sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Tracking Issue for `keylocker_x86`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(keylocker_x86)]`

This is a tracking issue for the `kl` and `widekl` target features and the associated intrinsics in `stdarch`

### Public API
The following target features and all their associated intrinsics
 - `kl`: Intel Key Locker
 - `widekl`: Intel Key Locker Wide

### Steps / History

- [ ] Add the target features to Rust
- [ ] Add the Intrinsics and Feature Detection to `stdarch`
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- None yet.

### Implementation History


[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: ui
Issue: [bug]: Canary monorepo CLI ENOENT error
Labels: bug

### Describe the bug

The followin error occurs after running the cli install command:
`pnpm dlx shadcn@canary init`

```
✖ Something went wrong creating a new Next.js monorepo.
Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

Command failed with ENOENT: cd /home/gsdev/dev/w82
spawn cd ENOENT
```

**NOTE**: The monorepo seems to install but only apps/web gets installed. I also tested this on an M1 mac and that worked fine. 

### Affected component/components

n/a

### How to reproduce

1. Install using the command provided in the monorepo docs: `pnpm dlx shadcn@canary init`
2. Complete install wizard
3. Error is thrown shortly after


### Codesandbox/StackBlitz link

n/a

### Logs

_No response_

### System Info

```bash
Windows 11, WSL, Ubuntu 24.04
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: PowerToys
Issue: windows 11 修改hosts一会儿生效，一会儿不生效
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Hosts File Editor

### Steps to reproduce

修改Hosts文件，刷新DNS缓存，浏览器输入网址，生效；
过十几分钟，再刷新页面，无法请求正确的IP，失效；

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: electron
Issue: Minimized Window is Forcibly Restored
Labels: platform/windows,bug :beetle:,status/confirmed,has-repro-gist,33-x-y

### Preflight Checklist

- [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [x] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

33.2.1

### What operating system(s) are you using?

Windows

### Operating System Version

Windows 11

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

The minimized window should remain minimized, and the flashFrame should appear instead.

### Actual Behavior

After minimizing, the window is forcibly restored and steals focus.

### Testcase Gist URL

https://gist.github.com/emfprhs119/b613df8c3c341f3a763b889a6d53f0d2

### Additional Information

![Image](https://github.com/user-attachments/assets/890430f1-e528-4dcd-af15-4938f9094d16)

The "close" button on the thumbnail in the taskbar for Windows 10 and 11 causes issues with managing multiple windows. 
Even if the close action is disabled through code, the problem still persists.

`subWindow.on('close', (event) => event.preventDefault());`

https://github.com/user-attachments/assets/082b30cc-a7f1-43cd-9b8e-31c407416655

https://github.com/user-attachments/assets/27fb39a2-3a62-45a4-b832-15842346147d


I was trying to create an additional window that would minimize and blink without stealing focus, 
but this bug has made it impossible. 
If you have any suggestions for a workaround, please feel free to share.
Repository: godot
Issue: Godot 4.3 stable - PhysicalBoneSimulator3D/Skeleton3D Documentation Not Updated
Labels: bug,topic:physics,topic:3d


## Tested versions

tested: 4.3 stable

### System information

Mac OS (latest version; m2 8gb) - Godot 4.3 Stable - Forward+

### Issue description


```diff
- Followed official tutorial + 3rd party ones for making a ragdoll using a model’s skeleton by creating a physical skeleton, setting to active, and starting the simulation after adjusting physical bones

- Doesn’t work with just model, with entire model/skeleton under a CharacterBody3d, etc. It just doesn’t move. Doesn’t work with default nor jolt physics engines

- This is a problem in my main game, does not work in MRP either. Tried to make it as simple as possible
```

* The official tutorial + documentation is not updated properly for the migration of `physical_bones_…` functions from Skeleton3D into `PhysicalBoneSimulator3D`. Causing confusion. 
* The editor does not give a deprecation warning either when calling these functions from a `Skeleton3D` object

### Steps to reproduce

Open MRP, start game

### Minimal reproduction project (MRP)
Repository: godot
Issue: Godot Autoload disappeared, but still exists?
Labels: bug,topic:editor

### Tested versions

4.3 Stable



### System information

Windows 10

### Issue description

My autoload went missing from the autoload list, it won't let me readd it because it already exists and all of the references to it now throw errors that it doesn't exist.

![Image](https://github.com/user-attachments/assets/1695f568-6be6-49d0-a38c-cabe17f8652e)


### Steps to reproduce

Created an autoload, SignalManager with associated script.
Edit the editor settings to use external editor
close godot
open godot
Autoload is gone, but if I try to add it again, it says it already exists.

### Minimal reproduction project (MRP)

I can't reproduce it.
Repository: react-native
Issue: ScrollView 
Labels: Component: ScrollView,Needs: Repro,Needs: Attention,Needs: Version Info

### Description

ScrollView not scrolling after upgrading to react-native 0.76

### Steps to reproduce

creat new app and run in android 

### React Native Version

0.67

### Affected Platforms

Runtime - Android

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

```text
System:
  OS: macOS 14.5
  CPU: (8) arm64 Apple M1
  Memory: 105.95 MB / 8.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 20.10.0
    path: /usr/local/bin/node
  Yarn:
    version: 1.22.22
    path: /opt/homebrew/bin/yarn
  npm:
    version: 9.5.1
    path: /opt/homebrew/bin/npm
  Watchman:
    version: 2023.04.03.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.12.0
    path: /opt/homebrew/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.5
      - iOS 17.5
      - macOS 14.5
      - tvOS 17.5
      - visionOS 1.2
      - watchOS 10.5
  Android SDK: Not Found
IDEs:
  Android Studio: 2024.1 AI-241.18034.62.2411.12169540
  Xcode:
    version: 15.4/15F31d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.9
    path: /usr/bin/javac
  Ruby:
    version: 2.6.10
    path: /usr/bin/ruby
npmPackages:
  "@react-native-community/cli":
    installed: 15.0.1
    wanted: 15.0.1
  react:
    installed: 18.3.1
    wanted: 18.3.1
  react-native:
    installed: 0.76.5
    wanted: 0.76.5
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: true
iOS:
  hermesEnabled: Not found
  newArchEnabled: false
```


### Stacktrace or Logs

```text
no crash only run time
```


### Reproducer

no repo

### Screenshots and Videos

![Screenshot_1735279960](https://github.com/user-attachments/assets/a502bfab-0acd-43a8-9a04-34de0b196b72)
Repository: tauri
Issue: [bug] Allow Fullscreen Videos Android Webview
Labels: type: bug,status: needs triage

### Describe the bug

Currently the only solutions is

https://stackoverflow.com/questions/62573334/android-webview-fullscreen-on-videos-not-working

but there should be a fix in tauri itself because on every build it will break

### Reproduction

_No response_

### Expected behavior

WebView Fullscreen should open normaly

### Full `tauri info` output

```text
newest tauri version ( appears on all current versions )
```


### Stack trace

```text
Uncaught (in promise) TypeError: fullscreen error
```


### Additional context

only appears on mobile ( android )
Repository: neovim
Issue: `:keeppatterns` does not keep the last substitution string
Labels: needs:vim-patch

### Problem

Hi, I encountered this problem with the trim.nvim plugin, which uses `:keeppatterns %s/...` under the hood. Every time I wrote a file with this plugin enabled, my last substitution was just an empty string. I reported this [here](https://github.com/cappyzawa/trim.nvim/issues/27). I have since replaced trim.nvim with conform.nvim, but in order to help the plugin author out, I wrote up repro steps for him and discovered, that the problem seems to come from neovim itself instead of the plugin.

I did find multiple issues in the neovim repo that somewhat relate to this problem, but I got the impression that `:keeppatterns` should already work as I expected. Especially since `:help :keeppatterns` also already says it should preserve the substitution string.

### Steps to reproduce

1. Start neovim with `nvim --clean test.txt`
2. Add these buffer contents:
   ```
   foo
   foo
   foo
   ```
2. Execute `:%s/foo/bar/`.
3. Observe, that all "foo"s have been replaced by "bar"s.
4. Press "u" to undo.
5. Execute `:keeppatterns %s/bla//`
6. Observe that nothing happened to the buffer.
7. Execute `:%s/foo/~/`.
8. Observe that all "foo"s have been replaced with an empty string. The expectation is that they would be replaced by "bar"s.
9. Press "u" to undo.
10. Execute `:%s/foo/bar/`.
11. Press "u" to undo.
12. Execute `%s/foo/~/`.
13. Observe that all "foo"s have been replaced by "bar"s.

Note that this can also be reproduced with the `g&` normal mode command.

### Expected behavior

The substitution pattern should remain the one of the last substitute command called without `:keeppatterns`.

### Nvim version (nvim -v)

NVIM v0.11.0-dev-1419+g46c7faa00b

### Vim (not Nvim) behaves the same?

yes, vim 9.1, patches 1-954

### Operating system/version

Linux 6.12.6-arch1-1

### Terminal name/version

wezterm 20240922-151228-2b76c63b

### $TERM environment variable

xterm-256color

### Installation

AUR: neovim-git
Repository: godot
Issue: GPUParticles3D using Directed Points does not have correct initial velocity
Labels: bug,topic:3d,topic:particles

### Tested versions

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

### System information

Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 30.0.15.1006) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

When using Directed Points, the particles don't actually move in the direction of the normal. Instead the direction is unpredictable.

A similar issue was brought up in 4.2 https://github.com/godotengine/godot/issues/83811

and resolved with https://github.com/godotengine/godot/pull/83831 so it's likely this regression was added there.

### Steps to reproduce

Same as https://github.com/godotengine/godot/issues/83811

Create MeshInstance3D and give it a mesh.

Create particles and give it a Draw pass. Give it a ParticleProcessMaterial and give the particles an initial velocity. Use "Create Emission Points from Node" and choose Surface Points + Normal (Directed) to create a Emission Points Texture and Emission Normal Texture.

### Minimal reproduction project (MRP)

[particlesissue.zip](https://github.com/user-attachments/files/18258542/particlesissue.zip)
Repository: opencv
Issue: Please upload ONNX model to reproduce error
Labels: invalid

[ERROR:0@8.208] global net_impl.cpp:1164 cv::dnn::dnn4_v20221220::Net::Impl::getLayerShapesRecursively OPENCV/DNN: [Reshape]:(onnx_node!/model.22/dfl/Reshape): getMemoryShapes() throws exception. inputs=1 outputs=1/1 blobs=0
[ERROR:0@8.208] global net_impl.cpp:1167 cv::dnn::dnn4_v20221220::Net::Impl::getLayerShapesRecursively     input[0] = [ 1 64 1029 ]
[ERROR:0@8.208] global net_impl.cpp:1171 cv::dnn::dnn4_v20221220::Net::Impl::getLayerShapesRecursively     output[0] = [ ]
[ERROR:0@8.208] global net_impl.cpp:1177 cv::dnn::dnn4_v20221220::Net::Impl::getLayerShapesRecursively Exception message: OpenCV(4.7.0) D:\a\opencv-python\opencv-python\opencv\modules\dnn\src\layers\reshape_layer.cpp:109: error: (-215:Assertion failed) total(srcShape, srcRange.start, srcRange.end) == maskTotal in function 'cv::dnn::computeShapeByReshapeMask'
Repository: ui
Issue: [bug]: Context Menu Not Updating Position on Consecutive Right-Clicks
Labels: bug

### Describe the bug

When using the Context Menu component, the menu opens correctly upon the first right-click. However, if the user moves the cursor to a different position within the context and right-clicks again (without first performing a left-click elsewhere), the menu does not update its position. Instead, it continues to open at the previous position until the user performs a left-click.

### Affected component/components

Context Menu

### How to reproduce

1. Right-click within the context area to open the context menu.
2. Move the cursor to another position within the context area.
3. Right-click again without performing a left-click in between.
4. Observe that the context menu still opens at the original position rather than the new cursor position.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Windows 11 Pro 24H2
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: deno
Issue: `deno check` doesn't output source file information in stack trace when it can't open library file
Labels: types

I'm running `deno check` and getting a stack trace that only includes Deno internals, not my source file(s):

```
$ deno check main.ts
Check file:///home/dandv/deno-bugs/main.ts
error: Uncaught Error: Unable to load /home/dandv/.cache/deno/npm/registry.npmjs.org/@anthropic-ai/sdk/0.33.1/src/resources/messages.d.ts: No such file or directory (os error 2)
    at Object.getSourceFile (ext:deno_tsc/99_main_compiler.js:621:28)
    at findSourceFileWorker (ext:deno_tsc/00_typescript.js:126789:23)
    at findSourceFile (ext:deno_tsc/00_typescript.js:126705:20)
    at processImportedModules (ext:deno_tsc/00_typescript.js:127105:11)
    at findSourceFileWorker (ext:deno_tsc/00_typescript.js:126854:7)
    at findSourceFile (ext:deno_tsc/00_typescript.js:126705:20)
    at processImportedModules (ext:deno_tsc/00_typescript.js:127105:11)
    at findSourceFileWorker (ext:deno_tsc/00_typescript.js:126854:7)
    at findSourceFile (ext:deno_tsc/00_typescript.js:126705:20)
    at ext:deno_tsc/00_typescript.js:126654:22
```

I would expect to see `main.ts` and `lib.ts` at the top of (actually instead of) that stack trace.

**main.ts**
```ts
import { message } from './lib.ts';

console.log(message);
```

**lib.ts**
```ts
import type { Message } from '@anthropic-ai/sdk/src/resources/messages';

export const message: Message = 'foo';  // this is wrong, Message is an object
```


# Reproduction

1. `git clone https://github.com/dandv/deno-bug-check-stack-trace-omits-source-file`
2. `deno check main.ts`

Version: Deno 2.1.4

# Related

#27472
Repository: TypeScript
Issue: lib.dom: DOMatrix constructor accepts TypedArrays, not only Arrays.
Labels: Bug,Help Wanted,Domain: lib.d.ts

### ⚙ Compilation target

n/a

### ⚙ Library

lib.dom

### Missing / Incorrect Definition

DOMMatrix and DOMMatrixReadonly constructors are typed as accepting only `number[]` but they also accept `TypedArray`s in all browsers.

The following code works in all browsers:

### Sample Code

```TypeScript
new DOMMatrix(new Float32Array(16))
```

### Documentation Link

The [MDN documentation](https://developer.mozilla.org/en-US/docs/Web/API/DOMMatrix/DOMMatrix) doesn't really mention this detail, and the [spec](https://drafts.fxtf.org/geometry/#dom-dommatrix-dommatrix) mentions a ["sequence"](https://webidl.spec.whatwg.org/#idl-sequence) which to me isn't very specific. Isn't a TypedArray a "sequence of numbers"?

Perhaps the type should probably be `ArrayLike<number>`.
Repository: node
Issue: http2 compat response doesn't always emit `'close'`
Labels: http2

Noticed this in production. 

http2 compat response doesn't always emit `'close'` which can cause a memory leak.

Not sure yet when/how this occurs. Suspect that it occurs when the client aborts a request.
Repository: react-native
Issue: [IOS] ScrollView with Textinput / TouchalbeOpacity causes weird scroll position behavior
Labels: Platform: iOS,Component: TextInput,Component: ScrollView,Needs: Author Feedback,Needs: Repro,Type: New Architecture

### Description

After enabling the new architecture, upgrading navigation to v7, and upgrading to react-native-screens v4.4.0, the following issues occur:

When a ScrollView contains a TextInput or TouchableOpacity, the scroll behaves abnormally, and the components are re-rendered incorrectly (flickering).

This issue is only observed on iOS and does not occur on Android. The app was working fine before upgrading the React Native version, as well as the versions of react-native-screens and react-navigation.


### Steps to reproduce

1. use rn 0.76.4, rn-screens v4.4.0, react-navigation v7
2. make scrollView with TextInput / TocuhalbeOpacity
 


### React Native Version

0.76.5

### Affected Platforms

Runtime - iOS

### Areas

Fabric - The New Renderer

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

```text
System:
  OS: macOS 15.1.1
  CPU: (8) arm64 Apple M2
  Memory: 733.66 MB / 16.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 18.20.4
    path: ~/.nvm/versions/node/v18.20.4/bin/node
  Yarn:
    version: 4.4.0
    path: ~/Desktop/studymoa-app/node_modules/.bin/yarn
  npm:
    version: 10.7.0
    path: ~/.nvm/versions/node/v18.20.4/bin/npm
  Watchman:
    version: 2024.10.21.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.16.2
    path: /Users/inbeomjin/.rbenv/shims/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 24.1
      - iOS 18.1
      - macOS 15.1
      - tvOS 18.1
      - visionOS 2.1
      - watchOS 11.1
  Android SDK: Not Found
IDEs:
  Android Studio: 2024.1 AI-241.15989.150.2411.11948838
  Xcode:
    version: 16.1/16B40
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.13
    path: /usr/bin/javac
  Ruby:
    version: 3.1.2
    path: /Users/inbeomjin/.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: true
iOS:
  hermesEnabled: true
  newArchEnabled: true
```


### Stacktrace or Logs

```text
non
```


### Reproducer

non

### Screenshots and Videos


https://github.com/user-attachments/assets/66ba2460-91aa-484c-bf01-57a42c1d7d46
Repository: svelte
Issue: Introduce $typed() rune, complimentary to $bindable()
Labels: feature request,types / typescript,runes

### Describe the problem

As explained in #14810 and #9241, using $props rune is inconvenient with TypeScript.

### Describe the proposed solution

There is already a typed `$bindable` rune that can be used for inline types. We could introduce a `$typed` (non-bindable) rune to be able to specify fallback value and type at the declaration site of the prop, not separately:

```ts
let {
  size = $typed<'sm' | 'md' | 'lg'>('md'), // optional
  color = $typed<Color>(), // required
  value = $bindable<string>()
} = $props()
```

instead of

```ts
let {
  size = 'md',
  color,
  value = $bindable()
}: {
  size?: 'sm' | 'md' | 'lg',
  color: Color,
  value: string
} = $props()
```


### Importance

would make my life easier
Repository: PowerToys
Issue: Command Not Found unhandled exception causes PowerShell (pwsh) to crash
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

Command not found

### Steps to reproduce

1. Open Windows Terminal
2. Wait for it to launch
3. PowerShell crashes with Command Not Found unhandled exception.

![Image](https://github.com/user-attachments/assets/93f021ce-dd22-4066-9cd1-c2c3858c3067)
[PowerToysReport_2024-12-27-10-01-36.zip](https://github.com/user-attachments/files/18259112/PowerToysReport_2024-12-27-10-01-36.zip)


### ✔️ Expected Behavior

PowerShell should work normally alongside with Command Not Found.

### ❌ Actual Behavior

PowerShell crashes from Command Not Found unhandled exception. Is it because I wasn't connected to the internet?

### Other Software

_No response_
Repository: terminal
Issue: CloudShell - CloudShell in Windows Terminal Exiting
Labels: Issue-Bug,Product-Terminal,Area-AzureShell,Priority-1

### Windows Terminal version

1.21.2361.0

### Windows build number

Windows 11 Version 23H2 (OS Build 22631.3380)

### Other Software

_No response_

### Steps to reproduce

**Impact**: Customers are unable to launch Azure Cloud Shell from Windows Terminal, hindering the release of Windows Terminal to customers.
Customers are experiencing an error when attempting to launch Azure Cloud Shell from Windows Terminal. . It fails with this error:
[process exited with code 1 (0x00000001)]

**Lab repro:**

Deployed CloudShell integrated with Vnet same as customer: [Deploy Azure Cloud Shell in a virtual network with quickstart templates | Microsoft Learn](https://learn.microsoft.com/en-us/azure/cloud-shell/vnet/deployment)

**Test 1:** Filled all details in the onboarding UX:

![Image](https://github.com/user-attachments/assets/7ab33fb4-9a93-45ef-a749-89fe52a9b061)
![Image](https://github.com/user-attachments/assets/208d2dcf-ff14-4284-b337-dac67d334269)




We can successfully reproduce the error when Portal cloudshell is either stuck here:

![Image](https://github.com/user-attachments/assets/5c3531c0-fdfb-4cb2-8b73-7b07480edc73)


or it has timed out after 20 mins

In either of the above conditions, we get the same error in Terminal:
![Image](https://github.com/user-attachments/assets/5254f25e-175c-4f4f-8bf9-b04a3d0c178f)


**Test 2:**


Connected to cloudshell portal, then connected cloudshell terminal, both worked well.

Left cloudshell portal idle for about 6 hours.

![Image](https://github.com/user-attachments/assets/b30cc6e8-6242-40e9-8f01-c13763d681f1)


 Session on cloudshell Windows terminal ended after a while which, I assume, is expected.

![Image](https://github.com/user-attachments/assets/5273c3f4-21db-462c-9c71-9519b65ff1f5)


 Launched a new cloudshell terminal session without touching cloudshell in portal. Got the same error as customer.

![Image](https://github.com/user-attachments/assets/0f2d0926-4963-4671-9435-d2d9a27b2afd)


**Workaround**: As long as portal cloudshell is not left idle to timeout, customer as well as we can successfully launch terminal cloudshell as well. If we return to portal cloudshell and relaunch it, then windows terminal cloudshell starts successfully.


### Expected Behavior

Cloudshell in Windows terminal should launch

### Actual Behavior

Customer is trying to launch Azure Cloud Shell from Windows Terminal. It fails with this error:
"Requesting a cloud shell instance...Succeeded.Requesting a terminal (this might take a while)...[process exited with code 1 (0x00000001)]
"