sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ui
Issue: [bug]: Progress Bar accessibility missing attributes 
Labels: bug

### Describe the bug

value of the progress bar needs to passed down here. Like this:  `<ProgressPrimitive.Root
      value={value}`
  This will ensure the accessibility values aria-valuenow and aria-valuetext are applied. 
      
  

### Affected component/components

Progress

### How to reproduce

View the HTML element when the progress bar has progress value. 

### Codesandbox/StackBlitz link
https://ui.shadcn.com/docs/components/progress 

Where it works: 
https://www.radix-ui.com/primitives/docs/components/progress

_No response_

### Logs

_No response_

### System Info

```bash
Browser
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: deno
Issue: Dependabot support/integration
Labels: suggestion

Many companies rely on GitHub Advanced Security offerings to detect vulnerabilities in codebases. Dependabot is one such tool. Its ability to keep dependencies up to date is nice but from a security perspective its ability to create alerts on vulnerabilities in dependency versions is crucial. It currently supports various [packages ecosystems](https://docs.github.com/en/code-security/dependabot/dependabot-version-updates/configuration-options-for-the-dependabot.yml-file#package-ecosystem) including npm, pnpm, and yarn. It does not yet [support deno](https://github.com/dependabot/dependabot-core/issues/2417).

Lack of Dependabot support/integration is a blocker for teams wanting to use deno in organizations that require Dependabot security alerting.

Ideas: 
1. Work with GitHub Advanced Security to help them support deno for security updates (ideally for general version updates and private repositories/registries too but at a minimum for security updates).
2. Support some npm/pnpm/yarn lock file format. e.g. If deno can generate the package-lock.json file in the same format that npm does then users will be able to use Dependabot today without issues. This should work short term until more tools support deno.lock but it could also work long term as part of Deno's Node compatibility.
Repository: PowerToys
Issue: PowerRename improper windows size
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

- right click and select PowerRename 

### ✔️ Expected Behavior

- windows of PowerRename in the center of screen

### ❌ Actual Behavior

![Image](https://github.com/user-attachments/assets/0c817fbf-4d04-4ad7-b213-eb23c800fae8)
only part of PowerRename windows show up on the upper left, can't move, can't resize.


### Other Software

_No response_
Repository: PowerToys
Issue: OCR PDF that is images (scanned document)
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

Please could we have a way to use the snipping tools OCR models for entire documents ? 

### Scenario when this would be used?

It's extremely useful for my workflow, but it's only for screenshots. It's much better than text extractor, and i'd like to be able to have a powertoy, or a full blown windows application to perform OCR on entire (scanned) documents, or even groups of documents. Something like Wondershare PDF Element maybe ?  Also, why doesn't MS office/ windows have software similar to the paid Adobe PDF creator? I'd pay for that. Scan to pdf, organize and OCR on one application. 

### Supporting information

_No response_
Repository: langchain
Issue: Youtube requires login to view videoDetails
Labels: 🤖:bug

### Checked other resources

- [X] I added a very descriptive title to this issue.
- [X] I searched the LangChain documentation with the integrated search.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I am sure that this is a bug in LangChain rather than my code.
- [X] The bug is not resolved by updating to the latest stable version of LangChain (or the specific integration package).

### Example Code

I was trying to run this jupyter notebook
https://github.com/langchain-ai/rag-from-scratch/blob/main/rag_from_scratch_10_and_11.ipynb

Then it crashes at the beginning

```
from langchain_community.document_loaders import YoutubeLoader

docs = YoutubeLoader.from_youtube_url(
    "https://www.youtube.com/watch?v=pbAd8O1Lvm4", add_video_info=True,
).load()

print(docs[0].metadata)
```

### Error Message and Stack Trace (if applicable)

Traceback (most recent call last):
  File "/home/user/anaconda3/envs/ai/lib/python3.10/site-packages/pytube/__main__.py", line 341, in title
    self._title = self.vid_info['videoDetails']['title']
KeyError: 'videoDetails'


### Description

After I dig more into why it crashed, I find that it is due to this video requires login.

By modifying line 322 of
langchain_community/document_loaders/youtube.py
from 
yt = YouTube(f"https://www.youtube.com/watch?v={self.video_id}")
to
yt = YouTube(f"https://www.youtube.com/watch?v={self.video_id}", use_oauth=True, allow_oauth_cache=True)

Then it asks me to login and then it works.

I think this "bug" can be fixed by adding these two arguments to YoutubeLoader.from_youtube_url and pass them to pytube.

### System Info

langchain 0.3.4
langchain-community 0.3.3
Repository: godot
Issue: Editor ignores "use native file dialog" setting when run through Steam on Linux
Labels: bug,platform:linuxbsd

### Tested versions

Reproducible in:
- v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Steam Runtime 2 (soldier) 2 - Wayland - Vulkan (Mobile) - dedicated AMD Radeon RX 7600 (RADV NAVI33) - AMD Ryzen 5 7600 6-Core Processor (12 Threads)

### Issue description

When Godot is run through Steam, the editor seems to always use the native file dialogs, even when that option is disabled in the editor settings.

This appears to have started with the most recent Steam client update, which improved Wayland integration (judging by the Steam client now scaling properly).

Note that the same Godot binary run externally from Steam doesn't exhibit this behaviour. So something in the Steam runtime environment appears to be affecting Godot in this way.  I tried changing from the Soldier (2) to Scout (1) runtime, but that didn't make a difference.

I also noticed that the native dialog that pops up doesn't seem to be configured correctly, since when *loading* a script file to a Node in the scene tree, the dialog warned me about overwriting the file! :confused: 

### Steps to reproduce

1. Be a Linux (+Wayland?) (+KDE?) user;
2. Run Godot editor through Steam;
3. Make sure `Use Native File Dialogs` is disabled in the editor settings;
4. Perform any file access operation, eg. `Scene -> Open Scene`
5. :eyes: 

### Minimal reproduction project (MRP)

N/A
Repository: node
Issue: Tracking Issue: Syncify the ESM Loader
Labels: performance,esm,loaders

The code under [`lib/internal/modules/esm`](https://github.com/nodejs/node/tree/main/lib/internal/modules/esm), a.k.a. the ESM loader, contains many functions that are async. We should refactor as many of these as possible, ideally all of them, to be synchronous. This should improve the performance of evaluating ESM code, bringing it roughly on par with the speed of running CommonJS code.

Longer term, once the ESM loader is synchronous and we land the [synchronous module customization hooks](https://github.com/nodejs/loaders/blob/main/doc/design/proposal-synchronous-hooks.md), we could deprecate monkey-patching the CommonJS loader and merge together the CommonJS and ESM loaders, eliminating duplication: https://github.com/nodejs/node/issues/50356.

This issue will track our progress syncifying the various files and functions of the ESM loader until we can get as much of it to be as synchronous as possible.

### The files to be updated, all under`lib/internal/modules`:

- [ ] `run_main.js`: `asyncRunEntryPointWithESMLoader`
- [ ] `esm/fetch_module.js`: `fetchWithRedirects`
- [ ] `esm/fetch_module.js`: `isLocalAddress`
- [ ] `esm/hooks.js`: `Hooks` class (the async methods here probably don’t need updating as they will be removed once we migrate to the synchronous customization hooks)
- [ ] `esm/hooks.js`: `nextHookFactory`
- [ ] `esm/load.js`: `getSource`
- [ ] `esm/load.js`: `defaultLoad`
- [ ] `esm/loader.js`: `ModuleLoader.eval`
- [ ] `esm/loader.js`: `ModuleLoader.getModuleJobForImport`
- [ ] `esm/loader.js`: `ModuleLoader.loadAndTranslate`
- [ ] `esm/loader.js`: `ModuleLoader.import`
- [ ] `esm/loader.js`: `ModuleLoader.load`
- [ ] `esm/module_job.js`: `ModuleJob._link`
- [ ] `esm/module_job.js`: `ModuleJob._instantiate`
- [ ] `esm/module_job.js`: `ModuleJob.run`
- [ ] `esm/module_job.js`: `ModuleJobSync.run`
- [ ] `esm/translators.js`: `wasm` handler, via `translators.set('wasm', ...`
- [ ] `esm/utils.js`: `importModuleDynamicallyCallback`
- [ ] `esm/utils.js`: `initializeHooks` (might not need updating as we will remove this once the synchronous customization hooks land
- [ ] `esm/worker.js`: `customizedModuleWorker` (might not need updating as we will remove this once the synchronous customization hooks land
- [ ] `esm/worker.js`: `handleMessage` (might not need updating as we will remove this once the synchronous customization hooks land

@nodejs/loaders @mcollina @JakobJingleheimer @joyeecheung
Repository: vscode
Issue: File Search/Replace replacing multiple times (incorrectly) when double-clicking
Labels: bug,search


Type: <b>Bug</b>

If you click too fast when replacing multiple occurences by clicking the replace button next to each found replacement, a replacements may be done multiple times for the same occurence.

The replace button should be disabled after it is clicked once.

The problem happens more often in big files and with extensions enabled, but it also happens without any extensions.
https://github.com/user-attachments/assets/2b4b4ea6-3c6a-4cb8-8690-9598cee697c3


VS Code version: Code 1.95.2 (e8653663e8840adaf45af01eab5c627a5af81807, 2024-11-07T11:07:22.054Z)
OS version: Windows_NT x64 10.0.19045
Modes:

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

|Item|Value|
|---|---|
|CPUs|Intel(R) Xeon(R) CPU E5-1620 v2 @ 3.70GHz (8 x 3691)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<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>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: unavailable_off<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled<br>webnn: disabled_off|
|Load (avg)|undefined|
|Memory (System)|31.95GB (5.27GB free)|
|Process Argv|--disable-extensions --crash-reporter-id 52968fa8-c462-4bbb-8bf1-2603e8c6576c|
|Screen Reader|no|
|VM|0%|
</details>Extensions disabled
<!-- generated by issue reporter -->
Repository: rust
Issue: Rustdoc: Very long doc compile times (95%+ taken by render_html)
Labels: T-rustdoc,I-compiletime,S-needs-repro

I've recently tried to build rustdocs in one of our projects, and I've noticed some very odd 1h+ compile times for the docs (see the attached profile) with a majority of the time taken by the render_html item in the flamegraph. Also, during that time only a single core is pinned to 100%, even though multiple cores are available. (I don't know if rustdoc is multithreaded in that stage so if it is not that should be as expected)

My question now is: Is this expected behavior? If not, or if you need more information, I can try to create a minimum example that is able to reproduce this issue if that is something someone wants :)

![Image](https://github.com/user-attachments/assets/bffcd308-43c6-40e9-a629-6155547b74a8)

[prof file](https://drive.google.com/file/d/1gE3GFRhPKDnTq4n3-6h0NeJBxtC9xVEE/view?usp=sharing)


(since the .mm_profdata file is too big I uploaded it to google drive instead :) )
Repository: rust
Issue: module-level `rustfmt::skip` fails with confusing error
Labels: A-attributes,A-diagnostics,T-lang,T-compiler,C-bug,D-confusing,A-tool-attributes

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=73768e89fe43b087349454c8cf2bf2c9

i would have expected / liked to disable rustfmt for the entire module instead of needing to place it on every item.

also, the error seems pretty confusing.
Repository: godot
Issue: AnimatableBody2D animates only one property when sync_to_physics is enabled (using AnimationPlayer)
Labels: bug,topic:physics,needs testing,topic:animation,topic:2d

### Tested versions

Godot v4.3.stable

### System information

macOS 14.6.1 - Vulkan (Forward+) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)

### Issue description

1. I am animating a `AnimatableBody2D` using an `AnimationPlayer`
2. The `AnimatableBody2D` is not moving unless I turn **off** `sync_to_physics`
3. I tried with bezier curve animation and without, no change
4. At some point it animated at least partially, now (with no conscious change) it doesn't animate at all
5. Since it does animate with `sync_to_physics` turned off I assume it's not an error on my side

If anybody has any ideas, please. I have no clue anymore ...

**Potentially related issues:**
- #76685
- #58269

### Steps to reproduce

I am not able to reproduce it from scratch, but I extracted the problem from my larger project:
1. Open and run the project (with visible collision shapes)
2. Shape should move, but doesn't 😭
3. Turn off `sync_to_physics` on to animatable_body_2d and run scene
4. It now moves 😤

### Minimal reproduction project (MRP)

[bug-animating-animatable-body-zip.zip](https://github.com/user-attachments/files/17681220/bug-animating-animatable-body-zip.zip)
Repository: vscode
Issue: Dialog "Copilot wants to sign-in" should not show
Labels: under-discussion,authentication

1. Have GH Copilot installed.
2. Sign out of all GH accounts in VS Code
3. Notice the Chat Welcome View asking you to Sign In to GH. Click it
4. There is a dialog if I will allow GitHub Copilot Chat to sign in using GitHub

![Image](https://github.com/user-attachments/assets/b8dcfdb8-8bde-48f7-9822-f8982289649a)

This dialog should not show because the user clicks on an action to Sign In.

fyi @bpasero
Repository: tauri
Issue: [bug] Xcode Build Failed (bun: command not found)
Labels: type: bug,status: needs triage

### Describe the bug

I have a working Tauri + Sveltekit example project that was setup using the official Tauri docs. This project was setup using bun. When running `tauri ios dev`, the project properly runs on the IOS xcode simulation. Running `tauri ios dev --open` xcode successfully opens, but when starting the project from within Xcode I get `Command PhaseScriptExecution failed with a nonzero exit code`.  Image of the error below:

<img width="1716" alt="Screen Shot 2024-11-08 at 9 18 35 AM" src="https://github.com/user-attachments/assets/73b6427b-dc79-4756-92c6-7eb535b1b35a">

I can confirm that bun is properly installed on my computer and within my path, this seems to be that Xcode cannot find bun when being ran. I tried configuring xcode to use my root working directory still with no luck. I can't seem to edit this generated sh file to include the path either.


### Reproduction

Create a new tauri sveltekit project from this documentation using bun: https://v2.tauri.app/start/create-project/
Be on MacOS and try opening the Xcode project and then building the Xcode project. 

### Expected behavior

Xcode should succesfully build the project and open the simulation as if it was being ran from the `tauri ios dev` command.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 12.6.4 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.82.0 (f6e511eec 2024-10-15)
    ✔ cargo: 1.82.0 (8f40fc59f 2024-08-21)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 22.11.0
    - yarn: 1.22.17
    - npm: 10.9.0
    - bun: 1.1.0
    - deno: deno 2.0.4

[-] Packages
    - tauri 🦀: 2.0.6
    - tauri-build 🦀: 2.0.2
    - wry 🦀: 0.46.3
    - tao 🦀: 0.30.5
    - @tauri-apps/api : 2.0.3
    - @tauri-apps/cli : 2.0.5

[-] Plugins
    - tauri-plugin-shell 🦀: 2.0.2
    - @tauri-apps/plugin-shell : 2.0.1

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../build
    - devUrl: http://localhost:1420/
    - framework: Svelte
    - bundler: Vite

[-] iOS
    - Developer Teams: None
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Issue reporter fails without telling the user why if content is too large
Labels: bug,issue-reporter

Repro:

1. Fill issue reporter with 100k of context
2. Try create an issue on GitHub.

I'm also seeing this FYI

![Image](https://github.com/user-attachments/assets/8fdaf5e9-6482-46ec-b0f6-a8fe3d496f1a)

Trying to do an internal copilot issue report which adds a bunch of context.
Repository: PowerToys
Issue: PowerRename - Remove Highlighting for Deselected Files and Folders
Labels: Needs-Triage

### Description of the new feature / enhancement

When a file or folder is unchecked in PowerRename, remove its highlighting and grey out its proposed name change in the "Renamed" column.

### Scenario when this would be used?

When a file name matches a search query in PowerRename, the corresponding row is highlighted and the proposed name change is shown in bright blue. This highlighting is often very helpful, but it can fail when files are deselected in the checkbox column. Deselected files are still highlighted as if their names will be changed, making it difficult to review the proposed changes.

Here's an example:

> ![Image](https://github.com/user-attachments/assets/df8c2e3b-15cb-47c9-937e-260f7e2d6b0e)

It appears at first glance that both files will be renamed, making it harder to confirm that the proposed changes are correct. This often causes incorrect name changes to appear in the "Renamed" column, so every highlighted line needs to be double-checked. This is a minor issue in my example photo, but it's a significant problem when working with a larger number of files. If the deselected files were greyed out, the "Renamed" column would only show the changes that will _actually_ be applied.

I'd appreciate it greatly if this were implemented. Thank you!

### Supporting information

_No response_
Repository: react
Issue: [Compiler Bug]: useMemo does not provide stable results across renders for specific functions when compiler enabled
Labels: Type: Bug,Status: Unconfirmed,Component: Optimizing Compiler

### What kind of issue is this?

- [X] React Compiler core (the JS output is incorrect, or your app works incorrectly after optimization)
- [ ] babel-plugin-react-compiler (build issue installing or using the Babel plugin)
- [ ] eslint-plugin-react-compiler (build issue installing or using the eslint plugin)
- [ ] react-compiler-healthcheck (build issue installing or using the healthcheck script)

### Link to repro

https://playground.react.dev/#N4Igzg9grgTgxgUxALhAejQAgMIBsCWcA1vgHYDmmALgBYKYK4IC2CpVmA7vrrpmXBgs2HWvTgFimONHYAdUhkwBDUgBNMAMwjxxEZgAcIpEZiEBaIeoQwFSgMoD6AN2W4oCAIwr1mV+4QAJhUhTCgwMkoAA3CEAFkWCCiufFpMOyxVBkMqAE9MNQQDNkLSOHzlGBhlXIAaajp8sBpoXA1SCA44GlVyBAA6DMwAdVSaHH0DHhsGUmUAIyY1ev8PYO7ehDBB0gUEAA8jGA5CzWUoXA5NKDKqfGNMONyAQQMDAAoASkxgBUxMJRgKgLJgqQQQMBgMwlGxgP7SYxAvxuDzeAC8YTA8US7y+mDRAD5HspaP1qup9F96gBtAC6nwA3Ap4UoOhwgSD6MpwZDodYYFDOFgZIZpjB0qR-kp5lAOPhBWNoF1JmKmZKAcKspwdEQQrINOFIhKpcLERxqasgrUAPq0-GYhD2YFUBC476E4mk8lqSnfADUmE8n0+8JkpCRluCGNiCWYEDd+KJcRJNDJqh9zDxAc8NPpapZwskJAoKV40MsMNs6rDSOpAiErHY9SxVAAkmUGyI7dGsU6Sa6AAyM5nqoRUWCSgA8anwzkwxjwhCIaOAeI9LfbgmE7He+ET-Ew2c+AF8CRIl8hgPXt1RjysUV5L5bPHfkQFAk+H4Fj5O0DPnASarHiAx5AA

### Repro steps

1. Write a `useMemo` function that uses Math.random() AND some other value or function, for example:
-  `const val = useMemo(() => Math.random() + 0, []);`
- `const val = useMemo(() => Math.floor(Math.random()), []);`
2. Cause the component to re-render
3. The resulting value will be re-computed on re-render

In associated repro link, clicking the component increments a counter which triggers re-render. Without compiler both memoized values are stable; with compiler, only the first is.

### How often does this bug happen?

Every time

### What version of React are you using?

18.3.1

### What version of React Compiler are you using?

19.0.0-beta-8a03594-20241020
Repository: tauri
Issue: [feat] build without signing cli flag
Labels: type: feature request

### Describe the problem

Myself, and especially contributors to a Tauri-based app, do not want/have the signing keys when testing. However, when the various environment variables are not set, the build just fails.

There is no quick way to build a non-signed bundle of an app.

### Describe the solution you'd like

```bash
tauri build --no-sign
```

### Alternatives considered

Currently, the workaround is to have something like a `tauri.conf.dev.json` file with values like:

```json
"bundle": { "windows": null }
```
Then, use `tauri build --config src-tauri/tauri.conf.dev.json`.

I just find it odd there is no flag in the cli to disable signing.

### Additional context

It is helpful to go through the whole workflow of installing, manually opening, checking the closing and re-opening behaviour, checking uninstalling (if all expected files are removed). Also, with things like the updater plugin, checking the automated update/restart workflow.
Repository: transformers
Issue: Neftune computation is probably wrong with packed training
Labels: trainer,Feature request,bug

### System Info

v4.46.2

### Who can help?

_No response_

### Information

- [ ] The official example scripts
- [ ] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

Neftune computation is probably wrong with packed training because the scaling factor is `alpha/sqrt(lenght*d)`. The length is the packed length there:

https://github.com/huggingface/transformers/blob/a06a0d12636756352494b99b5b264ac9955bc735/src/transformers/trainer_utils.py#L126-L149

### Expected behavior

Should take into account the size of each sentence during computation.
Repository: flutter
Issue: Move Python formatting to a supported formatter
Labels: team,engine,P2,c: tech-debt,team-engine,triaged-engine

We currently format all Python code using `yapf`. This is done via the `tools/yapf.sh` and `tools/yapf.bat` wrapper scripts. 

Unfortunately, `yapf` is abandoned and only works with Python versions up to and including Python 3.10. As OS and local Python installations are upgraded, this will become more and more problematic. On some Linux distributions side-by-side python installations are unsupported, for example.

## Workarounds

Those on macOS can work around this by installing [homebrew](https://brew.sh) then:
```sh
brew install python@3.10
```

## Related

* https://github.com/flutter/engine/pull/55905
Repository: PowerToys
Issue: Key Remap NOT WORKING
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86.0

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Remap a shortcut

### ✔️ Expected Behavior

Remaped shortcut WORKs like before.

### ❌ Actual Behavior

None of the remapped shortcuts are working.

### Other Software

_No response_