sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: Add "ignore" to Deno.watchFs
Labels: feat,public API,ext/fs

Hey, 

been using Deno for a while now. 
For a cli tool I'm using Deno.watchFs, which works fine.

My use case is the following: I want to watch a whole directory recursively and then have different actions depending on what files have changed. This allows me do dynamically listen for new folder creations etc. in one place.

The problem: Attaching the watcher to the project root directory (with e.g. the .git folder) takes a long time, sometimes seconds. It would be very convenient to have something like "ignore" alongside with the "recursive" option in order to initially exclude some folders or files from being watched, but still watch all the files and folders that are present recursively.

I know that I could restructure the project, maybe put everything that needs "watching" into a separate sub directory, but I think this would be a great and convenient addition to the file watcher. 

Also I'm happy to contribute and add this to the watcher, if it's something that will be adopted. So this would be cool: 

```ts
using watcher = Deno.watchFs(rootDir, { recursive: true, ignore: [".git", "some-other-file"] });
// or
using watcher = Deno.watchFs(rootDir, { recursive: true, ignore: ".git" });
```

As I understand it we would just need to add a filter to the loop of the files and simply skip it if it's in the ignore list: 
https://github.com/denoland/deno/blob/e4b52f5a7684cfb6754f2531e51f833a64d97d7b/runtime/ops/fs_events.rs#L125-L130

But maybe I'm wrong and this change needs to happen in the inotify crate. Or maybe there is even a better solution that works with the current setup?
Repository: electron
Issue: [Bug]: powerMonitor on resume event fires twice
Labels: platform/windows,bug :beetle:,component/powerMonitor,31-x-y,32-x-y,33-x-y

### Preflight Checklist

- [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [x] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

33.0.0 (tried on 31.2.0 as well)

### What operating system(s) are you using?

Windows

### Operating System Version

Windows 10 22H2

### What arch are you using?

x64

### Last Known Working Electron version

Not sure, but seems this is a regression

### Expected Behavior

When waking up the device, the powerMonitor on resume event should only fire once.

### Actual Behavior

When waking up the device, the powerMonitor on resume event fires twice

### Testcase Gist URL

_No response_

### Additional Information

Can be easily reproduced using the electron-react-boilerplate setup and adding the on resume code as such:
```
app
  .whenReady()
  .then(() => {
    createWindow();
    app.on('activate', () => {
      // On macOS it's common to re-create a window in the app when the
      // dock icon is clicked and there are no other windows open.
      if (mainWindow === null) createWindow();
    });

    // using a typescript import also has the same effect as this
    const { powerMonitor } = require('electron');

    powerMonitor.on('resume', () => {
      console.log('The system is resuming');
    });
  })
  .catch(console.log);
```

Upon resuming the device, two logs are recorded:
```
[1] The system is resuming
[1] The system is resuming
```
Repository: rust
Issue: `get_unchecked()` is never inlined on armv7-unknown-linux-gnueabihf in functions with `#[target_feature(enable = "neon")]`
Labels: A-LLVM,I-slow,A-codegen,O-Arm,T-compiler,A-SIMD,C-bug,A-target-feature

While working on armv7 neon support for [simdutf8](https://github.com/rusticstuff/simdutf8) I ran across inlining problems for functions with `#[target_feature(enable = "neon")]`. One of them is that `get_unchecked()` is never inlined in such functions.

More info:
* It also is not inlined with the armv7-linux-androideabi target
* It is inlined with the thumbv7neon-unknown-linux-gnueabihf target
* It is inlined if compiled with RUSTFLAGS="-Ctarget_feature=+neon"

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

#[target_feature(enable = "neon")]
pub unsafe fn get_unchecked_range(x: &[u8]) -> &[u8] {
    // do more neon stuff
    unsafe { x.get_unchecked(3..)}
    // do more neon stuff
}

#[target_feature(enable = "neon")]
pub unsafe fn get_unchecked_one(x: &[u8]) -> &u8 {
    // do more neon stuff
    unsafe { x.get_unchecked(3)}
    // do more neon stuff
}
```
[Godbolt](https://godbolt.org/z/8sdbhG8Y9)

The root cause might be the same as for #102220.
Repository: godot
Issue: [DX12] RenderingDeviceDriverD3D12 does not correctly check minimum supported shader model
Labels: bug,platform:windows,topic:rendering

### Tested versions

Still present in current master.

### System information

Windows  DirectX

### Issue description

The loop implemented in [rendering_device_driver_d3d12.cpp:6394](https://github.com/godotengine/godot/blob/master/drivers/d3d12/rendering_device_driver_d3d12.cpp#L6394)
```C++
shader_model.HighestShaderModel = SMS_TO_CHECK[i];
			res = device->CheckFeatureSupport(D3D12_FEATURE_SHADER_MODEL, &shader_model, sizeof(shader_model));
			if (SUCCEEDED(res)) {
```
does not match the official documentation in
https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_feature_data_shader_model

basically as long as an DirectX 12 capable device is present it will always accept even if the highest supported shader model is 5.1.
Sadly there are a lot of older Nvidia and Intel GPUs out there where this is the case exactly and instead of printing an error messages in these cases the engine will simply crash later on.



### Steps to reproduce

Run Godot with --rendering-driver d3d12 with an old GPU installed (e.g. Intel HD 4000/ Nvidia GTX 620)

### Minimal reproduction project (MRP)

None needed
Repository: pytorch
Issue: cprofile on compiler should trigger on backwards
Labels: triaged,oncall: pt2

### 🐛 Describe the bug

Right now they don't:

<img width="784" alt="image" src="https://github.com/user-attachments/assets/c41d12f2-96f6-4b37-a7df-55f6c895963b">



### Versions

main

cc @chauhang @penguinwu
Repository: godot
Issue: SteamInput can fail on Windows
Labels: bug,platform:windows,needs testing,topic:input

### Tested versions

4.dev [6699ae7]

### System information

Godot v4.3 - Windows 10  D3D12 (Forward+)

### Issue description

There are multiple bugs when using Steam Input with Godot under Windows currently.

- Godot will not always use XInput for these controller even tough Steam will provide a XInput API for them.
  [joypad_windows.cpp#L101](https://github.com/godotengine/godot/blob/4.3/platform/windows/joypad_windows.cpp#L101)
  Does use a fixed list of inputs for which XInput is enabled. Nintendo Switch controllers are missing from this list for example.
  (There are probably more of these as the list passed from steam via SDL_GAMECONTROLLER_IGNORE_DEVICES contains a lot of different pid & vid values).
  Additionally, at least when using the joy-con charger via USB, the pid variable reported in this function by using the GUIID is different from the one steam provides (0x200e vs 0x2007).
  Using Steam Input for some controllers is mandatory at the moment until SDL will be used within Godot, as DirectInput will not only not work for these controllers but provide random garbage inputs and smashing random buttons.
  #81191. Which if not handled will create a lot of issues for players which may not even notice that a Switch controller is connected. (E.g. for us its was quite quick in selecting the "Exit Game" option in the menu)

- [```JoypadWindows::process_joypads()```](https://github.com/godotengine/godot/blob/6699ae7897658e44efc3cfb2cba91c11a8f5aa6a/platform/windows/joypad_windows.cpp#L347C21-L347C36)
  may be called to late or not often enough when using Steam Input. This issue is for some reason only present in the D3D12 backend and results in duplicate controllers as well as missing ones. While adding a removal option here is relatively easy the doc explicitly states that one should not call this api too often when no controller is connected on a specific slot [MicrosoftDocs](https://github.com/MicrosoftDocs/win32/blob/docs/desktop-src/xinput/getting-started-with-xinput.md?test#:~:text=For%20performance%20reasons%2C%20)


Both of these will probably be obsolete when using SDL for controllers instead of XInput/DirectInput so I'm not sure if worth it to be fixed. But as a lot of games will be using Steam on Windows for distribution and may run into this issue aswell.


### Steps to reproduce

For Steam Input to be active the game needs to be run via Steam (either as a game on Steam or using the "Add a Non-Steam Game to My Library" functionality. 

### Minimal reproduction project (MRP)

Any recent Godot game will do. If needed I can provide a Steam App with a special branch for this issue.
Repository: rust
Issue: Tracking Issue for `-Zregparm`
Labels: T-compiler,C-tracking-issue,A-ABI,A-CLI,O-x86_32,A-rust-for-linux

This is a tracking issue for the `-Zregparm` flag for x86. It is the equivalent of Clang's/GCC's `-mregparm=3`. The kernel needs it to support the x86 32-bit architecture, together with [`-Zreg-struct-return`](https://github.com/rust-lang/rust/issues/116972).

It could potentially be a ["global target feature"](https://github.com/rust-lang/rust/issues/121970#issuecomment-1978605782), i.e. a target feature that is required to be set the same way for all compilation units.

- https://gcc.gnu.org/onlinedocs/gcc/x86-Function-Attributes.html#index-regparm-function-attribute_002c-x86
- https://clang.llvm.org/docs/ClangCommandLineReference.html#cmdoption-clang-mregparm

### About tracking issues
Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however not meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.
Discussion comments will get marked as off-topic or deleted.
Repeated discussions on the tracking issue may lead to the tracking issue getting locked.

### Steps

- [x] Implementation:
    - https://github.com/rust-lang/rust/pull/130432
- [ ] Adjust documentation ([see instructions on rustc-dev-guide](https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs))
- [ ] Stabilization PR ([see instructions on rustc-dev-guide](https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr))

### Unresolved Questions & Answers
- [ ] Q: Should it affect the Rust ABI? It cannot be documented as doing such, because the Rust ABI is unstable, but should it do so anyways as a quality-of-implementation matter?
     - **Currently**: No.
     - **Alternatives**:
         - Maybe yes?
         - Maybe we want to have a modification equivalent to `"fastcall"` or `-Zregparm=3` apply to the Rust ABI implicitly, without `-Zregparm` affecting it?
- [ ] Q: Should it affect *any* other ABIs than `"C"`, `"cdecl"`, and `"stdcall"`?
     - **Currently**: No.
     - **Alternatives**: It's not yet clear what ABIs this affects for gcc and clang.
- [ ] Q: Should it be accepted on any other architecture than x86_32?
     - **Currently**: No.
- [ ] Q: Does MSVC code use this? `extern "fastcall"` does something equivalent to `-Zregparm=2`, so do MSVC targets even use it, or do they just use `fastcall`?
Repository: godot
Issue: Editor prints infinite errors while an opened LightOccluder2D polygon is in view of a GPUParticles2D with collision mode
Labels: bug,topic:editor,topic:2d

### Tested versions

Reproducible in 4.3 stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 32.0.15.6081) - Intel(R) Core(TM) i7-10870H CPU @ 2.20GHz (16 Threads)

### Issue description

Opening a LightOccluder2D polygon seems to be accumulating a large amount of errors while it's in the editor's viewport, if there is also a GPUParticle2D with a collision mode set to anything but disabled in view. This seems to be an issue with the editor only and both the particle emitter and the opened occluder are behaving as expected during runtime, and don't produce errors.

The issue seems to occur with any shape and number of points as long as closed is set to false (no concave/overlapping points in the polygon), regardless of whether the polygon was closed or not when creating it, but seems to be resolved in most cases if the position of a point in the polygon is changed later (however returns again if the number of points is changed again, or if the editor is restarted). The issue appears regardless of the occluder and the particle emitter interacting with each other at all.

![image](https://github.com/user-attachments/assets/e0793b4d-c2e4-4b11-a1ab-b800fd8d221e)
![image](https://github.com/user-attachments/assets/22067b44-8d65-405a-bea8-ef1450549b20)



### Steps to reproduce

1. Set up a new GPUParticles2D node
2. Set the ParticleProcessMaterial's collision mode to anything but disabled.
1. Create a new LightOccluder2D node
3. Assign a new OccluderPolygon2D
4. Set closed property to false
5. Errors only print while both nodes are visible within the editor's viewport, either due to zoom/scroll or with their visibilities set to true

### Minimal reproduction project (MRP)

[occluder-bug-report.zip](https://github.com/user-attachments/files/17382526/occluder-bug-report.zip)
Repository: PowerToys
Issue: Keyboard Manager: make `Remap key` Multiple Letters support
Labels: Needs-Triage

### Description of the new feature / enhancement

Feature like **GBoard Distionary** word suggestions
Like this

when type `my-bio` then write `my bio text`

### Scenario when this would be used?

when type `my-bio` then write `my bio text`

### Supporting information

_No response_
Repository: PowerToys
Issue: CTRL key stops working periodically
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.85.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

[PowerToysReport_2024-10-15-19-09-17.zip](https://github.com/user-attachments/files/17382827/PowerToysReport_2024-10-15-19-09-17.zip)
Sometimes after using a while typing 30 min to 1 hour, the CTRL key stops to work properly. You press CTRL S to save, and the S character is printed in the screen. CTRL A does not select all text, and prints a A character in the screen. Any CTRL combination stops working.

The workaround seems to be turn off keyboard manager and turn on again.

current settings 👇

![Image](https://github.com/user-attachments/assets/1d151190-ee2c-4e3c-b1fd-0fbf83f534ff)

![Image](https://github.com/user-attachments/assets/1f11c6bf-f4e2-4f75-95f2-d92b462ee515)

![Image](https://github.com/user-attachments/assets/6a64eae9-9097-4714-8b6c-fcdcc690e18d)


It is not related to my keyboard, I tested in two different laptops and two different keyboards, the issue happens periodically.



### ✔️ Expected Behavior

CTRL + any key should perform its corresponding action in a chosen software

### ❌ Actual Behavior

The CTRL is ignored and the next key is sent to the software

### Other Software

Any software, including this form in Edge browser. You can also check this in Visual Code.

[Window Title]
Visual Studio Code

[Main Instruction]
Visual Studio Code

[Content]

Version: 1.94.2 (user setup)
Commit: 384ff7382de624fb94dbaf6da11977bba1ecd427
Date: 2024-10-09T16:08:44.566Z (6 days ago)
Electron: 30.5.1
ElectronBuildId: 10262041
Chromium: 124.0.6367.243
Node.js: 20.16.0
V8: 12.4.254.20-electron.0
OS: Windows_NT x64 10.0.22631

[Copy] [OK]
Repository: pytorch
Issue: Make SkipFiles graph breaks actionable
Labels: triaged,oncall: pt2,module: dynamo

internal x-ref: https://fb.workplace.com/groups/1075192433118967/posts/1520479595256913/

If a user hits a graph break due to a skipfiles thing, they don't know what to do. We should (1) make the error message better, and (2) maybe we can even give the users an API that forces dynamo to trace through a function (instead of skipping it).

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames @rec
Repository: Python
Issue: Hollow diamond alphabets pattern
Labels: enhancement

### Feature description

Add the hollow_diamond_alphabet function, which prints a hollow diamond pattern using uppercase alphabet characters based on the specified size. The parameter n determines the number of rows in the diamond. This function uses spaces for alignment and hollow spaces within the diamond structure, creating a visually appealing output.

![image](https://github.com/user-attachments/assets/970cb057-6ca5-4c6d-978c-b2be806840c1)

Please assigned to me. I want to add this pattern in this repo and also please give the tags gccos and hactoberfest
Repository: material-ui
Issue: Pigment CSS is 16.2KB gzipped JavaScript in MUI’s example app
Labels: performance,package: pigment-css

### Steps to reproduce

[Link to live example](https://github.com/o-alexandrov/material-ui-pigment-css-vite-ts)

Steps:
1. Clone the repo (it's exactly the same as the vite [example from this repo](https://github.com/mui/material-ui/tree/master/apps/pigment-css-vite-app))
    - I just added `rollup-plugin-visualizer` so you could visualize the resulting bundle
2. Bundle `npm run build`
3. Your browser will open automatically with the result from `rollup-plugin-visualizer` (see example below)

<img width="1728" alt="Screenshot 2024-10-15 at 1 41 25 PM" src="https://github.com/user-attachments/assets/f0cecc4a-2d4f-4d10-b61d-0de7ab0c6fb4">


### Current behavior

- emotion is still in the final bundle, but takes less space (as expected) 2.32KB gzipped
- `zero-runtime-theme.js` is 7.16KB gzipped
- `@pigment-css/react/build` is 6.74KB gzipped

Total: 16.22KB gzipped

### Expected behavior

Smaller JavaScript footprint

### Context

We should evaluate the runtime implications of some PigmentCSS' API usage, such as: `styled` that results in extra JS output

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 15.0.1
  Binaries:
    Node: 22.9.0 - /opt/homebrew/bin/node
    npm: 10.8.3 - /opt/homebrew/bin/npm
    pnpm: 9.9.0 - /opt/homebrew/bin/pnpm
  Browsers:
    Chrome: 129.0.6668.91
    Edge: 112.0.1722.39
    Safari: 18.0.1
  npmPackages:
    @emotion/react:  11.13.3 
    @emotion/styled:  11.13.0 
    @mui/core-downloads-tracker:  6.1.3 
    @mui/material: latest => 6.1.3 
    @mui/material-pigment-css: latest => 6.1.3 
    @mui/private-theming:  6.1.3 
    @mui/styled-engine:  6.1.3 
    @mui/system:  6.1.3 
    @mui/types:  7.2.18 
    @mui/utils:  6.1.3 
    @pigment-css/react:  0.0.24 
    @pigment-css/vite-plugin: latest => 0.0.24 
    @types/react: latest => 18.3.11 
    react: latest => 18.3.1 
    react-dom: latest => 18.3.1 
    typescript: latest => 5.6.3 
```
</details>



**Search keywords**: pigmentcss, pigment, bundling, final, emotion, zero runtime
Repository: three.js
Issue: LineSegments2 raycast bug
Labels: Addons

### Description

When a `LineSegments2` object is rendered off the screen, the `LineMaterial.resolution` variable doesn't get updated until the `onBeforeRender` function is run. This causes raycasters to intersect with the lines incorrectly even when they are not on the screen. It gets resolved once you pan to the line since the `resolution` gets updated.

### Reproduction steps

1. Render a line outside of camera view
2. If your app has some picking logic that highlights a line that is selected, click anywhere on the screen.
3. Once you pan to the line, you will see that it is highlighted.

### Code

```js
// code goes here
```


### Live example

* [jsfiddle-latest-release WebGLRenderer](https://jsfiddle.net/3mrkqyea/)
* [jsfiddle-dev WebGLRenderer](https://jsfiddle.net/gcqx26jv/)
* [jsfiddle-latest-release WebGPURenderer](https://jsfiddle.net/8L2jkmx7/)
* [jsfiddle-dev WebGPURenderer](https://jsfiddle.net/L3n1w4yh/)
Don't have a live example I can provide

### Screenshots

_No response_

### Version

0.168.0

### Device

_No response_

### Browser

_No response_

### OS

_No response_
Repository: flutter
Issue: CupertinoNumericTransition Widget
Labels: c: new feature,framework,a: animation,f: cupertino,c: proposal,P3,team-design,triaged-design

### Use case

Since iOS 17, SwiftUI has a built-in way to animate numbers.

This is what it looks like.

![animating-number-changes-in-swiftui-new](https://github.com/user-attachments/assets/8bea0f09-062c-4f00-9f50-c17bc441e623)

There is no built-in way to achieve this in flutter. 

### Proposal

Having this transition built into Flutter would be huge for a good UX/UI boost while also easing the switch to Flutter for SwiftUI developers.
Having this as a built in widget will also provide developers a way for their apps to fit even more inside the Apple ecosystem - ensuring apps have the correct fidelity.
Repository: Python
Issue: Add Ridge Regression to Machine Learning
Labels: enhancement

### Feature description

###Feature: Ridge Regression with Regularization

### **Description**: 
The program implements Ridge Regression, a type of linear regression that includes an L2 regularization term to prevent overfitting and improve generalization. It uses gradient descent to optimize the feature vector (weights) while adjusting for a regularization parameter (λλ). The program collects a dataset containing Average Damage per Round (ADR) and player ratings from a CSV file, processes the data, and fits a ridge regression model to find the best-fit line that predicts ADR based on player ratings.
### Key Components:

- **Data Collection:**

- The program fetches a dataset from a remote CSV file containing player ratings and their corresponding Average Damage per Round (ADR).

-  **Feature Vector Initialization:**

- Initializes a feature vector (θθ) to zero, representing the weights for the regression model.

- Gradient Descent Optimization:

- Implements steep gradient descent to update the feature vector based on the calculated gradients, ensuring convergence to the optimal weights.

- Regularization:

- Applies L2 regularization to the gradient updates to penalize larger weights, enhancing model robustness against overfitting.

- Error Calculation:

- Computes the sum of square errors to evaluate model performance and adjusts the feature vector iteratively.

- Mean Absolute Error Calculation:

- Adds a utility to compute mean absolute error between predicted and actual outcomes, providing insight into model accuracy.

-Result Output:

- Displays the resultant feature vector, which represents the optimized weights for predicting ADR based on player ratings.

###  Benefits:

- **Improved Generalization:** By incorporating regularization, the model can generalize better to unseen data
- **Flexibility:** Users can adjust the regularization parameter (λλ) to balance between fitting the training data and avoiding overfitting.

This feature enhances the program's capability to predict player performance metrics while providing a clear mechanism for controlling overfitting through regularization.