sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Games exported for iOS are not fullscreen/stretched despite the settings
Labels: bug,platform:ios,needs testing,topic:export

### Tested versions

- Reproductible with Godot 4.3 RC 1 & Godot 4.3 Beta 3

### System information

Godot v4.3.rc1 - macOS 14.5.0 - Vulkan (Mobile) - integrated Apple M3 Pro - Apple M3 Pro (12 Threads)

### Issue description

/!\ iOS exports seem to be broken in some cases /!\

I want to make an iOS version of my game which displays just fine on Android devices. But when I run the game from XCode on my iPad, it isn't fullscreen/stretched despite the project settings. I also tried a bunch of hacks found on Google but 1) it doesn't work better and 2) I don't like hacks :D 

You will find attached two pictures, one from my own game and another one from a MRP.

![WhatsApp Image 2024-07-27 at 23 45 03](https://github.com/user-attachments/assets/37a6c2b3-5235-4e80-8d4b-22875e44b66a)
![WhatsApp Image 2024-07-28 at 11 02 43](https://github.com/user-attachments/assets/4635b1f1-3e1a-4103-84fd-11a461d4838c)


### Steps to reproduce

- Create a Godot project on MacOS with the expected project stretch settings
- Export the project for iOS
- Open the project with XCode and run it on a device which has a higher resolution than 1080 x 1920

### Minimal reproduction project (MRP)

[Archive.zip](https://github.com/user-attachments/files/16402768/Archive.zip)
Repository: godot
Issue: Editing project settings breaks every Control node's (and its derivatives) size_flags_changed signal.
Labels: bug,topic:gui

### Tested versions

Godot Engine v4.1.4.stable.official.fe0e8e557

### System information

Windows 10, Godot Engine v4.1.4.stable.official.fe0e8e557. Compatibility

### Issue description

In any project where there are any Control nodes, and said project is exported as a Release build on Windows, the console will throw errors such as these:

Godot Engine v4.1.4.stable.official.fe0e8e557 - https://godotengine.org
OpenGL API 3.3.0 - Build 20.19.15.4549 - Compatibility - Using Device: Intel - Intel(R) HD Graphics 4600
 
USER ERROR: Attempt to disconnect a nonexistent connection from 'ColorRect:<ColorRect#22884123746>'. Signal: 'size_flags_changed', callable: ''.
   at: _disconnect (core/object/object.cpp:1355)
USER ERROR: Attempt to disconnect a nonexistent connection from '_v_scroll:<VScrollBar#22850569312>'. Signal: 'size_flags_changed', callable: ''.
   at: _disconnect (core/object/object.cpp:1355)
USER ERROR: Attempt to disconnect a nonexistent connection from '_h_scroll:<HScrollBar#22817014878>'. Signal: 'size_flags_changed', callable: ''.
   at: _disconnect (core/object/object.cpp:1355)

This happens either when I changed the Stretch Mode to 'canvas_items', or toggled Advanced Settings on, or toggled 'convert text resources to binary' on. It specifically targets the 'size_flags_changed' signal.

### Steps to reproduce

1. Create a project
2. Set any node as the root node
3. Add a bunch of Control nodes, or its derivatives (just one is enough, as well)
4. Add some way to quee_free() the Control nodes
5. Try exporting the project on Windows, in Release mode, include console
6. Run console, everything should be fine if the Control nodes are released
7. Now change any of the following project settings: 
    -change the Stretch Mode to 'canvas_items'
    -toggle Advanced Settings on
    -toggle 'convert text resources to binary' on
8. Export as in step 5
9. Releasing any Control node now should give an error similar to this: USER ERROR: Attempt to disconnect a nonexistent connection from '_v_scroll:<VScrollBar#22850569312>'. Signal: 'size_flags_changed', callable: ''.

### Minimal reproduction project (MRP)

(File size exceeds maximum size, so I cannot upload a sample here.)
Repository: rust
Issue: Add back io::copy file to pipe optimization 
Labels: C-feature-request,T-libs

So to sum up, I think we can add back optimization via:
 - if the file is on squashfs/erofs, then it's immutable (detectable via [`statfs`](https://man7.org/linux/man-pages/man2/statfs.2.html)
 - if the is sealed with `F_SEAL_WRITE `(prevent modifying of existing contents, shrinking and appending is allowed) and `F_SEAL_SEAL` (not changing of seals), detectable via `fcntl(fd, F_GET_SEALS)`
 - [if it's on read-only btrfs subvolume (e.g. snapshot)](https://unix.stackexchange.com/a/375646), likewise we can do the same for zfs, nilfs, bcachefs
 - If the file is `/dev/zero`, or from other pseudo fs (e.g. procfs, sysfe), then I think we can assume it's immutable

Otherwise, we'd fallback to:
 - read + write if the file is really small
 - splice to an intermediate pipe with F_MOVE and then splice to the pipe without F_MOVE if the file is more than 1-2 pages
 - if the fs supports reflink and file is really large, then we could create a O_TMPFILE on the system, copy_file_range to it and then splice it

Also, if the file is a named fifo, then just a splice without F_MOVE would work fine.

_Originally posted by @NobodyXu in https://github.com/rust-lang/rust/issues/108283#issuecomment-2254439139_
Repository: pytorch
Issue: Pytorch conversion to ONNX inserts ScatterNDUpdate Layers
Labels: module: onnx,triaged,onnx-triaged,onnx-needs-info

### 🐛 Describe the bug

Hello everyone, I have a pose estimation model(SPNv2). I converted the model from Pytorch FP32 to OpenVINO FP16 IR representation (passing by onnx).

I converted a PyTorch model to ONNX to run inferences on it using OpenVINO on NCS2 (VPU). The converted model comprises scatterNDupdate layers which are not supported by the VPU. Is there any specific reason for the creation of those layers? and a way to avoid them?

When I tried to run the model on NCS2 I had this error:

Traceback (most recent call last):
File "test_spnv2_myriad.py", line 49, in
compiled_model = ie_core.compile_model(model=model, device_name="MYRIAD")
File "/opt/intel/openvino_2022.3.1/python/python3.8/openvino/runtime/ie_api.py", line 399, in compile_model
super().compile_model(model, device_name, {} if config is None else config),
RuntimeError: [ GENERAL_ERROR ]
/home/jenkins/agent/workspace/private-ci/ie/build-linux-ubuntu20/b/repos/openvino/src/plugins/intel_myriad/graph_transformer/src/frontend/frontend.cpp:596 Failed to compile layer "ScatterND_8672": unsupported layer type "ScatterNDUpdate"

Can anyone help me with this please?

### Versions

PyTorch version: 1.13.0+cu117
OS: Ubuntu 20.04.4 LTS (x86_64)
Python:  3.8.10
OpenVINO version: 2022.3.1

GPU models and configuration: GPU 0: NVIDIA GeForce RTX4060

Versions of relevant libraries:
yacs==0.1.8
albumentations==1.1.0
matplotlib==3.4.2
tqdm==4.62.2
plyfile==0.7.4
scipy==1.7.1
pandas==1.3.1
numpy==1.21.2
Pillow==9.0.0
Repository: ollama
Issue: Disable auto updates
Labels: feature request

I found my Ollama to not update automatically.
It had downloaded the update and it was placed in a temporary folder, but restarting ollama didn't update it.

I would love a manual update feature, and to be able to disable auto-updating.
To maintain a state of version preference if nothing else.

Ollama is perhaps the best offline model tool there is, but the auto-updating feature is a risk to people that prefer to manually update their tools.

How many times have you updated an application and regretted it?

Please add support for manual updates <3
Repository: stable-diffusion-webui
Issue: [Feature Request]: X/Y/Z plot - optimize workflow
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 ?

Right now X/Y/Z plot doesn't seem to optimize it's workflow, and potentially creates a lot of unnecessary work - depending on what parameters are plotted. The script should identify and use the appropriate opportunities for saving work / time.

### Proposed workflow

Consider the following scenario: Plotting difference Hires steps might make to an image:

Select "Hires steps" as X-type and input "25,40,50,60,75" as X-values. This works exactly as intended. But instead of creating the initial image, and then running hires fix 5 times on this image (and therefore saving 4x initial steps in this scenario), each loop generate the same initial image and then hires fix it.

In this scenario it would seem like a better solution to generate the initial image and then use the same initial image for all 5 hires fix.

I know not all scenarios are as easy to optimize, and especially when using both X, Y and Z in the plot. But when only using a single parameter and even two, there seems to be quite a few instances where savings could occur?

A different scenario: X-type "Hires upscaler" X-value "3 different upscalers", Y-type "Denoising" Y-value "3 different values", Z-type "Hires sampler" Z-value "3 different sampler" generates the same initial image 27 times x the amount of steps. That's a lot of seemingly unnecessary steps.

These values seems to be able to benefit from an optimization:
1. Hires upscaler
2. Hires steps
3. Hires sampler
4. Denoising 
5. VAE - maybe?

And perhaps even others?

### Additional information

Thanks a lot for creating a great piece of software BTW.
Repository: godot
Issue: Curve2D get_closest_offset always returns zero if first two points in curve are the same
Labels: bug,topic:core

### Tested versions

- Discovered in v4.3.rc1.official [e343dbbcc]
- Reproduced in v4.2.stable.official [46dc27791]

### System information

Godot v4.3.rc1 - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 3GB (NVIDIA; 31.0.15.5176) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

If a Curve2D has the same position for the first two points, `get_closest_offset` always returns zero, instead of returning the correct offset. With the same curve, if I remove one of the first duplicate points it then returns the correct offset.


### Steps to reproduce

Example code:
```
var curve := Curve2D.new()
curve.add_point(Vector2(100, 100))
curve.add_point(Vector2(100, 100))
curve.add_point(Vector2(200, 200))
var result = curve.get_closest_offset(Vector2(200, 200))
```

1. Run the code, and confirm result incorrectly returns zero (should return ~141)
2. Comment out the third line, thus making the first two points not the same
3. Run the code again, and confirm the result returns the correct offset.

### Minimal reproduction project (MRP)

[curve2doffsettest.zip](https://github.com/user-attachments/files/16403003/curve2doffsettest.zip)
Repository: material-ui
Issue: [material-ui][Dialog] Error message when closing a Dialog
Labels: external dependency,component: dialog,package: material-ui

### Steps to reproduce

Link to live example: (required)

Steps:
1. open a Dialog component
2. close a Dialog component
3. check console and there will be a error saying this: 

Blocked aria-hidden on a <button> element because the element that just received focus must not be hidden from assistive technology users. Avoid using aria-hidden on a focused element or its ancestor. Consider using the inert attribute instead, which will also prevent focus. For more details, see the aria-hidden section of the WAI-ARIA specification at https://w3c.github.io/aria/#aria-hidden. 


### Current behavior

There is a error closing Dialog Component
I've also tried it in the Documentation of [Dialog](https://mui.com/material-ui/react-dialog/) Component
and I'm still getting that error message in the console.
Blocked aria-hidden on a <button> element because the element that just received focus must not be hidden from assistive technology users. Avoid using aria-hidden on a focused element or its ancestor. Consider using the inert attribute instead, which will also prevent focus. For more details, see the aria-hidden section of the WAI-ARIA specification at https://w3c.github.io/aria/#aria-hidden. 

![image](https://github.com/user-attachments/assets/b5f1e0c9-cedd-4bff-88c4-9f11a7406c58)


### Expected behavior

There shouldn't be any error closing dialog component

### Context

_No response_

### Your environment

_No response_

**Search keywords**: MUI Dialog, Aria-hidden
Repository: rust
Issue: The suggestion to remove generic parameters proposed by help did not remove comma
Labels: A-diagnostics,T-compiler

### Code

```Rust
type Result<T> = std::result::Result<T, ()>;

fn foo() -> Result<'static, ()> { Ok(()) }

fn main() { }
```


### Current output

```Shell
error[E0107]: type alias takes 0 lifetime arguments but 1 lifetime argument was supplied
 --> src/main.rs:3:13
  |
3 | fn foo() -> Result<'static, ()> { Ok(()) }
  |             ^^^^^^ ------- help: remove this lifetime argument
  |             |
  |             expected 0 lifetime arguments
  |
note: type alias defined here, with 0 lifetime parameters
 --> src/main.rs:1:6
  |
1 | type Result<T> = std::result::Result<T, ()>;
  |      ^^^^^^

For more information about this error, try `rustc --explain E0107`.
error: could not compile `test2` (bin "test2") due to 1 previous error
```


### Desired output

```Shell
error[E0107]: type alias takes 0 lifetime arguments but 1 lifetime argument was supplied
 --> src/main.rs:3:13
  |
3 | fn foo() -> Result<'static, ()> { Ok(()) }
  |             ^^^^^^ --------- help: remove this lifetime argument
  |             |
  |             expected 0 lifetime arguments
  |
note: type alias defined here, with 0 lifetime parameters
 --> src/main.rs:1:6
  |
1 | type Result<T> = std::result::Result<T, ()>;
  |      ^^^^^^

For more information about this error, try `rustc --explain E0107`.
error: could not compile `test2` (bin "test2") due to 1 previous error
```


### Rationale and extra context

https://github.com/rust-lang/rust-analyzer/issues/17727

Due to not removing the comma, rust-analyzer still has an error after quick fix

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.80.0 (051478957 2024-07-21)
binary: rustc
commit-hash: 051478957371ee0084a7c0913941d2a8c4757bb9
commit-date: 2024-07-21
host: aarch64-unknown-linux-gnu
release: 1.80.0
LLVM version: 18.1.7
```


### Anything else?

_No response_

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Repository: node
Issue: RegExp Buffer
Labels: buffer,feature request

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

Currently when running regexp on a buffer we always need to first convert it to a string. I'm not sure this is strictly necessary. 

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

Would be nice to at least have a `Buffer.test(expr)` method.

### What alternatives have you considered?

_No response_
Repository: godot
Issue: iOS exports: XCode generated files always come with default provisioning even if empty in export settings
Labels: bug,platform:ios,topic:export

### Tested versions

- Reproductible in Godot 4.3 Beta 3 and Godot 4.3 RC 1

### System information

Godot v4.3.rc1 - macOS 14.5.0 - Vulkan (Mobile) - integrated Apple M3 Pro - Apple M3 Pro (12 Threads)

### Issue description

Each time I open the XCode project generated by the iOS export and run my game, I have a build error

"[game] has conflicting provisioning settings. [game] is automatically signed for development, but a conflicting code signing identity iPhone Distribution has been manually specified."

I must uncheck/check "Automatically manage signing" and then choose my provisioning profile to run the game.
If I keep the corresponding export settings empty, this should not happen ?

### Steps to reproduce

- Export any project to iOS and do not provide provisioning settings in the export settings.
- Open the XCode project that has been generated.
- Run the game on an iOS device
=> Build error like mentioned in the description

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: SliverMainAxisGroup.Builder & SliverCrossAxisGroup.Builder
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

### Use case

Currently there is no way to build slivers lazily when having an X amount of **sliver items** to build in a CustomScrollView.
My use case is a simple sticky header per few items in a list.
Scenario:
Events list where the sticky header is the date and below are all the events taken place on that date.

If I have 300 events taken place on different dates, I need to map all those events to a sliver which will then be passed to SliverMainAxisGroup.

The main issue here is that I have to pass ALL the slivers initially (which causes a lag when rendering the list), instead of building them lazily when needed - scrolled into view.

### Proposal

In flutter, there is no way to have a lazily built list that **accepts slivers**, we only have SliverList.Builder which accepts normal widgets (render boxes), which is very limiting.

Please consider implementing **SliverMainAxisGroup.Builder** & **SliverCrossAxisGroup.Builder** which will accept `itemCount` and `itemBuilder`.
The `itemBuilder` will require a sliver to be returned instead of a render box.
Repository: rust
Issue: Unhelpful error message "Attempt to negate with overflow" when calling `i64::abs(i64::MIN)`.
Labels: A-diagnostics,T-libs

### Code

```Rust
fn main() {
    println!("Absolute value of `i64::MIN` = {}", i64::MIN.abs());
}
```


### Current output

```Shell
thread 'main' panicked at /rustc/129f3b9964af4d4a709d1383930ade12dfe7c081/library/core/src/num/mod.rs:358:5:
attempt to negate with overflow
```


### Desired output

It would be nice to have an error that indicates that the problems is coming from `.abs()` and not, e.g., `.neg()`. A possibility:


```Shell
thread 'main' panicked at /rustc/129f3b9964af4d4a709d1383930ade12dfe7c081/library/core/src/num/mod.rs:358:5:
attempt to take absolute value with overflow
```


### Rationale and extra context

The existing error message isn't entirely helpful as it suggests the problem is with negation, which it is but only indirectly. This applies to all signed integer types (`i8`, `i16`, etc.).

In [our project](https://github.com/unhindered-ec/unhindered-ec/pull/235) we have an interpreter with both negation and absolute value instructions. When this overflow issue came up with the negation instruction it was reasonably obvious where and how to fix it, but when it came up later with the absolute value instruction it wasn't obvious where to look for the source of the problem. Since the problem was intermittent for us, it wasn't trivial to generate a scenario that consistently surfaced the problem, so a more directed error message would have been a big help.

This is somewhat related to #25378, but that's really about the semantics of `.abs()` (which is fine) and not about the error message.

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.80.0 (051478957 2024-07-21)
binary: rustc
commit-hash: 051478957371ee0084a7c0913941d2a8c4757bb9
commit-date: 2024-07-21
host: aarch64-apple-darwin
release: 1.80.0
LLVM version: 18.1.7
```


### Anything else?

[Rust Playground example](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=34c3720dec2af1435c49fa59a2d235ed)
Repository: godot
Issue: Static memory allocated when instantiating nodes the first time doesn't fully get freed when removing them
Labels: discussion,topic:core,needs testing

### Tested versions

4.3.rc1 win10

### System information

win10

### Issue description

memory leaf

### Steps to reproduce

I create multi different world3d window
and then close them on one frame

wait some minutes
and see the memory

if the total window num is more ,the process's memory be more(100 window is  59m, 200 window is 62m)
and the monitor see no object more, in 100 window and 200 window, after close
the monitor show the same info.
![image](https://github.com/user-attachments/assets/c6f58f07-d839-4af8-8eae-23d10db96188)
![image](https://github.com/user-attachments/assets/7d9219b0-7dd0-47f5-a7a3-dea4bb6e24c0)
![image](https://github.com/user-attachments/assets/a80d2b33-a402-425c-9caf-a764f5184719)

they all show 1568


### Minimal reproduction project (MRP)

NA
Repository: PowerToys
Issue: 操作证券软件一些时间后，键盘会出现乱码，不可用的情况。
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.82.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

操作证券软件一些时间后，所有键均出现错乱，不可用。

### ✔️ Expected Behavior

请改善

### ❌ Actual Behavior

操作证券软件一些时间后，键盘会出现错乱，不可用。

### Other Software

国泰君安证券富易
Repository: node
Issue: Providing a custom representation for an ES module under require(esm)
Labels: module,feature request,stale

### What is the problem this feature will solve?

With the newly supported `require(esm)` we have the ability to require ES modules into CommonJS contexts.

One thing that might be useful is that since `require()` can return any JS type, while `require(esm)` will only ever return an ES module namespace, is to support customizations of the return value of `require(esm)` such that custom types can also be supported to retain the full expressivity of CommonJS modules in this interop.

Solving this problem can even allow CJS modules to upgrade to ESM as a non-breaking change, since any CJS module can then be represented by an ESM module under under such a rule.

Furthermore, such a pattern can also form the start of a new primitive for transpiling CJS into ESM, which may be the future of transpilers over an npm ecosystem increasingly migrating to ES modules.

When transpiling CJS into ESM it is critical that any CJS module can be properly represented in ESM when required by a real CJS module, which this would solve.

### What is the feature you are proposing to solve the problem?

The feature is for an indication on the ES module itself to indicate to the CommonJS ESM import layer that the ES module has a custom representation to CommonJS.

For example:

```js
export const __cjsDefaultMarker = true;
export default 'cjs module';
```

Where `require(esm)` of the above ES module would return the direct string `'cjs module'`.

Further, I would like to suggest that we make this marker the same marker that is used to mark ESM CJS wrappers when importing CJS into ESM, per https://github.com/nodejs/node/pull/53848. The reason being that we then can ensure **transitive interop**.

That is, this marker supports both being created and being consumed in interop workflows. This is a requirement if this marker is to behave in a well-defined way in a CJS to ESM transpilation workflow as it is a requirement of interop patterns in that they can arbitrarily compose and "collapse" as they transitively _lift_ and _lower_ through the module system interpretations in various tooling workflows. A CJS module imported in ESM passed back into the CJS module system can then automatically be wrapped and unwrapped as required.

### What alternatives have you considered?

_No response_
Repository: ollama
Issue: Prompt evaluation progress indicator
Labels: feature request

Prompt evaluation can take huge time, especially with long context. it can literary be hours. 

Right now Ollama just hangs in that phase. Is it possible to have some messages updating on the progress? It's tough when after an hour of 100% load you still don't know if it's at 15% or at 99%..