sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [feat] add `window.isAlwaysOnTop` method
Labels: type: feature request

### Describe the problem

Since `window.setAlwaysOnTop` func,it is naturally to found the `isAlwaysOnTop` but I couldn't.

Is it a mistake?

### Describe the solution you'd like

Impl the `window.isAlwaysOnTop`,which returns `Promise<boolean>` as other similar func.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: tensorflow
Issue: tensorflow pjrt plugin
Labels: stat:awaiting tensorflower,type:feature,comp:model,comp:xla

I've developed a pjrt plugin using https://openxla.org/xla/pjrt_integration as a resource, which is working with jax. 

How do I load this plugin and run tensorflow models? Is there some kind of registration step, similar to jax? If I load the plugin into `import jax._src.xla_bridge` and call `tf.config.list_physical_devices()` I don't see my device, so I imagine it's something else.
Repository: PowerToys
Issue: An UNICODE character
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Looking for the character "\~" in the keyboard shortcut mapping I realized that it does not exist. On the QWERTY keyboard (Chile) using the AltGr+4 combination it should be possible to type that character but it doesn't work, so I decided to install PowerToys to reassign the shortcut but it doesn't appear available to assign "\~" to a shortcut.

![01](https://github.com/user-attachments/assets/5bb9651b-af63-4174-a21e-98c364f10a8b)
![02](https://github.com/user-attachments/assets/33d0f06c-7500-4873-a725-2267ab51127a)
![03](https://github.com/user-attachments/assets/962c13d5-746b-4df4-9ca7-938ca3064ffb)
![04](https://github.com/user-attachments/assets/068ec4cd-7885-419a-9400-1590195836fc)

### ✔️ Expected Behavior

I would like you to add the character so I can use it instead of typing with alt+126, it's annoying having a quick way to do it.

### ❌ Actual Behavior

The character is missing and I have not been able to include it in the shortcut.

### Other Software

_No response_
Repository: godot
Issue: Localization remaps don't work for themes in exported project
Labels: bug,needs testing,topic:export

### Tested versions

4.3 stable

### System information

Godot v4.3.stable - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)

### Issue description

I attempted to use localization remaps to switch between different themes(.tres files) to suit various languages and apply different font styles. Everything worked fine during testing in the editor, but after exporting, the remap didn’t function as expected — the label’s font and size didn’t change.
Maybe related to this one: [Changing the locale breaks remapped fonts](https://github.com/godotengine/godot/issues/80130) 

### Steps to reproduce

1. Run the root.tscn.
2. Press 2 buttons to change the locale and check the font on the label.
3. Export project.
4. Run the exported project and follow the step 2 again.

### Minimal reproduction project (MRP)

[Archive.zip](https://github.com/user-attachments/files/17082499/Archive.zip)
Repository: go
Issue: cmd/go: invoking go run from go test can corrupt build cache
Labels: NeedsInvestigation

### Go version

go version go1.22.7 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/tmp/.gocache'
GOENV='/root/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='local'
GOTOOLDIR='/usr/local/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.22.7'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/Users/rittneje/go-test-bug/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build1468831127=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

I have the following files:

go.mod
```
module gotestbug

go 1.22
```

pkg1/foo_test.go
```go
package pkg1

import (
	"bytes"
	"os/exec"
	"path/filepath"
	"testing"
)

func TestFoo(t *testing.T) {
	cmd := exec.Command("go", "run", filepath.Join("testdata", "main.go"))
	output := new(bytes.Buffer)
	cmd.Stdout = output
	cmd.Stderr = output

	t.Logf("+ %s", cmd)
	if err := cmd.Run(); err != nil {
		t.Fatal(err, output)
	}
}
```

pkg1/testdata/main.go
```go
package main

func main() {
}
```

pkg2/bar_test.go
```go
package pkg2

import (
	"testing"
)

func TestBar(t *testing.T) {
	t.Log("hello")
}
```

I then ran the following commands as **root** to prime the build cache. (I intentionally set the mtimes and trim.txt file to the past in order to reproduce the bug.)
```
go clean -cache
go build std
chmod -R a+rwX "${GOCACHE}"
find "${GOCACHE}" -type f -exec touch '{}' -d '2024-07-01 00:00:00' \;
printf '1719792000' > "${GOCACHE}/trim.txt"
```

Finally I ran `go test` as a **non-root** user. (I passed `-p=1` to force it to run one package at a time in order to make the bug happen deterministically.)
```go
go test -v -count=1 -p=1 ./...
```

### What did you see happen?

As described in #69565, since the build cache was crafted to look old, `go run` decided to trim it. This somehow causes `go test` to break.

```
=== RUN   TestFoo
    foo_test.go:16: + /usr/local/go/bin/go run testdata/main.go
--- PASS: TestFoo (0.15s)
PASS
ok      gotestbug/pkg1  0.148s
# gotestbug/pkg2 [gotestbug/pkg2.test]
pkg2/bar_test.go:4:2: could not import testing (open /tmp/.gocache/26/26737db8c74b26401dc8828801cc3793a888d7c29c40b7500b7e9e5f96deec19-d: no such file or directory)
FAIL    gotestbug/pkg2 [build failed]
FAIL
```

It should be noted that this issue does not happen if I run `go test` as root.

### What did you expect to see?

The test should pass without any compilation issues.
Repository: godot
Issue: Area2D's don't receive input from Subviewports
Labels: enhancement,documentation,topic:input,topic:gui

### Tested versions

Tested in v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6800 XT (Advanced Micro Devices, Inc.; 32.0.11037.4004) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

Area2d nodes aren't getting any input when they're inside a subviewport. Handle input locally, pickable, monitorable, all correctly set to on. Pushing all input events into the scene and nothing; First discovered in my current game where I'm rendering 2d scenes via subviewports in 3d. Decided to test in purely 2d, same issue.

Made a test project to show side by side, area2d receives no input while a control node works fine.

### Steps to reproduce

Have a 2d scene with area2d inside of it set to handle input (printing out all inputs on input_event signal as example). Put this 2d scene inside a viewport and those inputs aren't being received, ie, nothing will print out.

The purely 2d scene can be run alone and can be shown to work fine.

![image](https://github.com/user-attachments/assets/0cefc3a7-8961-4ad1-b6f0-a682eca88693)
![image](https://github.com/user-attachments/assets/e6272f91-76a5-43c8-8e4a-0e65996db4bc)


### Minimal reproduction project (MRP)

[guitest.zip](https://github.com/user-attachments/files/17082978/guitest.zip)
Repository: Python
Issue: Genetic Algorithm for Function Optimization
Labels: enhancement

### Feature description

This feature would introduce a new genetic algorithm-based approach to optimize mathematical functions. It would allow users to find the minimum or maximum values of continuous functions using genetic algorithms.

#### Key Components:
- **Target Function**: The user can define their own function to optimize, for example, \( f(x, y) = x^2 + y^2 \), or more complex functions.
- **Population Initialization**: Randomly generate initial solutions (chromosomes) within a defined search space.
- **Fitness Function**: Evaluate each chromosome's fitness based on how close the function value is to the desired optimum (minimization or maximization).
- **Selection**: Use selection methods like tournament selection or roulette wheel to pick parents for crossover based on their fitness scores.
- **Crossover**: Implement crossover strategies such as one-point, two-point, or uniform crossover to combine parent chromosomes into offspring.
- **Mutation**: Introduce random mutations to offspring to maintain diversity in the population and avoid local minima.
- **Termination Condition**: Allow the algorithm to stop after a set number of generations or when the improvement between generations is minimal.
  
This implementation would be useful for users needing a flexible and easy-to-use method for solving optimization problems in continuous spaces.
Repository: opencv
Issue: Error compiling 4.1.0 source code with mingw-w64: 'D3D10CalcSubresource' was not declared in this scope'
Labels: bug,category: build/install,platform: win32

### System Information

OpenCV => 4.10.0
Operating System / Platform => Windows 10 64bit
Compiler => mingw-w64 8.1.0-posix-seh-rt_v6-rev0



### Detailed description

When I compiled the 4.1.0 version with mingw-w64, there was an error
![1](https://github.com/user-attachments/assets/af8424c1-105a-4e2c-b467-0ebb20abae6c)


### Steps to reproduce

In my c-make gui there is no D3D10 but only D3D11 so I don't know what to do with this error

### 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
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: godot
Issue: Members of custom nodes in a scene are not accessible when its script is running in the editor
Labels: discussion,topic:editor,documentation

### Tested versions

- Reproducible in 4.3.stable, 4.2.stable, 4.1.stable

### System information

Godot v4.x.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 32.0.15.5599) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads)

### Issue description

I was trying to test some custom classes using a scene that runs in the editor. Things seemed to work fine until inheritance got involved. I then proceeded to create an MRP, and found that this breaks even without inheritance.

When working with a custom class in a script marked with `@tool`, I get errors as if the custom class's members are missing. Additionally, on one of my projects, I was able to access inherited members/methods in a derived class, but not outside of the derived class. The documentation for inherited members/methods in the derived class is also entirely absent.

None of these issues occur outside the editor. Errors are not generated while running the scene.

I am not sure if these issues are unrelated so I am lumping them into one issue.

I tried deleting the `.godot` folder, which did not solve the issue.

### Steps to reproduce

To get the errors:

- Create a custom class derived from a built-in node.
- Create a new scene.
- Attach a script marked with `@tool` to the scene.
- Add an instance of your custom node to the scene.
- Make the script modify members or call methods from this custom node, while still in the editor.

To see that this doesn't happen outside of the editor:
- Simply make your script modify the custom node outside the editor
- Run the scene.

To see weird issues with documentation and inheritance:
- Create a class that is derived from your custom node.
- Do not redefine anything inherited from the custom node.
- Open the custom documentation for your classes.
- Notice how things defined in the base class are absent from the derived class's documentation.
- In the editor, try accessing inherited things from the derived class, but not from outside the derived class.
- Now try doing so from outside the class. You will get an error.

### Minimal reproduction project (MRP)

[inheritance-bug.zip](https://github.com/user-attachments/files/17083386/inheritance-bug.zip)
Repository: vscode
Issue: Is it possible to show more recent items in the welcome page?
Labels: feature-request,workbench-welcome

<!-- ⚠️⚠️ 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. -->

Is it possible to show more recent items in the welcome page?
Repository: java-design-patterns
Issue: Translate to Persian
Labels: info: help wanted,type: feature,epic: documentation

I would like to propose adding a Persian translation to this repository. There is a growing enthusiasm for design patterns among Persian-speaking developers, and providing the content in Persian would greatly benefit the community. @iluwatar
Repository: opencv
Issue: undistortPoints function implementation is not working the near 180 degree points
Labels: category: calib3d,needs investigation

https://github.com/opencv/opencv/blob/b2e118ea94f70f8a9f03aac6aaa260571f2010d9/modules/calib3d/src/fisheye.cpp#L439

when i use this function with fisheye image, there are some error near the 180 degrees. so i checked the codes of original source.
in opencv source code, theta_d  means the distance from origin to xy plane. but according to the annotation, the theta_d means  the incidence of points. this parts of code may occur error. we need to check the codes.

i think the incidence angle of this should be the sqrt(atan2(theta_d**2+1)/theta_d)) and need some other way exceptions for out of 180 degrees. 

I am open to work on this error, please feel free to comment me back if any are interested in fixing this problem.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Allow order of operations on prompt parser
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Imagine the next prompt:
```txt
a cat AND a dog BREAK on a beach
```
Here this prompt can be parsed on 2 different ways:

1
```txt
a cat ━━━┓
         ┣━━┓
a dog ━━━┛  ┃
on a beach ━┻━━ OUTPUT
```

2
```txt
a cat ━━━━━━━━━━━┳━━ Output
a dog ━━━━━━━━┓  ┃
              ┣━━┛
on a beach ━━━┛
```

Both ways ends up with a different result. (drawing this ended up being more difficult than it looks)
My proposal is to do something similar to how math works, by a parenthesis-equivalent keywords, something like `BEGIN`/`END` so by doing that, now:

```txt
BEGIN a cat AND a dog END BREAK on a beach
```
and

```txt
a cat AND BEGIN a dog BREAK on a beach END
```

This is also relevant since other extensions create their own keywords and usually collide since there is no way to express order of operations. Having a native to the tool way of doing it might force the extension developers to respect them as well.

### Proposed workflow

No change on workflow, just a couple of keywords.

### Additional information

_No response_
Repository: angular
Issue: Wrong usage of HostBinding in example code
Labels: P3,area: docs

### Which @angular/* package(s) are the source of the bug?

core

### Is this a regression?

No

### Description

getter method is missing in hostbinding examples here https://angular.dev/guide/components/host-elements

### Please provide a link to a minimal reproduction of the bug

https://angular.dev/guide/components/host-elements

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular18
```


### Anything else?

_No response_
Repository: neovim
Issue: API: one buffer text api to rule them all
Labels: enhancement,api,ux

### Problem

(As usual, corrections/objections are welcome, I'm just writing things down...)

Currently we have lots of APIs to insert/replace text, but they all are slightly different:

```
nvim_buf_get_lines
nvim_buf_set_lines
nvim_buf_set_text
nvim_buf_get_text
nvim_buf_get_offset
nvim_del_current_line
nvim_put
```

And they are lacking features such as the ability to make the operation dot-repeatable. https://github.com/neovim/neovim/issues/19806#issuecomment-2365146298

(Note `nvim_paste` is intentionally not included in this.)

The current interface for any script/client that wants to dot-repeat text input is to use `nvim_paste`. However, `nvim_paste` doesn't have a way to "replace" text (unlike `nvim_buf_set_text`).

https://github.com/neovim/neovim/pull/30438 implements a reliable (internal) framework for setting up dot repeat. That opens the door for potentially enabling dot-repeat for things like `nvim_buf_set_text`.

### Expected behavior

Replace all of these functions with 2 APIs:

```typescript
nvim_buf_text_get(buf: int, opts: dict)

// If end_col!=start_col, this behaves like "put".
nvim_buf_text_set(buf: int, text: string, opts: dict)

// (Obviously some of these don't apply to every function.)
opts: {
  repeat: bool     // make the operation dot-repeatable
  start_row: int   // optional, use cursor position if not given
  start_col: int   // "
  end_row: int     // "
  end_col: int     // "
  strict_indexing  // do we need this?
  type: string     // "b"/"c"/"l". If linewise, then it can be
                   // fast like nvim_buf_set_lines?
  after: bool      // insert before/after cursor
  follow: bool     // place cursor after result.
  crlf: bool
  meta: bool       // only return metadata, not text. To eliminate e.g.
                   // nvim_buf_line_count, nvim_buf_get_offset
}
```
Repository: godot
Issue: Hot reload of @tool scripts stops working after first reload
Labels: bug,topic:editor,regression

### Tested versions

- Reproduces in v4.3.stable.official [77dcf97d8]
- Fixed in v4.4.dev.custom_build [621cadcf6] (confirmed fixed in this commit; prior commit still has issue)

### System information

Godot v4.3.stable - macOS 14.6.1 - Vulkan (Forward+) - integrated Apple M3 Max - Apple M3 Max (16 Threads)

### Issue description

`@tool` scripts do not hot reload after the first hot reload when using an external editor.  During the first hot reload the following error is generated:

```txt
modules/gdscript/gdscript.cpp:745 - Condition "!p_keep_state && has_instances" is true. Returning: ERR_ALREADY_IN_USE
```

Note this is not the same issue as #97238 which is 4.4 specific.

### Steps to reproduce

* Create a new project
* Add a Node3D
* Attach a script to that Node3D
* Make script a `@tool` script, and add a print to the `_ready()` function; save it
* Switch back to godot editor
* Save & reopen scene in editor (seems to be necessary on macos right now)
* Confirm print from `_ready()`

* Edit script to change print message; save script
* Switch back to godot editor
* Godot will display the `ERR_ALREADY_IN_USE` error
* Close and reopen scene and updated `_ready()` message will be printed

* Edit script, changing the print message again: save script
* Switch back to godot editor
* Godot will not print any new message
* close & reopens scene and the message from the previous edit will be shown

<img width="1204" alt="Screenshot 2024-09-21 at 8 12 06 AM" src="https://github.com/user-attachments/assets/caea1278-e071-4454-a9f9-41190e3f6f39">


### Minimal reproduction project (MRP)

[hot-reload-issue.zip](https://github.com/user-attachments/files/17084158/hot-reload-issue.zip)
Repository: PowerToys
Issue: Quick update selection
Labels: Needs-Triage

### Description of the new feature / enhancement

In the "Hidden Icons" area where there is an icon for PowerToys, it would be nice to right-click on it and have as another option, either to select "check for updates," or if it can show that one is available, to select "update now."  Additionally, how about a setting for automatically download and install updates?  

### Scenario when this would be used?

Any time an update is needed or wanted.  

### Supporting information

_No response_
Repository: deno
Issue: Deno test outputs error locations with file:// url format
Labels: suggestion,testing

Version: Deno 1.46.2

When running `deno test`
On test fail, the output is 
```
  throw new AssertionError(message);
        ^
    at assertEquals (https://deno.land/std@0.214.0/assert/assert_equals.ts:52:9)
    at file:///home/sstep/wif/serv/test/serv.test.js:174:9
```

Because of `file://` format of the error location, it is not usable as a "jump to location" string in editors.
For example in vim, you would press `gF` to get to the location of error. But because it is in `file://` format it messes it up as a location pointer.

Perhaps it is better to show paths without file:// qualifier?
Repository: ant-design
Issue: Problem with some components with black primary colour
Labels: Inactive,unconfirmed

### Reproduction link

[https://ant.design/theme-editor](https://ant.design/theme-editor)

### Steps to reproduce

Choose black as the primary colour.

### What is expected?

All components look normal, not only Button, Dapeticker, Checkbox, Radio...

### What is actually happening?

Some components look broken with black primary colour. For example:

Navigation, select, steps:
<img width="2551" alt="Screenshot 2024-09-21 at 18 06 28" src="https://github.com/user-attachments/assets/c86c8ef3-7d93-4404-8c00-8a05c34e8b53">

Cascader:
<img width="692" alt="Screenshot 2024-09-21 at 18 08 54" src="https://github.com/user-attachments/assets/2d360181-6ade-4a99-a2f3-32be78afb449">

Timepicker:
<img width="721" alt="Screenshot 2024-09-21 at 18 09 30" src="https://github.com/user-attachments/assets/de9cbd4d-bbc5-4bb4-8f26-b87edf8b2b85">

Transfer:
<img width="646" alt="Screenshot 2024-09-21 at 18 09 37" src="https://github.com/user-attachments/assets/09b862a6-5a66-4778-a63e-8b11333e1744">

Treeselect:
<img width="666" alt="Screenshot 2024-09-21 at 18 09 46" src="https://github.com/user-attachments/assets/83ad979f-1c37-4269-8d1f-040a7ecb1d6d">

Calendar:
<img width="1888" alt="Screenshot 2024-09-21 at 18 10 02" src="https://github.com/user-attachments/assets/6a7e1c98-e3e3-4ba4-9c75-b52ec6166eb2">

Alerts:
<img width="875" alt="Screenshot 2024-09-21 at 18 10 48" src="https://github.com/user-attachments/assets/a2843b2e-d15c-4294-b07b-ee7c716a5cd9">


| Environment | Info |
| --- | --- |
| antd | 5.20.6 |
| React | 18.3.1 |
| System | MacOS 15 |
| Browser | Edge 128.0.2739.79 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->