sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: _relayoutBoundary is more complex than it could be, and undocumented
Labels: framework,P3,team-framework,triaged-framework

The other day I started studying `RenderObject` and related code to understand how the rendering library tracks which objects need layout, and in particular just how the concept of "relayout boundary" works.

1. The `RenderObject._relayoutBoundary` property itself currently has no docs.  Having done the work to understand it, I'll send a PR to add some.
   → #150527

3. Then after staring at that code hard enough to be able to write docs for it, I realized that its logic could be simplified: instead of a `RenderObject? _relayoutBoundary` which points at the (ancestor that is the) nearest enclosing relayout boundary, we could track just a `bool? _isRelayoutBoundary` that says whether this render object itself is a relayout boundary.
   → #150905

5. Further, after switching from a `RenderObject?` to a `bool?`, it becomes possible to skip walking the tree to update the property on layout.  For example in A--B--[big subtree] where A is the relayout boundary, if in laying out B we decide that B is now a relayout boundary, we currently need to walk the whole subtree to update all the descendants to point to B instead of A.  But if each of those nodes instead records only that it itself isn't a relayout boundary, then that fact didn't change and there's no need for the walk.

   Skipping those walks is enough to get a small but measurable performance win: in a microbenchmark with a linear tree of 4000 nested objects, measured on a Pixel 8, it reduces the total time to compute each frame by about 41%, or in absolute terms a bit over 0.1ms per frame.  So I plan to send follow-up PRs to do that.

   → for the benchmarks, #150539

6. After that, there are a couple of further simplifications I have my eye on.  We walk the tree on `dropChild`, and I think that becomes unnecessary; cutting that makes another measurable performance win.

7. Finally, the logic mostly treats `null` the same as `false`.  (Already on main, where it's in terms of `_relayoutBoundary`, it mostly treats null the same as non-null values other than `this`.)  So I'd like to collapse that distinction and make it just a `bool`; or else understand more crisply why the distinction should remain, and then document that.
Repository: go
Issue: internal/trace/v2: TestTraceGCStress/AllocFree failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "internal/trace/v2" && test == "TestTraceGCStress/AllocFree"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8747926813938768561)):

    === RUN   TestTraceGCStress/AllocFree
        reader_test.go:112: unexpected error while reading the trace: no frequency event found
        trace_test.go:596: found bad trace; dumping to test log...
        trace_test.go:597: dumping trace: invalid event type: 0
    --- FAIL: TestTraceGCStress/AllocFree (1.26s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Editor hangs/crash when previewing a `Camera3D` with scale approaching 0
Labels: bug,needs testing,topic:3d

### Tested versions

v4.3.beta.custom_build [1ce6df7087113a61491567f3ac55561d5688e2a8]

### System information

Godot v4.3.beta (5833f5978) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.4633) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

### Issue description

The editor hangs when sliding a `Camera3D` scale close to zero and infinitely spawns these errors in the console when using vulkan:
```cmd
ERROR: Unable to acquire framebuffer.
   at: (servers\rendering\rendering_device.cpp:3503)
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: RenderingDeviceDriverVulkan::command_queue_execute_and_present (drivers\vulkan\rendering_device_driver_vulkan.cp)
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: RenderingDeviceDriverVulkan::command_queue_execute_and_present (drivers\vulkan\rendering_device_driver_vulkan.cp)
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: RenderingDeviceDriverVulkan::fence_wait (drivers\vulkan\rendering_device_driver_vulkan.cpp:2066)
```
It crashes if using the d3d12 driver.

### Steps to reproduce

* Select a `Camera3D` and `Preview` in the 3D viewport.
* Slice the camera's scale to zero

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: magnifier multiple monitore
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

The idea is that Powertoys will add a function to the built-in screen magnifier. Powertoys will enable the feature for the use of multiple monitors in fullscreen mode, allowing the user to zoom each monitor individually.

In the current version of the magnifier, if you zoom with multiple monitors, all monitors zoom into the same area. With this new feature, only the monitor where the mouse is currently active will zoom. It can detect the mouse and zoom the monitor where the mouse is currently active.

### Scenario when this would be used?

It can be beneficial for many people with visual impairments who have to use the built-in magnifier. I use external software like ZoomText for this purpose. While this software includes the feature, it is expensive, requires a paid upgrade with each OS update, and is often laggy and resource-intensive.

For my work and personal use, I switched to an ultrawide display and use the built-in magnifier because it is good enough.

If this feature is added, it will be possible to work on multiple monitors and enhance multitasking.

### Supporting information

_No response_
Repository: ui
Issue: [bug]: Problem While Installing SHADCN on NextJS 15
Labels: bug

### Describe the bug

Problem While Installing SHADCN on NextJS 15

### Affected component/components

Installation

### How to reproduce

1. Install NextJS with v 15
2. Try to install shadcn

### Codesandbox/StackBlitz link

https://github.com/SH20RAJ/article

### Logs

```bash
shaswatraj@Sh article % npx shadcn-ui init       
Need to install the following packages:
shadcn-ui@0.8.0
Ok to proceed? (y) y

✔ Which style would you like to use? › Default
✔ Which color would you like to use as base color? › Slate
✔ Would you like to use CSS variables for colors? … no / yes

✔ Writing components.json...
✔ Initializing project...
⠦ Installing dependencies...Command failed with exit code 1: npm install tailwindcss-animate class-variance-authority clsx tailwind-merge lucide-react
npm error code ERESOLVE
npm error ERESOLVE unable to resolve dependency tree
npm error
npm error While resolving: article@0.1.0
npm error Found: react@19.0.0-rc-f994737d14-20240522
npm error node_modules/react
npm error   react@"19.0.0-rc-f994737d14-20240522" from the root project
npm error
npm error Could not resolve dependency:
npm error peer react@"^16.5.1 || ^17.0.0 || ^18.0.0" from lucide-react@0.395.0
npm error node_modules/lucide-react
npm error   lucide-react@"*" from the root project
npm error
npm error Fix the upstream dependency conflict, or retry
npm error this command with --force or --legacy-peer-deps
npm error to accept an incorrect (and potentially broken) dependency resolution.
npm error
npm error
npm error For a full report see:
npm error /Users/shaswatraj/.npm/_logs/2024-06-20T01_13_53_671Z-eresolve-report.txt
npm error A complete log of this run can be found in: /Users/shaswatraj/.npm/_logs/2024-06-20T01_13_53_671Z-debug-0.log
shaswatraj@Sh article %
```


### System Info

```bash
Mac,Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: PowerToys
Issue: powertoy run crash
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

[PowerToysReport_2024-06-20-10-27-25.zip](https://github.com/user-attachments/files/15907634/PowerToysReport_2024-06-20-10-27-25.zip)


### ✔️ Expected Behavior

powertoy can be used normally

### ❌ Actual Behavior

it crashed

### Other Software

plugin everything
Repository: ollama
Issue: Set the encoding for API responses
Labels: feature request,api

Is it possible to set the encoding for API responses? I have integrated Ollama into a platform where it is not possible to change the encoding from 'UTF-16 LE BOM'. Therefore, I would like Ollama to respond to API calls in this encoding.
Repository: neovim
Issue: misleading information filetype.txt help doc
Labels: documentation

### Problem

The filetype section (filetype.txt) of the Neovim reference manual references the sourcing of the filetype.vim file in addition to the filetype.lua file.   However, this filetype.vim file was removed a couple of years ago.  Technically, I suppose this text is correct because the ex_filetype() function does in fact try to load that file even if it doesn't exist in Neovim's distribution.  However, I was curious if ex_filetype still sources that file on purpose for backwards compatibility (in case the user has a filetype.vim file in her runtime path). Can we use this opportunity to remove that reference and only source the filetype.lua file.

If we choose to keep sourcing filetype.vim I think it would be more accurate for the Neovim reference manual to explain that Neovim no longer ships with that file but it is still loaded for backwards compatibility in case it exists in the users Neovim  runtime path.

Also, one of the primary reasons I'm opening this request is that I thought it was cool that Neovim detected  my filetype from a shebang line in a file without an extension.  It wasn't clear from the reference manual how this was implemented.  I went on this journey to figure it out, was slightly misdirected by the missing filetype.vim file, and then eventually figured out how filetype.lua and vim.filetype.detect implemented this logic. 

I'd like to add some missing details to this section of the reference manual like:
1. StdinReadPost, in addition to the BufRead, BufNewFile events, is a third event that the filetype detection function is associated with
2. If the filetype detection function doesn't get hints from the name or extension of the file it will try to determine the filetype from shebang line and lastly from the other contents of the file.
3. The ftdetect/*.{vim,lua} files in the user's runtime path are sourced after the aforementioned autocommand is established.
4. Next an autocmd that sources the the scripts.vim file in the user's runtime path is sourced.

I can write up a proposal for this text that's a little more specific. However, first I wanted some guidance on why the code was still sourcing the filetype.vim file and whether the reference manual should more accurately describe the origin and nature of that file.

### Steps to reproduce

N/A

### Expected behavior

N/A

### Neovim version (nvim -v)

0.10.0

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

N/A

### Operating system/version

N/A

### Terminal name/version

N/A

### $TERM environment variable

N/A

### Installation

N/A
Repository: PowerToys
Issue: Mouse utilities / Find my mouse
Labels: Needs-Triage

### Description of the new feature / enhancement

I suggest to add a feature allowing the user to modify the opacity Background color and Spotlight color separately.

### Scenario when this would be used?

Theresome we could use "Find my mouse" during training remote sessions to focus attention on a specific area of the screen.
For example, the screen could be black (opacity 100%) except the focused area that could stay completely visible (opacity 0%).

### Supporting information

_No response_
Repository: go
Issue: cmd/compile: inliner does not inline `binary.*Endian.Uint*` after many inlines in a big function
Labels: NeedsDecision,compiler/runtime

### Go version

go version devel go1.23-4f77a83589 Tue Jun 18 22:25:08 2024 +0000 linux/amd64

go version 1.22.4

go version 1.21.11

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/tmp/go-build'
GOENV='/home/hugo/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/hugo/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/hugo/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/home/hugo/k/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='local'
GOTOOLDIR='/home/hugo/k/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='devel go1.23-4f77a83589 Tue Jun 18 22:25:08 2024 +0000'
GODEBUG=''
GOTELEMETRY='local'
GOTELEMETRYDIR='/home/hugo/.config/go/telemetry'
GCCGO='/usr/bin/gccgo'
GOAMD64='v3'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/hugo/k/xxhash/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-build639006716=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Sorry for the huge reproducer, I couldn't minize well, I guess this has something to do with the caller aware inliner making poor decisions due to the function being huge.

```console
$ curl https://pastebin.com/raw/rpyZJMD6 > xxhash_slide.go
$ GOSSAFUNC=slide go build xxhash_slide.go
```

### What did you see happen?

```x86asm
 CALL encoding/binary.littleEndian.Uint64(SB)
```
```x86asm
 CALL encoding/binary.littleEndian.Uint32(SB)
```

### What did you expect to see?

I expect to see raw `MOVQ` and `MOVL` for `u64` and `u32` functions.
Note: the bounds check would be proven at compile time, making a call strictly inferior as there are no panic index branch from `binary.*`.
Repository: pytorch
Issue: interpolate nearest get values zero when outputs over 4G elements
Labels: module: nn,module: cuda,triaged,module: 64-bit,module: correctness (silent),module: interpolation

### 🐛 Describe the bug
```python
import torch

tin = torch.rand(1025, 1, 1024, 1024, device="cuda")  # ans is right if device is cpu
tout = torch.nn.functional.interpolate(tin.permute(0, 3, 1, 2), [2, 2048], None, 'nearest')
print(tout)
```

the output will be [1025, 2, 2048, 1024], and i assume this function will call "upsample_nearest2d_nhwc_out_frame" cuda kernel

### Versions

PyTorch version: 2.3.0+cu121
Ubuntu 22.04
glibc-2.35
python 3.10.12
CUDA runtime version 12.2.140
GPU: NVIDIA A100-PCIE-40GB
Nvidia driver version: 535.129.03

numpy 1.23.5
onnx 1.15.0
onnxruntime-gpu 1.17.1
torch_scatter=2.1.2+pt23cu121
torchaudio 2.3.0+cu121
torchvision 0.18.0+cu121
triton 2.3.0

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @ptrblck @msaroufim
Repository: react-native
Issue: codegen - javaPackageName is ignored with includesGeneratedCode and react-native codegen
Labels: Tech: Codegen,Type: New Architecture,Impact: Bug,Never gets stale

### Description

react-native codegen ignores javaPackageName in package.json/codeGenConfig/andorid/javaPackageName and uses `com.facebook.fbreact.specs`


### Steps to reproduce

See https://github.com/mfazekas/rn-codegen-javapackagename

See https://github.com/facebook/react-native/blob/2a6a895b17fdd4112349853e08a50c4c90886cb8/packages/react-native/scripts/codegen/generate-artifacts-executor.js#L454-L462



### React Native Version

0.74.2

### Affected Platforms

Runtime - Android

### Areas

Codegen

### Output of `npx react-native info`

```text
% npx react-native info
info Fetching system and libraries information...
System:
  OS: macOS 14.5
  CPU: (12) arm64 Apple M2 Max
  Memory: 118.64 MB / 32.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 18.20.2
    path: ~/.nvm/versions/node/v18.20.2/bin/node
  Yarn:
    version: 3.6.4
    path: ~/.nvm/versions/node/v18.20.2/bin/yarn
  npm:
    version: 10.5.0
    path: ~/.nvm/versions/node/v18.20.2/bin/npm
  Watchman:
    version: 2024.05.06.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.14.2
    path: /Users/boga/.rbenv/shims/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.5
      - iOS 17.5
      - macOS 14.5
      - tvOS 17.5
      - visionOS 1.2
      - watchOS 10.5
  Android SDK: Not Found
IDEs:
  Android Studio: 2024.1 AI-241.15989.150.2411.11948838
  Xcode:
    version: 15.4/15F31d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 20.0.1
    path: /usr/bin/javac
  Ruby:
    version: 2.7.8
    path: /Users/boga/.rbenv/shims/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.74.2
    wanted: 0.74.2
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: true
iOS:
  hermesEnabled: Not found
  newArchEnabled: false
```


### Stacktrace or Logs

```text
n/a
```


### Reproducer

https://github.com/mfazekas/rn-codegen-javapackagename/

### Screenshots and Videos

_No response_
Repository: pytorch
Issue: Questions about CVE-2024-31583 and CVE-2024-31580
Labels: module: docs,triaged,security

## Problem Description
Consistent with issue # 110289 and issue # 110441, which are resolved in version 2.2.0 and later. However, this issue is not fixed in versions earlier than 2.2.0. The two issues have two CVE vulnerabilities (CVE-2024-31583 and CVE-2024-31580) respectively. I hope that the corresponding problem will be fixed in versions below 2.2.0.

### #110289
Heap UAF found by fuzzing in torch/csrc/jit/mobile/interpreter.cpp. For more information about specific vulnerabilities, see:https://nvd.nist.gov/vuln/detail/CVE-2024-31583

### #110441
Heap underflow found by fuzzing in torch/csrc/jit/runtime/vararg_functions.cpp. For more information about specific vulnerabilities, see:https://nvd.nist.gov/vuln/detail/CVE-2024-31580

cc @svekars @brycebortree
Repository: godot
Issue: resource icon is not shown when saving it with custom extension
Labels: bug,topic:editor

### Tested versions

v4.3.beta1.mono.official [a4f2ea91a]

### System information

Windows 11

### Issue description

I build my custom resource loader and saver to have a custom extension.
When I now save my resource by the custom extension, the resource icon is not shown in the filesystem.

![image](https://github.com/godotengine/godot/assets/347037/f7990915-5173-4a9d-886a-053b3337dc7b)



### Steps to reproduce

Use the attached project and create a new resource from the `GeometryNodeGraphResource`
![image](https://github.com/godotengine/godot/assets/347037/8b5225fe-4d2f-4354-bbb8-91231677ab68)
- do save as `graph.npgh`
![image](https://github.com/godotengine/godot/assets/347037/65bf8ae9-541c-429d-b871-0776b4c90a46)
- do save as `graph.tres`
You can see the icon is only shown for the *.tres extension.
![image](https://github.com/godotengine/godot/assets/347037/9217625b-f166-41cd-b9d0-143482716667)


## Additional Info
On v4.2.2.stable.official [15073afe3] the custom resource load save is completely broken :(

![image](https://github.com/godotengine/godot/assets/347037/b2b69b88-fdf0-46f5-8de2-3bc0d6c1af13)

### Minimal reproduction project (MRP)

[fileicon.zip](https://github.com/user-attachments/files/15910660/fileicon.zip)
Repository: ollama
Issue: Add HelpingAI-9B in it 
Labels: model request

HelpingAI-9B is an advanced language model designed for emotionally intelligent conversational interactions. This model excels in empathetic engagement, understanding user emotions, and providing supportive dialogue.
Repository: godot
Issue: Can't change parent of a node that has MultiplayerSpawners embedded. Server crashes.
Labels: bug,crash,topic:multiplayer

### Tested versions

4.3.beta1

### System information

Windows 11 - Godot 4.3.beta1 - Forward+

### Issue description

Hello there, Sorry if I am reporting too many bugs for multiplayer issues. If I'm mistaken in what I've seen so far please let me know, but I haven't found a way to get to this specific goal, which is, to have a synchronized Entity through MultiplayerSpawners, and also have that Entity synchronize some of its children through MultiplayerSpawners too.

Thank you for your patience!

### Steps to reproduce

1. Make a main scene and add 2 nodes A and B as siblings to it. Each of them will synchronize the same scene through MultiplayerSpawners.
2. Create the empty Node scene D.
3. Create the scene C with a MultiplayerSpawner node that synchronizes the child scene D.
4. Run the game.
5. Connect server and client.
6. Instantiate C in A on the server, there is no need to instantiate the children.
7. Try to A.remove_child(C) and then B.add_child(C)
8. Server crashes

### Minimal reproduction project (MRP)

[minimal-project.zip](https://github.com/user-attachments/files/15910876/minimal-project.zip)
Repository: opencv
Issue: OpenCV.js does not work from a web worker if WASM threads are enabled
Labels: bug,category: javascript (js),community help requested

### System Information

emscripten 3.1.57, or latest git version. So far, nothing really shows that the problem comes from emscripten.
tested in WSL2 environnement on Windows 11, Ubuntu 22.04.4 LTS distribution

### Detailed description

OpenCV.js does not work for me when built with WASM threads enabled (`--threads` option active) and used in a web worker. The two conditions must be met.

### Steps to reproduce

Build opencv.js using the following commands:

```
$ git clone https://github.com/opencv/opencv.git
$ git checkout 4.10.0 # optional, I also tried latest version
$ emcmake python3 ./opencv/platforms/js/build_js.py build_wasmthreads --build_wasm --threads
```

Make sure SharedArrayBuffer is enabled regardless of cross-origin header status, to be on the safe side ; for this, I use `--enable-features=SharedArrayBuffer` on Chrome.

Now try the following:

Case 1)

- load opencv.js in a web page using a `<script>` tag
- `await cv;` This line of code will succeed.

Case 2)

- load opencv.js in a web worker using `importScripts()`.
- `await cv;` This line of code will fail with the following error:

> Refused to execute script from 'http://localhost/undefined' because its MIME type ('text/html') is not executable, and strict MIME type checking is enabled

OpenCV.js will always work fine when WASM threads are disabled (--threads option not used).

Shall a specific emscripten version be used for WASM threads to work in web workers?

### 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: rust
Issue: Associated constants used in equality constraints should be considered as used
Labels: A-lints,T-compiler,F-associated_const_equality,L-dead_code

### Code

```Rust
#![feature(associated_const_equality)]

trait Tr {
    const I: i32;
}

impl Tr for () {
    const I: i32 = 1;
}

fn foo() -> impl Tr<I = 1> {}

fn main() {
    foo();
}
```


### Current output

```Shell
warning: associated constant `I` is never used
 --> src/main.rs:4:11
  |
3 | trait Tr {
  |       -- associated constant in this trait
4 |     const I: i32;
  |           ^
  |
  = note: `#[warn(dead_code)]` on by default

warning: `playground` (bin "playground") generated 1 warning
```
```


### Desired output

```Shell
No warning.
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Rust Version

```Shell
Build using the Nightly version: 1.81.0-nightly
(2024-06-19 d8a38b00024cd7156dea)
```


### Anything else?

_No response_