sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: three.js
Issue: BatchedMesh example sortObjects bugs on Safari iOS WebGPU
Labels: Browser Issue

### Description

On iOS it seems BatchedMesh example have 3 bugs : 
- indexing problem (my guess) : always present
- sorting problem : `sortObjects = false` reduce the visibility of the bug
- perInstanceFrustumCulled  problem : `perInstanceFrustumCulled = false` reduce the visibility of the bug

https://github.com/user-attachments/assets/9326e024-0f05-4332-a35c-ceb7e00d1e52

Note : `sortObjects = true` also lead to a bug on Android Chrome on one of my current mission but I cant figured out whats the condition of the bug as the project is complexe and involve multiple BatchedMesh / custom nodes .. ( but sortObjects=false solve the bugs I got on Android ) I'll dive more on it when i ll got the time.

Note 2 : on the same project on iOS it feels like the index of the BatchedMesh is slowly degenerating, this second one might be related to : https://github.com/mrdoob/three.js/issues/29379 but i prefer to notify it here as it might be linked.

Related to https://github.com/mrdoob/three.js/issues/29041 but I prefered create a new issue.

@mwyrzykowski 

### Reproduction steps

1. get iOS 18.0 / 18.1
2. enabled flag WebGPU on Safari
3. Open the example with webGPU: https://threejs.org/examples/webgpu_mesh_batch.html 


### Code

https://github.com/mrdoob/three.js/blob/master/examples/webgpu_mesh_batch.html

### Live example

https://threejs.org/examples/webgpu_mesh_batch.html

### Screenshots

_No response_

### Version

r169

### Device

Mobile

### Browser

Safari

### OS

iOS
Repository: pytorch
Issue: `torch.pow` throws with `RuntimeError: "reciprocal_cuda" not implemented for 'Char'`
Labels: module: cuda,low priority,triaged,actionable,module: core aten

### 🐛 Describe the bug

something like this vvv
```
    t_0 = tensor([1, 2, 3, 4], device="cuda", dtype=torch.int8)
    t_1 = tensor(-1, dtype=torch.int8)
    torch.pow(t_0, t_1)
```

would trigger  `RuntimeError: "reciprocal_cuda" not implemented for 'Char'`.
I think we need to check for inputs type [here ](https://github.com/pytorch/pytorch/blob/fe44b6a67f32b562c88701b630e65b62ce1b63ba/aten/src/ATen/native/cuda/PowKernel.cu#L177) and disable the short-cut for integral dtypes.

Happy to start a PR but where should I throw a test for this?

### Versions

git3346159

cc @ptrblck @msaroufim @manuelcandales @SherlockNoMad @angelayi
Repository: ui
Issue: [bug]: Charts > Radial Chart > Tooltip not showing up until half of the width of the first circle
Labels: bug

### Describe the bug

When the cursor is hover the first circle on the radial chart it's not triggering the tooltip to show. Only passed the half of it it will show up wich is a bad UX as it's usually only about 5 pixels width.

### Affected component/components

Charts

### How to reproduce

1. Go to the official website: https://ui.shadcn.com/charts#radial-chart
2. Hover your mouse on the Radial Chart first circle (blue) and see how the tooltip behave

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
All browsers
Windows 11
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: angular
Issue: ng-content doesn't project deferrable views
Labels: area: core,core: content projection,P3,bug,core: defer

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

core

### Is this a regression?

No

### Description

It is not possible to use content projection based on CSS selectors when the projected content is in a deferrable view.  
But it works when using `contentChildren` with structural directives and `ngTemplateOutlet`.
I was expecting that both approaches work the same regarding deferrable views, and it would be really nice to use `@defer` in simple CSS selector based content projection as well.

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

https://stackblitz.com/edit/stackblitz-starters-ty28hm?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`)

Angular v18

### Anything else?

_No response_
Repository: godot
Issue: --headless --import does not work as expected if localization data is present
Labels: bug,topic:editor,topic:import

### Tested versions

- Reproducible in 4.2.2.stable.official

### System information

macOS 14.6.1 - GLES3 (Compatibility) - Apple M1 - Apple M1 (8 Threads)

### Issue description

When using --headless --import with a project that has localization files connected (.en.translation), a single run is not sufficient to import all assets. A second, subsequent run with the same (--headless --import) parameters is required. I suspect the presence of localization causes the initial import to fail or early-out, so the second run can progress further until complete. This could be related to the number of localization files, I only tested with none and 1. 

### Steps to reproduce

Create any Godot project. Add some resources like textures, so you can see them when you run your project.
Add a localization file
Clear all .godot folders
Run with --headless --import
Run directly and notice the textures are missing

Clear all .godot folders
Run with --headless --import
Run with --headless --import a second time
Run directly and notice the textures are present

Clear all .godot folders
Remove the localization files
Run with --headless --import
Run directly and notice the textures are present

### Minimal reproduction project (MRP)

[GodotImportTest.zip](https://github.com/user-attachments/files/17284237/GodotImportTest.zip)
Repository: godot
Issue: .blend files import vertex colors inconsistently
Labels: topic:import

### Tested versions

- Godot 4.3.stable
- Blender 4.2.2 LTS

### System information

MacOS 15.0.1 - M1 Pro - Vulkan (Forward+)

### Issue description

Godot's Blender file importer inconsistently imports vertex colors on a per-mesh basis.

You CAN get around this by using the .glb exporter in Blender, and selecting "Use Vertex Color: Active," however, there is no such setting or default behavior for importing .blend files.
![image](https://github.com/user-attachments/assets/21714b1c-722c-4193-b242-8367c61cfddd)

Advanced import view for the example .blend file (note the white meshes with missing color)
![Screenshot 2024-10-07 at 4 10 19 PM](https://github.com/user-attachments/assets/e256016e-a5b1-4a28-b505-20771e6b50e9)

Advanced import view for an .glb export of the example .blend file (with colors working as intended):
![Screenshot 2024-10-07 at 4 19 01 PM](https://github.com/user-attachments/assets/f8109379-ffa1-4998-ae9a-2a50d01d6030)

### Steps to reproduce

After countless hours of testing and troubleshooting, I honestly don't know how to get around this without that .glb export setting. My **guesses** have been:

- Separate meshes that share the same material, thus trying to access the "same" color attribute across multiple meshes, wouldn't import
- Materials with specified OR unspecified color attributes using the Color Attribute material node
- Specifying "Color Attribute Domain/Data Type" in Blender, (trying combos of Vertex Color, Face Corner, Byte Color)

However, I haven't been able to identify any consistent behaviors. 

### Minimal reproduction project (MRP)

The MRP contains the .blend file, .glb export, and a basic 3D scene with the models placed down.

[blender-vertex-color-mrp.zip](https://github.com/user-attachments/files/17284235/blender-vertex-color-mrp.zip)
Repository: react-native
Issue: 0.75.4: Local image not displayed by <Image /> when extension is not explicit
Labels: Resolution: Fixed,Component: Image

### Description

My app is downloading differente pngs saving them without an explicit extension in order to show them later through the `<Image />` react native component(you can find an example [here](https://github.com/user-attachments/files/17284059/test.zip)). This was working fine, but starting from React 0.73.0  the image is not displayed correctly.
Adding an explicit extension to the file (e.g. manually adding the .png) seems fixing it, but my app have several images already downloaded so it's not so easy to handle existing users. IMO it's still an unwanted issue that should be fixed considering it's a breaking change.

### Steps to reproduce

1. Install the application from the [reproducer](https://github.com/fbp93/RN75/tree/master)
2. Run the app, check the directory path in the logs
3. copy the testing [images](https://github.com/user-attachments/files/17284380/images.zip) in the directory at that path
4. update the `path` var in App.tsx with the path of the directory
3. Run the app and see that only one image (the one with the explicit extension) is displayied


### React Native Version

0.75.4

### Affected Platforms

Runtime - iOS

### Output of `npx react-native info`

```text
System:
  OS: macOS 14.6.1
  CPU: (10) arm64 Apple M1 Pro
  Memory: 133.64 MB / 32.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 18.12.1
    path: ~/Library/Caches/fnm_multishells/60602_1728334021609/bin/node
  Yarn:
    version: 3.6.4
    path: /usr/local/bin/yarn
  npm:
    version: 8.19.2
    path: ~/Library/Caches/fnm_multishells/60602_1728334021609/bin/npm
  Watchman:
    version: 2024.09.23.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods: Not Found
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 24.0
      - iOS 18.0
      - macOS 15.0
      - tvOS 18.0
      - visionOS 2.0
      - watchOS 11.0
  Android SDK: Not Found
IDEs:
  Android Studio: 2022.3 AI-223.8836.35.2231.10671973
  Xcode:
    version: 16.0/16A242
    path: /usr/bin/xcodebuild
Languages:
  Java: Not Found
  Ruby:
    version: 3.0.0
    path: /Users/work/.rbenv/shims/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react: Not Found
  react-native: Not Found
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false

(node:68279) ExperimentalWarning: The Fetch API is an experimental feature. This feature could change at any time
(Use `node --trace-warnings ...` to show where the warning was created)
```


### Stacktrace or Logs

```text
No stacktrace
```


### Reproducer

https://github.com/fbp93/RN75/tree/master

### Screenshots and Videos

_No response_
Repository: godot
Issue: Nodes created through gdscript have invalid names by default.
Labels: discussion,topic:core

### Tested versions

Reproducible in v4.4.dev3.official [f4af8201b] and v4.3.stable.official [77dcf97d8]

### System information

Godot v4.4.dev3 - Windows 10.0.22631 - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i7-9700 CPU @ 3.00GHz (8 threads)

### Issue description

When creating a new node from gdscript the nodes will be created with invalid names.
It would be nice if the nodes got names as when creating from the editor node menu.

https://github.com/user-attachments/assets/32791e14-0c9a-4136-8be3-89bd679f0cd8



### Steps to reproduce

Make a script that creates a new node then print it's name.

### Minimal reproduction project (MRP)

[invalidname.zip](https://github.com/user-attachments/files/17284529/invalidname.zip)
Repository: godot
Issue: Problems dragging node to floating script editor
Labels: bug,topic:editor,usability

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 31.0.24033.1003) - Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 Threads)

### Issue description

Usually it's possible to drag a node into a script, so it writes out the $name of the node in the script.

But if you click the "Make the script editor floating" button and tile the windows (or move the script editor to a second screen):
(a) when you drag a node into script, there's no floating node name, and no cursor, so you don't know where the $name will be written

And if the script window has focus before you drag the node:
(b) you can't drop the $name into the script at all, and
(c) even if you release the mouse button, you're still dragging the node if you move the mouse back to the Godot Engine window

(this was touched on in issue https://github.com/godotengine/godot/issues/86487 but there the person was using ALT-TAB between windows, and it doesn't list all the problems)

### Steps to reproduce

Open a new project
Create Root Node: 2D Scene
Click add script > create

#### What happens (correctly) when the editor is not floating
Click somewhere in the script
Drag the Node2D node over the script
you will see a floating "Node2D" and a cursor
release the mouse
$"." will appear at the cursor

Delete $"."

#### What happens when the editor is floating but does not have focus
Click the "Make the script editor floating" icon
Move the Script Editor to a second screen (or tile the windows on the same screen)
Click on the title bar of the Godot Engine window, so it has focus
Drag the Node2D node over the script
There is no floating "Node2D" **(bug)** and no cursor **(bug)**
Position the mouse somewhere in the script, perhaps in the middle of a comment
Release the mouse
$"." will appear (perhaps unexpectedly) at the mouse position

Delete $"."

#### What happens when the editor is floating and has focus
Click somewhere in the script, so that the script editor window has focus
Drag the Node2D node over the script
There is no floating "Node2D" and no cursor
Position the mouse somewhere in the script
Release the mouse - the node does not appear **(bug)**
Move the mouse over the Godot Engine window
You are still dragging the Node2D, even though you are not holding down the mouse button **(bug)**


### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Keyboard Manager: Add "Shortcut" as a Destination for Remap to allow Remapping to ONLY a Shortcut
Labels: Needs-Triage

### Description of the new feature / enhancement

For cases where you wish to remap a key ENTIRELY to a Shortcut (or to Shortcuts). In the "Remap keys" feature, add "Shortcut(s)" to the list of "To send:" options. This would basically act as an extension to the "Disable" option. But rather than just killing the key, this option would keep it available for use as part of a Shortcut (either in one or many Shortcuts). 

### Scenario when this would be used?

As an example, to suppress unintentionally entering the dreaded cAPSLOCK state, making CapsLock ONLY triggerable via a Shortcut. For example, creating a Shortcut mapping LeftShift+CapsLock to CapsLock, while Disabling simple presses of CapsLock, will retain the functionality of CapsLock for only when it is occasionally needed. (Incidentally, this is similar to how old typewriters worked, and it is quite an elegant solution.) This new functionality could be extended to any case where remapping of a key to ONLY a Shortcut is desired, which just seems a plainly useful feature!

### Supporting information

This request is an extension (and clarification) of a previous request, linked here:
https://github.com/microsoft/PowerToys/issues/32984
Repository: godot
Issue: Camera2D with physics_interpolation_mode off triggers editor and runtime errors
Labels: bug,topic:rendering,topic:physics

### Tested versions

Godot v4.3.stable.mono - Fedora Linux 40 (Workstation Edition) - Wayland - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) - 12th Gen Intel(R) Core(TM) i7-1280P (20 Threads)

### System information

Godot v4.3.stable.mono - Fedora Linux 40 (Workstation Edition) - Wayland - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) - 12th Gen Intel(R) Core(TM) i7-1280P (20 Threads)

### Issue description

Turning off physics interpolation on a `Camera2D` causes `./scene/main/node.h:446 - Parameter "data.tree" is null.` errors both in the editor and at runtime:

![image](https://github.com/user-attachments/assets/a333316d-539f-4e16-98ef-25d285710e1d)


### Steps to reproduce

1. Create a scene
2. Add a Camera2D
3. Set "Physics Interpolation" to "Off"

Re-open the project and see:

![image](https://github.com/user-attachments/assets/228cd08c-2079-4650-8da8-c981ff2e48ba)

Start the project and see:

![image](https://github.com/user-attachments/assets/237b9a5d-5783-4d95-b185-18c9caa02c8d)


### Minimal reproduction project (MRP)

[bug_cam_physics.zip](https://github.com/user-attachments/files/17284937/bug_cam_physics.zip)
Repository: flutter
Issue: Voice Control shows a number on the character count label, which is misleading
Labels: platform-ios,framework,a: accessibility,has reproducible steps,P1,found in release: 3.24,team-accessibility,triaged-accessibility,found in release: 3.26

### Steps to reproduce

- Create a Textfield with a maxLength to show the label. 
- Turn Voice Control on
- Say "Show numbers"
- Character count label has a number, but doesn't have any action

### Expected results

Label shouldn't have a number since it's not an actionable element.

### Actual results

The label has a number, which is misleading

### Code sample

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return const MaterialApp(
      debugShowCheckedModeBanner: false,
      home: Scaffold(
        body: Center(
          child: TextField(
            maxLength: 6,
            obscureText: true,
            decoration: InputDecoration(
              border: OutlineInputBorder(),
              labelText: 'Password',
            ),
          ),
        ),
      ),
    );
  }
}
```

### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

_No response_

### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: flutter
Issue: [web:a11y] Autocomplete not compatible with screen reader shortcuts
Labels: a: accessibility,platform-web,P2,team-web,triaged-web

Internal issues:

* b/346586723
* b/346601921
* b/346588887

Reproduction:

* [Live demo](https://fwa11y.web.app/#/auto-complete)
* [Source code](https://github.com/flutter/flutter/tree/master/dev/a11y_assessments)

We received a bouquet of issues filed against the `Autocomplete` widget:

- Accessible names missing for auto-complete items
- Auto-complete user flow cannot be completed using screen reader shortcuts
- Auto-complete item list not reachable using a screen reader

All these issues sound too close to each other to address them one by one. Filing a single issue for us to review what's going on with `AutoComplete`. It is likely that we only need one fix to capture them all.
Repository: ollama
Issue: Long responses can corrupt the model until unloaded
Labels: bug,needs more info

### What is the issue?

In a relatively simple prompt, one of the Phi models went off track and ranted for several thousand words. After, all future responses produced (mostly) garbage output, even in separate API calls or interactive sessions with cleared session context. This persisted until the model was completely unloaded and reloaded.

It feels like something may have overflowed a buffer used for the context window or response and corrupted the model weights. Within the garbage output, the model appeared to have brief periods of "lucidity" where it demonstrated knowledge of prompts from completely separate sessions.

In the most recent case, I was using `phi3.5:3.8b-mini-instruct-q4_K_M` but have seen the same sort of behavior in other Phi releases. I'll try to find a prompt that can replicate this, though it's obviously stochastic given the nature of LLMs.

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.3.12
Repository: tauri
Issue: [feat] Plugin names should be able to include underscore '_'
Labels: type: feature request

### Describe the problem

When creating my first (internal) plugin, I called it `sqlite_proxy`. Then I spent literally hours chasing down the build issue because the message is not very clear:
```
  thread 'main' panicked at build.rs:11:6:
  failed to run tauri-build: failed to parse JSON: identifiers can only include lowercase ASCII, hyphens which are not leading or trailing, and a single colon if using a prefix at line 16 column 23
```

It does not identify the `.json` file that needs fixing; nor specify that `identifiers` here refers to plugin names. Being new to the plugin ecosystem, I assumed that I simply failed to create some sort of capability file / permission setup. This was not the case. The above error message is a result of https://github.com/tauri-apps/tauri/pull/9952, which improved the state of the world, but punted on documentation changes and the underlying issue.

### Describe the solution you'd like

I believe there are 3 different levels of fixing this, listed in order of difficulty:
- [ ] Update the documentation around plugins to be very explicit about allowed names.
- [ ] Update the error message to:
  1. mention the file it's failing on
  2. mention that the problem is the plugin name.
  3. Optionally add validation _elsewhere_ that fails quickly on disallowed plugin names (e.g. plugin init)
- [ ] The ultimate fix would be to simply remove this constraint.
Note: this was already considered in https://github.com/tauri-apps/tauri/issues/9951: `writing our own deserializer without serde_untagged`. I do not know the specific limitations of serde/serde_untagged regarding this. Sharing context on the reasons it's so painful to change might be useful.

### Alternatives considered

_No response_

### Additional context

I personally wouldn't consider the issue fully solved until the restriction is removed; however the interim steps would help mitigate some of the harm.
Repository: PowerToys
Issue: Enabling Ahead of time for PowerToys
Labels: Idea-Enhancement,Area-Quality,Area-Build

### Description of the new feature / enhancement

This is the tracking issue for AoT work.

### List of known issues

- EventSource workaround
   - public class TelemetryBase inherits off EventSource
   - https://github.com/dotnet/runtime/pull/83751 may have it fixed?

### Done libraries
-
Repository: deno
Issue: `{deno:{namespace:false}}` worker option doesn't remove `Deno` namespace
Labels: suggestion

**Version**: Deno `1.46.x` and `2.x`

This logs `Received from worker: Hello from Worker! 2.0.0-rc.10+053894b` instead of throwing a reference error:
```js
const workerBlob = new Blob([`
  self.onmessage = async function(e) {
    self.postMessage('Hello from Worker! ' + Deno.version.deno);
  }
`], { type: 'application/javascript' });
  
const workerURL = URL.createObjectURL(workerBlob);
  
const worker = new Worker(workerURL, {type:"module", deno:{permissions:"none", namespace:false}});
  
worker.onmessage = function(e) {
  console.log('Received from worker:', e.data);
};
worker.postMessage('Hello from main thread!');
```

This issue may be more of a feature request, since it's not explicitly mentioned in the docs that `namespace:false` disables Deno stuff. It only says:

> Starting in v1.22 the Deno namespace is available in worker scope by default. To enable the namespace in earlier versions pass deno: { namespace: true } when creating a new worker.

Note if `delete globalThis.Deno` is equivalent, this may not be an ideal solution for me, because part of the reason I want to remove the Deno stuff is to reduce the memory overhead of the worker.