sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: create-react-app
Issue: Create-react-app should create a jsconfig.json file by default
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

When creating a JS project, IDE's like VS Code won't provide import suggestions unless the checkJs compiler option is enabled. However, enabling this option causes VS Code to raise a number of issues with JSX in React JS files.

Version information:
- VS Code Version: 1.92.2 (Universal)
- Commit: fee1edb8d6d72a0ddff41e5f71a671c23ed924b9
- Date: 2024-08-14T17:29:30.058Z (3 wks ago)
- Electron: 30.1.2
- ElectronBuildId: 9870757
- Chromium: 124.0.6367.243
- Node.js: 20.14.0
- V8: 12.4.254.20-electron.0
- OS: Darwin arm64 23.5.0
- React Scripts: 5.0.1

### Describe the solution you'd like

Creating a jsconfig.json file within the project, with the following content enables import suggestions in VS Code, and avoids VS Code flagging errors due to JSX.

```
{
    "compilerOptions": {
        "checkJs": true,
        "jsx": "react-jsx"
    }
}
```

### Describe alternatives you've considered

VS Code has a _JS/TS › Implicit Project Config: Check JS_ setting, which is equivalent to checkJs, but this does not tell VS Code how to handle JSX in JS files, so a jsconfig.json file is still needed.

### Additional context

Import suggestions are an important feature for modern IDEs, and having this work out of the box for a popular IDE like VS Code would improve the React developer experience, especially for new developers.

Example Stack Overflow question asking about this: https://stackoverflow.com/questions/77490192/why-am-i-getting-no-import-suggestions-in-my-react-project-in-vs-code/78946476#78946476

My understanding is TypeScript projects do have a tsconfig.json file created. It would be good to have parity for JS.
Repository: node
Issue: Unexpected behavior in process.env handling null bytes
Labels: process

### Version

v22.8.0

### Platform

```text
Linux fw13 6.10.7-200.fc40.x86_64 #1 SMP PREEMPT_DYNAMIC Fri Aug 30 00:08:59 UTC 2024 x86_64 GNU/Linux
```


### Subsystem

Process

### What steps will reproduce the bug?

Case 1: Reading environment variables using bracket notation property accessors where the property name contains a null byte.
```
console.log(process.env['SHELL\0TERM']);
```

Case 2: Setting an environment variable where the value of the environment variable contains a null byte.
```
process.env.SHELL = "HELLO\0GOODBYE";
```


### How often does it reproduce? Is there a required condition?

There are no special required conditions

### What is the expected behavior? Why is that the expected behavior?

In case 1, when referencing an environment variable using the property accessor, the expected output should be undefined, as environment variable names and values cannot contain null bytes.

In case 2, it's more ambiguous, but based on the behavior of other languages such as Python, throwing an error would be a sensible behavior. It would also make sense to simply escape the null byte.  

### What do you see instead?

In case 1, the value of the environment variable named SHELL is printed.

In case 2, the value of the environment variable SHELL becomes "HELLO"

### Additional information

_No response_
Repository: deno
Issue: Add support for multiple import maps
Labels: question

Import maps currently have to load before any ES module and there can only be a single import map per document. That makes them fragile and potentially slow to use in real-life scenarios: Any module that loads before them breaks the entire app, and in apps with many modules the become a large blocking resource, as the entire map for all possible modules needs to load first.

There's an HTML PR [proposal](https://github.com/whatwg/html/pull/10528) to enable multiple import maps per document, by merging them in a consistent and deterministic way.

I'd appreciate y'all's opinions.
Repository: node
Issue: Add support for multiple import maps
Labels: feature request,loaders,web-standards

### What is the problem this feature will solve?

Import maps currently have to load before any ES module and there can only be a single import map per document. That makes them fragile and potentially slow to use in real-life scenarios: Any module that loads before them breaks the entire app, and in apps with many modules the become a large blocking resource, as the entire map for all possible modules needs to load first.



### What is the feature you are proposing to solve the problem?

There's an HTML PR [proposal](https://github.com/whatwg/html/pull/10528) to enable multiple import maps per document, by merging them in a consistent and deterministic way.

I'd appreciate y'all's opinions.

### What alternatives have you considered?

_No response_
Repository: PowerToys
Issue: File Explorer Extension to run all selected files at once
Labels: Needs-Triage

### Description of the new feature / enhancement

Like PowerRename or File Locksmith, this would be a File Explorer addon that shows up in the context menu. If you select a bunch of (say) .exe or .png files and then open them, currently only the las selected gets executed. With this new tool, all of the selected files can instead be run at once. , along with an option to do so with administrator priveliges.

### Scenario when this would be used?

When you need to run like 10+ exe files at once, all requiring you to separately approve for administrator priveliges.

### Supporting information

_No response_
Repository: ui
Issue: [bug]: New CLI vite installation instructions lead to No Tailwind error
Labels: bug

### Describe the bug

Follow exact instructions for CLI vite and receive error.

### Affected component/components

CLI

### How to reproduce

https://ui.shadcn.com/docs/installation/vite

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
✔ Preflight checks.
✔ Verifying framework. Found Vite.
✖ Validating Tailwind CSS.
✔ Validating import alias.

No Tailwind CSS configuration found at **C://.../project**
It is likely you do not have Tailwind CSS installed or have an invalid configuration.
Install Tailwind CSS then try again.
Visit https://tailwindcss.com/docs/guides/vite to get started.
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Display Wireframe doesn't work in Android editor `Mobile` renderer
Labels: bug,platform:android,topic:rendering,topic:thirdparty,topic:3d

### Tested versions

- Reproducible in 4.2.2.stable, 4.3.stable `Mobile` renderer

- Not Reproducible  in 4.3.stable `compatibility` renderer

### System information

Android-11,Redmi 10 2022

### Issue description

If I enable Display Wireframe on `Mobile` renderer it just shows mesh as normal display.
![Screenshot_2024-09-05-12-37-16-547_org godotengine editor v4](https://github.com/user-attachments/assets/d314f56d-5fcd-414c-9614-ae0ffd2f2902)

### Steps to reproduce

Open a tscn with mesh in `Mobile` renderer , then set view to Display Wireframe.

### Minimal reproduction project (MRP)

[wireframe.zip](https://github.com/user-attachments/files/16885139/wireframe.zip)
Repository: PowerToys
Issue: Chrome profiles not loading correctly
Labels: Issue-Bug,Needs-Triage,Product-Workspaces

### Microsoft PowerToys version

0.84.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Workspaces

### Steps to reproduce

Open Google Chrome profile.. like chrome.exe --profile-directory="Profile 3"
Open a different Google Chrome profile.. like chrome.exe --profile-directory="Profile 4"
Save the Workspace.
Edit the Workspace.
First Chrome profile has the correct title of the profile.
Second Chrome profile has the title of the first profile with "(2)" appended.
There's no means to edit the instance names.
Launch the workspace.
Both profiles open the default Chrome profile selection page. Neither opens the correct profile.
Edit the workspace.
Change first Chrome instance to add CLI command --profile-directory="Profile 3".
Change second Chrome instance to add CLI command --profile-directory="Profile 4".
Save and launch the workspace.
Both profiles open the default Chrome profile selection page. Neither opens the correct profile.


### ✔️ Expected Behavior

I was expecting Chrome profiles to be named correctly in workspace, and instances to correctly load their respective profiles.

### ❌ Actual Behavior

Neither Chrome instance had the correct title.
Both Chrome instances opened the profile selection page. 

### Other Software

Chrome 128.0.6613.119, Windows 11 23H2 fully updated.
Repository: kubernetes
Issue: scheduler-perf: add a test case to confirm QHint's impact on the scheduling throughput
Labels: sig/scheduling,kind/feature,needs-triage

The current test cases of scheduler_perf are basically simple; create Pods with a specific template (i.e., specific scheduling constraint etc) and measure the metrics.

But, the real cluster actually often has various unschedulable Pods, and each of them has different unschedulable plugins. 
By adding such a scenario in scheduler-perf, we can observe QHint's impact on the scheduling throughput more, since QHints accurately selects Pods to move to activeQ/backoffQ based on each Pod's unschedulable reason.

/sig scheduling
/kind feature
Repository: tauri
Issue: [feat] Channel send should be fallible if webview is not listening
Labels: type: feature request

### Describe the problem

The new Channel api is great, but I'd really like `send` to fail with error if the webview is not subscribed to the channel, or perhaps behave like tokio channels where the `send` is awaited. I have a frontend app that might discard a channel at some point, and I'd like it to be built in to the channel implementation to know that there is no longer something on the other end of the call.

### Describe the solution you'd like

`Channel<T>::send() -> Result(())` should also include in the errors an error type to indicate the message passed was not handled by the webapp. It currently only sends `tauri::error::Json` for when the payload fails to serialize.

### Alternatives considered

Implementing some kind of ack return from the frontend via invoke and wrapping it all up in some custom implementation. It might actually be easier to replace the channel implementation entirely and use some binding to a Webview passed to the comand?

### Additional context

_No response_
Repository: PowerToys
Issue: Workspaces: Edge Profiles and Workspaces
Labels: Needs-Triage,Product-Workspaces

### Description of the new feature / enhancement

Hi, 

when using Workspaces with Microsoft Edge, it only detects the root installment from Edge itself. It might be nice, for a future release, when you can configure/detect also Profiles and Workspaces from MS Edge (or Chrome for that matter). 

Cheers. 

### Scenario when this would be used?

Configuring and launching workspaces.

### Supporting information

_No response_
Repository: ollama
Issue: The speed of using embedded models is much slower compared to xinference
Labels: feature request,performance

I use the BGE-M3 model and send the same request, especially with xinference taking about 10 seconds and ollama taking about 200 seconds.
I'm sure they all use GPUs.
I found that xinference allocates more video memory, while ollama's video memory usage remains basically unchanged. Perhaps this is the reason for the speed difference?
Repository: pytorch
Issue: ModuleNotFoundError: No module named 'torch.fx.experimental.shape_inference'
Labels: needs reproduction,triaged,module: fx

### 🐛 Describe the bug

Reproducing example:
```
>>> import torch
>>> from torch.fx.experimental.shape_inference.infer_shape import infer_shape
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
ModuleNotFoundError: No module named 'torch.fx.experimental.shape_inference'
```

### Versions

```
Versions of relevant libraries:
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.26.4
[pip3] onnx==1.14.1
[pip3] onnxruntime==1.16.3
[pip3] optree==0.12.1
[pip3] torch==2.5.0.dev20240902+cpu
[pip3] torch-tb-profiler==0.4.0
[pip3] torchaudio==2.5.0.dev20240902+cpu
[pip3] torchmetrics==1.4.0.post0
[pip3] torchvision==0.20.0.dev20240902+cpu
[conda] Could not collect
```

cc @ezyang @SherlockNoMad @EikanWang @jgong5 @wenzhe-nrv
Repository: deno
Issue: Bug: `exports` is `undefined` in NestJS
Labels: bug

Reported on discord: https://discord.com/channels/684898665143206084/1281161740138319872/1281161740138319872

```sh
$ deno run -A main.js
error: Uncaught (in promise) ReferenceError: exports is not defined
Object.defineProperty(exports, "__esModule", { value: true });
                      ^
    at file:///home/sheik/Documentos/project-name/dist/main.js:2:23
```

Version: Deno 1.46.3
Repository: PowerToys
Issue: "Windows Settings" Windows not snapping to last fancy zone after windows startup
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.84.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

"Windows Settings" windows forgets last fancy zone after windows reboot.  After changing again to zone, window will re-open in correct fancy zone until there is a reboot.

### ✔️ Expected Behavior

"Windows Settings" windows opens to last fancy zone when opened for the first time after reboot.

### ❌ Actual Behavior

"Windows Settings" windows opens to full screen window.

### Other Software

Windows 11 Home Version 23H2
OS Build 22631.4037
Repository: godot
Issue: Resource "opened state" in Array doesn't move with the item
Labels: bug,topic:editor,usability

### Tested versions

4.3 stable

### System information

Godot v4.3.stable - macOS 14.6.1 - Vulkan (Mobile) - integrated Apple M3 Max - Apple M3 Max (14 Threads)

### Issue description

When I drag an array item to another position inside the array, the item does move, but whether that item is 'opened' in the inspector doesn't move along with it. If the first object in an array is opened, regardless of whether that object is moved somewhere else or another object moves into that position, the first object will remain opened.

This is very confusing. It makes it seem like moving the object wasn't successful. It also makes it hard to keep an overview of the objects.

https://github.com/user-attachments/assets/68f2175d-1b62-4d9c-882f-346b72062de4

### Steps to reproduce

Make an array with multiple resources, open one, and then drag the resources around inside the array. The 'opened' objects always remain on the same index.

### Minimal reproduction project (MRP)

n/a
Repository: ui
Issue: [feat]: Can automatically display "<Pagination Ellipsis />" in case of multiple "PaginationLink"
Labels: area: request

### Feature description

can automatically display "<Pagination Ellipsis />" in case of multiple "PaginationLink".
For example:
![image](https://github.com/user-attachments/assets/8fb2acf9-2db5-4632-8dc1-fe6a91c77b7d)


### Affected component/components

_No response_

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: godot
Issue: Godot 4.3 system resource bug
Labels: needs testing,performance

### Tested versions

4.3.stable.steam[77dcf97d8]

### System information

Windows 10, intel core i7-12700f, version 4.3.stable.steam[77dcf97d8]

### Issue description

Godot engine is using too much ram for no reason, even in a blank project it can use up to 8gb of ram sitting at idle.

### Steps to reproduce

let the engine run, and the ram usage will slowly increase.

### Minimal reproduction project (MRP)

[blank_project.zip](https://github.com/user-attachments/files/16886937/blank_project.zip)
Repository: rust
Issue: re-exported macro_export doc(hidden) pub use macro_rules macro not showing up
Labels: T-rustdoc,A-macros,C-bug,A-cross-crate-reexports

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

Let's say you have two crates

* Crate A and Crate B
* Crate A imports crate B, and re-exports its modules

In crate B you have something like

```rs
//! crate B : lib.rs

pub mod whatever {
#[macro_export]
#[doc(hidden)]
macro_rules! __foo { ... }

#[doc(inline)]
pub use crate::__foo as foo;
}
```

As well as  in crate A:

```rs
//! crate A : lib.rs

#[doc(inline)]
pub use ::crate_b::whatever;
```

What I now have is that if you would open the docs for `crate B` you can see in module `whatever` that the `foo` macro is there. Nice

However if you open the docs of `crate A`  you notice that in `A::whatever` there is no macro `foo` visible at all.. You can use it within your code as `A::whatever::foo` but it doesn't show in the docs... Editor does also code hints it (rust analyzer?).

I think this is either a bug, or me just running into limits of this hack, or perhaps I do it wrong?

This is a simplified example of what i have in my `rama` crates.

For example:

* you can see nicely here the `match_service` macro: https://docs.rs/rama-http/0.2.0-alpha.2/rama_http/service/web/index.html
* however in https://ramaproxy.org/docs/rama/http/service/web/index.html you do not see it :/

And yes these are two different commits, but trust me I tried it locally and it's the same. I don't have public edge builds for the individual crates.

repo: https://github.com/plabayo/rama

Anyway, hope my minimal example above is already enough...

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.80.1 (3f5fd8dd4 2024-08-06)
binary: rustc
commit-hash: 3f5fd8dd41153bc5fdca9427e9e05be2c767ba23
commit-date: 2024-08-06
host: aarch64-apple-darwin
release: 1.80.1
LLVM version: 18.1.7
```

As requested I also tested it locally with `rust version 1.83.0-nightly (4ac7bcbaa 2024-09-04)`, but same-same.
Repository: ollama
Issue: Add Dracarys-Llama-3.1-70B-Instruct support
Labels: model request

Hello, 

thanks for the awesome work on Ollama.

It would be nice to add support of the [Dracarys-Llama-3.1-70B-Instruct](https://huggingface.co/abacusai/Dracarys-Llama-3.1-70B-Instruct) model from [abacus.ai](https://abacus.ai/) .

This is a Coding fine-tune version of Llama-3.1-70B-Instruct managing a high score on LiveCodeBench.

Thanks in advance.
Repository: ollama
Issue: Loading a smaller context model after a bigger model is loaded
Labels: bug

### What is the issue?

## Hardware

Architecture:            x86_64
  CPU op-mode(s):        32-bit, 64-bit
  Address sizes:         46 bits physical, 48 bits virtual
  Byte Order:            Little Endian
CPU(s):                  64
  On-line CPU(s) list:   0-63
Vendor ID:               GenuineIntel
  Model name:            Intel(R) Xeon(R) Gold 5218 CPU @ 2.30GHz
    CPU family:          6
    Model:               85
    Thread(s) per core:  2
    Core(s) per socket:  16
    Socket(s):           2
3 x Quadro RTX 5000 
![Screenshot from 2024-09-05 14-53-01](https://github.com/user-attachments/assets/160c1e28-ca5e-4499-bb05-481a4528024d)



## Error
The below happens when **llama3.1** is already loaded and i am loading **smollm**  which are having different context length.

Both model are loaded into gpu on request but results below on API request
![Screenshot from 2024-09-05 14-51-52](https://github.com/user-attachments/assets/769c484c-1399-4c65-8e93-4dd331eab024)

Both model works fine concurrently using ollama cli


### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.3.5
Repository: godot
Issue: Layout loading problem.
Labels: topic:editor,needs testing

### Tested versions

v4.4.dev1.official [28a72fa43]

### System information

w10 64

### Issue description

Loading a layout that was saved with the script editor docked to the main editor does not dock the script editor if it is undocked.





### Steps to reproduce

1 - Disable the "single window" mode.
2 - Create and save a layout where the script editor is attached to the main editor.
3 - Detach the script editor into a separate window.
4 - Now load the layout saved in step 2 where the script editor is attached to the main editor.

The layout loading will not attach the script editor that you detached from the main editor in step number 3.

### Minimal reproduction project (MRP)

...
Repository: PowerToys
Issue: Save settings for use on multiple machines
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Some file that can be saved local/network that saves settings of powertoys (for instance what kind op shortcut you have setup)

### Scenario when this would be used?

When you use multiple machines where powertoys is installed you want the same settings. Or when you reinstall..

### Supporting information

_No response_
Repository: node
Issue: Should we be calling `SSL_CTX_add_client_CA()` always when a custom CA is set?
Labels: tls

When specifying a `ca` option for TLS's `createSecureContext()`, we call `SSL_CTX_add_client_CA()` since the early days of TLS in Node.js: 2a61e1cd4979fcab4f2bf58a7b21f685c42f641e

From the [docs](https://docs.openssl.org/3.3/man3/SSL_CTX_set0_CA_list/#description) for that function:

> In most cases it is not necessary to set CA names on the client side. The list of CA names that are acceptable to the client will be sent in plaintext to the server. This has privacy implications and may also have performance implications if the list is large. This optional capability was introduced as part of TLSv1.3 and therefore setting CA names on the client side will have no impact if that protocol version has been disabled. Most servers do not need this and so this should be avoided unless required.

@tniessen @nodejs/security-triage
Repository: vscode
Issue: Chat - agent hover alignment issues
Labels: bug,chat

* Disable wrapping for the agent name + text ellipsis in case it is too long

![Image](https://github.com/user-attachments/assets/d4100b92-4fa4-4e3f-af55-2ef641c0c91f)
Repository: godot
Issue: Shift + ui_accept does not work with pressed signal on button
Labels: discussion,topic:input,topic:gui

### Tested versions

Godot v4.4.dev1 
Godot v4.0.stable

### System information

Fedora Linux 40 (KDE Plasma) - Wayland - Vulkan (Forward+)

### Issue description

Shift + ui_accept (same with Ctrl, Alt) does not work with pressed signal on button when usign this code:

_This code works if you switch KEY_SHIFT to KEY_A_

```
func _on_pressed() -> void:
	if Input.is_key_pressed(KEY_SHIFT):
		print("Shift was pressed")
```

This works in Godot 3

### Steps to reproduce

connect pressed signal to a script
see code above
grab button focus
press shift + ui_accept
nothing is printed

### Minimal reproduction project (MRP)

[shift-and-accept-in-pressed.zip](https://github.com/user-attachments/files/16888279/shift-and-accept-in-pressed.zip)