sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: opencv still uses Concurrency Runtime in parallel_for_xxx functions on Windows
Labels: feature,platform: win32

### Describe the feature and motivation

Concurrency Runtime is still used by opencv in the implementation of [parallel_for_xxx](https://github.com/opencv/opencv/blob/4.x/modules/core/src/parallel.cpp) functions on Windows. We have recently filed a [bug report on Concurrency Runtime task scheduling](https://developercommunity.visualstudio.com/t/Assert-triggered-in-ResourceManagercpp/10540484) to Microsoft and the fix will only be merged in around 6 months. In addition, the developer from Microsoft who fixed this bug recommends us "If possible, you should avoid use of ConcRT in new code" because "ConcRT was developed over 10 years ago (the original devs are no longer on the team". IMO opencv should provide another implementation (e.g. c++17 execution policy if the compiler supports it) as the default one on Windows and only use ConcRT as the last option.

### Additional context

_No response_
Repository: PowerToys
Issue: Remap a shortcut is not working when targeting git-bash
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

1. Create a shortcut From `Shift+a` to `b` targeting `git-bash.exe`
2. Open git-bash and press `Shift+a`

### ✔️ Expected Behavior

`b` is written

### ❌ Actual Behavior

`A` is written

### Other Software

_No response_
Repository: godot
Issue: USER ERROR: FATAL: Index p_index = 4294967294 is out of bounds (count = 32772).    at: operator[] (./core/templates/local_vector.h:161)
Labels: bug,needs testing,crash

### Tested versions

- Reproducable, though I'm sure this is a rare instance lol.  
Godot 4.2.2, Forward+

### System information

Godot v4.2.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XT (Advanced Micro Devices, Inc.; 31.0.24002.92) - 13th Gen Intel(R) Core(TM) i5-13600K (20 Threads)

### Issue description

I'm creating a minecraft like  game using cubes, See this video : https://www.youtube.com/watch?v=iQS3WelK7pU

And find the source code : https://pastebin.com/dtgJ8na8


I reliably get this error when I up the render_distance to around 18 - 24. The queue does not grow beyond 100, but the game crashes, and the only error supplied is:  
USER ERROR: FATAL: Index p_index = 4294967294 is out of bounds (count = 32772).    at: operator[] (./core/templates/local_vector.h:161)

I have no idea whats causing it. Any help is appreciated.

### Steps to reproduce

Up the chunks to beyond 18, crashes randomly.

### Minimal reproduction project (MRP)

Honestly I'm not sure what causes this. Sorry.
Repository: vscode
Issue: Active line number not bold when word wrap is enabled
Labels: bug,editor-wrapping

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- VS Code Version:  Version: 1.90.0
- OS Version: Windows_NT x64 10.0.22631

Steps to Reproduce:

This is most obvious in dark themes such as "Dark Modern"

1. Enable word wrap
2. Move cursor to a long line
3. Move cursor to first part of line, level with line number
4. Observe that active line number is bold (first screenshot, line number 7)
5. Move cursor to wrapped part of a line so that cursor is no longer level with line number

Expected: active line number remains bold

What actually happens: active line number is not bold (second screenshot, line number 7)

![Screenshot 2024-06-12 111804](https://github.com/microsoft/vscode/assets/105314/e1e9946c-086a-41bb-b879-9f0e523dc874)

![Screenshot 2024-06-12 111752](https://github.com/microsoft/vscode/assets/105314/f0ac409c-2f93-4aaf-9853-cc627110c8d1)
Repository: angular
Issue: Mark pure pipes dirty when a signal that they read changes 
Labels: area: core,core: pipes,core: reactivity,cross-cutting: signals

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

Currently, if the `transform` method of a pure pipe reads a signal, the pipe won't get reexecuted if the signal changes.

See https://stackblitz.com/edit/stackblitz-starters-eadv1h?file=src%2Fmain.ts as an example.

This is counter-intuitive to me, for the following reasons:

1. The pipe is used in a template, and the template is thus, indirectly, a "client" of the signal, so it seems logical that the template is updated when the signal changes
2. The rules of OnPush have changed to benefit from signals: even if no input of an OnPush component have changed, the component is marked for check when a signal it reads has changed. A pure pipe is very similar, conceptually, to an OnPush component: it's reexecuted only when its arguments change. Since OnPush now also marks a component for check if a signal red by its template has changed, I'd argue that the same should be done for a pure pipe that reads a signal

Making such a change could change the behavior of existing pipes, but the current behavior could be achieved by reading the signal inside an untracked(). And OTOH, pipes that are currently marked as impure because they read a signal could become pure. 


### Proposed solution

Reexecute the pipe even if its argument haven't changed in the case a signal that it reads has changed.

### Alternatives considered

?
Repository: rust
Issue: CURRENT_RUSTC_VERSION does not work with `#[deprecated]`
Labels: A-attributes,T-libs,requires-internal-features,L-deprecated

Found by @m-ou-se [here](https://github.com/rust-lang/rust/pull/126322#issuecomment-2162761978):
```
   Compiling libc v0.2.155
   Compiling memchr v2.5.0
   Compiling std v0.0.0 (/checkout/library/std)
   Compiling compiler_builtins v0.1.109
error: 'since' must be a Rust version number, such as "1.31.0"
   |
   |
82 |     #[deprecated(since = "CURRENT_RUSTC_VERSION", note = "this never returns anything useful")]

error: could not compile `core` (lib) due to 1 previous error
Build completed unsuccessfully in 0:00:26
```
Repository: godot
Issue: C# scenes with `NodePath`s randomly fail to load correctly (instead replaced with null)
Labels: bug,topic:core,needs testing,topic:dotnet

### Tested versions

- Reproducible in 4.2.2.stable.mono
- Not reproducible in 3.5

### System information

Most likely Windows 10 with Vulkan Forward+ renderer and a cyrillic locale (only players have seen this issue)

### Issue description

It seems that Godot 4 randomly fails to load `NodePath` export variables for C# scripts when instantiating scenes. The scenes in question load fine thousands of times, but very rarely it seems like they don't load correctly after playing some time.

I know this is basically probably unsolvable but I want to report this problem anyway as I've received multiple reports from players of my game that they have gotten this issue. I've opened a meta tracking issue in my repo about this: https://github.com/Revolutionary-Games/Thrive/issues/5209 

There's a chance that this is not in the end an engine issue, but all the info so far I have about this is that for some reason an instantiated C# class just has some export properties set to null when loading. Way earlier in the process from porting from Godot 3 to 4 I noticed 2 scenes that were much much more likely to have this issue present in them and I switched them to using direct node references. That seems to be a working workaround for this as I've not received any reports where those two scenes. So that leads me to believe there is some rare bug in the engine related to `NodePath` variable handling in scene instantiation.

I have not switched everything over to using direct node references as it would be a lot of work to convert over hundreds of scenes. Once [that is eventually done](https://github.com/Revolutionary-Games/Thrive/issues/4940), this issue should no longer really be relevant to Thrive anymore.

### Steps to reproduce

- Have a scene with a C# script attached to the root node
- Add an `[Export]` variable of `NodePath` type
- Add a valid path to that variable
- Load the scene thousands of times and hope to somehow trigger the issue... (I know this step is not really feasible, also this is the reason why I haven't managed to narrow down this issue at all)

### Minimal reproduction project (MRP)

I think it speaks to the rarity of the issue that the Godot 4 version of Thrive has been downloaded thousands of times but I have received less than 5 reports of this problem.

So even if I tried for hours it would be unlikely I would be able to make a MRP. 

Version of Thrive that definitely has this issue in it is: https://github.com/Revolutionary-Games/Thrive/tree/v0.6.6 (I added some workarounds in later patches so this issue may no longer be able to be triggered as I switched a few more scenes to use node references instead of paths).
Repository: next.js
Issue: Not seeing not-found page on production deployment with dynamicParams = false
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Cuboctaedro/nextjs-notfound

### To Reproduce

The app needs one env variable NEXT_PUBLIC_DOMAIN="http://localhost:3000/" on local or your domain if you deploy it.
Run on localhost and you will see urls like: /this-does-not-exist/page-d showing the not found page as they should.
Deploy on Vercel and the same ulrs do not show the not-found page.
Deploy on Netlify and the same urls show the not found page.

### Current vs. Expected behavior

Current: url /this-does-not-exist/page-d does not show the not-found page when deployed on Vercel
Expected: to see the not-found page since I use dynamicParams = false.

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Home
  Available memory (MB): 15743
  Available CPU cores: 12
Binaries:
  Node: 18.18.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.3 // There is a newer version (14.2.4) available, upgrade recommended! 
  eslint-config-next: 14.2.3
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
 ⚠ There is a newer version (14.2.4) available, upgrade recommended! 
   Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.
   Read more - https://nextjs.org/docs/messages/opening-an-issue
```


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

Not sure

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

Vercel (Deployed)

### Additional context

#66795 was closed because I had it on gitlab. This is the same with a link to a github repo.
Repository: flutter
Issue: tool_crash ProcessException Process exited abnormally with exit code -10 Command xcrun OS error code -10
Labels: c: crash,tool,P2,team-tool,triaged-tool

flutter create .

Oops; flutter has exited unexpectedly: "ProcessException: Process exited abnormally with exit code -10:

  Command: xcrun xcodebuild -list".
Repository: ollama
Issue: please add support for rk3588 NPU
Labels: feature request

Please add support for rk3588 NPU. Thanks.
Repository: kubernetes
Issue: Optimize Pod informer memory efficiency used in admission plugins
Labels: priority/awaiting-more-evidence,sig/node,sig/api-machinery,kind/feature,help wanted,triage/accepted

### What would you like to be added?

Memory optimizations on Pod informer used by admission plugins to reduce memory overhead of apiserver.

Currently, three admission plugins are using Pod informer:

1. ServiceAccount
2. NodeRestriction
3. PodSecurity

Optimization strategies:

For ServiceAccount & NodeRestriction can be straight-forward as they only need Metadata fields and `pod.Spec.NodeName`, so once trim off other unused fields, the memory overhead can be minimized.

For PodSecurity, it's a bit more complicated as most fields of Pod object are used for evaluation. However, PodSecurity is not enabled or enabled with default mode (i.e. privileged), which doesn't require caching Pod objects. So the idea is to only enable/start informer when a namespace is configured with non-privileged mode. This might need further thinking with negative impact such as the latency of starting an informer etc.


### Why is this needed?

As a parallel effort to https://github.com/kubernetes/kubernetes/pull/121979, this work would reduce memory overhead of apiserver since the Pod objects are commonly the largest memory overhead of informer object cache.
Repository: ant-design
Issue: 获取 Tree 拖拽后的节点位置 dropPos 以更新 treeData
Labels: Inactive,unconfirmed

### Reproduction link

[https://ant.design/components/tree-cn#components-tree-demo-draggable](https://ant.design/components/tree-cn#components-tree-demo-draggable)

### Steps to reproduce

拖动tree节点，触发 `onDrop` 事件

### What is expected?

在`onDrop`事件中得到拖动节点的位置信息`dragPos`和放置节点的位置信息`dropPos`，以便根据pos高效更新 `treeData`

### What is actually happening?

`onDrop`事件中给的 dragPos(info.dragNode.pos) 为预期的拖动节点位置信息，可用于删除拖动节点；但是 dropPos(info.node.pos) 不是预期的放置节点位置信息，不可用于新增拖动节点。

事实上我对dropPos的理解还不是很深刻，测试发现 dropPos 的实际定义为拖动后放置前光标的位置，如果要转换成期望的用于插入拖拽节点的位置，还受 dropPosition、dropToGap、跨层级拖动 等因素影响，甚是繁琐

事件中明明已经给了两个pos但是却不可用，不知道是不是因为这个原因，官网文档中的 Tree 拖动示例代码采用的更新方案使用 loop 遍历查询 dargKey 和 dropKey 以更新 `treeData`，如果 `treeData` 很大的话两次全局遍历应该是比较影响性能

| Environment | Info |
| --- | --- |
| antd | 5.18.0 |
| React | 18 |
| System | macOS |
| Browser | Chromium Engine Version 125.0.6422.142 |

---
还有一个疑问，`onDrop` 事件给了一个 `dropPosition`，但是在官网 demo 中却用这个 dropPosition 计算生成了一个新的 
``` javaScript
dropPosition (const dropPosition = info.dropPosition - Number(dropPos[dropPos.length - 1]); // the drop position relative to the drop node, inside 0, top -1, bottom 1) 
```
用于区分不同的更新逻辑，有点令人匪夷所思——如果新的计算 dropPosition 是必要的，为什么不直接在onDrop 给出这个计算值

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Feature Request]: Stable Diffusion 3 Medium support
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Support Stable Diffusion 3 Medium
https://huggingface.co/stabilityai/stable-diffusion-3-medium

### Proposed workflow

Just like other SD models

### Additional information

_No response_
Repository: rust
Issue: Incorrect target feature shown during `asm!` verification (aarch64)
Labels: A-diagnostics,T-compiler

### Code

```Rust
asm!("ldp d0, d1, [x0, 0x100]");
```


### Current output

```Shell
error: instruction requires: fp-armv8
   --> /Users/lysan/.cargo/git/checkouts/unwinding-943b7a48f658f090/5718f01/src/unwinder/arch/aarch64.rs:101:13
    |
101 |             ldp d0, d1, [x0, 0x100]
    |             ^
    |
note: instantiated into assembly here
   --> <inline asm>:2:13
    |
2   |             ldp d0, d1, [x0, 0x100]
    |             ^
```


### Desired output

```Shell
error: instruction requires: neon
   --> /Users/lysan/.cargo/git/checkouts/unwinding-943b7a48f658f090/5718f01/src/unwinder/arch/aarch64.rs:101:13
    |
101 |             ldp d0, d1, [x0, 0x100]
    |             ^
    |
note: instantiated into assembly here
   --> <inline asm>:2:13
    |
2   |             ldp d0, d1, [x0, 0x100]
    |             ^
```


### Rationale and extra context

This error only appears on `aarch64-unknown-none-softfloat` (all other `aarch64`s have `neon`).

`fp-armv8` is not an aarch64 feature, it's an arm feature. `neon` is the equivalent aarch64 feature afaict.

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.80.0-nightly (804421dff 2024-06-07)
binary: rustc
commit-hash: 804421dff5542c9c7da5c60257b5dbc849719505
commit-date: 2024-06-07
host: aarch64-apple-darwin
release: 1.80.0-nightly
LLVM version: 18.1.7
```


### Anything else?

_No response_
Repository: flutter
Issue: [Web | CanvasKit | Chrome] Image with color representation of "Uncalibrated" does not appear
Labels: engine,platform-web,e: web_canvaskit,has reproducible steps,P3,browser: chrome-desktop,e: web_skwasm,team-web,triaged-web,found in release: 3.22,found in release: 3.23

### Steps to reproduce

1. Download the sample and run it on the Web (Chrome) with the default (canvas kit) renderer enabled 

### Expected results

The vehicle image should appear successfully

### Actual results

A black rectangle appears instead

_Note: It works fine on Safari_

### Code sample

<details open><summary>Code sample</summary>

[image_test.zip](https://github.com/user-attachments/files/15807238/image_test.zip)

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

<img width="424" alt="image" src="https://github.com/flutter/flutter/assets/10124814/74632854-aafd-4c80-8308-3e6cd818e05b">


</details>


### Logs

_No response_

### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[✓] Flutter (Channel stable, 3.22.2, on macOS 14.1.1 23B81 darwin-x64, locale
    en)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2023.1)
[✓] VS Code (version 1.90.0)
[✓] Connected device (3 available)
[✓] Network resources
```

</details>
Repository: stable-diffusion-webui
Issue: [Feature Request]: support simple crop anchor
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

something like photoshop can choose anchor when resize crop

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/167966/2b50994f-fdd4-4716-b89a-c22d2bd13a56)

this will easy help for some input image aspect ratio is very diff with target size


### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: vscode
Issue: Diff chunks are not optimal
Labels: bug,help wanted,diff-editor

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- VS Code Version: 1.90.0
- OS Version: Win 11

Steps to Reproduce:

1. [Monaco Playground](https://microsoft.github.io/monaco-editor/playground.html?source=v0.50.0-dev-20240612#XQAAAAKBAgAAAAAAAABBqQkHQ5NjdMjwa-jY7SIQ9S7DNlzs5W-mwj0fe1ZCDRFc9ws9XQE0SJE1jc2VKxhaLFIw9vEWSxW3yscw19nPG_1uhrp2RzO_KSoj3BnqSCFzt4AfU0xJ0CGYU1vRtgnKPmZzQcQ1HJnaCu5f-1dobOlrSyV9lhyCGfRbxkREdNzix3aoXh3_Ov8eQ6X3c-AUSK46G6HjGvX8dCwNQQz4eOuhhob0KfG4lhlqxA23z_QD6p-r1-xW6hV5rR94ezXXE080-ZTw4jFX6SZUejO4KFHz8HdL05d-vavmNT889yL1I2nf1jSdqa34J0Gv6stIo-uvmIx-0S6jW9ef8LgHWR28JgyP_x1voUILzttbFiIChEoNyktz4wHRM4mRiZh2o1BCPmEWG0pGfpIDlhreijcN5TnNqqkfFb7LVdhLx0L_Dm1AAA)

An optimal diff chunk would comprise

```
if 3:
    pass
```

![image](https://github.com/microsoft/vscode/assets/12128514/c00304dd-0760-4fb6-8d04-1f401490b45e)
Repository: terminal
Issue: CSI 58 (undercurl color) sequence misbehaves when in "legacy ANSI" format
Labels: Area-VT,Issue-Bug,Product-Terminal

### Windows Terminal version

N/A

### Windows build number

10.0.22631.0

### Other Software

neovim 0.10.0
zellij 0.40.1
wezterm 20240520-135708-b8f94c47

### Steps to reproduce

More details are described in https://github.com/wez/wezterm/issues/5450

### A short overview

In the wezterm issue mentioned above, I came across conpty handling the CS 58 (undercurl color) ANSI sequence in a way that causes visual bugs for `zellij` users on modern windows terminals.

In short windows implementation seems to only accept the format:

`ESC[58:2::234:105:98m` (colons, iterm-compatible)

While if a proxy like `zellij` emits a more common ANSI form:

`ESC[58;2;234;105;98m` (semicolons)

it leads to the terminal instead changing text background color.

### Expected Behavior

I wanted to discuss a good way forward to fix this between the `zellij` project and the terminal implementations used on Windows. Some thoughts and options:

- Resolve by simply accepting CSI 58 in the more "ANSI-compatible" semicolon form. Reportedly, wezterm on linux doesn't experience this, so it seems reasonable to sync behaviors between platforms.
- If it's infeasible to fix this in WT code, `zellij` behavior can be fixed instead.

### Actual Behavior

N/A
Repository: deno
Issue: Expose `zstd` compress to js code
Labels: web,suggestion

`zstd` (crate) is a dependency of deno, but I want to use zstd compress in js code.

Currently it seems that there is no API for zstd, maybe add this through `DecompressionStream` ?
Repository: transformers
Issue: LLM Cache 
Labels: Feature request

### Feature request

Hi,

I'm working with an LLM model that generates text in stages. It stops after each section, performs an action, integrates the action's result into the generated text, and then continues. While this approach works, I'm facing a problem in time it takes.

I've tried using a static cache, but it actually increased processing time.

Is there a way to optimize this process?


### Motivation

.

### Your contribution

.
Repository: godot
Issue: Resource "Save as..." should change the resource path of current node, but now it change all the references
Labels: discussion,topic:editor,needs testing

### Tested versions

- reproduced in 4.2.2

### System information

macos

### Issue description

Resource "Save as..." should change the resource path of current node, but now it change all the references

### Steps to reproduce

1. create a AnimatedSprite and create SpriteFrames
2. save the SpriteFrames to local
3. dumplicate the AnimatedSprite, now they use the same SpriteFrames res
4. do the "save as.." for the resource of one node 

expect: the path of the resource of the other one don't change
actual: the paths of the resources of  two nodes change to the new path



### Minimal reproduction project (MRP)

the reprocedure is easy