sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Add functionality to control ordinal type for headers within nb outline view
Labels: feature-request,notebook-toc-outline

<!-- Please search existing issues to avoid creating duplicates. -->
Below is a screenshot of what I mean. I'd like it to show only the headers of the notebook, not each and every single markdown block. Is there a similar way to changing this, like in JupyterLab, where you can toggle different outline options?
![image](https://github.com/microsoft/vscode-jupyter/assets/34276206/d2fe60f3-88ed-4af5-9d8a-133bf2c68224)

Numbering
Enumerate headers of the jupyther notebook
<img width="159" alt="image" src="https://github.com/microsoft/vscode-jupyter/assets/34276206/292abe54-20bc-4826-94c7-a1877ac135f7">

<!-- Describe the feature you'd like. -->
1. Only markdown with headers is generated into the outline
2. Ability to customize the ordinal type and automatically sort the generation in multi-level headers.

For example, the markdown header generation plugin Number Headings in obsidian
<img width="637" alt="image" src="https://github.com/microsoft/vscode-jupyter/assets/34276206/1997e395-39f7-4539-bb04-473d71fe5ab1">
<img width="636" alt="image" src="https://github.com/microsoft/vscode-jupyter/assets/34276206/aa761eda-3156-4972-af20-9310e09c3f80">
Thank you!
Repository: PowerToys
Issue: PowerRename - Two changes at once
Labels: Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

I have a list of screenshots named as like this with the date and time stamp:
> Screenshot 2023-11-29 132242
Screenshot 2023-11-29 132252

I run a two-step search and replace: first for _Screenshot_ to change to _Pricing ${Start =1}_, and then _.{18}$_  to get to this:
> Pricing 1
Pricing 2

Is it possible to do both these steps at once?

### Scenario when this would be used?

Just to save time and less keystrokes to avoid making a mistake.

### Supporting information

_No response_
Repository: godot
Issue: Re-importing a GLB resource with an inherited scene causes an editor crash if any child node contains an `@export` reference to the root node
Labels: bug,topic:gdscript,topic:editor,topic:import,crash

### Godot version

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - macOS 13.4.0 - GLES3 (Compatibility) - ANGLE (Apple, ANGLE Metal Renderer: Apple M2 Pro, Version 13.4 (Build 22F66)) - Apple M2 Pro (12 Threads)

### Issue description

Given a resource that has inherited scenes created, if the scene contains children that reference the scene root via an `@export` annotation set in the inspector, re-importing the resource then saving the scene causes the editor to crash.

**`@export var blaster: Blaster`**

https://github.com/godotengine/godot/assets/42545742/c5ab3d30-3bce-469d-b1ef-d4e048ca4e7b

### Workarounds

A workaround is to use a node path instead, as this does not occur if the reference is read `@onready`.

**`@export_node_path("Blaster") var blaster_path: NodePath`**

https://github.com/godotengine/godot/assets/42545742/6f66fed5-8c98-4acc-9618-9f3d1bd075e2

However, this isn't always desirable due to ergonomics and differences between the object vs path reference semantics. In addition, certain built-in nodes require a direct reference to the scene root, making this workaround unavailable.

For example, `AnimationTree` has a `Root Node` property that will cause this crash and is difficult to workaround.

### Steps to reproduce

1. Open either `export_node.tscn` or `export_node_no_classname.tscn`
2. Open the Advanced Import Settings for `blasterA.glb`
3. Re-import the model
4. Save the scene

### Minimal reproduction project

[repro_import_with_cyclic_crash.zip](https://github.com/godotengine/godot/files/13549421/repro_import_with_cyclic_crash.zip)
Repository: go
Issue: crypto: post-quantum support roadmap
Labels: Security,NeedsInvestigation,umbrella

With the [publication of the NIST PQ drafts FIPS 203, FIPS 204, and FIPS 205](https://csrc.nist.gov/news/2023/three-draft-fips-for-post-quantum-cryptography) and the beginnings of industry adoption of said algorithms (i.e. https://blog.cloudflare.com/post-quantum-for-all/, https://blog.chromium.org/2023/08/protecting-chrome-traffic-with-hybrid.html, etc), we are starting to look at what post-quantum support will look like in Go.

This issue is not going to propose any specific APIs, and is instead meant to lay out the way we intend to approach decisions about what algorithms we will adopt, and the manner in which we will adopt them.

Generally, we are quite conservative about what cryptographic algorithms we choose to support. In part this is because we have a significant maintenance burden once we adopt an algorithm, but also because we want algorithms that are stable (i.e. unlikely to significantly change in the future), and are already being actively used in the wider ecosystem. There are many PQ algorithms which are still experimental, or have found no wider industry adoption as of yet, which do not meet the bar to be included in the standard library, and make more sense being implemented in third-party modules.

When thinking about what PQ algorithms we want to provide support for, the first hurdle is whether that algorithm will actually be used in the standard library itself. What I mean by this is that, at least to begin with, we don't want to introduce support for algorithms which we will not be using ourselves. This means that our choices of initial algorithms are extremely likely to be driven by the adoption decisions made for the TLS protocol (and by extension the X509 web PKI).

Additionally our initial implementations are likely to only be available internally, at least to begin with (i.e. they will not be implemented in public facing libraries which users can directly use). This gives us the opportunity to gain experience with these new algorithms before we commit ourselves to an API design that we'll likely be stuck with for a significant amount of time. Once we are confident that we fully understand the ways users are expected to handle (and mishandle) these APIs we'll propose public APIs.

# What's First

The first step in our PQ implementation plan is adding support to the now widely implemented hybrid X25519/Kyber (X25519Kyber768) KEM for TLS, or a successor version, hopefully in Go 1.23. This will provide TLS client/server interoperability with the other public implementations, and provide deployment experience with this new KEM.

This feature will be transparent to users, providing no public Kyber API, and likely will be gated behind a GODEBUG option.

cc @FiloSottile
Repository: TypeScript
Issue: Can't extend WeakMap in type-checked JS files
Labels: Bug,Help Wanted,Fix Available

### 🔎 Search Terms

WeakMap constructors return type JSDoc

### 🕗 Version & Regression Information

- This is the behavior in every version I tried.  I opened #23551 5 years ago, but it got closed in error, as it was never fixed.


### ⏯ Playground Link

https://www.typescriptlang.org/play?filetype=js#code/MYGwhgzhAEDCD2J4CcCyYAO0CmAPALtgHYAmMA6tmANbpYDeAUNNMPERPsgK7D4oAKAJTQmLFhG4ZsyYQG5m0AL6MlQA

### 💻 Code

```js
class ColorMap extends WeakMap {
  constructor() {
    super();
  }
}
```


### 🙁 Actual behavior

> color.js(1,24): error TS2510: Base constructors must all have the same return type.

I tried a few different workarounds, like adding @template generic params, or forcing types using @type JSDoc, but nothing seems to work.

### 🙂 Expected behavior

No error.

### Additional information about the issue

_No response_
Repository: godot
Issue: Dragging window after tabbing out of game while Input.MOUSE_MODE_CONFINED will drag it downwards
Labels: bug,platform:windows,topic:porting,topic:gui

### Godot version

4.2

### System information

Windows 11

### Issue description

Hi! While working on my game i found this interesting behavior, I'm not sure if it should be this way. 
Workaround is simply not confining the mouse while windowed or setting it to borderless.

https://github.com/godotengine/godot/assets/49310996/74e642e7-4559-4bdd-8e83-a883ba0b2970


### Steps to reproduce

Execute Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED) then tab out with the Windows key, drag the window bar

### Minimal reproduction project

[Window_drag_bug.zip](https://github.com/godotengine/godot/files/13549828/Window_drag_bug.zip)
Repository: transformers
Issue: torch CUDA graphs with HF generate
Labels: WIP

### Feature request

In my experiments, I cannot get torch CUDA graphs to work with HF generate. CUDA graphs work fine when calling the forward pass of a model, but either due to static input/output sizes or something else, stream capture fails when calling .generate(). Can support for torch CUDA graphs be added?

### Motivation

LLMs have a lot of kernel launches and CUDA graphs can remove most of the launch time. In my experiments with just forward call, CUDA graphs can be twice as fast as non-CUDA graph versions of the same model.

### Your contribution

n/a
Repository: ollama
Issue: Add option to not stream output in terminal
Labels: feature request

I use a screen reader, and when Ollama is sending output, it pauses while it's generating text, so, it, sounds, a little, like, this. Not too big a deal, but it would make it sound a bit better to have it output all at once, when done generating, not in a stream.
Thanks!
Repository: go
Issue: proposal: slices: Add Intersect and IntersectFunc
Labels: Proposal

### Proposal Details

Utility functions like `Intersect` and `IntersectFunc` for `slices` packages will be handy for several cases.

```go
// Intersect returns the common elements between two slices.
func Intersect[S ~[]E](s1, s2 S) (S ~[]E) {
        var result S
	for _, item := range s2 {
		if slices.Contains(s1, item) {
			result = append(result, item)
		}
	}
}
```



```go
// IntersectFunc returns the elements between two slices according to the functions.
func IntersectFunc[S ~[]E, E comparable](s1, s2 S, f func(s1, s2 E) bool) S {
	var result S
	for _, item := range s2 {
		for _, subItem := range s1 {
			if f(subItem, item) {
				result = append(result, item)
			}
		}
	}
	return result
}
```
Repository: ant-design
Issue: addOnBefore/addOnAfter text not programmatically associated with Input elements (accessibility)
Labels: help wanted,Inactive,⌨️ Accessibility,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-t7f3sc?file=%2Findex.js)](https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-t7f3sc?file=%2Findex.js)

### Steps to reproduce

- Open the minimal reproduction in Google Chrome
- Open the Devtools inspector (key command F12 or right-click and select Inspect)
- Open the Accessibility menu 
- Use the Selection tool to select either <input> element
- The Accessibility menu's Computed Properties will update to show the <input> has a Name of "", meaning no accessible name has been provided

### What is expected?

The Accessibility menu's Computed Properties should show the Name of the <input> as the value added to the addOnBefore/addOnAfter content, as this content appears to be used as a label for the field

### What is actually happening?

The <input> is not associated with the addOnBefore/addOnAfter content, and therefore the Accessibility menu's Computed Properties show the Name as blank, meaning non-visual users have no context for this field's purpose

| Environment | Info |
| --- | --- |
| antd | 5.12.1 |
| React | 17.0.2 |
| System | MacOS Sonoma 14.1.2 |
| Browser | Chrome 119.0.6045.199 |

---
This bug was encountered while doing accessibility testing on some ANT components in a product we are maintaining
The addOnBefore/addOnAfter elements could be changed to <label> elements, or:
- the addOnBefore/addOnAfter <span> element could be given unique id attribute, then
- the related <input> could be given an aria-labelledby attribute with a value that matches the unique id on the <span>

Either of these methods will provide the contents of the addOnBefore/addOnAfter content as the accessible name of the field

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ant-design
Issue: Form.Item <label> elements have unnecessary title attributes
Labels: help wanted,Inactive,⌨️ Accessibility,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-vk3yfn?file=/index.js)

### Steps to reproduce

- Open the minimal reproduction example
- Use the browser Inspector to view the HTML for the `Form.Item` `<label>` elements
- Note that the `<label>` elements have title attributes that match the content inside the `<label>` element

### What is expected?

`<label>` elements should not use title attributes, as they are redundant and at best offer no accessibility information. At worst, in this case, they can cause confusing repeated screen reader announcements. Unless working with an `<iframe>` title is often a worse solution for accessible naming than other options (e.g. `alt`, `aria-label`, `aria-labelledby`) that are better supported across assistive technologies. In this case particularly, the content of the `<label>` does all of the work for us, so no additional attributes are needed.

References:
- [How to use title attributes accessibly](https://www.a11yproject.com/posts/title-attributes/)
- [Support of the title attribute across technologies](https://a11ysupport.io/tech/svg/title_element)

### What is actually happening?

The `<label>` element has a redundant title attribute value, which causes some assistive technologies, like screen readers, to provide an accessible name to the related `<input>` which is a duplicate value of the `<label>` content (e.g. "Name Name"). For some combinations of browsers and screen readers (e.g. VoiceOver + Chrome) the `<label>` content, while appropriately associated with the input field, won't be announced at all.

| Environment | Info |
| --- | --- |
| antd | 5.12.1 |
| React | 17.0.2 |
| System | MacOS Sonoma 14.1.2 |
| Browser | Chrome 119.0.6045.199 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Duplicating scenes breaks node references of scripts
Labels: bug,topic:core

### Godot version

4.2.stable

### System information

Godot v4.2.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 5700 XT (Advanced Micro Devices, Inc.; 31.0.22023.1014) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

If the root node of a saved scene has a script which uses node references (variable exported within the editor) there is inconsistent behavior between adding the scene again in the tree or duplicating it:

Scene hierarchy:
![image](https://github.com/godotengine/godot/assets/33059893/8d89697f-c2eb-4a2b-8489-cfeef59f793f)

Each 'listener' is a scene saved as .tscn, the root node has a script attached which reference the child node:
![image](https://github.com/godotengine/godot/assets/33059893/bd2a0490-0cc8-4e2c-af85-3ccf2b009150)


If the scene 'listener' is duplicated (CTRL+D):
![image](https://github.com/godotengine/godot/assets/33059893/8879504e-0f26-4b38-95f0-ad3653d15b88)

Both scripts will target the child of the first 'listener' scene.
If, instead, the scene is added without duplicating the original, the correct node reference will be used.

In the attached project, you will find the scene root has a script which will delete each child using the script reference:
![image](https://github.com/godotengine/godot/assets/33059893/b6de2cf9-1956-4c18-8df2-f820a4f58d49)

The expected behavior:

**Each listener node will delete their own 'child_ref' node**

The actual behavior:

1. **The first 'listener' node queues the deletion of its 'child_ref' node**
2. **The second 'listener' node which was duplicated queues the deletion of the previously queued 'child_ref' node**
3. **The third 'listener' node which was drag and dropped into the scene queues the deletion of its 'child_ref' node**
Remote view after these steps:
![image](https://github.com/godotengine/godot/assets/33059893/8650bbb9-1596-4420-8419-7c8b2cc58eb7)


### Steps to reproduce

Issue and step to reproduce has been descripted in the previous point.
To reproduce it with the given MRP simply:

1. Open the project
2. Start PLAY MODE
3. Open Remove View to see listener2 (the duplicated node) did not delete it's child

### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/13550576/MRP.zip)
Repository: godot
Issue: Godo 4.2 crashes on import of 4.1.2 project with imported assets
Labels: bug,topic:editor,topic:import,crash

### Godot version

4.2

### System information

Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop - AMD Ryzen 7 5800H

### Issue description

Attempting to open a project in 4.2 that was last edited in 4.1.2 causes the editor to crash. The editor launches successfully and opens an empty 3D-viewport screen, with no node loaded in the tree. The editor then crashes.

This crash only happens when trying to open a project that has external assets within it. Opening a 4.1.3 project w/o imported assets works fine.

I tried to delete the IMPORT files of the assets. In this case, the editor will first load the assets, and create new import files. Then it will crash before loading the scene that is usually displayed when opening the editor.

P.S.: To my knowledge, I do not use godot-jolt.

### Steps to reproduce

1. Download Godot 4.2 dotnet version
2. Unpack the archive
3. Open Godot 4.2
4. Select a project that was last saved with 4.1.2
5. "This project was last edited in 4.1..." warning pops up => click OK
6. The editor launches itself, displaying the splashscreen. The splashscreen then disappear from view (window looks minimised)
[6bis.] If the project contains assets that are not yet imported, the editor loads the assets as it would do normally when detecting new files in the project tree.
7. The main view of the editor opens, and after a couple of seconds, the editor crashes

![image](https://github.com/godotengine/godot/assets/39374422/c8a2204a-c8a7-4516-9f14-2ed2851b5e25)

#### EDIT
I tried to launch the editor with the console view, and here is the output. The warnings appear, then the editor crashes a few seconds later.
![image](https://github.com/godotengine/godot/assets/39374422/7e8283b1-8293-459a-860e-68ef2cbaaf3c)

### Minimal reproduction project

I am not yet sure what would be "minimal" to cause the bug yet. Happy to ship the project as an archive if needed.
Repository: flutter
Issue: Improve iOS Simulator check in `flutter doctor`
Labels: P2,team-ios,triaged-ios

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

1. Install Xcode 15.0
2. Select it with `sudo xcode-select --switch /path/to/Xcode-15.0`
3. Run `xcodebuild -downloadPlatform iOS`
4. Install Xcode 15.1
5. Select it with `sudo xcode-select --switch /path/to/Xcode-15.1`
6. Run `flutter doctor`

`flutter doctor` does not error, but I believe it should since the correct simulator for Xcode 15.1 has not been downloaded and installed yet.

We added a check with Xcode 15 to check if the iOS 17 simulator was installed (https://github.com/flutter/flutter/pull/131795). At the time, I wasn't sure how to validate if it was the correct version required so I decided just to make sure the major version was correct. Now that we have more versions of Xcode 15 and iOS 17 out, we can experiment to make this more reliable.

I discovered the command `xcrun simctl runtime match list -j` shows the preferred iOS build version. I think we could use this to compare about the list of available runtimes to ensure the correct one is available.

I think we can also improve this error message to provide instructions to install simulator: 
https://github.com/flutter/flutter/blob/8fe4e35ace84a68b7e2da7c8b531166d55cfe1df/packages/flutter_tools/lib/src/macos/xcode_validator.dart#L115


### Actual results

`flutter doctor` should show error when Simulator needed for Xcode to run is missing.

### Logs

<details>
<summary>Logs</summary>

```console

<!-- Paste your logs here -->

```

</details>


### Flutter Doctor output

<details>
<summary>Doctor output</summary>

```console

[!] Flutter (Channel master, 3.18.0-1.0.pre.29, on macOS 13.6.1 22G313 darwin-arm64, locale en)
[✗] Android toolchain - develop for Android devices
    ✗ Unable to locate Android SDK.
      Install Android Studio from: https://developer.android.com/studio/index.html
      On first launch it will assist you in installing the Android SDK components.
      (or visit https://flutter.dev/docs/get-started/install/macos#android-setup for detailed instructions).
      If the Android SDK has been installed to a custom location, please use
      `flutter config --android-sdk` to update to that location.

[✓] Xcode - develop for iOS and macOS (Xcode 15.1)
[✓] Chrome - develop for the web
[!] Android Studio (not installed)
[✓] VS Code (version 1.84.1)
[✓] Connected device (2 available)
[✓] Network resources

```

</details>
Repository: next.js
Issue: Error using server actions in a NodeJS custom server
Labels: bug

### Link to the code that reproduces this issue

https://github.com/HenriqueLimas/next-server-action-issue

### To Reproduce

1. Use a custom server implementation (with express for example)
2. Have a middleware in the custom implementation that reads the `req` readable stream (Like [formidable](https://www.npmjs.com/package/formidable))
3. Have a server action implemented in a form
4. Trigger the action by submitting the form

### Current vs. Expected behavior

**Current**
The following error is shown: `Error: Unexpected end of form`

**Expected**
The action is executed successfully

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 21.6.0: Wed Oct  4 23:56:02 PDT 2023; root:xnu-8020.240.18.704.15~1/RELEASE_ARM64_T6000
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: 8.10.0
Relevant Packages:
  next: 14.0.3
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: N/A
  typescript: N/A
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

On NodeJS env the error is throw by busboy during [decoding](https://github.com/vercel/next.js/blob/141dbb2663c2f7605df9a19af2ed5154e7b6c881/packages/next/src/server/app-render/action-handler.ts#L469). 
This is because the readable stream was already closed by previous middlewares/code logic and the logic as of now assumes that the readable stream is still open. Ideally there should be a different case when the readableStream is completed already. Maybe using some info form NextInternalRequestMeta