sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Request: Add ${unixtime} Placeholder for markdown.copyFiles.destination Option
Labels: feature-request,markdown,verification-found,good first issue,verification-needed

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->


I would like to request the addition of a `${unixtime}` placeholder for the `markdown.copyFiles.destination` option.

My Use Case:
On Japanese Windows systems, screenshots are saved with file names like `スクリーンショット 2025-01-12 071050.png`. However, using Japanese file names may cause unexpected issues in some environments. To avoid this, I would like to rename such files to more universally compatible names, such as those based on Unix timestamps.

Currently, there seems to be no built-in placeholder in `markdown.copyFiles.destination` that allows dynamically generating unique file names. A `${unixtime}` placeholder would make it easier to rename files in a predictable and standardized way, ensuring compatibility across different platforms.

Thank you for considering this feature request!
Repository: pytorch
Issue: Implement the `mode` property for transformed distributions
Labels: module: distributions,triaged

### 🚀 The feature, motivation and pitch

Currently, the `TransformedDistribution` class of `torch.distributions.transformed_distribution` doesn't have a `mode` property. Calling `mode` on such an instance will raise a `NotImplementedError` that falls back to the `Distributions` base class. 

Though I understand the `mode` of a transformed distribution should not necessarily equal to just applying the transforms onto the base distribution's `mode` value, as seen in the discussion [here](https://math.stackexchange.com/questions/2526473/modes-under-transformation). Is there a feasible way to get the actual mode value of a transformed distribution?

cc @fritzo @neerajprad @alicanb @nikitaved
Repository: godot
Issue: Playing long animations with AnimationNode causes delta time granularity problems
Labels: bug,topic:animation,performance

### Tested versions

- Reproducible in https://github.com/godotengine/godot/pull/101409

Trying to narrow down the range.

### System information

Windows 11. 4090 series Nvidia

### Issue description

When recording a Spring Bone modifier animation we noticed that after a minute or two the animation starts to slow down.

https://youtu.be/REpHI32P14k

### Steps to reproduce

1. play a long animation
2. Doesn't seem to be related to the SpringBoneSimulator3D systems.
3. See a slow down

### Minimal reproduction project (MRP)

https://github.com/V-Sekai-fire/godot-vrm-motion-checker/tree/spring-bone

We're trying to narrow down the MRP.
Repository: opencv
Issue: build error:v_int64x4 in intrin_lasx.hpp without operator <
Labels: bug,platform: loongson

### System Information

OpenCV version: 5.0.0
Operating System / Platform:  loongarch64
Compiler & compiler version: GCC 8.3.0

### Detailed description

I tried to compile OpenCV on loongarch64 but received an error message. 
![OH7D~7ZWGYJ1M1DIAS~ZMUK](https://github.com/user-attachments/assets/8947639f-7370-4f28-8047-2709088055df)

Upon checking the intrin_lasx.hpp, it was found that there was no implementation of operator>and operator < for v_int64x4

### Steps to reproduce

cmake \
  -D CMAKE_INSTALL_PREFIX=${install_dir} \
  -D WITH_GTK=OFF \
  -D CMAKE_BUILD_TYPE=RELEASE \
  -D BUILD_SHARED_LIBS=ON \
  -D BUILD_JAVA=OFF \
  -D BUILD_PYTHON=OFF \
  -D BUILD_TESTS=OFF \
  -D BUILD_opencv_world=ON \
  -D WITH_IPP=OFF 


### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: godot
Issue: `@export_group`'s display incorrectly in debugger attached, remote inspector panel
Labels: bug,topic:gdscript,topic:editor

### Tested versions

- Reproducable in Godot v4.4-dev7


### System information

Godot v4.4.dev7.mono - Windows 11 (build 22631) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 32.0.15.6094) - 12th Gen Intel(R) Core(TM) i9-12900K (24 threads)

### Issue description


When I am debugging and looking at a "remote scene"'s inspector properties, when I have `@export_group` attributes on the properties, the `@export_group` shows up as a null property instead of as a grouping of properties.

For example, here are the properties I have configured in a player script:
```gdscript
class_name Player
extends CharacterBody3D

@export var nickname: String:
	set(value):
		nickname = value
		$PlayerBadge.set_player_name(value)

@export var health: float:
	set(value):
		health = value
		$PlayerBadge.set_player_health(value)

@export_group("Look")
@export var mouse_sensitivity: float = 0.003
@export var min_look_angle: float = -90.0
@export var max_look_angle: float = 90.0

@export_group("Movement")
@export var crouch_speed: float = 2.5
@export var walk_speed: float = 4.5
@export var sprint_speed: float = 7.0
@export var jump_force: float = 10.5
@export var acceleration = 7.0
@export var gravity_scale = 3.2

var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var jumping = false
var current_speed = walk_speed

@onready var tools: Node3D = $Tools
@onready var tool_spawner: ToolSpawner = $ToolSpawner
@onready var camera_pivot = $CameraPivot
@onready var camera = %Camera3D
```

and here is what the remote inspector panel shows:
![Image](https://github.com/user-attachments/assets/e5b33ebe-ff01-4d73-b075-37066efc43a7)

### Steps to reproduce

1. Add a `@export_group` attribute to some properties
2. Start debugging with godot
3. Go to the "Remote" scene view
4. Find the node with the script with the `@export_group` properties
5. Notice that the `@export_group` display as a null property with the label displaying the group number and the group name

### Minimal reproduction project (MRP)

If you need a MRP project I can make one, but it should happen in any project with `@export_group` attributes
Repository: PowerToys
Issue: File Explorer column view? (À la Mac)
Labels: Needs-Triage

### Description of the new feature / enhancement

Is there any plans to create a cloumn view option for file explorer? As a fairly recent Windows conver, cloumn view is a tool I feel is really missing from windows file explorer.

### Scenario when this would be used?

File and document organisation with coloumn view is steam lined and the time spent on those organisation sessions become far shorter.
Also created a quicker and simpler workflow for manipulation of source files.

### Supporting information

i dont have any hard facts to say there is a large group of people crying out for this an an option for windows, but there are certainly instances of the request around other github projects and on reddit threads of windows modders.
Repository: node
Issue: Make Buffer.prototype methods callable with Uint8Array instances
Labels: feature request

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

From the docs:

> Node.js APIs accept plain `Uint8Array`s wherever `Buffer`s are supported as well.

One notable place where plain Uint8Arrays are not _always_ accepted is the methods on the Buffer subclass. Take the method `buf.readIntLE(offset, byteLength)`:

```js
Buffer.prototype.readIntLE.call(Uint8Array.of(1, 0, 0, 0, 0), 0, 3);
// 1

Buffer.prototype.readIntLE.call(Uint8Array.of(1, 0, 0, 0, 0), 0, 4) 
// Uncaught TypeError: this.readInt32LE is not a function
//    at Uint8Array.readIntLE (node:internal/buffer:349:17)
```

Depending on the `byteLength` given, the method will respond correctly or throw a `TypeError` if it happens to be written using a code path that uses an internal method found only on the Buffer prototype. 

As a library author, I would also like to easily accept Uint8Arrays wherever Buffers are accepted and not spend time converting the input to a Buffer instance to get useful byte utilities to work on both possible inputs.

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

I propose to make the few code paths that rely on internal methods invoke those functions in a way that doesn't require them to be defined on the currently bound `this` value's prototype.

For example:
```js
return this.readInt32LE(offset);
```
becomes
```js
return FunctionPrototypeCall(readInt32LE, this, offset);
```

And add coverage for existing and future methods to maintain this contract.


### What alternatives have you considered?

A couple but less desirable alternatives:
- Convert input by invoking `Buffer.from(ArrayBuffer, byteOffset, byteLength)`
- Reimplement the methods in library to work with either input
Repository: godot
Issue: Can not get correct size of RichTextLabel immediately after changing wrap mode in code
Labels: discussion,documentation,topic:gui

### Tested versions

Test with Godot4.3 stable and Godot 4.4dev7, both come with this problem.

### System information

Godot v4.4.dev7 - Windows 11 (build 22631) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 32.0.15.6094) - 12th Gen Intel(R) Core(TM) i7-12700 (20 threads)

### Issue description

I'm trying to make a custom tooltip. I want to change the wrap mode in code. But after I do this, I can not get the correct size of `RichTextLabel` immediately.

### Steps to reproduce

Test with the upload minimal project. There are there buttons in the scene. By hovering on 'button2' first time, it will print there sizes of the `RichTextLabel` , but they are all not right.  I have to hover on for the second time to get the correct size.

### Minimal reproduction project (MRP)

[richtextlabel_test.zip](https://github.com/user-attachments/files/18392120/richtextlabel_test.zip)
Repository: langchain
Issue: [Attribute Error] : Cannot Load Google API 
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).

```python
### Example Code

google_api_client = GoogleApiClient(credentials_path=Path("D:\Project_Multimedika\automation_youtube\client_secret.json"))


def load_docs(url):
    try:
        
        url = str(url)
        # loader = YoutubeLoader.from_youtube_url(
        #     youtube_url=url, 
        #     add_video_info=False,
        #     language=["id"],
        #     translation = "id"
        # )

        # documents = loader.load()
        
        
        # Use a Channel
        youtube_loader_channel = GoogleApiYoutubeLoader(
            google_api_client=google_api_client,
            channel_name="Dokter Post",
            captions_language="id",
        )

        # Use Youtube Ids

        youtube_loader_ids = GoogleApiYoutubeLoader(
            google_api_client=google_api_client, video_ids=[url], add_video_info=True
        )

        # returns a list of Documents
        documents = youtube_loader_channel.load()
        
        print("documents : ", documents)
        
        if not documents:  # Equivalent to checking if documents is an empty list
            return APIResponse(success=False, message="Tidak bisa menangkap subtitle", data={"summary": "tidak ada summary"})

        return documents
    except Exception as e:
        return APIResponse(success=False, message=f"error : {e}", data={"summary": "terdapat error"})
```
### Error Message and Stack Trace (if applicable)

![Screenshot 2025-01-13 093016](https://github.com/user-attachments/assets/0723d005-4408-4ccc-b49b-a93e2c71de69)


### Description

I have updated langchain-community, but it is still error. The error is similar with [[](https://github.com/langchain-ai/langchain/issues/27432)](https://github.com/langchain-ai/langchain/issues/27432)

### System Info

langchain-community == 0.3.14
fastapi == 0.115.6
openai == 1.59.3
uvicorn == 0.34.0
youtube-transcript-api == 0.6.3
pytube == 15.0.0
python-dotenv == 1.0.1
langchain-openai == 0.2.14
langchain-text-splitters == 0.3.4
oauthlib==3.2.2
google-api-core==2.24.0
google-api-python-client==2.158.0
google-auth==2.37.0
google-auth-httplib2==0.2.0
google-auth-oauthlib==1.2.1
googleapis-common-protos==1.66.0
Repository: vscode
Issue: VS Code tunneling isn't detecting `Ctrl+Backspace` on Android
Labels: android

I'm using VS Code's tunneling functionality via https://vscode.dev on my Pixel Tablet with a connected keyboard and mouse. However, anytime I type <kbd>Ctrl</kbd>+<kbd>Backspace</kbd>, it doesn't seem to delete anything (or sometimes one character instead of the last word).

I'm in Google's Android Beta Program, so it's possible that might be affecting things. However, other websites aren't affected by the same issue, so I'm suspecting it has something to do with VS Code.

Edit: After further investigation, I'm also seeing that the <kbd>Backspace</kbd> key itself doesn't work sometimes. I'm not sure if this is due to latency issues connecting to my VS Code instance, but having it not be immediate is quite inconvenient.

Edit 2: Strangely, keys like alphanumerics don't lag. As far as I can tell, this issue is isolated to the <kbd>Backspace</kbd> key.

Version: 1.96.2
Commit: fabdb6a30b49f79a7aba0f2ad9df9b399473380f
User Agent: Mozilla/5.0 (Android 15; Mobile; rv:134.0) Gecko/134.0 Firefox/134.0
Embedder: vscode.dev
Repository: transformers
Issue: Will Qwen2VL support sequence classification head in the future?
Labels: Feature request

### Feature request
Will Qwen2VL support sequence classification head in the future?
Repository: ollama
Issue: Cancelling model loading for one requests cancels it for others
Labels: bug

### What is the issue?

When a request is canceled while a model is loading, all other requests are also cancelled

### OS

_No response_

### GPU

_No response_

### CPU

_No response_

### Ollama version

_No response_
Repository: PowerToys
Issue: "Restore original windows size" only works when the Shift key is holded
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

When the "Hold Shift key to activate zones" is disabled
1. Enable "Restore the original size of windows when unsnapping" (other options don't seem to affect to reproduce)
2. drag any window to zone
3. drag that window to other blank area

### PowerToys setting
<details>

![Image](https://github.com/user-attachments/assets/8e387596-b9ec-4081-b0b4-7163be7707a4)
![Image](https://github.com/user-attachments/assets/c9eca47c-daf7-4663-89a2-da441a642d2c)
![Image](https://github.com/user-attachments/assets/5f406a1c-11fd-4b06-9dae-dc72cb2f5f5c)

</details>

### Demonstration image
<details>

![Image](https://github.com/user-attachments/assets/657d62ab-bfe9-450e-b8fc-d5a9a8d25c07)
![Image](https://github.com/user-attachments/assets/00026781-9557-4702-945f-4d726de9dfd2)
![Image](https://github.com/user-attachments/assets/c57acc0a-1947-424f-9dd2-86b87bcb074f)
![Image](https://github.com/user-attachments/assets/19936568-18fa-4587-a128-543b1dbd0069)

</details>

### ✔️ Expected Behavior

The window have to restore previous size of itself

### ❌ Actual Behavior

The window's size is same as I draged to zone
But when I draged the window with holding shift key, the size restored

### Other Software

Windows 11 Pro 24H2 version x64
Repository: neovim
Issue: Use `vim.ui.select` for `:tselect` & friends
Labels: enhancement,ui

### Problem

When selecting a ctag which has multiple matches, those matches are printed sequentially on the console, prompting the user to select one by entering its number.

### Expected behavior

The `vim.ui.select` API is used for selecting from the multiple ctags matches, when present.  Like #25814, it would mean that user selections would follow a consistent interface.
Repository: PowerToys
Issue: Proposal for Changes to the Japanese Translation of PowerToys FancyZones Custom Edit Settings
Labels: Issue-Bug,Area-Localization,Needs-Triage,Issue-Translation

### Microsoft PowerToys version

0.87.1

### Utility with translation issue

FancyZones Editor

### 🌐 Language affected

Japanese

### ❌ Actual phrase(s)

1. In English: "Space around zones" In Japanese: 「ゾーン周りのスペース」
2. In English: "Highlight distance" In Japanese: 「距離を強調表示」

![Image](https://github.com/user-attachments/assets/5f4e4e8b-92c1-4631-aa2c-67307ea01af3)
![Image](https://github.com/user-attachments/assets/2a696937-7902-48e2-977c-2bffa2c86413)

### ✔️ Expected phrase(s)

1. "Space around zones" -> "ゾーン周りの余白"  
2. "Highlight distance" -> "隣接するゾーンの検知距離"

### ℹ Why is the current translation wrong

1. In Japanese, the word "スペース" (space) can imply multiple meanings beyond just "余白" (margin or padding).  
   
2. If "Highlight distance" were to be translated literally, "強調する距離" (distance to highlight) would be appropriate. However, this phrase makes it very unclear what the setting actually changes.  
   If disregarding a direct translation from English, here are some alternative suggestions:  
   - The one I find most suitable is "隣接するゾーンの検知距離" (detection distance for adjacent zones).  
   - If the concern is that increasing the value might cause smaller zones to be skipped, "近くのゾーンの検知距離" (detection distance for nearby zones) could work.  
   - Changing the subject to the snapping range of zones, "スナップ範囲の拡張距離" (expansion distance of the snapping range) is another option.  
   - Considering that this feature is used to merge zones, albeit somewhat awkward in Japanese, "ゾーンの結合距離" (merging distance of zones) might also be an option.
Repository: pytorch
Issue: Support loading and executing a ExportedProgram from torch.export  in C++ environment
Labels: oncall: pt2,oncall: export

### 🚀 The feature, motivation and pitch

Hi all, we are currently working on an online ML platform in the company which require us to

1. similar to torchscript, export a pytorch model graph and variable into an IR which can be executed in c++ environment
2. Update the model parameters when executing inference.


I did some doc and code search and [torch.export](https://pytorch.org/docs/stable/export.html) seems to be the closest way to achieve this, but there are some gaps, not sure if I missed anything

1. torch.export can only export forward pass and cannot export forward + backward + optimizer step all into the same graph . The backward graph is executed eagerly after loaded back in python environment (checked the latest pytorch 2.5 doc [here](https://pytorch.org/docs/stable/export.html)). 
2. In order to run the graph in C++, We can only compile the graph into aot_inductor and put that into .so file, there is not C++ API to load the exported graph and programically call this graph
3. There is no way to call this compute graph while passing variable update to the compute graph

Do we have any plans to extend torch export to support such functionalities?

### Alternatives

_No response_

### Additional context

same issue posted here https://discuss.pytorch.org/t/support-loading-and-executing-a-exportedprogram-from-torch-export-with-forward-backward-optimizer-step-in-c-environment/213024

cc @chauhang @penguinwu @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: flutter
Issue: Missing step in engine setup documentation
Labels: engine,team-engine,d: docs/,monorepo

### Steps to reproduce

Follow the doc to [setup the engine](https://github.com/flutter/flutter/blob/master/engine/src/flutter/docs/contributing/Setting-up-the-Engine-development-environment.md)



### Expected results

- A clean local installation with no diff to master

### Actual results

- After the setup is complete, I'm getting a big diff with master including files which seem to have been deleted as part of the monorepo change. In [this readme](https://github.com/flutter/flutter/tree/master/engine), there's an additional step about copying the .gclient to root and then running gclient sync. That fixed my issue

So I think the engine setup doc needs to add a step mentioning copying this gclient file 

### Code sample

Not applicable
Repository: PowerToys
Issue: Activiation shortcut editor does not allow disabling shortcuts
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

1. Attempt to edit an Activation Shortcut (which has a default value)
2. Clear it (using the `esc` key seems to be the only viable means)
3. The `Save` button is disabled, the `Reset` button restores the default shortcut

Note: a sibling of this is that the some actions which do not have shortcuts (e.g. Advanced Paste's Paste as Markdown/JSON directly) require using the `Reset` button to remove a custom shortcut rather than being able to clear & save them.

I am marking this general rather than any individual toy since this seems to be a common UI element. Admittedly this doesn't always make sense (i.e. Color Picker isn't very helpful without a shortcut), but in my case I would only like to use Advance Paste while keeping Win+Alt+Shift+V for use by another toy.

### ✔️ Expected Behavior

Clearing the shortcut using an obvious key sequence (esc, delete, and/or backspace are common, here esc is the only one that works) and pressing the `save` button.

### ❌ Actual Behavior

The save button is disabled when there is no shortcut specified

### Other Software

_No response_
Repository: PowerToys
Issue: Activation shortcut collisions have no handling
Labels: Needs-Triage

### Description of the new feature / enhancement

PowerToys settings do not give any indication of activation shortcut collisions when editing shortcuts, enabling a toy (with default or user-set shortcuts), starting PowerToys, or otherwise (as far as I can tell).

In this scenario I was using Win+Alt+Shift+V in another toy and saw unexpected behavior once I enabled Advanced Paste (I didn't plan to use the paste paste as plane text action so I did not note its shortcut) but I confirmed there is no warning within a single toy.

### Scenario when this would be used?

Depending on how this is done I would expect some warning of colliding shortcuts either when setting the shortcut or obtrusively on other actions which enable shortcuts (e.g. enabling a toy).

### Supporting information

_No response_