad=True).cuda()
    target = torch.randint(0, 80, (shape,)).cuda()
    make(x, target)()
```

Error

```txt
torch._dynamo.exc.TorchRuntimeError: Failed running call_function <built-in function one_hot>(*(FakeTensor(..., device='cuda:0', size=(s1,), dtype=torch.int64), 80), **{}):
Cannot call sizes() on tensor with symbolic sizes/strides
```

## 2 - `torch.Tensor.as_subclass`
```python
import torch
import torch.nn as nn
import math
import numpy as np

def make(*args, **kwargs):
    @torch.compile(backend='inductor')
    def f():
        x = args
        x = [f.as_subclass(torch.Tensor) for f in x]
    return f

for i in range(32):
    shape = np.random.randint(10, 40)
    x = torch.randn(16, 3, shape, shape).cuda()
    make(x)()
```

Error
```torch._dynamo.exc.InternalTorchDynamoError: argument of type: <class 'torch._C._TensorMeta'>```

### Versions

| Env                     | Version                |
| -----------             | -----------            |
| Python                  | 3.8.18                 |
| CUDA                    | 12.2                   |
| Torch                   | 2.1.0+cu118            |
| Torchvision             | 0.16.0+cu118           |
| GPU                     | 2 * RTX4090            |
| CPU                     | Intel-i7-12700KF       |
| Ubuntu                  | 22.04                  |

cc @ezyang @albanD @anijain2305 @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng
Repository: PowerToys
Issue: When opening/re-starting Power Toys with the "Color Picker" module enabled, a white window belonging to the "Color Picker UI" flashes for split second at the mouse cursor's position
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version
0.81.1

### Installation method
GitHub, PowerToys auto-update, Microsoft Store, WinGet

### Running as admin
Occurs both with or without administration

### Area(s) with issue?
ColorPicker

### Steps to reproduce
The steps to reproduce this bug are as follows:
1. Open the Power Toys settings form
2. Click the Color Picker menu in the sidebar
![image](https://github.com/microsoft/PowerToys/assets/68193064/941fc2cd-3529-4496-9a9e-8345689f42ae)
3. Enable the color picker module
![image](https://github.com/microsoft/PowerToys/assets/68193064/3b3ea458-a3ec-427a-a591-d1671ef90211)
4. Quit PowerToys from the system tray (or restart the computer)
![image](https://github.com/microsoft/PowerToys/assets/68193064/b3856e6b-abf4-453a-b6ae-28ba4cf65ae2)
5. Re-open PowerToys from the start menu (or started in any other way)
![image](https://github.com/microsoft/PowerToys/assets/68193064/b691d668-197f-441b-ad39-da3fdfc36ca1)
6. The flashing window will appear for a very short time at the location of the mouse pointer on the screen
![image](https://github.com/microsoft/PowerToys/assets/68193064/38fd95a7-017a-403a-9e7a-7d03faf51811)


### Additional notes
I identified that the white window belongs to the Color Picker UI with a custom software developed by me, which shows the following information about the window:
![image](https://github.com/microsoft/PowerToys/assets/68193064/a35912f9-28e5-4adc-b850-ab395c759954)
This identifies the Process of the active window via the following functions: `GetForegroundWindow`, `GetWindowThreadProcessId`,  `OpenProcess` and `GetModuleFileNameEx`

### ✔️ Expected Behavior
The UI of the Color Picker not to be show unless called unless called by It's Activation Keyboard Shortcut

### ❌ Actual Behavior
The Color Picker UI show during the startup of the PowerToys application at Windows Startup or when re-opened after the application was closed from the system tray.