sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Adopt the fs readonly message in notebook cell editor
Labels: polish,notebook-cell-editor

Testing #203045

It seems in notebook we are not using the new message from the API

<img width="424" alt="image" src="https://github.com/microsoft/vscode/assets/876920/7e4b924a-acf7-40e7-8c1a-9f722afa9725">


<img width="393" alt="image" src="https://github.com/microsoft/vscode/assets/876920/197972ff-b710-41a8-9003-5384f41cc09b">
Repository: vscode
Issue: Show breakpoint widget when alt+click in gutter
Labels: feature-request,debug

https://github.com/microsoft/vscode/issues/133007 made me realize that we should do something with breakpoints here. I think if it added a conditional breakpoint and opened the breakpoint widget, that would be cool, and you can also easily switch to a different breakpoint type from there as well.
Repository: godot
Issue: TextureButton texture_click_mask has no effect, is unset on project reload
Labels: bug,confirmed,topic:gui

### Tested versions

- 4.2.1.stable
- 4.2.stable
- 4.1.stable

### System information

macOS 12.6.6

### Issue description

Adding textures to a TextureButton with a click mask does not work - there are several things going wrong:
- Adding a freshly (re)imported click mask makes the texture_normal disappear on run, but the mask works as expected
- Reloading the project removes the mask (every time)
- Adding the mask again does not make the button disappear, but it also does not have any effect

All of these are probably related, but they could also be independent. To me, it seems that something is wrong either with the BitMap, TextureButton, or the way that it is applied


### Steps to reproduce

1. TextureButton
2. Add a texture with alpha to normal, duplicate and recolour it slightly, apply to pressed (optionally also to hover)
3. duplicate and import as BitMap, pretty sure from alpha and from black & white have the same issue
4. apply to texture_click_mask
5. run, see if the button is visible and the area is masked
6. reload the project
7. check if the masks are still applied
8. run, check again

### Minimal reproduction project (MRP)

[ClickMaskMinimal.zip](https://github.com/godotengine/godot/files/14030705/ClickMaskMinimal.zip)

note: click masks might not be applied, due to them being unset by on project open
Repository: godot
Issue: IntersectRay returns a zero length normal, but only for RigidBody2D collision and only when colliding with right side of the rigidbody.
Labels: bug,topic:physics,topic:2d

### Tested versions

- Reproducible in **4.2.1.stable.mono** and in **4.2.stable.mono**

### System information

Godot v4.2.stable.mono - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 3GB (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 Threads)

### Issue description

When raycasting using IntersectRay, depending on which side of the RigidBody2D you hit, you can get a zero length normal. The issue doesn't happen when hitting a tilemap collider. 

This works ok: 
![image](https://github.com/godotengine/godot/assets/57947291/72c05072-d704-47c0-8c8c-ff9e82e77e3f)

This also works: 
![image](https://github.com/godotengine/godot/assets/57947291/3ba41c22-7cac-4e4a-a2bc-bdfce31cc824)

But the minute the raycast touches the RigidBody2D from right side it breaks: 
![image](https://github.com/godotengine/godot/assets/57947291/b39dd1d0-d72e-4785-bb79-3c7d97561f85)

### Steps to reproduce

Start the game and first aim at the walls or the RigidBody2D on the right. Then aim at the RigidBody2D that is on the left side. Hitting the RigidBody2D that is on the left side from its right side will fill the console with this error:

`System.ArgumentException: Argument is not normalized. (Parameter 'normal')`

### Minimal reproduction project (MRP)

[demo-raycast.zip](https://github.com/godotengine/godot/files/14030761/demo-raycast.zip)
Repository: rust
Issue: Tracking Issue for `NonZero*::count_ones`
Labels: T-libs-api,final-comment-period,C-tracking-issue,disposition-merge

<!--
Thank you for creating a tracking issue!

Tracking issues are for tracking a feature from implementation to stabilization.

Make sure to include the relevant RFC for the feature if it has one.

If the new feature is small, it may be fine to skip the RFC process. In that
case, you can use `issue = "none"` in your initial implementation PR. The
reviewer will ask you to open a tracking issue if they agree your feature can be
added without an RFC.
-->

Feature gate: `#![feature(non_zero_count_ones)]`

This is a tracking issue for `NonZero*::count_ones` family of methods.

<!--
Include a short description of the feature.
-->

### Public API

<!--
For most library features, it'd be useful to include a summarized version of the public API.
(E.g. just the public function signatures without their doc comments or implementation.)
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```rust
// core::num

impl NonZero* {
    pub fn count_ones(self) -> NonZeroU32;
}
```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [x] Implementation: https://github.com/rust-lang/rust/pull/118326
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

<!--
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unresolved questions left, the feature might be ready for stabilization.

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(FCP) is always needed before stabilization. This works as follows:

A library API team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
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in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilization PR can be opened by anyone.
-->

### Unresolved Questions

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- None yet.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: next.js
Issue: styled-components hover styles applied to children instead of component
Labels: bug

### Link to the code that reproduces this issue

https://github.com/ApplePieGiraffe/styled-components-example

### To Reproduce

Create a new Next.js project and set up styled-components according to the [Next.js docs](https://nextjs.org/docs/app/building-your-application/styling/css-in-js#styled-components)

### Current vs. Expected behavior

The following code applies the hover styles to the children of the Button component, not the Button itself

```
const Button = styled.button`
  background: red;

  :hover {
    background: blue;
  }
`;
```

So 

```
<Button>
  <span>Click me</span>
</Button>
```

will appear to show the hover styles, but 

```<Button>Click me</Button>``` 

won't, because they are actually applied to the `<span>`

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.6.0: Tue Nov  7 21:42:27 PST 2023; root:xnu-8796.141.3.702.9~2/RELEASE_ARM64_T8103
Binaries:
  Node: 20.11.0
  npm: 10.2.4
  Yarn: 1.22.11
  pnpm: N/A
Relevant Packages:
  next: 14.1.0
  eslint-config-next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


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

Not sure

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

next dev (local)

### Additional context

Upon inspecting the `<style>` object injected in `<head>` by styled-components, there's a space between the class name of the button component and the `:hover` pseudo class

Using `&` as in 

```
const Button = styled.button`
  background: red;

  &:hover {
    background: blue;
  }
`;
```

causes the whitespace to go away and the hover styles to work as expected

I haven't noticed this in any other projects though, only Next 14 as I'm currently upgrading from a previous version

Not sure if this has anything to do with the way styled-components is compiled with the `styledComponents` option in `next.config.mjs`
Repository: next.js
Issue: Warning about use of event handlers in a server component refers to it being a "client component"
Labels: bug

### Link to the code that reproduces this issue

https://github.com/gpoole/client-component-warning-repro

### To Reproduce

The following code in a server component causes the error:

```ts
<button
  onClick={() => {
    window.history.back()
  }}
>
  <FaArrowLeft />
</button>
```

### Current vs. Expected behavior

Next shows a helpful warning to indicate that passing event handlers in this context is not allowed:

```
Error: Event handlers cannot be passed to Client Component props.
  <button className=... onClick={function} children=...>
                                ^^^^^^^^^^
If you need interactivity, consider converting part of this to a Client Component.
```

But I think that the message should say "Event handlers cannot be passed to Server Component props." instead of referring to a "Client Component"?

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.1.0: Mon Oct  9 21:27:24 PDT 2023; root:xnu-10002.41.9~6/RELEASE_ARM64_T6000
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.1
  eslint-config-next: 14.0.1
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A


warn  - Latest canary version not detected, detected: "14.0.1", newest: "14.1.1-canary.7".
        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)

next dev (local)

### Additional context

_No response_
Repository: pytorch
Issue: Add support for sparse tensors with view_as_real
Labels: module: sparse,feature,module: optimizer,triaged,actionable

### 🚀 The feature, motivation and pitch

Currently, `aten::view_as_real` is not implemented for sparse tensors. A good reason to implement this is to enable us to support SparseAdam with complex dtypes.

### Alternatives

_No response_

### Additional context

_No response_

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer @jcaip @vincentqb @jbschlosser @albanD @crcrpar
Repository: godot
Issue: CharacterBody3D teleports when colliding with convex edge of StaticBody3D
Labels: bug,topic:physics,topic:3d

### Tested versions

- Reproducible in 4.1.3-stable and 4.2.1-stable on Windows

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3699) - AMD Ryzen Threadripper 3960X 24-Core Processor (48 Threads)

### Issue description

I have a single MeshInstance3D containing a single StaticBody3D (which contains a single CollisionShape3D), imported from a Blender GLB, as the world. The player is a CharacterBody3D with a MeshInstance3D/CapsuleMesh and a CollisionShape3D/CapsuleShape. Movement is via the default example GDScript using `move_and_slide()`.

When walking over _convex_ edges, the player is randomly teleported and sometimes has it's rotation changed. This does not occur on concave edges. Jumping over the convex edge works as expected - the issue appears to be collision detection related.

This looks similar to #77051 from last year.

### Steps to reproduce

https://github.com/godotengine/godot/assets/173750/ce26b7e5-0699-4bcf-9e25-a07919e688b8

Minimal reproduction project is attached

### Minimal reproduction project (MRP)

[FPS Bug Demo.zip](https://github.com/godotengine/godot/files/14031395/FPS.Bug.Demo.zip)
Repository: next.js
Issue: [supabase][cookies] user data is not loaded after logging in and going back to home
Labels: examples

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #101-Ubuntu SMP Tue Nov 14 13:30:08 UTC 2023
Binaries:
  Node: 20.11.0
  npm: 10.2.4
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.1.0
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which example does this report relate to?

with-supabase

### What browser are you using? (if relevant)

Brave Version 1.60.118 Chromium: 119.0.6045.163 (Official Build) (arm64)

### How are you deploying your application? (if relevant)

npm run dev (locally)

### Describe the Bug

After logging in, you are redirected back to the **/** (home) page where the user object has not been loaded and cookies are empty.

### Expected Behavior

When you go back to the **/** (home) page after logging in, the user object should be valid already.

### To Reproduce

* Create an app normally using `npx create-next-app -e with-supabase`
* Set up supabase and set up the tokens properly
* Sign up with a valid account
* Go to the **/login** page and sign in with your credentials
* After a valid sign in, you are redirected back to the **/** (home) page
* You will see a "Login" button, since the user information (i.e. session) is not present in the cookies
* Only after you hit refresh, you get the "Hey, {user.email}" message and have a valid user object
Repository: pytorch
Issue: "PyTorch installation failed."
Labels: needs reproduction,module: binaries,module: cuda,triaged

### 🐛 Describe the bug

When using the download command from the official website,
```
pip install torch==1.11.0+cu113 torchvision==0.12.0+cu113 torchaudio==0.11.0 --extra-index-url https://download.pytorch.org/whl/cu113
```
I encountered an error message: "PackagesNotFoundError: The following packages are not available from current channels."
Then I tried versions 1.9, 1.10, and so on, but encountered the same error message.
Afterwards, I created a new virtual environment and tried again, but still encountered the same error message.
 (The system is Linux with CUDA version 11.4)

### Error logs

Collecting package metadata (current_repodata.json): done
Solving environment: unsuccessful initial attempt using frozen solve. Retrying with flexible solve.
Collecting package metadata (repodata.json): done
Solving environment: unsuccessful initial attempt using frozen solve. Retrying with flexible solve.

PackagesNotFoundError: The following packages are not available from current channels:

  - torchaudio==0.9.0
  - pytorch==1.9.0
  - torchvision==0.10.0

Current channels:

  - https://conda.anaconda.org/pytorch/linux-aarch64
  - https://conda.anaconda.org/pytorch/noarch
  - https://conda.anaconda.org/conda-forge/linux-aarch64
  - https://conda.anaconda.org/conda-forge/noarch
  - https://repo.anaconda.com/pkgs/main/linux-aarch64
  - https://repo.anaconda.com/pkgs/main/noarch
  - https://repo.anaconda.com/pkgs/r/linux-aarch64
  - https://repo.anaconda.com/pkgs/r/noarch

To search for alternate channels that may provide the conda package you're
looking for, navigate to

    https://anaconda.org

and use the search bar at the top of the page.



### Minified repro

_No response_

### Versions

"Not installed."

cc @seemethere @malfet @osalpekar @atalman @peterjc123 @mszhanyi @skyline75489 @nbcsm @vladimir-aubrecht @iremyux @Blackhex @cristianPanaite @ptrblck @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519
Repository: PowerToys
Issue: Screen ruler crashing when using vertical option on multiple screen setup
Labels: Issue-Bug,Needs-Triage,Product-Screen Ruler

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Screen ruler

### Steps to reproduce

have a monitor layout like this:
![image](https://github.com/microsoft/PowerToys/assets/53784796/6516c7d9-812a-4bc8-a7d2-3e326beee25a)


press win+shift+m to open ruler,
select horizontal ruler option 
then 
select the vertical ruler option. (use ruler on the 2nd screen)

### ✔️ Expected Behavior

should show red lines.

### ❌ Actual Behavior

PowerTools.MeasureTool not responding

### Other Software

_No response_
Repository: vscode
Issue: "Emmet: Update Tag" selects and updates the wrong tag.
Labels: bug,emmet,emmet-parse


Type: <b>Bug</b>

- create a simple react.js component (.tsx).
```tsx
export function App() {
  return (
    <Routes>
      <Route
        path="/products"
        element={<Home/>}>
      </Route>
    </Routes>
  );
}
```
- try update the `<Home />` tag to other tag using "Emmet: Update Tag".
- the pre-populate value of the input will be `Route` instead of `Home`.


VS Code version: Code 1.85.2 (8b3775030ed1a69b13e4f4c628c612102e30a681, 2024-01-18T06:40:19.222Z)
OS version: Linux x64 6.6.6-76060606-generic
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 7 4800H with Radeon Graphics (16 x 4084)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|1, 1, 1|
|Memory (System)|15.05GB (8.81GB free)|
|Process Argv|--disable-extensions .|
|Screen Reader|yes|
|VM|0%|
|DESKTOP_SESSION|pop|
|XDG_CURRENT_DESKTOP|Unity|
|XDG_SESSION_DESKTOP|pop|
|XDG_SESSION_TYPE|x11|
</details>Extensions disabled
<!-- generated by issue reporter -->
Repository: pytorch
Issue: ModuleNotFoundError: pynvml does not seem to be installed or it can't be imported.
Labels: module: binaries,module: windows,module: cuda,triaged,actionable

### 🐛 Describe the bug

# Code to reproduce bug

```python
import torch
print(torch.cuda.utilization(device=0))
```

# Error message

```
Traceback (most recent call last):
  File "C:\Users\yhkwon\.conda\envs\pytorch211\Lib\site-packages\torch\cuda\__init__.py", line 51, in <module>
    import pynvml  # type: ignore[import]
    ^^^^^^^^^^^^^
ModuleNotFoundError: No module named 'pynvml'

The above exception was the direct cause of the following exception:

Traceback (most recent call last):
  File "C:\Users\yhkwon\Documents\Projects\2024\KISA\usage.py", line 3, in <module>
    print(torch.cuda.utilization(device=0))
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\yhkwon\.conda\envs\pytorch211\Lib\site-packages\torch\cuda\__init__.py", line 925, in utilization
    handle = _get_pynvml_handler(device)
             ^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\yhkwon\.conda\envs\pytorch211\Lib\site-packages\torch\cuda\__init__.py", line 878, in _get_pynvml_handler
    raise ModuleNotFoundError(
ModuleNotFoundError: pynvml does not seem to be installed or it can't be imported.
```

### Versions

PyTorch version: 2.1.1+cu121
Is debug build: False
CUDA used to build PyTorch: 12.1
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 10 Pro
GCC version: (x86_64-posix-seh-rev0, Built by MinGW-W64 project) 8.1.0
Clang version: Could not collect
CMake version: version 3.23.0-rc2
Libc version: N/A

Python version: 3.11.5 | packaged by Anaconda, Inc. | (main, Sep 11 2023, 13:26:23) [MSC v.1916 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.19045-SP0
Is CUDA available: True
CUDA runtime version: 11.3.58
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA TITAN RTX
Nvidia driver version: 536.40
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=3300
DeviceID=CPU0
Family=205
L2CacheSize=7680
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=3300
Name=12th Gen Intel(R) Core(TM) i5-12600
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] numpy==1.26.3
[pip3] onnx==1.15.0
[pip3] onnxruntime-gpu==1.16.3
[pip3] torch==2.1.1+cu121
[pip3] torchaudio==2.1.1+cu121
[pip3] torchvision==0.16.1+cu121
[conda] numpy                     1.26.3                   pypi_0    pypi
[conda] torch                     2.1.1+cu121              pypi_0    pypi
[conda] torchaudio                2.1.1+cu121              pypi_0    pypi
[conda] torchvision               0.16.1+cu121             pypi_0    pypi

cc @seemethere @malfet @osalpekar @atalman @peterjc123 @mszhanyi @skyline75489 @nbcsm @vladimir-aubrecht @iremyux @Blackhex @cristianPanaite @ptrblck
Repository: PowerToys
Issue: Virtual DeskTopの切替が遅くなった
Labels: Issue-Bug,Area-Quality,Product-Virtual Desktop,Needs-Repro,FancyZones-VirtualDesktop,Needs-Team-Response

### Microsoft PowerToys version

0.77.0

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

Virtual Desktopの切替動作が遅くなった。
Power ToysをOffにすると改善される。

### ✔️ Expected Behavior

切替速度の改善

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: vscode
Issue: Allow the user to choose the default Activity Bar view
Labels: feature-request,workbench-views

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I use Workspace Explorer (the extension) to switch between workspaces. Right now, when I switch workspaces or open one in a new window, it starts with the Explorer view active in the "Primary Side Bar". Since I use the "Go to File..." command to interact with files, I don't get much use out of hte Explorer view. And since most of my workspaces are for git repositories, I'd prefer if workspaces started with the Source Control view active. That would save me the step of manually opening the SCM view every time I switch workspaces, which is slow when a workspace is initially loading. And I guess it might generally load faster since it wouldn't need to load the whole file manager.

But I'm sure some users would prefer to keep Explorer as the default view, or some other view. So it'd be ideal if you could just right-click a view and "Set as Default View" or something like that.

Thank you!
Repository: vscode
Issue: UpdateService error: The request timed out.
Labels: bug,install-update,perf

I occasionally see that VS Code checks for updates (the process icon on the gear) for a v e r y long time and ultimately has no update. On manual trigger and a later automatic attempt this just work. The log show `UpdateService error: The request timed out.` long after starting to download


```
2024-01-24 07:56:54.165 [info] update#setState checking for updates
2024-01-24 07:56:54.648 [info] update#setState downloading
2024-01-24 08:47:13.058 [error] UpdateService error: The request timed out.
```