sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: "Ghost" entry created when switching between "new file" and "new folder" in Explorer pane with compact folders enabled
Labels: bug,file-explorer,confirmed

Type: <b>Bug</b>

When attempting to switch between "New file" and "New folder" (as in first clicking new file then new folder or viceversa) with the "compact folders" option on, a "ghost" entry is created. This entry does not exist in the file system and disappears when refreshing the explorer pane. 

Steps to reproduce:

1. Create a new parent folder and add another folder as a child. This way, with "compact folders", it should look something like this: `parent/child`.
2. Select the `parent` folder and click on "New File"
3. Now switch to a folder by clicking "New Folder"
4. A new entry should be visible (which is the bug in question)

I will attach a video demonstrating the issue below.

![Code_hRbVc3j24o](https://github.com/user-attachments/assets/71bbd651-96a8-4443-a328-005d76bbc9bf)

VS Code version: Code 1.93.1 (38c31bc77e0dd6ae88a4e9cc93428cc27a56ba40, 2024-09-11T17:20:05.685Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i3-7020U CPU @ 2.30GHz (4 x 2304)|
|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>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled<br>webnn: disabled_off|
|Load (avg)|undefined|
|Memory (System)|15.87GB (3.74GB free)|
|Process Argv|--folder-uri file:///c%3A/Users/Micro/Code/Web/lilac-lms --crash-reporter-id cc3cc104-37cd-4fd4-bbb3-0a16175e626f|
|Screen Reader|no|
|VM|0%|
</details>Extensions disabled<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492:30256859
vscod805:30301674
binariesv615:30325510
vsaa593:30376534
py29gd2263:31024239
c4g48928:30535728
azure-dev_surveyone:30548225
962ge761:30959799
pythongtdpath:30769146
welcomedialogc:30910334
pythonnoceb:30805159
asynctok:30898717
pythonmypyd1:30879173
h48ei257:31000450
pythontbext0:30879054
accentitlementsc:30995553
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
cppperfnew:31000557
dsvsc020:30976470
pythonait:31006305
dsvsc021:30996838
f3je6385:31013174
a69g1124:31058053
dvdeprecation:31068756
dwnewjupytercf:31046870
impr_priority:31102340
nativerepl1:31139838
refactort:31108082
pythonrstrctxt:31112756
flighttreat:31134774
wkspc-onlycs-t:31132770
nativeloc1:31134641
wkspc-ranged-c:31125598
ei213698:31121563
iacca2:31138163
cc771715:31140165

```

</details>

<!-- generated by issue reporter -->
Repository: pytorch
Issue: [Meta] torch.export readiness for Recommendation models
Labels: triaged,oncall: pt2

### 🚀 The feature, motivation and pitch

Currently, Meta's internal recommendation models leverage torch.fx + torch.jit.script to capture the graph from Python program. Since TorchScript is not actively developed anymore, we would like to leverage torch.export to achieve the graph capture, i.e., deprecating TorchScript usage within Meta's recommenders. However, there is still feature gap. We would like to have the following features:

1. dynamic tensor, for things like relaxing the shape propagation requirement
2. unflatten, to resume the exported program (torch.export result) to an eager mode model.
3. recursive / partial export, like first export submodules separately, and then export the whole model contains / invokes all the submodules. Sometimes, we may want to skip export some part of the model and have some special handling.

### Alternatives

Live with TorchScript forever (unable migrating away from TorchScript).

### Additional context

We would like to explore the success rate of torch.fx.trace + torch.export, so fx.trace will clean the things first, which removes some barriers for torch.export.

We also need to re-write the program to implement the control flow with torch.cond.

cc @ezyang @chauhang @penguinwu
Repository: go
Issue: proposal: context: add iterator for values
Labels: Proposal

### Proposal Details

I could have sworn this was proposed somewhere before, but I looked all over the place and couldn't find it. If it's a duplicate, sorry.

I propose adding a function along the lines of

```go
func AllValues(ctx context.Context) iter.Seq2[any, any]
```

to the `context` package that would yield all values accessible via `ctx.Value()`.
Repository: vscode
Issue: image attachment content part cleanup
Labels: bug,panel-chat

              I guess you didn't start this trend, but we shouldn't be copying/pasting code between the two places that attachments are rendered

_Originally posted by @roblourens in https://github.com/microsoft/vscode/pull/228706#discussion_r1769209469_
Repository: rust
Issue: rustdoc should say if a feature is available by default
Labels: T-rustdoc,C-enhancement,A-rustdoc-ui,F-doc_cfg,T-rustdoc-frontend

when it has a snippet like this under an item:

> Available on crate features fmt and std only.

there should be an additional (enabled by default) note if they're enabled by default.
Repository: react-native
Issue: Adding onViewableItemsChanged to SectionList changes the items passed to each section's keyExtractor
Labels: Issue: Author Provided Repro,Component: SectionList

### Description

We wrote a SectionList component where each section defines it's own keyExtractor. One of the sections uses a key from a nested object in each item in the section. It broke when we wanted to add visibility tracking to the section list, and it seems like the section objects are being run through the keyExtractor but only when `onViewableItemsChanged` prop is provided. 

I expect that only items within each section should be run through the section's keyExtractor function, and that the behavior is consistent regardless of what props are provided.

### Steps to reproduce

1. Open expo snack linked below
2. Run it on android or iOS device and observe it works
3. Uncomment the `onViewableItemsChanged` line from the SectionList and observe the break

### React Native Version

0.75.3

### Affected Platforms

Runtime - Android, Runtime - iOS

### Output of `npx react-native info`

```text
See expo snack for reproduction
```


### Stacktrace or Logs

```text
Cannot read property 'id' of undefined
```


### Reproducer

https://snack.expo.dev/V1Ad0VTld860Zdt8n-qb7

### Screenshots and Videos

<img width="1725" alt="Screenshot 2024-09-20 at 5 07 04 PM" src="https://github.com/user-attachments/assets/950e7fd0-b702-4cf4-957a-b8f81ef770b8">
Repository: ollama
Issue: Model request: Ovis1.6-Gemma2-9B small vision model
Labels: model request

Performance: With just 10B parameters, [Ovis1.6-Gemma2-9B](https://huggingface.co/AIDC-AI/Ovis1.6-Gemma2-9B) leads the OpenCompass benchmark among open-source MLLMs within 30B parameters.

![FBw_icZic56Dm1XyzJaxA](https://github.com/user-attachments/assets/859d1f99-8ab6-46ae-81e3-9294d97a34d8)
Repository: PowerToys
Issue: Custom FancyZones Deleted
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

Updated the app and my custom FancyZones layout got cleared

### ✔️ Expected Behavior

I was expecting my custom FancyZones layout to persist

### ❌ Actual Behavior

My custom FancyZones layout got cleared

### Other Software

_No response_
Repository: rust
Issue: match &[first, ..more] leads down a suggestion garden path
Labels: A-diagnostics,A-resolve,T-compiler,A-suggestion-diagnostics,D-papercut,D-invalid-suggestion,A-patterns

### Code

```
struct Algorithms<'a>(&'a Vec<String>);
impl<'a> fmt::Display for Algorithms<'a> {
    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
        match &self.0[..] {
            &[] => f.write_str("<default>"),
            &[one] => f.write_str(&one),
            &[first, ..more] => {
                f.write_str(&first)?;
                for rec in more {
                    write!(f, ", then {}", rec)?;
                }
                Ok(())
            },
        }
    }
}
```

### Current output

```
   Compiling zram-generator v1.1.2 (/home/nabijaczleweli/code/systemd-zram-generator)
error[E0425]: cannot find value `more` in this scope
   --> src/config.rs:205:24
    |
205 |             &[first, ..more] => {
    |                        ^^^^ not found in this scope
    |
help: if you meant to collect the rest of the slice in `more`, use the at operator
    |
205 |             &[first, more @ ..] => {
    |                      ~~~~~~~~~

```
okay so I do that and get
```
   Compiling zram-generator v1.1.2 (/home/nabijaczleweli/code/systemd-zram-generator)
error[E0277]: the size for values of type `[String]` cannot be known at compilation time
   --> src/config.rs:205:22
    |
205 |             &[first, more @ ..] => {
    |                      ^^^^^^^^^ doesn't have a size known at compile-time
    |
    = help: the trait `Sized` is not implemented for `[String]`
    = note: all local variables must have a statically known size
    = help: unsized locals are gated as an unstable feature

```
..? definitely sub-optimal; the first thing I tried was 
```
error: `..` patterns are not allowed here
   --> src/config.rs:205:30
    |
205 |             &[first, &more @ ..] => {
    |                              ^^
    |
    = note: only allowed in tuple, tuple struct, and slice patterns
```
so I did `&[first, ref more @ ..]` which worked

### Desired output

idk. probably suggest with the `ref` if appropriate?

### Rationale and extra context

_No response_

### Other cases

_No response_

### Rust Version

rustc 1.80.1 (3f5fd8dd4 2024-08-06)
binary: rustc
commit-hash: 3f5fd8dd41153bc5fdca9427e9e05be2c767ba23
commit-date: 2024-08-06
host: x86_64-unknown-linux-gnu
release: 1.80.1
LLVM version: 18.1.7


### Anything else?

_No response_
Repository: godot
Issue: Mac Safari accent-picking window can still be visible after hiding an edited LineEdit
Labels: bug,platform:macos,topic:porting,topic:input

### Tested versions

- Reproducible in v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - macOS 14.6.1 - GLES3 (Compatibility) - Apple M2 Pro - Apple M2 Pro (10 Threads)

### Issue description

It is possible to open the Mac accent menu by pressing and holding a key like A, E, etc while editing text. If you edit text in a LineEdit, and then hide that LineEdit (`.visible = false`) and hold down A, E despite not being focused on any control, the Mac accent window will pop up again.

<img width="714" alt="Screenshot 2024-09-20 at 3 21 46 PM" src="https://github.com/user-attachments/assets/2cb52669-03bf-4851-8b11-86c09deee413">

This is noticeable with games that are using WASD for controls. It only seems to affect the web exported version of the project; macOS desktop does not seem to have the issue.

`gui_get_focus_owner()` reports that there is a null focus when this is happening.

Our current workaround is to make the scene root "`grab_focus()`" – this seems to trick the system into believing text input is no longer happening.

Thank you for your time!

### Steps to reproduce

1. Click on a `LineEdit` control and type anything. You do not have to hold down an accent key.
2. Hide the `LineEdit` control, e.g. by clicking the hide/show button in the example project.
3. Hold down A, E, etc and watch the menu appear even though you are not editing text.

Web version can be tested here: https://clinquant-biscotti-90bb69.netlify.app/

### Minimal reproduction project (MRP)

Web version can be tested here: https://clinquant-biscotti-90bb69.netlify.app/

[text_edit_web_bug_repro.zip](https://github.com/user-attachments/files/17080923/text_edit_web_bug_repro.zip)
Repository: deno
Issue: `nuxt preview` falls in latest canary
Labels: bug,node compat

Repro:

```
❯ deno run -A npm:nuxi init
# just press enter at each prompt
❯ cd nuxt-app
❯ deno task build
❯ deno task preview
 ERROR  The "nodePath" option must be a string or a file URL: /home/.deno/bin/deno.                                                                                                                                                                                                                                                                2:34:33 PM

  at safeNormalizeFileUrl (node_modules/nuxi/dist/chunks/index3.mjs:36:9)
  at handleNodeOption (node_modules/nuxi/dist/chunks/index3.mjs:2473:29)
  at normalizeOptions (node_modules/nuxi/dist/chunks/index3.mjs:2630:64)
  at handleAsyncArguments (node_modules/nuxi/dist/chunks/index3.mjs:7642:63)
  at execaCoreAsync (node_modules/nuxi/dist/chunks/index3.mjs:7617:110)
  at callBoundExeca (node_modules/nuxi/dist/chunks/index3.mjs:7844:5)
  at boundExeca (node_modules/nuxi/dist/chunks/index3.mjs:7815:44)
  at Object.run (node_modules/nuxi/dist/chunks/preview.mjs:132:11)
  at eventLoopTick (ext:core/01_core.js:175:7)
  at async runCommand$1 (node_modules/nuxi/dist/shared/nuxi.b8b195e1.mjs:1648:16)



 ERROR  The "nodePath" option must be a string or a file URL: /home/.deno/bin/deno
```

---

I looked into this. The issue is that the named export of `execPath` from `node:process` is not actually a string, but an object that tries to act like a string: https://github.com/denoland/deno/blob/55c22ee1bd8e5b108b8b13517150c3cfadf4d7f9/ext/node/polyfills/process.ts#L344-L357
Repository: rust
Issue: Compiler freezes on trait with generic associated type
Labels: A-lifetimes,A-trait-system,A-associated-items,T-compiler,C-bug,I-hang,fixed-by-next-solver,A-GATs

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
trait What {
    type This<'a>: 'a
    where
        for<'b> Self::This<'b>: 'a + 'b;
}

impl<T> What for T {
    type This<'a> = T where T: 'a;
}
```

I expected to see this happen: The compiler returning with a success (probably not) or a compilation error

Instead, this happened: Compiler freezes, cpu usage shows one core of 100% usage (infinite loop?)

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.81.0 (eeb90cda1 2024-09-04)
binary: rustc
commit-hash: eeb90cda1969383f56a2637cbd3037bdf598841c
commit-date: 2024-09-04
host: x86_64-unknown-linux-gnu
release: 1.81.0
LLVM version: 18.1.7
```

I tried some versions between GATs stabilizing and current nightly, and all had the same behavior.

This could be a duplicate of existing similar issues, but I am not sure if that is the case.
Repository: deno
Issue: Dynamic Uncached Import (Feature Request)
Labels: suggestion

Starting from this issue here https://github.com/denoland/deno/issues/25742
I understood that there is a need in a `dynamicUncachedImport` util

After long discussions in that issue, seems that it should be a Feature request and not a Issue since it works the same on all 3 platforms Node, Deno, Bun
But it would be beneficial for Deno to have it firstly

### What would do `dynamicUncachedImport`
It will import the given module in a uncached manier, ES can do that if you add a `? query string` at the end of module name, but it uncache only first level of import not nested imports inside, which may lead to bugs and is just a partiall `uncache` solution, it uncache only first level import not it's children imports

### Where this may be used
Having such a util, we basically can implement HMR in Deno, without reloading the running process, I know Deno has `--watch-hmr` but most of the times it just reloads the process, and is not a programaticall thing you can't really controll it

Having it, we may build tools that allows to install plugins at runtime, wordpress like tools allowing to install themes at runtime, do server side rendering at runtime with changed JSX files

Basically What PHP world can do)) and that's why 70% of web still runs on it) because you have tools like wordpress that are famous for these features and you can change everything practically at runtime even code))

____
Actually the import should be cached but once a new Dynamic import happens with exact same path/name it should get the new version not one from cache
Repository: terminal
Issue: [Terminal Chat] Copying a suggestion with multiple lines is pasted improperly
Labels: Issue-Bug,Product-Terminal,Needs-Tag-Fix,Area-Chat

Let's say I get a suggestion like this:
![{9622A310-14A4-4216-9B82-9CA6E515DAB1}](https://github.com/user-attachments/assets/62867f20-82f5-454c-ab4f-5aac766ddc05)

That results in this error when the copy button is pressed:
![{CCEF8A26-34E6-42BA-BDE2-5DA2F95667C1}](https://github.com/user-attachments/assets/79707738-c94e-49ca-8eb9-5416ebeba18b)

Looks like we need to change how it's copied over to the terminal.
Repository: terminal
Issue: [Terminal Chat] No way to copy text from chat history
Labels: Issue-Bug,Product-Terminal,Needs-Tag-Fix,Area-Chat

The chat bubbles in the chat are not selectable! Feels _weird_ imo.

I think this is a relatively easy fix? This property on the text blocks should help: https://learn.microsoft.com/en-us/uwp/api/windows.ui.xaml.controls.textblock.istextselectionenabled?view=winrt-26100#windows-ui-xaml-controls-textblock-istextselectionenabled
Repository: godot
Issue: Editor freezes when Possibly High Vram Usage with low Ram
Labels: topic:rendering,topic:editor,needs testing

### Tested versions

- reproducible in Godot 4.3 stable


### System information

Windows 10 Pro x64  Godot 4.3 stable Nvidia GeForce mx110 2gb Vram, Forward+ rendering 

### Issue description

Whenever I run my project that has high graphics the game and Godot works pretty fine together but sometimes out of nowhere when changing a value especially on Animation player editor freezes as if I have an IGPU that failed and recovered successfully (old intel notification) but I use mx110 and Godot recognises that as well not sure why but I believe this is because of memory leak

### Steps to reproduce

Str:
- have an 3gb MX110 equivalent+ 4GB ram and run a high graphics based game while ram is low and Vram is almost full

### Minimal reproduction project (MRP)

No needed just make a Godot project with volumetric coulds SSIL + SSAO On 720p arround 800k-1mil vertices
Repository: pytorch
Issue: [c10d][nccl][cuda] Regression (unspecific cuda launch error) with test_c10d_nncl
Labels: oncall: distributed,module: nccl

### 🐛 Describe the bug

When running 
 python test/distributed/test_c10d_nccl.py -k test_nan_assert_float16 on a H100x2 platform, 

the current nightly (and likely v2.5.0 RC) is producing the following cuda error: 

![image](https://github.com/user-attachments/assets/78e97651-b84c-4540-a370-879b0c9350a2)

It did not check return code, because: 
![image](https://github.com/user-attachments/assets/5d5f2516-8821-442f-a3b4-33b0a37025d6)


Tested with ghcr.io/pytorch/pytorch-nightly:2.5.0.dev20240818-cuda12.4-cudnn9-devel , the test did not generate errors other than failing the assertion check. 

Bisected to https://github.com/pytorch/pytorch/pull/134300 (cc @XilunWu @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o @atalman @malfet ) 
i.e. this commit https://github.com/pytorch/pytorch/commit/3645634f3c3930b8fcb517e3b4072db5647db2fb 

To reproduce on a 2xGPU platform: 

docker pull   ghcr.io/pytorch/pytorch-nightly:2.6.0.dev20240918-cuda12.4-cudnn9-devel 
clone pytorch and checkout to the above commit (364563) 
run: 
 python test/distributed/test_c10d_nccl.py -k test_nan_assert_float16 

### Versions

Bisected to https://github.com/pytorch/pytorch/pull/134300 (cc @kwen2501 @atalman @malfet ) 
i.e. this commit https://github.com/pytorch/pytorch/commit/3645634f3c3930b8fcb517e3b4072db5647db2fb 


cc @eqy @Aidyn-A  @ptrblck
Repository: go
Issue: proposal: cmd/go: allow disabling build cache trimming
Labels: Proposal

### Proposal Details

We have our own docker image containing our Go toolchain. As an optimization, we also pre-compile the standard library (`go build std`) so that it is in the gocache.

Evidently, the various Go tools will trim the cache upon exit. In particular, they will delete any files in the cache that have not been modified in the last five days. While this may be reasonable for a cache on someone's host machine, it does not make sense for a short-lived container using a cache from its image, since the mtimes will all reflect when the image was built. At best, it trimming the cache is pointless because the container will be destroyed shortly, and at worst is actively counterproductive as those cached files may be used by subsequent commands.

Please add an environment variable to disable trimming the gocache upon command exit. The specific name is immaterial, but something like `GOCACHE_AUTO_TRIM=0` would be fine.
Repository: Web-Dev-For-Beginners
Issue: by tweaking mouse interaction bindings, which brings me to ths 8.5 year old feature request that is massively upvoted.
Labels: no-issue-activity

              > Recently I've run into an issue where ctrl+click on a typescript type goes to the wrong definition. Perhaps I could debug or fix it by tweaking mouse interaction bindings, which brings me to this 8.5 year old feature request that is massively upvoted.
> 
> I mean, they mention that they prioritise based on issue upvotes. This is the second most upvoted issue, should it then not be prioritised really highly?
> 
> Is there a plugin for mouse interaction bindings? Perhaps a status on this feature?

So far the only thing that works is to use AHK macros.

_Originally posted by @brunolm in https://github.com/microsoft/vscode/issues/3130#issuecomment-2341317764_
Repository: PowerToys
Issue: Workspaces does not detect Godot
Labels: Issue-Bug,Needs-Triage,Product-Workspaces

### Microsoft PowerToys version

0.84.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Workspaces

### Steps to reproduce

Same error as here, even with version 0.84.1
https://github.com/microsoft/PowerToys/issues/34558

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: react
Issue: [Compiler Bug]: function parameter inside component override outer parameter incorrectly
Labels: Type: Bug,Status: Unconfirmed,Component: Optimizing Compiler

### What kind of issue is this?

- [X] React Compiler core (the JS output is incorrect, or your app works incorrectly after optimization)
- [ ] babel-plugin-react-compiler (build issue installing or using the Babel plugin)
- [ ] eslint-plugin-react-compiler (build issue installing or using the eslint plugin)
- [ ] react-compiler-healthcheck (build issue installing or using the healthcheck script)

### Link to repro

https://playground.react.dev/#N4Igzg9grgTgxgUxALhHCA7MAXABASwwBMEAPAfQAZcBeXGBARynwYAoAdEAOgHpIAtgl6ESpLgEoA3BwyyAZlAxxs+TLgBiMfAmIAZfDjbACxMrgC+E3MFm5c6LHnnbdRAAoBDDAgA2YWlwXHWIwbgFPAAc2NmC3ABpTMWsaAD4bO3tcXl5cMARHIlxPGABzXAh5XAjIioA3BBhtElxsAAsECqhsRqSyKmL5HpgHCAFI-F8ETPsGbFgMXAAeUX7KbgBlMYQvH19UmayuOOJkLlwAaiDXYku+0hlFrKWRMwp1raFdvwOnq0fZgh5jBFksiPg6r8sjYTh5vH4wBZMi9wZDZLIkRgQBYgA

### Repro steps

Using webpack with typescript.
`import { SomePanel } "./some/index";` may compiled into something like `const index_0 = __importDefault(__webpack_require__("./some/index.js"));`

React compiler don't recongize it, and compile the `index` arg in `array.map((value, index)=>{})` into `index_0`, which falsy override the imported module and become a number.

### How often does this bug happen?

Every time

### What version of React are you using?

19.0.0-rc-4c58fce7-20240904