sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [feat] disable asset compression by default and don't ship brotli
Labels: type: feature request

### Describe the problem

We currently compress assets (e.g. js files) with brotli by default, and can't be disabled if you use any official plugins (they depends on tauri with all default features, so no default features no longer works like they did in v1)

Since our installers are all in compressed formats, compressing the assets to save disk space should be opt-in like upx, at least we shouldn't need to ship brotli, it's supported on all modern browsers, and I think we can avoid shipping a brotli to decompress those assets

(Chromium support started in 2016 and WebKit in 2017, this is earlier than what we support, WebView2 started in 2020, MacOS 10.15 in 2019, webkit2gtk 4.1 is even more recent, Android 7 in 2016, only thing missing might be iOS 9 which is from 2015)

### Describe the solution you'd like

Disable brotli/assets compression by default, and if compression is on, let browsers decode those assets instead of shipping a brotli and decoding them ourselves

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: rust
Issue: [WASI] Consistency Issue with io::ErrorKind in wasm32-wasip1-threads
Labels: C-bug,T-libs,O-wasi

I have code in a wasm32-wasip1-threads environment that uses std::fs to check if a file exists.

If the file does not exist, as you can see in this code snippet: https://github.com/rust-lang/rust/blob/acaf0aeed0dfbfc4be9f996344e2c5f294cf5794/library/std/src/sys/pal/wasi/fs.rs#L713-L727, it returns io::ErrorKind::Uncategorized when it cannot find the file descriptor.

In other environments, it provides io::ErrorKind::NotFound. Therefore, I would like this to be consistent.
Repository: opencv
Issue: Incorporating optimisations to GaussianBlur and Filter2D operations
Labels: feature,category: imgproc

### Describe the feature and motivation

I happened upon the paper "*Design and Implementation of 2D Convolution on x86/x64 Processors*" ([link here](https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=9765671)), which contain promising optimisations to the `cv::GaussianBlur` and `cv::filter2D` functions for 3x3, 5x5, 7x7 and 9x9 kernels.

[This code has already been implemented by one of the authors of the paper](https://github.com/kelefouras/2D_Convolution), and I seek to integrate this code into OpenCV, but I have a question before I commence: does this count as a new algorithm (to be contributed to `opencv_contrib`) or can this code be contributed directly to `opencv` (since it amends existing functionality)?

### Additional context

_No response_
Repository: godot
Issue: some operations in subresource of inspector will cause unexpected scroll behavior
Labels: bug,topic:editor,confirmed,topic:gui

### Tested versions

reproducible in 4.3 dev1/dev2/dev3/dev4/dev5/dev6/beta1

### System information

MacOS 14.5 Vulkan Forward+

### Issue description

if you take some operations (like check or uncheck, select item from item list) in subresource of inspector, it will automatically make value of inspector scrollbar back to very close to top

before beta1(I mean dev1/dev2/dev3/dev4/dev5/dev6), directly take some operations in resource file inspector will also automatically make value of inspector scrollbar back to very close to top

https://github.com/godotengine/godot/assets/64188282/20dbd191-15dd-4167-8173-55de5507aef5


beta1

https://github.com/godotengine/godot/assets/64188282/38bcd055-95bd-4d5a-8ee2-1a0d2b07e036




### Steps to reproduce

open editor settings
find "Disable Folding" setting and check it
test it

### Minimal reproduction project (MRP)

[godot43b1.zip](https://github.com/user-attachments/files/15522759/godot43b1.zip)
Repository: godot
Issue: Vulkan: 3D editor grid renders incorrectly when using Lavapipe software rendering
Labels: bug,platform:linuxbsd,topic:rendering,confirmed,topic:thirdparty,topic:3d

### Tested versions

Godot Engine v4.3.beta1.official.a4f2ea91a - https://godotengine.org/
Vulkan 1.3.274 - Forward+ - Using Device #0: Unknown - llvmpipe (LLVM 17.0.6, 256 bits)

### System information

Godot v4.3.beta1 - Ubuntu 24.04 LTS 24.04 - X11 - Vulkan (Forward+) - (software emulation on CPU) llvmpipe (LLVM 17.0.6, 256 bits) () - AMD Ryzen 5 PRO 4650U with Radeon Graphics (6 Threads)

### Issue description

Not sure what is going on. 

https://github.com/godotengine/godot/assets/94742489/3ec7c39c-9ebb-40e8-adaa-40553503740a

I'm using a vm so this might be the problem

### Steps to reproduce

open an empty project 

### Minimal reproduction project (MRP)

empty project
Repository: ollama
Issue: Infinetely generating irrelavent response when running phi3-mini in Linux Terminal
Labels: bug

### What is the issue?

I setted up a modelFile that loads PHI-3-mini-instruct, and whatever input I give it it starts to generate infinite response related to coding as shown in the screenshot.
Here is the Content of the model file:
```
FROM ./Phi-3-mini-4k-instruct.Q4_0.gguf
PARAMETER temperature 0.1
PARAMETER num_predict 50
```
Loaded by `ollama create phi3 -f FileName` without adding any extension to the file
Also the issue exists before adding the parameters

![image](https://github.com/ollama/ollama/assets/66366532/85dbe20e-9e24-48e9-a102-ea8f5052e114)


### OS

Linux

### GPU

Intel

### CPU

Intel

### Ollama version

0.1.39
Repository: rust
Issue: Invalid Program with `tokio::fs::File` creates Type Dependency Cycle (E0391)
Labels: A-diagnostics,T-compiler,C-bug,T-types

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
#[tokio::main]
async fn main() {
    let file = tokio::fs::File("commands.pixelflut").await;
    //                      ^^^^ missing File::open
}
```

with

```toml
[package]
name = "tokio-file-bug"
version = "0.1.0"
edition = "2021"

[dependencies]
tokio = { version = "1.38.0", features = ["fs", "macros", "rt-multi-thread"] }
```

I expected to see this happen: 
```
error[E0423]: expected function, tuple struct or tuple variant, found struct `tokio::fs::File`.
```

Instead, this happened: 
```shell
$ cargo r 
   Compiling tokio-file-bug v0.1.0 (/Users/ben/coding/mre/tokio-file-bug)
error[E0391]: cycle detected when getting the resolver for lowering
  |
  = note: ...which requires normalizing `tokio::fs::file::File::open::{opaque#0}`...
  = note: ...which requires looking up limits...
  = note: ...which requires getting the crate HIR...
  = note: ...which again requires getting the resolver for lowering, completing the cycle
  = note: see https://rustc-dev-guide.rust-lang.org/overview.html#queries and https://rustc-dev-guide.rust-lang.org/query.html for more information

For more information about this error, try `rustc --explain E0391`.
error: could not compile `tokio-file-bug` (bin "tokio-file-bug") due to 1 previous error
```

The process also commonly hangs until it is killed.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.76.0 (07dca489a 2024-02-04)
binary: rustc
commit-hash: 07dca489ac2d933c78d3c5158e3f43beefeb02ce
commit-date: 2024-02-04
host: aarch64-apple-darwin
release: 1.76.0
LLVM version: 17.0.6
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace (is identical, but included for completion's sake)</summary>
<p>

```shell
$ RUST_BACKTRACE=1 cargo build
   Compiling tokio-file-bug v0.1.0 (/Users/ben/coding/mre/tokio-file-bug)
error[E0391]: cycle detected when getting the resolver for lowering
  |
  = note: ...which requires normalizing `tokio::fs::file::File::open::{opaque#0}`...
  = note: ...which requires looking up limits...
  = note: ...which requires getting the crate HIR...
  = note: ...which again requires getting the resolver for lowering, completing the cycle
  = note: see https://rustc-dev-guide.rust-lang.org/overview.html#queries and https://rustc-dev-guide.rust-lang.org/query.html for more information
  
For more information about this error, try `rustc --explain E0391`.
error: could not compile `tokio-file-bug` (bin "tokio-file-bug") due to 1 previous error
```

</p>
</details>
Repository: rust
Issue: Allow moving out of  `&'static mut T`
Labels: T-lang,C-discussion,T-opsem

Hello, it is perfectly sound to move out of `&'static mut T` and have that reference consumed, as no safe code can access `T` under the reference after that point. 

```rust
struct NotDefaultNotCopy([u8; 20]);

fn main() {
    let foo: &'static mut NotDefaultNotCopy = Box::leak(Box::new(NotDefaultNotCopy([0; 20])));
    let foo_taken = *foo;

    println!("{:?}", foo_taken.0);
}
```

For example, miri is happy with that code if `take` in unsafely written (but detects leak) [playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&code=%23%5Bderive%28Debug%29%5D%0Astruct+NotDefaultNotCopy%28%5Bu8%3B+20%5D%29%3B%0A%0Afn+take%3CT%3E%28reference%3A+%26%27static+mut+T%29+-%3E+T+%7B%0A++++unsafe+%7B+core%3A%3Aptr%3A%3Aread%28reference%29+%7D%0A%7D%0A%0Afn+main%28%29+%7B%0A++++let+foo%3A+%26%27static+mut+NotDefaultNotCopy+%3D+Box%3A%3Aleak%28Box%3A%3Anew%28NotDefaultNotCopy%28%5B1%3B+20%5D%29%29%29%3B%0A++++let+foo_taken+%3D+take%28foo%29%3B%0A%0A++++println%21%28%22%7B%3A%3F%7D%22%2C+foo_taken.0%29%3B%0A%7D%0A)

Here is code with more unsafe but with no miri leak warnings: [playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&code=use+std%3A%3Async%3A%3Aatomic%3A%3A%7BAtomicBool%2C+Ordering%7D%3B%0A%0A%23%5Bderive%28Debug%29%5D%0Astruct+NotDefaultNotCopy%28%5Bu8%3B+20%5D%29%3B%0A%0Afn+give_static%28%29+-%3E+%26%27static+mut+NotDefaultNotCopy+%7B%0A++++static+mut+STATIC%3A+NotDefaultNotCopy+%3D+NotDefaultNotCopy%28%5B1%3B+20%5D%29%3B%0A++++static+INIT%3A+AtomicBool+%3D+AtomicBool%3A%3Anew%28false%29%3B%0A%0A++++if+INIT.swap%28true%2C+Ordering%3A%3ARelaxed%29+%7B%0A++++++++unreachable%21%28%29%3B%0A++++%7D%0A%0A++++unsafe+%7B+%26mut+*core%3A%3Aptr%3A%3Aaddr_of_mut%21%28STATIC%29+%7D%0A%7D%0A%0Afn+take%3CT%3E%28reference%3A+%26%27static+mut+T%29+-%3E+T+%7B%0A++++unsafe+%7B+core%3A%3Aptr%3A%3Aread%28reference%29+%7D%0A%7D%0A%0Afn+main%28%29+%7B%0A++++let+foo%3A+%26%27static+mut+NotDefaultNotCopy+%3D+give_static%28%29%3B%0A++++let+foo_taken+%3D+take%28foo%29%3B%0A%0A++++println%21%28%22%7B%3A%3F%7D%22%2C+foo_taken.0%29%3B%0A%7D%0A)
Repository: vscode
Issue: Standardize UI Navigation with `workbench.action.navigate`
Labels: help wanted,feature-request,accessibility,layout,workbench-views

### Is your feature request related to a problem? Please describe.

As a heavy keyboard user, I prefer using consistent keybindings (similar to vim) to navigate throughout the UI.

### Describe the solution you would like

Currently, there is no universal way to navigate within the sidebars. While commands exist to focus on elements like the editor or testing, navigating between different views remains cumbersome.

In VIM, `ctrl+w h/j/k/l` allows seamless movement between splits. A similar approach in VS Code can be achieved using the `workbench.action.navigateXYZ` command family. However, these commands do not function effectively within sidebars. Here are some specific issues and proposed solutions:

1. **Navigating Between Panels in the Sidebar**:  
   There is no command to switch between different panels within a sidebar view. For example, I can navigate within `SOLUTION EXPLORER`, `CORE`, or `OPEN EDITORS`, but I can't move between them. It would be beneficial to use `workbench.action.navigateUp` or similar commands to transition between these panels effortlessly.
![image](https://github.com/dotnet/vscode-csharp/assets/14233220/694a66ac-ce93-4b97-87a0-92928bb735b7)

The following sequence of clicks is not doable  with just the keyboard:

https://github.com/dotnet/vscode-csharp/assets/14233220/94e89bbb-75ad-4d92-93d8-7b5fead280d5


2. **Navigating Between Views**:  
   Although commands like `workbench.action.nextSideBarView` exist, they add mental overhead and require additional shortcuts to remember. Integrating `workbench.action.navigateUp` to move up to the top and then into the `activityBar` (similar to `workbench.action.focusActivityBar`) would create a more intuitive experience.

![image](https://github.com/dotnet/vscode-csharp/assets/14233220/53010650-7840-4ab2-8e43-fd60a63ca586)


3. **Navigating Inside Panes**:  
   Some panels restrict movement within certain areas. For instance, the search panel locks you in the search field, and exiting requires custom remappings (e.g., mapping `<enter>` to `search.action.focusSearchList`). Additionally, some panels, like the test explorer, make it impossible to navigate from input fields to lists of tests without extra steps.
![image](https://github.com/dotnet/vscode-csharp/assets/14233220/08e228ed-073c-495d-9212-defe6b64caa4)


The ideal outcome would be that there is one way to navigate through all of the described scenarios.With this, `ctrl+w h/j/k/l` would make all of the IDE accessible by keyboard. 

### Applicable Scenarios

Daily use for improved efficiency and ease of navigation.

### Describe alternatives you've considered

Attempting to configure existing commands for this functionality, but the current options are limited.

### Additional context
-
Repository: deno
Issue: Make test output slightly easier to read
Labels: good first issue,cli,suggestion,testing

At the moment I find the test output difficult to make quick sense of because it takes the following shape:
```
the test name
  step 1
  step 2
the test name ... ok (1ms)
```
I would personally find this easier to read if it were formatted as follows instead:
```
the test name
  step 1
  step 2
  the test name ... ok (1ms)
```
The below illustrates how it currently looks and an alternative approach where the closing line of the test is also printed darker so that it's easier to scan through the tests:
![image](https://github.com/denoland/deno/assets/554215/a7c52f89-32dd-4086-80b5-59d071e4dcbb)
Perhaps the repeat of the test name could be removed entirely? 
![image](https://github.com/denoland/deno/assets/554215/55a99cf5-b3d0-49ac-b0ce-8788c4c6a739)

Note: This was originally posted in the Discord channel but re-posting here as requested :)
Repository: neovim
Issue: screenchar()/screenstring() with multigrid
Labels: bug,ui-extensibility

### Problem

When multigrid is enabled, the screenchar/screenstring functions do not return the correct data. See https://github.com/neovide/neovide/issues/2569 for the original report.

### Steps to reproduce

Modify the `screenchar_spec.lua` test to use multigrid and observe that it's failing.

### Expected behavior

Multigrid should not affect the functionality of `screenchar`.

### Neovim version (nvim -v)

NVIM v0.10.0

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Arch Linux

### Terminal name/version

Neovide 0.13.1

### $TERM environment variable

xterm-256color

### Installation

pacman
Repository: godot
Issue: Can't drag and drop assign multiple Custom Resources in the editor the same way built-in resources can
Labels: bug,topic:editor,usability,needs testing

### Tested versions

Reproducible in Godot v4.2.1.stable

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.4630) - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/17277922/0742f0b7-c4a5-4dd8-8829-e59e2289d531)

When assigning Custom Resource files (verified .res and .tres) to the array of another Custom Resource class, files can only be drag-and-dropped from the FileSystem one at a time, unlike resources of built in types like Texture2D which can be assigned in bulk, extending the array as needed.

The Docs don't specify this functionality is intended to be limited to built in types:

> If the exported array specifies a type which inherits from Resource, the array values can be set in the inspector by dragging and dropping multiple files from the FileSystem dock at once.

Ideally all resources would work the same way, as it would drastically increase the ease of working with Custom Resources.

### Steps to reproduce

Custom Resource 1
```gdscript
extends Resource
class_name MoveBase
```

Custom Resource 2
```gdscript
extends Resource
class_name MonsterBase
@export var learnableMoves : Array[MoveBase] = []
```

Create multiple MoveBase files, and one MonsterBase file.

Shift-click to select multiple Movebase files in the FileSystem and click and drag them onto the empty learnableMoves array within a MonsterBase file. The cursor will change to a stop sign to show this is unallowed.

Changing/removing the type hinting in the learnableMoves allows you to successfully do the same with non-Custom Resource types.

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: torch.Tensor for optimizer parameters
Labels: module: optimizer,triaged,needs design

### 🚀 The feature, motivation and pitch

The LR allows torch.Tensor, see: https://github.com/pytorch/pytorch/issues/120934#issuecomment-1973390203

But the other parameters don't, such as AdamW's beta2.

This causes torch.compile to fail (fallback to eager) when I compile an optimizer with changing parameters, since torch.compile does not allow non-constant floats.

Allowing changing the other (non-LR) parameters would be helpful because:
1. beta1 (momentum) needs a scheduler as the eigenvalue distribution changes
2. beta2 needs a scheduler when finetuning a model, if the optimizer states aren't loaded or if the data distribution changes. Otherwise, a long warmup is required (~200-1000 steps depending on beta2). I'm currently having problems with DCP optimizer saving, so this matters to me.
3. weight decay needs a scheduler if the math is done correctly

### Alternatives

Either `torch.compile` working with floats or `AdamW` allowing torch.tensor params would work for me.

### Additional context

_No response_

cc @vincentqb @jbschlosser @albanD @janeyx99 @crcrpar
Repository: godot
Issue: [4.3 Beta 1] The command "Toggle FileSystem Bottom Panel" (Alf+F) doesn't work when the windows focus is on the script editor window
Labels: bug,topic:editor

### Tested versions

Reproducible in 4.3 Beta 1 mono and 4.3 Dev 6 mono
not reproducible in Godot 4.2.2

### System information

Windows 11 Home 23H2 - Godot v4.3 beta 1 mono version - Compatibility - GeForce RTR 3050i

### Issue description

The command "Toggle FileSystem Bottom Panel" (Alf+F) doesn't work when the Windows focus is on the script editor window.

If I'm writing a script and press the command Alt+F, it doesn't open/close the file system bottom panel

![image](https://github.com/godotengine/godot/assets/77841664/c7b7b236-6397-4b82-8447-e4b564938652)

![image](https://github.com/godotengine/godot/assets/77841664/887fa3e9-11d2-4a5e-a418-e02afdd5bea6)

Meanwhile, the commands for the other bottom panels work with normality: Alt+O, Alt+N, Alt+D, Alt+S. No matter if I'm in the middle of writing a script or not

![image](https://github.com/godotengine/godot/assets/77841664/d525e5f6-ca0c-4e79-b511-8c9e918a6076)



### Steps to reproduce

On a new or existing project:

1. Right-click on the file system dock
2. Click on "Move to the bottom"
![image](https://github.com/godotengine/godot/assets/77841664/923a6a10-ae5c-4993-bbe0-d0b4db094d9f)
3. Create a new script
4. Open the script
5. Click on any line of code
6. Try to toggle the file system bottom panel with Alf+F

### Minimal reproduction project (MRP)

[Toggle-filesystem-bottom-panel-bug.zip](https://github.com/user-attachments/files/15523785/Toggle-filesystem-bottom-panel-bug.zip)
Repository: PowerToys
Issue: Extract files in different folders into one folder
Labels: Needs-Triage

### Description of the new feature / enhancement

Is it possible to extract files from different folders and copy them into one folder? so as to speed up work with just one click.
Without having to open one folder at a time and copy it into the single folder

### Scenario when this would be used?

in desktop environment, windows 11

### Supporting information

_No response_
Repository: ant-design
Issue: Tabs 以及页签禁用tabs键选中
Labels: 💡 Feature Request,Inactive,unconfirmed

### What problem does this feature solve?

用electron实现浏览器功能用作页签不希望可以用tabs键选中

### What does the proposed API look like?

not

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: deno
Issue: `deno publish` to jsr does not resolve `@deno-types="..."`
Labels: bug,publish

Version: Deno 1.43.6

I published Project A to jsr, which internally references an npm library and DefinitelyTyped.

Definition of Project A:
```ts
// -- deno.jsonc
{
  // ...
  "imports": {
    "@sinonjs/fake-timers": "npm:@sinonjs/fake-timers@^11.2.2",
    "@types/sinonjs__fake-timers": "npm:@types/sinonjs__fake-timers@^8.1.5"
  }
}

// -- internal.ts
// @deno-types="@types/sinonjs__fake-timers"
import { install } from "@sinonjs/fake-timers";
// ...
```

When I referenced this from another Project B, deno check started failing with the following error:

```
error: Failed resolving types. Relative import path "@types/sinonjs__fake-timers" not prefixed with / or ./ or ../ and not in import map from "https://jsr.io/..."
```

The *internal.ts* file of Project A is published to jsr as follows:

```ts
// @deno-types="@types/sinonjs__fake-timers"
import { install } from "npm:@sinonjs/fake-timers@^11.2.2";
```

The `import ... from "..."` statements are rewritten according to imports in *deno.jsonc*. However, nothing is done for `@deno-types="..."`.