sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: go/ast: SortImports crashes with invalid line number panic
Labels: NeedsInvestigation

Reproducer:

```go
func TestFormatCrash(t *testing.T) {
	const src = `package main
import(
"a"//t
"a")
`
	fs := token.NewFileSet()
	f, err := parser.ParseFile(fs, "test.go", src, parser.ParseComments|parser.SkipObjectResolution)
	if err != nil {
		t.Fatal(err)
	}
	ast.SortImports(fs, f)
}
```

```
panic: invalid line number 4 (should be < 4) [recovered]
        panic: invalid line number 4 (should be < 4)

goroutine 6 [running]:
testing.tRunner.func1.2({0x5842c0, 0xc0000263b0})
        testing/testing.go:1706 +0x230
testing.tRunner.func1()
        testing/testing.go:1709 +0x35e
panic({0x5842c0?, 0xc0000263b0?})
        runtime/panic.go:785 +0x132
go/token.(*File).MergeLine(0xc0000322a0, 0x20?)
        go/token/position.go:157 +0x1c8
go/ast.sortSpecs(0xc000110a00, 0xc000100280, {0xc000078080, 0x2, 0x2})
        go/ast/import.go:200 +0xa36
go/ast.SortImports(0xc000110a00, 0xc000100280)
        go/ast/import.go:40 +0x41d
```

SortImports is used by format.Node, so this issue also affects the go/format package.
Repository: ui
Issue: [bug]: when i install block components, it is shown without css ,how can i adjust it?
Labels: bug

### Describe the bug

what really it is:
![1725089072181](https://github.com/user-attachments/assets/20239877-7539-49c3-b0a1-392a83866e6f)
what it is shown in preview:
![1725089122216](https://github.com/user-attachments/assets/9b48c54c-f90a-47e9-b513-4673a8d1834f)



### Affected component/components

dashboard

### How to reproduce

just install it with npx shadcn@latest add "https://v0.dev/chat/b/Uwq1Bdy?token=eyJhbGciOiJkaXIiLCJlbmMiOiJBMjU2R0NNIn0..vf0EN8N8BtlZ-1Dz.wEcYc_vsXQ-u3-zykGUntD-z2hQGIjzmKfSvS362PWpGsoJP20Q.LtGCZju8ZjvsoamTnjsYwg"

### Codesandbox/StackBlitz link

npx shadcn@latest add "https://v0.dev/chat/b/Uwq1Bdy?token=eyJhbGciOiJkaXIiLCJlbmMiOiJBMjU2R0NNIn0..vf0EN8N8BtlZ-1Dz.wEcYc_vsXQ-u3-zykGUntD-z2hQGIjzmKfSvS362PWpGsoJP20Q.LtGCZju8ZjvsoamTnjsYwg"

### Logs

_No response_

### System Info

```bash
none
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Subviewport content cannot be rendered correctly on MacOS Chrome after exporting to html5
Labels: bug,platform:web,platform:macos,topic:rendering

### Tested versions

- Reproducible in Godot 4.2.stable，4.3.stable

### System information

MacOS 14.1(M3 Pro) - Godot v4.3.stable - Chrome 128.0.6613.114 (arm 64)

### Issue description

When I use `Subviewport` to draw content, whether it is through `SubviewportContainer` or `ViewportTexture`, after exporting to HTML5, it cannot be rendered normally on **Chrome**.

some additional information:
- When using Godot4.2.stable to export **HTML5**, it cannot be rendered normally on **Safari 17.1** too.
- It seems that the two settings of *Render Target (Clear Mode, Update Mode)* on the Subviewport Inspect panel do not take effect.
- If MRP is uploaded to **itchio**, it will be rendered correctly on Chrome.
- It seems OK when html5 running on Chrome in **Windows**.

Scene Node Tree:
<img width="263" alt="截屏2024-08-31 15 05 12" src="https://github.com/user-attachments/assets/f82d9f94-4dc3-44b7-abae-5128a809e310">

Inspect pannel:
<img width="238" alt="截屏2024-08-31 15 14 13" src="https://github.com/user-attachments/assets/2b9e44fa-31ea-4c1a-8568-afcddb9e2462">


Expect View:
<img width="587" alt="截屏2024-08-31 15 05 29" src="https://github.com/user-attachments/assets/9c34d781-de8c-44b7-b17a-51d6444b1c8e">

View in Chrome:
<img width="663" alt="截屏2024-08-31 15 05 57" src="https://github.com/user-attachments/assets/26943f4e-cc26-4a1f-ad2b-458138e37d82">



### Steps to reproduce

Just add Subviewport to Scene and use Remote Debug - Run in Browser 

<img width="297" alt="截屏2024-08-31 15 22 35" src="https://github.com/user-attachments/assets/2395bc78-67fb-4afd-bccc-56b2d21e5bc1">


### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/16823782/MRP.zip)
Repository: vscode
Issue: Continuous Crash After Opening More Windows.
Labels: info-needed,freeze-slow-crash-leak

I Have both Latest Version of VS Code and Windows 11.

Whenever I open two or more windows in vscode, it continously crashes until i restart my pc. Even after restarting vscode completely clean, it happens more casually nowadays with the Recent Updates.

Look at these error codes:

![crash-1](https://github.com/user-attachments/assets/894cb49d-3e87-4466-861b-79c396eea2d4)
![crash-2](https://github.com/user-attachments/assets/9ab8b944-878f-459e-91a2-7820ae7956cd)
Repository: transformers
Issue: How to use hugginface for training:  google-t5/t5-base
Labels: Usage,Feature request

### Feature request

How to use hugginface for training / 如何使用huggingface来训练：
 https://github.com/huggingface/transformers/tree/main/examples/pytorch/translation

#What is the format and how do I write it? / 这个格式是怎么样的，怎么写呢？
def batch_collator(data):
    print(data)  #?????????????????????????????????????????????   
    return {
        'pixel_values': torch.stack([x for x in pixel_values]), 
        'labels': torch.tensor([x for x in labels]) 
    }

trainer = Trainer(
    model=model,
    args=training_args,
    data_collator=batch_collator,//这个需要怎么写?
    train_dataset=dataset['train'],    
)

### Motivation

无

### Your contribution

无


我已经试了可以用： https://www.kaggle.com/code/weililong/google-t5-t5-base 
不知道有没有什么坑
Repository: godot
Issue: Enumeration option cannot be selected in exported variable of type enum
Labels: enhancement,discussion,topic:gdscript,topic:editor

### Tested versions

v4.4.dev1.official [28a72fa43]

### System information

w10 64

### Issue description

Note this code:
Father.gd has only one enumeration "TestEnum"

![Captura2](https://github.com/user-attachments/assets/177898f1-77c9-4515-bd48-285be1e366f5)

test.gd inherits from Father.gd
test.gd declares a new enumeration "TestEnum2"

![Captura](https://github.com/user-attachments/assets/4a354e7b-5d12-4ff2-84fc-7d72eaa1c737)

If you initialize the enumeration so that the values ​​do not match the enumeration in Father.gd, the option in the enumeration "Test3" in test.gd will not be selectable in the editor.

![Captura](https://github.com/user-attachments/assets/923f3ebc-29ed-4921-9446-08e1588f4f07)

Note the comments above each enumeration in "test.gd"

The "Test3" option becomes selectable when you assign the values ​​to the test.gd enumeration in the same order as Father.gd has them.

### Steps to reproduce

Try selecting the "Test3" option in the enumeration in the editor

### Minimal reproduction project (MRP)

[testenum.zip](https://github.com/user-attachments/files/16823826/testenum.zip)
Repository: PowerToys
Issue: Environment Variables Tool  split paths wrongly
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

Environment Variables

### Steps to reproduce

add `"c:\aaa;bb"` to PATH  ,the path is valid, though it contains semicolon
but the Environment Variables Tool will split it to 2 paths:
`"C:\aaa` and `bb"`


### ✔️ Expected Behavior

do not split this path

### ❌ Actual Behavior

`

### Other Software

_No response_
Repository: godot
Issue: [3.6.rc1] Existing meshes don't use vertex cache optimization?
Labels: feature proposal,discussion,documentation,topic:import

### Tested versions

- Reproducible in 3.6.rc1.

### System information

Windows 11 - Godot v3.6.rc1 - GLES3 - dedicated

### Issue description

![image](https://github.com/user-attachments/assets/3914a99e-8ed2-4fc5-b154-7e763c877c94)

In short, i have a ton of meshes saved as .res files. That helps to save scene file sizes, helps to manipulate materials of the surfaces, etc. However, as far as i understand, vertex cache optimization affects only reimported meshes (which i did btw, i removed .import and reimported all assets). In this case, meshes saved in .res files may stay unaffected by this change. There are no methods in `Mesh` nor `ArrayMesh` to optimize the vertex cache with GDScript. So, the question is, how can i apply this optimization method on existing mesh resources? Or is it applied automatically and is not documented to be that way?

### Steps to reproduce

- Have a project that you have developed in 3.5.3.
- Save mesh resources in any format you'd wish (.res in my case)
- Convert to 3.6.rc1.
- Remove .import folder, painfully wait for it to import back because you should not have made that much assets.
- Play the game and notice no difference in framerates in any scenes.
... OR ...
- Open MRP with 3.6.rc1, it was made with version 3.5.3.

### Minimal reproduction project (MRP)

[MeshOptimizationMRP.zip](https://github.com/user-attachments/files/16823835/MeshOptimizationMRP.zip)
Repository: rust
Issue: Tracking peak total storage use
Labels: T-rustdoc,T-compiler,T-bootstrap,T-release,T-libs,C-discussion,A-CI,I-release-nominated

<details><summary><h3>Related August 29th CI event</h3></summary>

On [August 29th, around 3:59 Pacific Daylight Time](https://github.com/rust-lang/rust/pull/129735#issuecomment-2317323833), our CI started to fail due to not having enough storage available. It merged a few PRs, but then about 10 hours later it merged the final PR that it would merge that day: https://github.com/rust-lang/rust/commit/0d634185dfddefe09047881175f35c65d68dcff1

It continued to fail for hours. The spotty CI passes were probably due to GitHub initiating a rollout to their fleet that took 12 hours to reach complete global saturation. At that moment, GitHub reduced the actual levels of storage offered to runners to levels that closely reflect their service agreement. See https://github.com/actions/runner-images/issues/10511 for more on that.

Eventually, I landed https://github.com/rust-lang/rust/pull/129797 which seemed to get CI going again.

</details>

## Do we take up too much space?

We have had our storage usage grow, arguably to concerning levels, over time. Yes, a lot compresses for transfer, but I'm talking about **peak** storage occupancy here. And tarballs are not a format that are conducive to accessing individual files, so in practice, the relevant data occupies hosts in its full, uncompressed glory nonetheless. We also generate quite a lot of build intermediates. Big ones. Some of this is unavoidable, but we should consider investigating ways to reduce storage occupancy of the toolchain and its build intermediates.

Besides, we are having issues keeping our storage usage under the amount available to CI, even if there are other aggravating events. Obviously, clearing CI storage space can be done as a dirty hack to get things running again, but changes that benefit the entire ecosystem are more desirable. However, note that a solution that reduces storage but *significantly increases the number of filesystem accesses*, especially during compiler or tool builds, is likely to make CI problems worse due to this fun little issue:
- https://github.com/rust-lang/rust/issues/127883

I'm opening this issue as a question, effectively: We track how much time the compiler costs, but what about space? Where are we tracking things like e.g. total doc size (possibly divided between libstd doc size and so on)? Are we aware of things like how much space is used by incremental compilation or other intermediates, and how it changes between versions? How about things like e.g. how many crater subjobs run out of space in each beta run? Where would someone find this information?
Repository: material-ui
Issue: button css wrong when i use css varibles
Labels: package: system,customization: theme

### Steps to reproduce

the outlined button hover style wrong
https://codesandbox.io/p/sandbox/reverent-babbage-66yztk

```tsx
const theme = createTheme({
  cssVariables: {
    colorSchemeSelector: ".demo-disable-transition-%s",
  },
  palette: {
    mode: "light",
    primary: {
      light: "var(--primary-light)",
      main: "var(--primary)",
      dark: "var(--primary-hover)",
      contrastText: "var(--primary-foreground)",

      // light: "#338cf5",
      // main: "#0070f3",
      // dark: "#004eaa",
      // contrastText: "#ffffff",
    },
  },
  colorSchemes: { dark: true },
});
```



### Current behavior

_No response_

### Expected behavior

_No response_

### Context

_No response_

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: css varibles button hover
Repository: PowerToys
Issue: Open Color Picker Editor key combination
Labels: Needs-Triage

### Description of the new feature / enhancement

It would be ideal if the color picker could offer the option to select the editor or only color, depending on whether I hold and click a key combination, such as Ctrl. This would allow me to open the editor when i need it without having to adjust it in the settings. So i always just select the color, for example, without opening the editor and if necessary with Ctrl

### Scenario when this would be used?

Sometimes when making some textures in GIMP, i just want to pick a color from an image from the browser for example. But sometimes id like to see what the PT Color Picker suggests for similar colors

### Supporting information

_No response_
Repository: ui
Issue: [bug]: Unexpected token when using shadcn add
Labels: bug

### Describe the bug

I get the following error when I try to call `npx shadcn add seperator`.

Error:
```
⠙ Checking registry.

Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

Unexpected token '<', "<!DOCTYPE "... is not valid JSON
```

It is a project that used shadcn-ui.
I already did the update in the `components.json`

I use nextjs 14

### Affected component/components

seperator

### How to reproduce

1. Open an existing nextjs 14 (app router) project that contains shadcn-ui
2. update your components.json file (aliases)
3. Try to add the seperator with `npx shadcn add seperator`

### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
> npx shadcn add seperator
 
⠙ Checking registry.

Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

Unexpected token '<', "<!DOCTYPE "... is not valid JSON
```


### System Info

```bash
MacOS
Next.js 14
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Code region folding is not remembered for some scripts
Labels: bug,topic:editor,usability

### Tested versions

4.3
4.4 dev 61598c5

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

When you fold regions in some script, they will be unfolded in editor restart. Not sure what causes it exactly. It only applies to some scripts.

### Steps to reproduce

1. Open the attached script
2. Fold Quests region
3. Save
4. Restart editor

### Minimal reproduction project (MRP)

[regionbug.gd.txt](https://github.com/user-attachments/files/16824123/regionbug.gd.txt)
Repository: ui
Issue: [bug]: Blocks themes switch failed in Docmentation
Labels: bug

### Describe the bug

[In the Documentation](https://ui.shadcn.com/blocks#charts-01), blocks theme color change failed after clicking the theme switcher.
<img width="1000" alt="image" src="https://github.com/user-attachments/assets/bf26a528-d0b7-4a60-9cfe-769cedc71832">
change

### Affected component/components

Documentation/Blocks

### How to reproduce

1. Go to https://ui.shadcn.com/blocks#charts-01.
2. Click the theme switcher.
3. Blocks theme colors don't change.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Apple M1 pro
macOS 14.5
Google Chrome 128.0.6613.85
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: flutter
Issue: Unexpected arrow emoji resolution on certain Android devices.
Labels: platform-android,framework,engine,c: rendering,has reproducible steps,P3,team-engine,triaged-engine,found in release: 3.24,found in release: 3.25

### Steps to reproduce

- In android platform,input different arrow character can lead to wrong rendering effects.
- for example:
←↑→↓↔
⬅➡
- Github can show correct effect.

### Expected results

- expected results:
←↑→↓↔
⬅➡

### Actual results

- But in Flutter,it shows:
- Fllowing is my app.

![20240831-175020](https://github.com/user-attachments/assets/e0398bf0-4a37-4bcf-a3e1-741834e91e66)

- Fllowing is Xianyu(Chinese PoshmarkInc)
![20240831-175327](https://github.com/user-attachments/assets/3ad419b3-f7c6-4be7-b797-c711453028f0)


### Code sample

- null

### Screenshots or Video

_No response_

### Logs

_No response_

### Flutter Doctor output

[√] Flutter (Channel stable, 3.22.1, on Microsoft Windows [版本 10.0.22631.4112], locale zh-CN)
    • Flutter version 3.22.1 on channel stable at D:\flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision a14f74ff3a (3 months ago), 2024-05-22 11:08:21 -0500
    • Engine revision 55eae6864b
    • Dart version 3.4.1
    • DevTools version 2.34.3
    • Pub download mirror https://pub.flutter-io.cn
    • Flutter download mirror https://storage.flutter-io.cn

[√] Windows Version (Installed version of Windows is version 10 or higher)

[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
    • Android SDK at C:\Users\wu_mi\AppData\Local\Android\sdk
    • Platform android-34, build-tools 34.0.0
    • Java binary at: C:\\Program Files\\Android\\Android Studio\jbr\bin\java
    • Java version OpenJDK Runtime Environment (build 17.0.10+0--11609105)
    • All Android licenses accepted.
Repository: ui
Issue: [bug]: New Shadcn CLI - found two bugs while testing
Labels: bug

### Describe the bug

Thank you for providing the new CLI. Currently testing and like it a lot. Found two bugs so far. This is my base tailwind.config.ts file: 

```
import type { Config } from "tailwindcss";

const config: Config = {
	darkMode: ["class"],
	content: [
		"./src/pages/**/*.{js,ts,jsx,tsx,mdx}",
		"./src/components/**/*.{js,ts,jsx,tsx,mdx}",
		"./src/app/**/*.{js,ts,jsx,tsx,mdx}",
	],
	theme: {
		extend: {
			backgroundImage: {
				'gradient-radial': 'radial-gradient(var(--tw-gradient-stops))',
				'gradient-conic': 'conic-gradient(from 180deg at 50% 50%, var(--tw-gradient-stops))'
			},
			borderRadius: {
				lg: 'var(--radius)',
				md: 'calc(var(--radius) - 2px)',
				sm: 'calc(var(--radius) - 4px)'
			},
			colors: {
				background: 'hsl(var(--background))',
				foreground: 'hsl(var(--foreground))',
				card: {
					DEFAULT: 'hsl(var(--card))',
					foreground: 'hsl(var(--card-foreground))'
				},
				popover: {
					DEFAULT: 'hsl(var(--popover))',
					foreground: 'hsl(var(--popover-foreground))'
				},
				primary: {
					DEFAULT: 'hsl(var(--primary))',
					foreground: 'hsl(var(--primary-foreground))'
				},
				secondary: {
					DEFAULT: 'hsl(var(--secondary))',
					foreground: 'hsl(var(--secondary-foreground))'
				},
				muted: {
					DEFAULT: 'hsl(var(--muted))',
					foreground: 'hsl(var(--muted-foreground))'
				},
				accent: {
					DEFAULT: 'hsl(var(--accent))',
					foreground: 'hsl(var(--accent-foreground))'
				},
				destructive: {
					DEFAULT: 'hsl(var(--destructive))',
					foreground: 'hsl(var(--destructive-foreground))'
				},
				border: 'hsl(var(--border))',
				input: 'hsl(var(--input))',
				ring: 'hsl(var(--ring))',
				chart: {
					'1': 'hsl(var(--chart-1))',
					'2': 'hsl(var(--chart-2))',
					'3': 'hsl(var(--chart-3))',
					'4': 'hsl(var(--chart-4))',
					'5': 'hsl(var(--chart-5))'
				}
			}
		}
	},
	plugins: [require("tailwindcss-animate")],
};
export default config;
```

when I add this to the extend section: 

```
 fontFamily: {
	sans: ['var(--font-geist-sans)'],
        mono: ['var(--font-geist-mono)'],
		}, 
```

the CLI crashes when trying to add an accordion using: 

`npx shadcn@latest add accordion`


Also when I have this under the theme section:

```
 container: {
      center: true,
      padding: '2rem',
      screens: {
        '2xl': '1400px',
      },
    }, 
```

and I try to add the accordion again, I noticed that the CLI changes: 

 `center: true` to `center:  "true"`

### Affected component/components

e.g. accordion 

### How to reproduce

See in description

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Nextjs 14
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: SpringArm(x)D should also update children's  transform at editor time
Labels: enhancement,feature proposal,discussion,topic:editor,topic:physics

### Tested versions

v4.4.dev

### System information

Godot v4.4.dev (a5830f6eb) - Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3080 (NVIDIA; 32.0.15.5585) - 12th Gen Intel(R) Core(TM) i9-12900K (24 Threads)

### Issue description

Currently, the children of SpringArm3D component, only update their transform at runtime. And if I modified the properties (spring_arm_length...) of SpringArm3D, the children(for example a camera node), which will be inconsistent about the transform from editor preview to real play in game.

### Steps to reproduce

![image](https://github.com/user-attachments/assets/32ccbdaa-8bac-4000-a5bf-8651269d6212)


### Minimal reproduction project (MRP)

--
Repository: godot
Issue: EditorDebuggerRemoteObject in Inspector shows wrong object id
Labels: topic:editor,needs testing

### Tested versions

- Reproducible in v4.4.dev1.official.28a72fa43

### System information

Windows 11, Vulkan API 1.3.205 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3060 Ti

### Issue description

When debugging, the stack object's id is wrong.

As below, the id in the Inspector should be `9223372080660088240`, not `-9223371993049463376`
<img width="1489" alt="屏幕截图 2024-08-31 181717" src="https://github.com/user-attachments/assets/2d3e1af4-e574-4494-ae38-c575fc097c54">

I notice there is a difference between two files:
https://github.com/godotengine/godot/blob/61598c5c88d95b96811d386cb20d714c35f4c6d7/editor/debugger/editor_debugger_inspector.cpp#L69-L75

https://github.com/godotengine/godot/blob/61598c5c88d95b96811d386cb20d714c35f4c6d7/editor/editor_properties.cpp#L1331-L1349

I guess it should be modified to:
```
 String EditorDebuggerRemoteObject::get_title() { 
 	if (remote_object_id.is_valid()) { 
 		//return vformat(TTR("Remote %s:"), String(type_name)) + " " + itos(remote_object_id); 
 		return vformat(TTR("Remote %s:"), String(type_name)) + " " + uitos(remote_object_id); 
 	} else { 
 		return "<null>"; 
 	} 
 } 
```
Furthermore, this method `get_remote_object_id` also give a wrong id (eg. `-9223371993049463376`) in gdscript:https://github.com/godotengine/godot/blob/61598c5c88d95b96811d386cb20d714c35f4c6d7/editor/debugger/editor_debugger_inspector.h#L51

### Steps to reproduce

NA

### Minimal reproduction project (MRP)

NA