sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: os: ReadDir in freebsd 14.1 can not list if path have chinese char
Labels: OS-FreeBSD,WaitingForInfo,BugReport

### Go version

go 1.21 amd64

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

```shell
no change
```

### What did you do?

OS.ReadDir use Chinese char path.I have test many paths. it is a real bug.

### What did you see happen?

it can not return file and folder.

### What did you expect to see?

return rightly.
Repository: create-react-app
Issue: Error when running npm start after create-react-app
Labels: needs triage,issue: bug report

I am encountering an issue when trying to start a new React app using create-react-app. After running the commands below, I get the following error when executing npm start.
```
npx create-react-app client
cd client
npm start
```
The npm start command fails with the following error message:
```
> client@0.1.0 start
> react-scripts start

Cannot find module 'ajv/dist/compile/codegen'
Require stack:
- /home/tanjil/stockmaster/client/node_modules/ajv-keywords/dist/definitions/typeof.js
- /home/tanjil/stockmaster/client/node_modules/ajv-keywords/dist/keywords/typeof.js
- /home/tanjil/stockmaster/client/node_modules/ajv-keywords/dist/keywords/index.js
- /home/tanjil/stockmaster/client/node_modules/ajv-keywords/dist/index.js
- /home/tanjil/stockmaster/client/node_modules/schema-utils/dist/validate.js
- /home/tanjil/stockmaster/client/node_modules/schema-utils/dist/index.js
- /home/tanjil/stockmaster/client/node_modules/webpack-dev-server/lib/Server.js
- /home/tanjil/stockmaster/client/node_modules/react-scripts/scripts/start.js
```
Repository: PowerToys
Issue: Auto-Hide Taskbar Enhanced
Labels: Needs-Triage

### Description of the new feature / enhancement

Its simple. Makes the taskbar auto-hide only when a window is maximized.

### Scenario when this would be used?

Internet navigation;
Image or video edit software;
Many others.

### Supporting information

Check this out:

https://windhawk.net/mods/taskbar-auto-hide-when-maximized


It's perfect!!!
Repository: neovim
Issue: Shell command not triggering Windows JIT debugger
Labels: platform:windows,terminal,system

### Problem

If I use a shell command (`:!`) or `:term` to launch an EXE that fires an exception, the [Windows JIT debugger](https://learn.microsoft.com/en-us/visualstudio/debugger/debug-using-the-just-in-time-debugger?view=vs-2022) does not launch. If I run the same command from a regular cmd prompt (or if I launch the exe from my desktop), the debugger launches.

- The EXE launches fine if no exceptions fire so I'm not having trouble actually launching the executable
- I tried the same thing in native vim and was not able to reproduce the issue (`:!foo.exe` and starting a `:term` and running `foo.exe`)

Is there a difference in nvim's shell execution or terminal?

### Steps to reproduce

- Have `foo.exe` that triggers an exception
- Run `:!foo.exe` in nvim

### Expected behavior

Windows JIT debugger launches if EXE hits exception.

### Nvim version (nvim -v)

0.10.2

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

no, vim 9.1.0.0

### Operating system/version

Windows 10

### Terminal name/version

Native command prompt (cmd.exe)

### $TERM environment variable

N/A, using Windows

### Installation

https://github.com/neovim/neovim/blob/master/INSTALL.md#install-from-download
Repository: tensorflow
Issue: Force TF to log GPU memory allocation
Labels: stat:awaiting tensorflower,type:feature,comp:gpu

### Issue type

Feature Request

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

2.18.0

### Custom code

No

### OS platform and distribution

Debian 12

### Mobile device

_No response_

### Python version

3.11.2

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

12.2

### GPU model and memory

RTX 3060 12Gb

### Current behavior?

If I ran out of GPU memory I get error saying

`Allocator (GPU_0_bfc) ran out of memory trying to allocate 9.78GiB`

But if allocation succeeded there is no real way to know what the allocator did/doing.. I know that you can use nvidia-smi etc but this is an indirect way to estimate very crudely whats going on.

What I believe would be very beneficial (because I dont know about you guys but I run out of memory so very often and I cant affort 128Gb card) - is to be able to force TF to log every and single one GPU memory allocation. 

So I can see whats going on my healthy models and whats in the failing.
Repository: godot
Issue: Button groups do not return to default state after scene reloads / changing scenes
Labels: topic:editor,needs testing,topic:gui

### Tested versions

Godot v4.3.stable

### System information

Godot v4.3.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4070 Ti (NVIDIA; 32.0.15.6636) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

### Issue description

Given a set of buttons in a button_group (with toggle_mode enabled, allow unpress, and a default selected button with button_pressed enabled) --
If one changes the toggle state of buttons in the group (for example, by selecting another button), then reloads the scene (via get_tree().reload_current_scene() or similar) the button group will retain memory of the last state instead of refreshing to the default state of the scene. Additionally these states will mix:

Scenario:

Button A, B, C (Button A is selected by default)
Select button B
Reload the scene
Button A and Button B both appear in pressed state


### Steps to reproduce

I haven't been able to duplicate this yet in a simple project, but I've had this happen to me on a couple of different projects recently.
Have to manually reset the button groups to default state every time I reload the scene.

### Minimal reproduction project (MRP)

TBD
Repository: flutter
Issue: Allow specifying `TextField.maxLines` inside a `DropdownMenu`
Labels: framework,f: material design,c: proposal,P2,team-design,triaged-design

### Use case

When `dropdownMenuEntries` are lengthy it might be useful to have a multiline `DropdownMenu`. By default, the text is cut off after the first line.

### Proposal

Allow specifying `TextField.maxLines` from the `DropdownMenu` constructor - this is trivial.
Repository: godot
Issue: Node references in typed dictionaries are always null (C# / 4.4 beta 1)
Labels: bug,topic:dotnet

### Tested versions

- Tested in 4.4 beta 1

### System information

Godot v4.4.beta1.mono - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 32.0.15.6636) - 13th Gen Intel(R) Core(TM) i9-13900KF (32 threads)

### Issue description

Assigning Nodes to values in typed dictionaries in the editor results in values always beeing null when running the script

Dictionary in the inspector:
<img width="369" alt="Image" src="https://github.com/user-attachments/assets/e4aeb8ce-7f77-497e-a647-b484dff55860" />


The script (with "Node" as value)
<img width="814" alt="Image" src="https://github.com/user-attachments/assets/8f78ce3f-b1ab-4ee8-a777-2d2f546c3832" />

Even with attached script it is not working

<img width="742" alt="Image" src="https://github.com/user-attachments/assets/98aed88d-4981-42a6-8acd-d3bf9654172d" />

### Steps to reproduce

1. Create a typed dictionary
2. Assign a node to value in the inspector
3. run the script

### Minimal reproduction project (MRP)

[typeddictionaryerror.zip](https://github.com/user-attachments/files/18469238/typeddictionaryerror.zip)
Repository: godot
Issue: All connected signals are deleted at any time
Labels: bug,topic:editor

### Tested versions

Godot Engine 4.4 beta 1

### System information

Windows 11 24H2

### Issue description

At any time, all signals in the scene are off. This happens at completely random times, and I can't figure out why

It's very sad because I can't reproduce this error, I can't understand why it happens, I can't submit the project where it happens because it's my main project and I can't distribute its open source code.

I only know that this problem was in 4.1, 4.2, 4.3 and 4.4 beta 1 because it has happened many times before and I was just hoping it would be fixed in the future

It's sad because I constantly have to spend a lot of time reconnecting signals

That's all I can say, I'm sorry


### Steps to reproduce

All I can provide: My signals have arguments - string, int 

### Minimal reproduction project (MRP)

I can't reproduce it. It happens at random times
Repository: ollama
Issue: Add Tool Calling to the Generate Function
Labels: feature request

It appears from the API documentation and code examples available that tool calling is only possible with chat().  If this capability is feasible to add to generate() it would be much appreciated!
Repository: PowerToys
Issue: bug
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.85.1.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce



Version: 0.85.1.0
OS Version: Microsoft Windows NT 10.0.27768.0
IntPtr Length: 8
x64: True
Date: 2025/1/20 月 AM 12:18:53
Exception:
System.Runtime.InteropServices.COMException (0x80263001): {デスクトップ構成が無効化されています} デスクトップ構成が無効化されているために、操作を完了できませんでした。 (0x80263001)
   at Standard.NativeMethods.DwmExtendFrameIntoClientArea(IntPtr hwnd, MARGINS& pMarInset)
   at System.Windows.Shell.WindowChromeWorker._ExtendGlassFrame()
   at System.Windows.Shell.WindowChromeWorker._UpdateFrameState(Boolean force)
   at System.Windows.Shell.WindowChromeWorker._HandleDwmCompositionChanged(WM uMsg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at System.Windows.Shell.WindowChromeWorker._WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at System.Windows.Interop.HwndSource.PublicHooksFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)



### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: PowerToys
Issue: PowerToys Keyboard Manager Interferes with Gaming
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

Description:
I have recently installed PowerToys on my Windows system, and I'm experiencing an issue with the Keyboard Manager feature.
The Problem:
Whenever I press any alphabet key followed by the spacebar, the Keyboard Manager unexpectedly inserts special characters. This behavior significantly disrupts gameplay, as it prevents me from performing simultaneous actions like moving and jumping in games, which often require pressing a direction key and the spacebar.
Impact:
This issue renders PowerToys unusable for gaming and creates a frustrating experience. I'm unable to enjoy games as intended due to this unexpected keyboard behavior.
Steps to Reproduce:
 * Install PowerToys.
 * Enable the Keyboard Manager feature.
 * Launch a game that requires simultaneous key presses, such as an action game or platformer.
 * Attempt to perform actions that involve pressing an alphabet key and the spacebar simultaneously.
 * Observe the unintended insertion of special characters.
Expected Behavior:
The Keyboard Manager should not interfere with standard key combinations, allowing for smooth and uninterrupted gameplay.
System Information:
 * Operating System: Windows 11
 * PowerToys Version: v0.87.1
 * Game Title: Minecraft
Workaround:
Temporarily disabling the Keyboard Manager within PowerToys settings resolves the issue, but this defeats the purpose of using the feature.

Request:
I kindly request that the Microsoft development team investigate this issue and provide a solution. This could involve:
 * Bug Fix: Addressing the underlying issue that causes the unexpected character insertion.
 * Configuration Option: Adding an option to close this feature for games. Or close it automatically while playing games.
I appreciate your time and attention to this matter.
Sincerely,
Priyansh Sen
priyanshsen666@outlook.com

I hope this report helps you effectively communicate the issue to Microsoft and find a resolution.
Repository: godot
Issue: [4.4beta1][Editor] GDScript documentation comments inconsistent behavior (## )
Labels: bug,topic:editor,needs testing

### Tested versions

v4.4.beta1.official

### System information

Godot v4.4.beta1 - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6590) - AMD Ryzen 9 7950X 16-Core Processor (32 threads)

### Issue description

In-line gdscript documentation comments with a space following hash symbols are not prompting editor tooltips as suggested in the latest documentation/blog post. It's a little unclear if this was intended behavior, but based on wording I'm pretty sure it's not.

Presumably related to https://github.com/godotengine/godot/pull/91060 

eg:

```
##This comment works as expected with a tooltip
new_func() -> void:

## This comment does not provide an in editor tooltip
another_func() -> void:
```

### Steps to reproduce

```
##This comment works as expected with a tooltip
new_func() -> void:

## This comment does not provide an in editor tooltip
another_func() -> void:
```

### Minimal reproduction project (MRP)

```
##This comment works as expected with a tooltip
new_func() -> void:

## This comment does not provide an in editor tooltip
another_func() -> void:
```
Repository: ant-design
Issue: Rate 的 tooltips属性和用户体验优化
Labels: help wanted

### What problem does this feature solve?

tooltips，应该支持全部的Tooltip props。
还有鼠标在Rate划过的时候：
1、不应该一个一个的出现，应该平滑过度过去，这样体验更好。
2、如果速度过快，不应该不应该不显示，估计是触发了“防抖”。如果上述实现了，那么这个问题可能不复存在。
3、半星最好也支持不同的提示。

### What does the proposed API look like?

和其他的组件中使用tooltip一样，prop全部支持。

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: node
Issue: Allow Setting Extension Priority (and Then Not Requiring Extensions in Imports)
Labels: feature request

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

In recent years Node has been trading developer convenience for functionality, as several recent changes (eg. https://satanacchio.hashnode.dev/everything-you-need-to-know-about-nodejs-type-stripping#heading-a-predictable-experience) strongly encourage:

```js
import foo from 'foo.js';
```

over:

```js
import foo from 'foo';
```

However, for most devs that's a false trade!  We can have convenient (extension-less) imports _and_ have the benefits of the new features.

How?

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

```sh
node --prioritizeExtensions=js,jsx,ts,tsx
```

Now, when Node sees:

```js
import foo from 'foo';
```

it will treat it as

```js
import foo from 'foo.js';
```

... unless that fails, in which case it will treat is as:

```js
import foo from 'foo.jsx';
```

... and so on.

### What alternatives have you considered?

Not requiring an argument ... but the dev needs some way to specify "if you see `foo.js` and `foo.ts`, but I said `from foo`, use the `.js` one".


Look, I know three or four extra characters of typing  (`.jsx`) may not seem like a lot, but it adds up across dozens of imports in hundreds (or thousands) of files.  Please, consider letting us have our extension-less imports back.
Repository: kubernetes
Issue: implement `PreEnqueue` not to start scheduling cycles for pods without necessary PVC created
Labels: sig/scheduling,kind/feature,needs-triage

ref: a question raised at https://github.com/kubernetes/kubernetes/issues/123227#issuecomment-2600929549

So, currently if PVCs for the pod are not-found, VolumeBinding `PreFilter` returns unschedulable.
But, it means that we have to consume 1 scheduling cycle to notice the lack of PVCs.

Technically, we can move this part to `PreEnqueue` so that the pods don't enter the scheduling cycles in the first place if PVCs aren't ready yet. DRA plugin does the similar stuff at `PreEnqueue` actually ([ref](https://github.com/kubernetes/kubernetes/blob/1c32094c03f721cd3dce49c9743f1e7f3e564b13/pkg/scheduler/framework/plugins/dynamicresources/dynamicresources.go)).

(I'm wondering why we haven't done this until now though. Is it just that no one has noticed that we can do this, or is there any specific reasons blocking this improvement? (e.g., perf concern?) Anyways..)

/sig scheduling
/kind feature
/cc @kubernetes/sig-scheduling-misc @carlory
Repository: vscode
Issue: macOS titlebar/windowTitle cuts large paths
Labels: bug,titlebar,command-center

<!-- ⚠️⚠️ 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. -->
macOS native titlebar missing a lot of available space and so paths are often cut

![Image](https://github.com/user-attachments/assets/d8d677db-d3b8-4933-a548-66e751cd6b97)

By default this titlebar only has like the 50% of the full available window space, and the path is usually trim in large paths or paths that also states we are inside a container like in this screenshot.
This should be a configurable option, allowing the user to set up a larger titleBar from 50% to 100% (all available space except the other controls at the very left/right of the window.
Repository: ollama
Issue: A new, much more relaxed way to use the Models offered by Ollama ( Sauraya )
Labels: feature request


# Sauraya AI (Ollama Mobile App )

![Logo](https://sauraya.com/logo.png)

![App Preview](https://sauraya.com/assets/app-2KfjpORI.png)

## Introduction
Sauraya is a modern user interface designed to interact with open-source AI models such as Meta's LLama. This application is fully open-source and free, created to provide the benefits of Meta's AI products to a broader audience without the need for setting up resource-intensive local environments. With Sauraya, users simply download the app from [Sauraya.com](https://sauraya.com), install it, and start engaging with Meta's advanced AI models. 

Sauraya is free and maintained by the **Opennode Team** ([opennode.tech](https://opennode.tech)).

## Privacy-Focused and Local Storage
Sauraya prioritizes user privacy by storing all conversations locally in an encrypted file accessible on Android at:

```
/android/com.sauraya/database/user-id.sauraya.crypt
```

The conversation file is a lightweight JSON, ensuring minimal storage usage. Upon app launch, file system access will be required. 

Sauraya does not collect any user data, focusing solely on confidentiality. Users can perform various actions through the website, such as:
- Executing Python code
- Listening to AI-generated text via text-to-speech
- Renaming conversation titles
- And much more, with future updates to come.

The team works tirelessly to maintain and improve the application.

## Open Source Code
The source code, written in Dart with Flutter, is available on GitHub:
[https://github.com/Donadev56/sauraya-dart](https://github.com/Donadev56/sauraya-dart)

### License
**MIT License**

## Developer
**Devoue-Li-Tchibeni Dona Dieu Talliane**  
GitHub: [https://github.com/Donadev56](https://github.com/Donadev56)  
Skills: JavaScript, TypeScript, React Native, Next.js, Node.js, Dart, Flutter, Solidity, and more.

## Acknowledgments
We express our gratitude to:
- **Meta** for their LLama 3.2 and LLama 3.1 models, which made Sauraya possible.
- **Ollama.com** for providing well-documented APIs to interact with AI models.
- **The Flutter and Dart teams** for the language and framework enabling the creation of this application.

## Feedback
We welcome all suggestions for improving the project. 

---

Best regards,  
**The Opennode Team**

![Opennode Logo](https://opennode.tech/logo.png)

Website: [opennode.tech](https://opennode.tech)
Repository: Python
Issue: AI bot
Labels: enhancement

### Feature description

u can at an AI bot in this to improve it.
Repository: vscode
Issue: Integrated Terminal Tabs — Vertical vs Horizontal
Labels: feature-request,terminal-tabs

<!-- ⚠️⚠️ 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. -->
Please allow for swapping the position of these two vertical/horizontal tab displays in the integrated terminal.

I don't like my primary terminal tabs to be vertical. These built-in sections could be listed vertically on the left, with the terminal tabs horizontally.

![Image](https://github.com/user-attachments/assets/b90bd1a9-b80a-4a12-8242-7daa813c5773)
Repository: ui
Issue: [bug]: Combobox popover within a Dialog does not have correct styling or animation
Labels: bug

### Describe the bug

Hello, 

When I open a Combobox, which is a child of a Dialog, the Command menu opens, however the animation nor the border nor hover styling appears on it. It's just a more basic version of it (see screenshot).

<img width="551" alt="Image" src="https://github.com/user-attachments/assets/0b677a17-2ccc-46b0-b4e7-8f3516f42094" />

Things I've tried:
-  Setting `modal=true` prop in the Dialog and Popover.
- Updating Radix libraries.


My relevant dependencies:
```
  "dependencies": {
...
    "@radix-ui/react-alert-dialog": "^1.1.4",
    "@radix-ui/react-avatar": "^1.1.1",
    "@radix-ui/react-dialog": "^1.1.4",
    "@radix-ui/react-dropdown-menu": "^2.1.2",
    "@radix-ui/react-label": "^2.1.0",
    "@radix-ui/react-popover": "^1.1.4",
    "@radix-ui/react-radio-group": "^1.2.2",
    "@radix-ui/react-select": "^2.1.4",
    "@radix-ui/react-separator": "^1.1.0",
    "@radix-ui/react-slot": "^1.1.1",
    "@radix-ui/react-tabs": "^1.1.1",
    "@radix-ui/react-toast": "^1.2.4",
    "cmdk": "^1.0.0",
....
  },
```

Any help would be appreciated.

### Affected component/components

Combobox, popover, command

### How to reproduce

Render a Dialog component with a Combobox within it. 

### Codesandbox/StackBlitz link

_No response_

### Logs

```bash

```

### System Info

```bash
Mac OS 15.2 Sequoia

Chrome Version 131.0.6778.205 (Official Build) (arm64)
```

### Before submitting

- [x] I've made research efforts and searched the documentation
- [x] I've searched for existing issues