sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Mesh normals have sudden pops when using non-orthonormal basis
Labels: bug,topic:rendering,confirmed,topic:3d

### Tested versions

Reproducible in 4.3.stable and 4.4.dev7

### System information

Godot v4.4.dev7 - Windows 11 (build 22631) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.6636) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 threads)

### Issue description

When a mesh has a non-orthonormal basis (e.g. non-uniform scale or skewed transform), its normals experience sudden "pops" / changes at certain thresholds. I'm not sure what these thresholds actually are. For example while you are adjusting only the Z component of the scale, or if you are skewing the mesh, then at some point, the normals will suddenly change from one version to another.

![Image](https://github.com/user-attachments/assets/50220acc-13a8-491e-b48b-aeccdb0e3c01)

The expected behaviour is for the normals to be adjusted smoothly. I imagine there is a bug in the code that "renormalizes" mesh normals.


### Steps to reproduce

- Open the attached project/scene.
- Select the `mesh` node.
- Slide its `xy` value in the inspector until the normals "pop".
- Note that this is also possible to reproduce if the node's `Rotation Edit Mode` is set to `Euler`, by scaling it along the Z axis only. But the popping effect in that case is a little more subtle.

### Minimal reproduction project (MRP)

[bug-report.zip](https://github.com/user-attachments/files/18369321/bug-report.zip)
Repository: ant-design
Issue: Tabs 的 type 设计、Tab 布局、编辑配置好像可以优化下
Labels: unconfirmed

## What problem does this feature solve?

### 两种 type 统一布局，并且第一个 tab 和最后一个 tab 不会紧跟左右侧的边缘，看起来更加优雅美观

这是 type 为 card 的布局

![Clip_2025-01-10_09-53-01](https://github.com/user-attachments/assets/d0dbe39d-403d-4d61-977c-591d20392111)

这是 type 为 line 的布局，每个 Tab 应该是同级的，样式也应该是一样的才对吧

![Clip_2025-01-10_09-55-11](https://github.com/user-attachments/assets/b9d26a2d-232b-4e84-aa1b-01949d4e5a68)

这是两者之间的样式区别

![Clip_2025-01-10_09-56-15](https://github.com/user-attachments/assets/2e33b4d5-30f0-4f91-b743-0590a805315b)

这是 arco 中 Tabs 的布局

![Clip_2025-01-10_09-56-31](https://github.com/user-attachments/assets/3bb0fdce-b26e-426e-abfc-d5e9a33cd1ed)

### 为什么 type 的类型是 line、card、editable-card，而没有 editable-line？

这个 type 应该只有 line 和 card 两种，表示 tab 的样式类型，能否编辑应该是属于 tab 的功能，应该跟 type 没有关联，而且 editable-card 有 card 的味道在里面，对于互斥的选项，这个好像不太合理，这种样式控制应该类似 Radio 里面的  `optionType` 属性。

### 当 type 为 editable-card 的时候，相关的属性在同一级

比如 `addIcon`、`hideAdd`、`removeIcon` 等等，是否可以把这些属性聚合一下？

### 既然可以编辑是不是可以支持 title 也能编辑

类似这样，鼠标移动到对应 Tab 的时候，显示编辑 title 的图标

![Clip_2025-01-10_10-26-03](https://github.com/user-attachments/assets/528e21c4-b80a-4b15-9b88-0d5a5fac0088)


## What does the proposed API look like?

type 改为 tabType

```
"tabType“: 'card' | 'line'
```

使用一个 editable（或者叫其他名字） 属性，聚合与编辑相关的属性，当设置这个属性的时候就表示这个 Tabs 是可以编辑的

```
editable?: {
    "addIcon"?: ReactNode,
    "hideAdd"?: boolean,
    // ...等等现在与 editable-card 相关联的属性
    // 编辑 Tab 标题后的回调
    "onTitleChange"?: (event : targetKey, newTitle: string) => void
}
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Shortcut remapping for Keyboard Manager is not working
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Win + Shift + S
![Image](https://github.com/user-attachments/assets/80c66711-d71c-4917-9e6d-992b182a4aa1)


### ✔️ Expected Behavior

No action

### ❌ Actual Behavior

Windows screenshot shortcut was active

### Other Software

_No response_
Repository: godot
Issue: Animating 'frame' Property of AnimatedSprite2D Without 'animation' Track Causes Errors in Console
Labels: topic:animation

### Tested versions

- Reproducible in: 4.3.stable.mono, 4.0.stable, 3.5.stable, 3.2.4.beta4

### System information

Godot v4.3.stable.mono - Windows 10.0.22631 - GLES3 (Compatibility) - AMD Radeon RX 580 2048SP (Advanced Micro Devices, Inc.; 31.0.21921.1000) - Genuine Intel(R) CPU 0000 @ 2.60GHz (16 Threads)

### Issue description

When attempting to animate only the **frame** property of an **AnimatedSprite2D** using an **AnimationPlayer** (without including a track for the **animation** property), the following errors are repeatedly logged in the console:

```
scene/resources/animation.cpp:1496 - Index p_track = -1 is out of bounds (tracks.size() = 1).
scene/resources/animation.cpp:1850 - Index p_track = -1 is out of bounds (tracks.size() = 1).
Animation '<null>' doesn't exist
```

**Additional Notes**
I suspect the issue might be related to the way frame previews are handled in the frame property track. If this is the case, the AnimationPlayer could be trying to access invalid data when the animation property track is missing.

### Steps to reproduce

1. Add an **AnimatedSprite2D** node to the scene and create a **SpriteFrames** resource for it.
2. Add at least two animations to the **SpriteFrames**, each containing at least one frame (you can use the default **logo.svg** for both).
3. Add an **AnimationPlayer** node as a child of the **AnimatedSprite2D**.
4. In the **AnimationPlayer**, create a new animation and add a track for the **frame** property of the **AnimatedSprite2D**.
5. Add a keyframe to the **frame** property track.


### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/18370060/MRP.zip)
Repository: rust
Issue: Inconsistent vtable layout with projections in supertrait bounds, making upcasting unsound
Labels: T-compiler,I-unsound,C-bug,A-coercions,requires-nightly,F-trait_upcasting,T-types,A-trait-objects

```rust
#![feature(trait_upcasting)]

trait Supertrait<T> {
    fn _print_numbers(&self, mem: &[usize; 100]) {
        println!("{mem:?}");
    }
}
impl<T> Supertrait<T> for () {}

trait Identity {
    type Selff;
}
impl<Selff> Identity for Selff {
    type Selff = Selff;
}

trait Middle<T>: Supertrait<()> + Supertrait<T> {
    fn say_hello(&self, _: &usize) {
        println!("Hello!");
    }
}
impl<T> Middle<T> for () {}

trait Trait: Middle<<() as Identity>::Selff> {}
impl Trait for () {}

fn main() {
    (&() as &dyn Trait as &dyn Middle<()>).say_hello(&0);
}
```
([playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=943f2b5193470b431dcfe96301b09238))

example output (shortened):
```
[0, 2338324182462507040, 7738151096083899748, 438881233243824, 439624262586284, 439667212259195, 439765996507179…
```
so apparently, we're calling `_print_numbers` actually, because the vtable of `dyn Trait` and `dyn Middle<()>` aren't compatible.

@rustbot label F-trait_upcasting, I-unsound, T-compiler, requires-nightly, A-trait-objects, A-coercions
Repository: rust
Issue: Inconsistent vtable layout with HRTBs
Labels: P-high,T-compiler,I-unsound,C-bug,A-coercions,T-types,A-trait-objects,A-higher-ranked

```rust
trait Supertrait<T> {
    fn _print_numbers(&self, mem: &[usize; 100]) {
        println!("{mem:?}");
    }
}
impl<T> Supertrait<T> for () {}

trait Trait<T, U>: Supertrait<T> + Supertrait<U> {
    fn say_hello(&self, _: &usize) {
        println!("Hello!");
    }
}
impl<T, U> Trait<T, U> for () {}

fn main() {
    (&() as &'static dyn for<'a> Trait<&'static (), &'a ()>
        as &'static dyn Trait<&'static (), &'static ()>)
        .say_hello(&0);
}
```
([playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=362a1cb4d4a24d38775ac9e5ba21d3c7))

example output (shortened):
```
[0, 2338324182462507040, 7738151096083899748, 438881233243824, 439624262586284, 439667212259195, 439765996507179…
```
so apparently, we're calling `_print_numbers` actually, because the vtable of `dyn for<'a> Trait<&'static (), &'a ()>` and `dyn Trait<&'static (), &'static ()>` aren't compatible.

@rustbot label I-unsound, T-compiler, A-trait-objects, A-coercions, A-higher-ranked

---

This code example is technically a regression, starting to misbehave somewhere between `1.55` and `1.56` (haven't further bisected yet…)
Repository: tauri
Issue: [bug] Self Signed Certificate Hosting https `devUrl` 
Labels: type: bug,status: needs triage

### Describe the bug

We are building a password manager of sorts and have the requirement of using (subtle) WebCrytpo in our app. My [understanding](https://developer.mozilla.org/en-US/docs/Web/API/SubtleCrypto) is that the only way the browser is able to access WebCrypto is by being in a secure context (ie. ssl) environment.

I can run my dev server locally with a self signed certificate (from `mkcert`) and it works no issue across all browsers. When I configure the `devUrl` in tauri to use `https:` I receive an error along the lines:
![image](https://github.com/user-attachments/assets/c695e542-8b4c-4c49-803e-a907845aaeb2)

If I remove the ssl from both my dev server and tauri `devUrl` it works across all browsers an emulators.

**Does tauri support `https:` `devUrl`'s**? If not, is there an other way to enable the secure context so that we can leverage (subtle) WebCrypto?


### Reproduction

_No response_

### Expected behavior

I should be able to specify an `https:` `devUrl` and it should work.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 15.1.1 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: 4.5.3
    - npm: 10.9.0

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.2
    - tao 🦀: 0.30.8
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli : 2.2.2

[-] Plugins
    - tauri-plugin-log 🦀: 2.0.2
    - @tauri-apps/plugin-log : not installed!

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../out
    - devUrl: https://localhost:5030/
    - framework: React (Next.js)
    - bundler: Webpack

[-] iOS
    - Developer Teams: None
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: ollama
Issue: ollama not working
Labels: bug,needs more info

### What is the issue?

I installed ollama in ubuntu via curl command but not working when using ollama. So I check ollama version.>ollama -v ollama version is 0.0.0 Warning: client version is 0.5.0

### OS

Linux

### GPU

_No response_

### CPU

AMD

### Ollama version

_No response_
Repository: pytorch
Issue: [Pipelining] PP+DDP does not work for Zero  Bubble
Labels: oncall: distributed,triaged,bug,module: pipelining

Due to zero-bubble's implementation for backward bypassing torch.autograd.backward() in favor of calling .grad() directly, this skips hooks used by DDP for gradient reduction.

cc @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @d4l3k @c-p-i-o
Repository: flutter
Issue: Update engine README and PR template to explain the monorepo
Labels: engine,P3,team-engine,triaged-engine,d: docs/,monorepo

It's not clear from looking https://github.com/flutter/engine that I shouldn't be making new PRs there, and instead should be making changes in https://github.com/flutter/flutter/tree/master/engine.

Update the engine README, [PR template](https://github.com/flutter/engine/blob/main/.github/PULL_REQUEST_TEMPLATE.md), and other engine repo documentation to explain that the repo is archived (even though it can't literally be GitHub-archived yet).
Repository: tauri
Issue: [help] Page not found handling
Labels: type: question

### Describe the bug

I am using NextJS as my react framework. I have a `not-found.tsx` in the root of my project and that works without issue during development.

When I build / bundle / distribute my application, how will not found handling work? (ie. how are missing paths handled outside of a NextJS web server?)

I know this is really straight forward to test, but for some reason my built `apk` is not working. It attempts to load `http://localhost:5030`. That address is valid in dev, I just thought it would default to `http://localhost:8080`. So I need to figure that out but thought I would ask here in the mean time.

### Reproduction

_No response_

### Expected behavior

**Expected behavior on a missing path:**
Not sure

**Expected behavior when loading the built / bundled assets:**
Should load with out issue and use localhost:8080

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 15.1.1 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: 4.5.3
    - npm: 10.9.0

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.2
    - tao 🦀: 0.30.8
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli : 2.2.2

[-] Plugins
    - tauri-plugin-log 🦀: 2.0.2
    - @tauri-apps/plugin-log : not installed!

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../out
    - devUrl: http://localhost:5030/
    - framework: React (Next.js)
    - bundler: Webpack

[-] iOS
    - Developer Teams: None
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: ollama
Issue: GPU using
Labels: bug,needs more info

### What is the issue?

i install ollama. and it shows GPU installed, But i can't use GPU,,just can use CPU,  Why?

### OS

_No response_

### GPU

_No response_

### CPU

_No response_

### Ollama version

_No response_
Repository: vscode
Issue: Right click menu not showing go to definition and also F12 is not working
Labels: triage-needed,stale

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Does this issue occur when all extensions are disabled?: No

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- VS Code Version: 1.96.2
- OS Version: MacOS 15.2

Steps to Reproduce:

1.  Right click menu not showing go to definition and also F12 is not working, cmd + F12 not working
2.  when I disable all extensions, it works.
Repository: godot
Issue: No input detected from PS4 controller when connected wirelessly
Labels: bug,topic:input

### Tested versions

- Reproducible in v4.4.dev7.official [46c8f8c5c].
- Likely reproducible in much older versions, as per this [Reddit post](https://www.reddit.com/r/godot/comments/khw4cj/different_bluetooth_and_wired_controller_inputs/)
    - Someone commented a possible explanation for this issue, might be worth checking out when debugging

### System information

Godot v4.4.dev7 - Windows 11 (build 26100) - Multi-window, 3 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 32.0.15.6636) - 13th Gen Intel(R) Core(TM) i7-13700F (24 threads)

### Issue description

When using a _wirelessly_ connected PS4 controller, no input is detected by Godot. Using this testing code block:
```gdscript
for device in Input.get_connected_joypads():
	print("Device ID: ", device)
	print("Device Name: ", Input.get_joy_name(device))
```
I can confirm that there only one device connected called "PS4 Controller". However, Godot does not receive any input, which I have confirmed after seeing no controller input from this function:
```gdscript
func _input(evt):
   print(evt)
```

This does work as intended when directly connecting the PS4 Controller through wire.

### Steps to reproduce

- Create a new Godot project, and add a Node. Attach a new script to it, and inside that script add this function:
```gdscript
func _input(evt):
   print(evt)
```
- Connect a PS4 Controller to your system _wirelessly_
- Run the scene. You will notice no controller events are printed.

### Minimal reproduction project (MRP)

N/A
Repository: transformers
Issue: Prompt_ids feature causing repetitions and hallucinations
Labels: bug

### System Info

System Info
Hi @sanchit-gandhi and @gante

Using Prompt Feature like it is mentioned here (https://github.com/huggingface/transformers/issues/22395) causing the model output to have too many repetitions and too much of hallucinations.

I recorded an audio and gave it to the Whisper ASR model with prompt like as mentioned below.

More details:
Transformers Commit: https://github.com/huggingface/transformers/commit/1c7e5e236823cd38faac8115f96205a82c17fff9

Test-Case: Steps how to reproduce the issue.
Audio contents: "The full name of Donald is Donald J. Trump Jr"
prompt = "Donald Duck"

model = WhisperForConditionalGeneration.from_pretrained(model_dir).to("cuda")
feature_extractor = WhisperFeatureExtractor.from_pretrained(model_dir)
processor = WhisperProcessor.from_pretrained(model_dir)
prompt_ids = processor.get_prompt_ids(prompt)
input_features = feature_extractor(audio, sampling_rate=16000, return_tensors="pt").input_features
predicted_ids = model.generate(input_features.to("cuda"), prompt_ids=prompt_ids, num_beams=4)
text = [processor.decode(predicted_id, skip_special_tokens=True) for predicted_id in predicted_ids]
transcript = text[0]

Output: The full name of Donald is Donald J. Trump Jr. Donald Duck Donald Duck Donal Donald Duck Donald Duck Donald Duck Donal Donald Duck Donald Duck Donald Duck Donald Duck Donal Donald Duck Donald Duck Donald Duck Donald Duck Donald Duck Donal Donald Duck


Link to the audio: https://drive.google.com/file/d/1ud-B0uepD8Sk6ArkvJdqPmFWYpCmAooi/view?usp=drive_link


### 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

Reproduction
Test-Case: Steps how to reproduce the issue.
Audio contents: "The full name of Donald is Donald J. Trump Jr"
prompt = "Donald Duck"

model = WhisperForConditionalGeneration.from_pretrained(model_dir).to("cuda")
feature_extractor = WhisperFeatureExtractor.from_pretrained(model_dir)
processor = WhisperProcessor.from_pretrained(model_dir)
prompt_ids = processor.get_prompt_ids(prompt)
input_features = feature_extractor(audio, sampling_rate=16000, return_tensors="pt").input_features
predicted_ids = model.generate(input_features.to("cuda"), prompt_ids=prompt_ids, num_beams=4)
text = [processor.decode(predicted_id, skip_special_tokens=True) for predicted_id in predicted_ids]
transcript = text[0]

Output: The full name of Donald is Donald J. Trump Jr. Donald Duck Donald Duck Donal Donald Duck Donald Duck Donald Duck Donal Donald Duck Donald Duck Donald Duck Donald Duck Donal Donald Duck Donald Duck Donald Duck Donald Duck Donald Duck Donal Donald Duck

### Expected behavior

Expected behavior
It has to give either "The full name of Donald is Donald J. Trump" or "The full name of Donald is Donald Duck", not infinite no of prompt key words.
Repository: rust
Issue: Confusing error message when closures return references based on their arguments
Labels: A-diagnostics,T-compiler

### Code

```Rust
struct Val {
    inner: u32
}

fn main() {
    let get_str = |val: &Val| &val.inner;
    
    println!("{}", get_str(&Val { inner: 1 }));
}
```

### Current output

```Shell
error: lifetime may not live long enough
 --> src/main.rs:6:31
  |
6 |     let get_str = |val: &Val| &val.inner;
  |                         -   - ^^^^^^^^^^ returning this value requires that `'1` must outlive `'2`
  |                         |   |
  |                         |   return type of closure is &'2 u32
  |                         let's call the lifetime of this reference `'1`
```

### Desired output

```Shell

```

### Rationale and extra context

I'm not sure what this specific limitation would be called, but I ran into it recently and thought that the error could give some advice on how to solve it. I'm not sure what the best way to do that is, so I haven't filled out the desired output section.

I was a bit surprised to learn that
```rust
struct Val {
    inner: u32
}

fn main() {
    let get_str = |val: &Val| -> &u32 { &val.inner };
    
    println!("{}", get_str(&Val { inner: 1 }));
}
```

still has the same error (namely, `&Val` and `&u32` are assigned two separate lifetimes), whereas
```rust
struct Val {
    inner: u32
}

fn main() {
    let get_str: fn(&Val) -> &u32 = |val: &Val| &val.inner;
    
    println!("{}", get_str(&Val { inner: 1 }));
}
```

fixes the issue. I'm guessing there's some subtle differences in the way a type is created for a closure (even when the return type explicitly written out) versus specifying the type manually, but I'm honestly not sure. If there's some documentation regarding this, it might be a good idea to mention that in the error message.

### Other cases

```Rust

```

### Rust Version

```Shell
rustc 1.84.0 (9fc6b4312 2025-01-07)
binary: rustc
commit-hash: 9fc6b43126469e3858e2fe86cafb4f0fd5068869
commit-date: 2025-01-07
host: x86_64-unknown-linux-gnu
release: 1.84.0
LLVM version: 19.1.5
```

### Anything else?

_No response_
Repository: PowerToys
Issue: The Ctrl Key Function gets freezes
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

Release v0.87.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

[PowerToysReport_2025-01-10-13-07-48.zip](https://github.com/user-attachments/files/18372523/PowerToysReport_2025-01-10-13-07-48.zip)


### ✔️ Expected Behavior

Whenever the powertooys running sometime the  Ctrl keys fuction especially in the Ms Word Function as if the Ctrl Key is Stick or Contantly Pressed. I thought that there are some error in the physical keyboard and got it replaced but problem remained same and only resolves when I terminates the PowerToys Program.

### ❌ Actual Behavior

Ctrl Key  should not be behaved as if it is constantly pressed. 

### Other Software

MS word 365
Repository: PowerToys
Issue: Request for Adding Regex Support to the New＋ Feature for Template Folder Creation
Labels: Needs-Triage

### Description of the new feature / enhancement

I would like to request the ability to use regular expressions (regex) when creating a template folder via the "New +" option.
For example, it would be helpful to automatically add the creation date or location-specific names to file names.

「New＋」機能でテンプレートフォルダを作成する際に、正規表現（regex）を使用できるようにしていただけますでしょうか。
例えば、ファイル名に作成場所に応じた名称を自動で追加したり、年月日を含めたりすることが可能になると助かります。

### Scenario when this would be used?

In our work, we frequently create files, and to make file management easier, we include the creation date in the file names.
If template file names could be set as something like $YYYY$MM$DD_powertoys, it would eliminate the need for manual input and greatly improve efficiency.

業務上、ファイルを頻繁に作成しており、その際に管理を容易にするため、ファイル名に作成日時を記載しております。
もし、テンプレートファイル名を「$YYYY$MM$DD_powertoys」のように設定できるようになれば、手動で名前を入力する手間が省け、大幅に効率化できると考えております。

### Supporting information

_No response_