sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Determine launch.json configuration field from result of task
Labels: feature-request,debug

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I have a program that I run via a launch.json config, where the program's path gets determined by the preLaunchTask. The task writes a file out with the path, and the launch config reads from that path:

tasks.json
```
{
    "version": "2.0.0",
    "tasks": [
      {
        "label": "gen_file_path",
        "type": "shell",
        "command": "/path/to/gen_file_path",
        "problemMatcher": []
      }
    ],
}
```

launch.json
```
{
    "version": "0.2.0",
    "configurations": [
        {
            "name": "Run C++",
            "type": "cppdbg",
            "request": "launch",
            "cwd": "${workspaceRoot}",
            "program": "${input:fileContent}",
            "preLaunchTask": "gen_file_path"
        },
    ],
    "inputs": [
        {
            "id": "fileContent",
            "type": "command",
            "command": "extension.commandvariable.file.content",
            "args": {
                "fileName": "/path/to/output_from_task"
            }
        }
    ]
}
```

However, this fails because VSCode reads from the file before the preLaunchTask runs, so it can't get the new output. Is there any way to populate a field in a launch.json configuration from the output of a task?
Repository: terminal
Issue: Support the language override for unpackaged distribution (ZIP, Portable)
Labels: Issue-Feature,Product-Terminal,Needs-Tag-Fix,Priority-3,External-Blocked-WinUI3

### Description of the new feature

Language setting for unpackaged distribution (ZIP, Portable) that allow you to set the language explicitly.

### Proposed technical implementation details

The specified issues [16018](https://github.com/microsoft/terminal/issues/16018), [18336](https://github.com/microsoft/terminal/issues/18336) related to support for language settings in unpackaged distributions were closed due to **limitations of the Windows platform**. These limitations seem to have already been addressed in the Windows platform as of **Windows App SDK version 1.6.240701003**. This is discussed in [[MRTCore] Add Microsoft.Windows.Globalization.ApplicationLanguages ​​class #4523](https://github.com/microsoft/WindowsAppSDK/pull/4523) :

> To **support language change for un-packaged applications** Microsoft.Windows.Globalization.ApplicationLanguages.ApplicationLanguages type is introduced in MRTCore. Microsoft.Windows.Globalization.ApplicationLanguages.**PrimaryLanguageOverride property is supported both for packaged and un-packaged WindowsAppSDK apps**.
Repository: pytorch
Issue: Confusing documentation for torch.bucketize
Labels: module: docs,triaged,actionable,module: python frontend

### 📚 The doc issue

I was reading through this page describing `torch.bucketize`, and it took me a few passes to understand the behavior of the `right` argument.
https://pytorch.org/docs/stable/generated/torch.bucketize.html

It says:

> right ([bool](https://docs.python.org/3/library/functions.html#bool), optional) – if False, return the first suitable location that is found. If True, return the last such index. If no suitable index found, return 0 for non-numerical value (eg. nan, inf) or the size of boundaries (one pass the last index). In other words, if False, gets the lower bound index for each value in input from boundaries. If True, gets the upper bound index instead. Default value is False.

This seems to suggest that there are multiple suitable buckets for a value. In reality, there is only ever one suitable bucket, and `right` defines the behavior when `input` equals `boundaries`. The previous section describes it much more clearly.

> right | returned index satisfies
> -- | --
> False | boundaries[i-1] < input[m][n]...[l][x] <= boundaries[i]
> True | boundaries[i-1] <= input[m][n]...[l][x] < boundaries[i]




### Suggest a potential alternative/fix

Would it be more precise to say something like this?

> right ([bool](https://docs.python.org/3/library/functions.html#bool), optional) – controls how buckets are assigned to values in `boundaries`. Let's say `input[i] == boundaries[j]` for some indices `i` and `j`. If `right == False`, `out[i] == j`. Else, `out[i] == j+1`.


cc @svekars @brycebortree @sekyondaMeta @AlannaBurke @albanD
Repository: go
Issue: x/tools/cmd/signature-fuzzer/fuzz-runner: TestRunner/Minimization2 failures
Labels: NeedsInvestigation,Tools

```
#!watchflakes
default <- pkg == "golang.org/x/tools/cmd/signature-fuzzer/fuzz-runner" && test == "TestRunner/Minimization2"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8726206230344596065)):

    === RUN   TestRunner/Minimization2
    === PAUSE TestRunner/Minimization2
    === CONT  TestRunner/Minimization2
        rnr_test.go:131: ... begin iteration 0 with current seed 55909
            error executing cmd /home/swarming/.swarming/w/ir/x/t/fuzzrun641481422/fuzzTest/fzTest: exit status 2
            starting main
            panic: runtime error: invalid memory address or nil pointer dereference
            [signal SIGSEGV: segmentation violation code=0x1 addr=0x0 pc=0x86d28]
            
            goroutine 19 [running]:
    ...
            panic: runtime error: invalid memory address or nil pointer dereference
            [signal SIGSEGV: segmentation violation code=0x1 addr=0x0 pc=0x86d28]
            
            goroutine 19 [running]:
            fmt.(*buffer).writeString(...)
            	/home/swarming/.swarming/w/ir/x/w/goroot/src/fmt/print.go:108
            fmt.(*fmt).padString(0x4b8028, {0x0, 0x7})
            	/home/swarming/.swarming/w/ir/x/w/goroot/src/fmt/format.go:113 +0x288
            fmt.(*fmt).fmtS(0x4b8028, {0x0, 0x7})
            	/home/swarming/.swarming/w/ir/x/w/goroot/src/fmt/format.go:362 +0x4c
    ...
            main.main.func2(0x496040)
            	/home/swarming/.swarming/w/ir/x/t/fuzzrun641481422/fuzzTest/Main.go:30 +0x54
            created by main.main in goroutine 1
            	/home/swarming/.swarming/w/ir/x/t/fuzzrun641481422/fuzzTest/Main.go:27 +0x1a0
            ... starting minimization for failed directory /home/swarming/.swarming/w/ir/x/t/fuzzrun641481422/fuzzTest
            error executing cmd /home/swarming/.swarming/w/ir/x/t/fuzzrun641481422/fuzzTest/fzTest: exit status 1
            package minimization succeeded: found bad pkg 1
            error executing cmd /home/swarming/.swarming/w/ir/x/t/fuzzrun641481422/fuzzTest/fzTest: exit status 1
            function minimization succeeded: found bad fcn 1
    --- FAIL: TestRunner/Minimization2 (25.80s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: proposal: crypto/tls: add support for NIST curve based ML-KEM hybrids
Labels: Proposal,Proposal-Crypto,LibraryProposal

### Proposal Details

The current version of the [draft-kwiatkowski-tls-ecdhe-mlkem](https://datatracker.ietf.org/doc/draft-kwiatkowski-tls-ecdhe-mlkem/03/) draft includes two hybrid ML-KEM groups that use NIST curves:
 * SecP256r1MLKEM768
 * SecP384r1MLKEM1024
 
As explained in the draft, they are interesting for environments that require compliance, either with FIPS in general, or with higher security standards, like the Common Criteria Protection Profile v4.3 or CNSA 2.0.

I'd like to ask for their inclusion in a future Go release.
Repository: storybook
Issue: [Bug]: Generated CSS is erroneously cached
Labels: bug,angular

### Describe the bug

I want Cloudflare to cache **CSS**, JS, and images from the site.

This currently works for JS because of the cache busting **contenthash**
`filename: '[name].[contenthash:8].iframe.bundle.js',` in the default storybook webpack settings.

Other resources are similarly cached
```
{
  test: /\.(svg|ico|jpg|jpeg|png|apng|gif|eot|otf|webp|ttf|woff|woff2|cur|ani|pdf)(\?.*)?$/,
  type: 'asset/resource',
  generator: { filename: 'static/media/[name].[contenthash:8][ext]' }
},
{
  test: /\.(mp4|webm|wav|mp3|m4a|aac|oga)(\?.*)?$/,
  ...
  generator: { filename: 'static/media/[name].[contenthash:8][ext]' }
},
```

**However**, CSS does not have the contenthash added into the MiniCssExtractPlugin filename.
```
MiniCssExtractPlugin {
  ...
  options: {
    filename: '[name].css',
    ...
    chunkFilename: '[name].css'
  },
```

This means that when I update the CSS used by my storybook - it does not update and instead uses the outdated cached version of `main.css`.

Please update the default MiniCssExtractPlugin settings to use something like
```
filename: '[name].[contenthash].css',
...
chunkFilename: '[name].iframe.[contenthash].css'
```


### Reproduction link

Can't reproduce easily due to Cloudflare caching dependency

### Reproduction steps

1. Host a storybook behind Cloudflare
2. Enable caching on the CSS resources served by the storybook (I used nginx but do it however you like)
3. Access the Storybook so Cloudflare caches the `main.css`
4. Update the CSS in some obvious way in the Storybook and deploy that
5. Attempt to access the updated storybook and observe that the old cached CSS is instead used

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 6.8 Ubuntu 22.04.5 LTS 22.04.5 LTS (Jammy Jellyfish)
    CPU: (16) x64 AMD Ryzen 7 PRO 5850U with Radeon Graphics
    Shell: 5.8.1 - /usr/bin/zsh
  Binaries:
    Node: 20.18.0 - ~/.nvm/versions/node/v20.18.0/bin/node
    Yarn: 1.22.22 - /usr/bin/yarn
    npm: 10.8.2 - ~/.nvm/versions/node/v20.18.0/bin/npm
    pnpm: 9.12.2 - ~/.nvm/versions/node/v20.18.0/bin/pnpm <----- active
  Browsers:
    Chrome: 131.0.6778.204
  npmPackages:
    @storybook/addon-essentials: ^8.4.7 => 8.4.7 
    @storybook/addon-interactions: ^8.4.7 => 8.4.7 
    @storybook/addon-onboarding: ^8.4.7 => 8.4.7 
    @storybook/angular: ^8.4.7 => 8.4.7 
    @storybook/blocks: ^8.4.7 => 8.4.7 
    @storybook/test: ^8.4.7 => 8.4.7 
    storybook: ^8.4.7 => 8.4.7
```

### Additional context

I am currently fixing this by manually modifying the webpack config

```
const miniCssPlugin = config?.plugins?.find(
  (plugin: any) => plugin?.constructor?.name === 'MiniCssExtractPlugin',
) as any;

if (miniCssPlugin && 'options' in miniCssPlugin) {
  miniCssPlugin.options.filename = '[name].[contenthash].css';
  miniCssPlugin.options.chunkFilename = '[name].iframe.[contenthash].css';
}
```
Repository: PowerToys
Issue: [MWB] Consistent lag and visual artifacts when hovering over a specific part of my screen
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

GitHub

### Running as admin

Issue occurs both with and without admin permissions

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Unsure how exactly to reproduce -- may simply be caused by leaving the program open for a while with my specific system configuration
(ROG Ally (AMD Ryzen Z1), Windows 11 Home v10.0.26100)

Hovering over specific portions of my screen using MWB causes consistent visual artifacting (White rectangle appears beside mouse, cursor sillhouettes briefly visible)
This area includes the bottom of the Twitch player when using Arc Browser, or the entire window when inside an (Unreal Engine based?) game (the one i've experienced being Tetris Effect: Connected). Could be something to do with high GPU usage?
The cursor also experiences heavy jitter / lag when under this effect.

Afterwards, some visual artifiacts are left behind (last image), but they seem to only be visible briefly, or when using ShareX to capture a screenshot in specific cases. In Arc, the artifacts only briefly appear in the window title bar when retriggering the bug (though I also have seen cases where the artifacts are simply left behind in the title bar indefinitely...)

[PowerToysReport_2025-01-09-22-26-01.zip](https://github.com/user-attachments/files/18368108/PowerToysReport_2025-01-09-22-26-01.zip)
https://github.com/user-attachments/assets/330c4290-981c-4279-8f59-54f39a82cef8
https://github.com/user-attachments/assets/c04d852c-b683-4905-a653-eb072107729c
![Image](https://github.com/user-attachments/assets/e38d33db-a0b7-4254-ad39-3ea450d2a2f2)
https://github.com/user-attachments/assets/5e426ea8-37c7-401a-90cf-e952f5504361


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

Arc 1.33.0
Tetris Effect: Connected (latest version)
ShareX (latest version)
Repository: flutter
Issue: Expose a getter to `ScrollbarPainter._thumbRect` 
Labels: framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

### Use case

I'd like to write tests that involve dragging the `Scrollbar` thumb. However, the thumb isn't a dedicated widget, it's just painted inside the `ScrollbarPainter`. Also, the thumb rect is private. Currently, there is no way to find where the `Scrollbar` thumb is.

### Proposal

Provide a way to allow querying the scrollbar's thumb rectangle.
Repository: go
Issue: proposal: net/http/pprof: function to register all profiles to a mux
Labels: Proposal,LibraryProposal

## User Story
- I have an application that has `mux` instances.
- I want to enable `net/http/pprof` on a specific `mux` instance.
- `net/http/pprof` does not provide an ergonomic interface for attaching the handlers to a specific mux.

## Current Options / Alternatives Considered
The `net/http/pprof` package `init` function is the recommended path for enabling the `pprof` handler.[^1] This method uses the `DefaultServeMux`:

https://github.com/golang/go/blob/46b576be724b6e64359fd872b9bd5109aba93cc0/src/net/http/pprof/pprof.go#L95-L105

If the user wants to mount the `pprof` handlers using a non-default mux, they must do this by manually enumerating all of the available profilers[^2]. For example:

```
	mux := http.NewServeMux()
	mux.HandleFunc("/debug/pprof/", pprof.Index)
	mux.HandleFunc("/debug/pprof/cmdline/", pprof.Cmdline)
	mux.HandleFunc("/debug/pprof/profile/", pprof.Profile)
	mux.HandleFunc("/debug/pprof/symbol/", pprof.Symbol)
	mux.HandleFunc("/debug/pprof/trace/", pprof.Trace)
```

## Proposal
This experience could be made better for users by moving the logic in the `init` function into a separate method (with the `mux` as an argument), then invoking this within the default package init function. 

[^1]: https://pkg.go.dev/net/http/pprof#:~:text=To%20use%20pprof%2C%20link%20this%20package%20into%20your%20program%3A

[^2]: https://pkg.go.dev/net/http/pprof#:~:text=If%20you%20are%20not%20using%20DefaultServeMux%2C%20you%20will%20have%20to%20register%20handlers%20with%20the%20mux%20you%20are%20using.
Repository: godot
Issue: Duplicating TileMapLayers with scene tiles causes them to double on the copy
Labels: bug,needs testing,topic:2d

### Tested versions

- Reproducible in: `v4.3.stable.mono.arch_linux`

### System information

Godot v4.3.stable.mono unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Thu, 02 Jan 2025 22:52:26 +0000 - Wayland - GLES3 (Compatibility) - AMD Radeon 780M (radeonsi, gfx1103_r1, LLVM 18.1.8, DRM 3.59, 6.12.8-arch1-1) - AMD Ryzen 7 7840HS with Radeon 780M Graphics (16 Threads)

### Issue description

Whenever a `TileMapLayer` is duplicated with the `Node.duplicate(flags)` method, all its children are, as expected, also duplicated. However, as any scene tiles are instantiated as children, their instances are also duplicated, then, when the duplicate `TileMapLayer` does its first update, it instantiates all its tile scenes. So you end up with, for each scene tile, an instance that came from the `duplicate()`, and an instance that came from the new tilemap itself.

### Steps to reproduce

1. Create a `TileMapLayer` node with scene tiles;
2. Access it from a script and call its `duplicate()` method.

### Minimal reproduction project (MRP)

[double-duplicate-tilemap.zip](https://github.com/user-attachments/files/18368665/double-duplicate-tilemap.zip)
Repository: next.js
Issue: Parallel routes with intercepting route child, causing 500 error on vercel from dynamic route.
Labels: Parallel & Intercepting Routes

### Link to the code that reproduces this issue

https://github.com/okcoker/next-js-parallel-route-bug

### To Reproduce

1. Start application with `next dev`
2. Click on any example links
3. Notice 500 error with prefetched intercepting route

Note: Example with dynamic segment `[username]` works on dev, but not in vercel

### Current vs. Expected behavior

Current behavior: Deploying functionality that works on dev, does not work within vercel using next.js 15 (dynamic segment example works on next 14)
Expected behavior: 
- Deploying intercepting route should work on both dev and production.
- Using the (...) marker should be equivalent to using the (..) marker if we are one level deep

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:17:33 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T6031
  Available memory (MB): 49152
  Available CPU cores: 16
Binaries:
  Node: 22.10.0
  npm: 10.9.0
  Yarn: 1.22.21
  pnpm: 9.11.0
Relevant Packages:
  next: 15.1.4 // Latest available version is detected (15.1.4).
  eslint-config-next: 15.1.4
  react: 19.0.0
  react-dom: 19.0.0
  typescript: 5.7.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Parallel & Intercepting Routes

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Vercel (Deployed)

### Additional context

I tested with next.js v14 and the dynamic segment example worked (linked in the [readme](https://github.com/okcoker/next-js-parallel-route-bug/blob/main/README.md))

In our production app, we recently upgraded from next 14 to 15 and these intercepted routes were working as expected. Non dynamic segments work with the intercepting routes on next 15 for us, but for some reason do not work on my example. Will post updates as they come, although there are some clear differences in functionality showcased in the example repo currently.
Repository: godot
Issue: Converting visual shader to shader loses subresources
Labels: bug,topic:editor,topic:shaders

### Tested versions

- Reproduceable in: v4.4.dev.mono.custom_build [61d0ff4b9] / our fork that closely tracks master

### System information

Godot v4.4.dev.mono (61d0ff4b9) - Pop!_OS 22.04 LTS on Wayland - X11 display driver, Multi-window, 3 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (nvidia; 565.77) - AMD Ryzen 7 5800X 8-Core Processor (16 threads)

### Issue description

When converting the visual shader to a shader, the shader breaks for specific visual shaders.  In our case, our water shader.  We are making use of the shaderV plugin as well which I include in the mrp: https://github.com/arkology/ShaderV

Visual Shader ✅:

![Image](https://github.com/user-attachments/assets/28c9ec07-70bb-4f67-b25f-5af4b139fe0e)

Converted Shader ❌

![Image](https://github.com/user-attachments/assets/3193adcb-29c9-4e20-a50f-04f6944b54db)

Now the extremely strange thing is the shader code in the visual shader and the converted shader are identical:

![Image](https://github.com/user-attachments/assets/3233814f-68f1-47b4-978a-48c402769036)

This leads me to believe it must be an error on either the implementation of visual_shader.cpp or shader.cpp when it comes to generating the actual shader code the gpu uses but this is just speculation.  In reality, I am very new to the internals of Godot's shader generation.

I discovered this because I found a bug in the visual shader that causes a crash on exported projects.  Changing to a shader at export time fixes it.  I'll be opening a separate issue and a PR enabling (at least via custom plugins) support to convert the visual shaders at export time as I have found this to have significant benefits in regards to game size on top of acting as a workaround for an unrelated bug I still need to open an issue for.

### Steps to reproduce

1. Open the attached MRP
2. See that there are 2 scenes in the root: normal_shader.tscn and visual_shader.tscn
3. See that the water renders correct in visual_shader.tscn
4. See that the water does not render correctly in normal_shader.tscn
5. For fun, convert the visual_shader to a shader via right clicking on the asset and see that it breaks

![Image](https://github.com/user-attachments/assets/0ec40b8c-a992-4c37-806a-e454152f1b4e)


### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/18368949/mrp.zip)
Repository: pytorch
Issue: quantize_fx.prepare_qat_fx, `get_default_qat_qconfig_mapping` is unused in code. 
Labels: module: docs,oncall: quantization

### 📚 The doc issue

https://pytorch.org/docs/stable/_modules/torch/ao/quantization/quantize_fx.html#prepare_qat_fx 


```
from torch.ao.quantization import get_default_qat_qconfig_mapping
``` 
In Example, It is unused in code.  Not sure which one is correct.


### Suggest a potential alternative/fix


```
from torch.ao.quantization import get_default_qconfig
``` 

cc @svekars @brycebortree @sekyondaMeta @AlannaBurke @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel @msaroufim
Repository: next.js
Issue: TypeScript Plugin Incorrectly Error `PromiseLike` Return Types in "use server" file
Labels: Linting,TypeScript

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/prod-shape-c4z7k2?file=%2Fapp%2Factions.ts%3A10%2C1

### To Reproduce

Put the following script inside a "use server" file:

```
function something(v: any): () => Promise<any> & { __errorType?: Error } {
  return {} as any
}

export const actionL = something(async () => {

})
```

Here’s the error I encountered:

![image](https://github.com/user-attachments/assets/c0b609bd-8897-44e8-9b07-dde3778f5baa)

> **Note**: It also happen when I return `PromiseLike<any>`

### Current vs. Expected behavior

The current Next.js TypeScript plugin prevents me from using `PromiseLike` for values exported from server actions. I expect it to allow exporting functions that return a `PromiseLike` without throwing any errors.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #52-Ubuntu SMP PREEMPT_DYNAMIC Thu Dec  5 13:09:44 UTC 2024
  Available memory (MB): 7755
  Available CPU cores: 8
Binaries:
  Node: 18.20.5
  npm: 10.8.2
  Yarn: N/A
  pnpm: 9.15.2
Relevant Packages:
  next: 15.2.0-canary.3 // Latest available version is detected (15.2.0-canary.3).
  eslint-config-next: N/A
  react: 19.0.0
  react-dom: 19.0.0
  typescript: 5.7.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Linting, TypeScript

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

_No response_