sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: TileMap's GetLocalMousePosition() offsets inside ViewportContainer
Labels: bug,topic:input,topic:2d

### Tested versions

- Reproducible in: v3.5.3 mono stable (latest) as well as v3.5.2 mono stable

### System information

Ubuntu 22.04.4 6.5.0-35-generic

### Issue description

Here, I am trying to create 2 sections, the game on the left side (inside a ViewportContainer) and GUI side panel on the right side.

The values of GetLocalMousePosition() in point A and C should remain the same after the window is resized. This works as intended when the TileMap is on the main Viewport. However, if I wrap the TileMap inside the ViewportContainer, the value offsets unpredictably.

![image](https://github.com/godotengine/godot/assets/67568192/9f132f4e-36c7-4ec3-b7a8-d9b72fa0bfd1)

Note: I am not sure if this is a bug

### Steps to reproduce

1. Create a new project with 2D stretch mode and keep aspect.
2. Create the following Main Scene Tree:
   ```
   - HBoxContainer (script)
          - ViewportContainer
              - Viewport
                  - TileMap
          - Control
              - ColorRect
              - Label
   ```
3. Print the coordinate of the GetLocalMousePosition() of the TileMap whenever a LMB is triggered.

### Minimal reproduction project (MRP)

[godot_test_map.zip](https://github.com/user-attachments/files/15935873/godot_test_map.zip)
Repository: ant-design
Issue: Modal Close Button aria-label Not Correctly Translated for "de" Locale
Labels: help wanted,Inactive,⌨️ Accessibility,unconfirmed

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/vitejs-vite-pdnyb2?file=src%2FApp.tsx)

### Steps to reproduce

1. Set the locale to "de" (German) using the ConfigProvider component.
2. Create a modal using the Modal component.
3. Open the modal and inspect the close button using the Chrome Accessibility panel or with NVDA screen reader hovering over the close button.
4. Check the aria-label attribute for the close button in the modal.
5. The aria-label is currently in English.

### What is expected?

When the locale is set to "de" (German), the aria-label for the modal close button should be translated correctly to German. For instance, the translation for "Close" in German is "Schließen". Therefore, the aria-label should be "Schließen" instead of "Close".

Please fix this issue or add a feature that allows us to customize this text directly from the modal component.

![Modal UI](https://i.imgur.com/tp0Pj2q.png)

![Modal Chrome Html](https://i.imgur.com/7IcErq8.png)

![Modal Chrome Accessibility](https://i.imgur.com/doQoXIc.png)

In this images, the aria-label for the close button should be "Schließen" when the locale is set to "de".

### What is actually happening?

The aria-label for the modal close button is not translated when the locale is set to "de" (German).

| Environment | Info |
| --- | --- |
| antd | 5.17.4 |
| React | 18.3.1 |
| System | Windows 11 |
| Browser | Google Chrome 126.0.6478.61 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: PyTorch C++ API binary compiled with xmake crashes
Labels: needs reproduction,module: windows,module: cpp,triaged,needs design

### 🐛 Describe the bug

I want to try libtorch recently. But I found a small problem. Only for my computer. Please help take a look。

My C++code is as follows
```cpp
#include <iostream>
#include <torch/torch.h>


int main() {
    try {
        torch::manual_seed(0);
        auto random_tensor = torch::rand({4, 3, 384, 288});
        std::cout << "Random tensor shape: " << random_tensor.sizes() << std::endl;
    } catch (std::exception &e) {
        std::cout << e.what() << std::endl;
    }

    return 0;
}
```
Then I use xmake to compile. My compiled code is as follows：
```
-- set xmake minimum version
set_xmakever("2.7.3")

-- set common flags
set_languages("c++17")
set_warnings("more")


add_requires("cmake::Torch", {alias = "libtorch", system = true, configs = {shared=false, envs = {CMAKE_PREFIX_PATH = "D:/3rdparty/libtorch-win-shared-with-deps-2.3.1+cu118/libtorch"}}})
add_packages("libtorch")


add_rules("mode.debug", "mode.release")

target("manual_seed_test")
    set_kind("binary")
    add_files("src/*.cpp")

```
But when I finish compiling. Error will be reported during operation：
```
error: execv(D:\\test_code\\build\windows\x64\release\run_model.exe) failed(-1073741819)
```
When I comment out the following code//torch:: manual_seed (0);

Compile and run it, it's okay. May I ask what the problem is and how to solve it



### Versions

xmake version :xmake v2.7.3+HEAD.b35ff3118, A cross-platform build utility based on Lua
Copyright (C) 2015-present Ruki Wang, tboox.org, xmake.io

torch version: libtorch-win-shared-with-deps-2.3.1+cu118 

cc @peterjc123 @mszhanyi @skyline75489 @nbcsm @vladimir-aubrecht @iremyux @Blackhex @cristianPanaite @jbschlosser
Repository: godot
Issue: Possible issue in C# Garbage Collection behavior
Labels: bug,needs testing,topic:dotnet

### Tested versions

- Reproducible in 4.2.2-stable and 4.3-beta2. See linked issue for more info

### System information

Godot v4.2.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.5212) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

To keep it short, the full issue is actually described here 
https://github.com/TokisanGames/Terrain3D/issues/393 
and there is a possibility there is an underlying problem in how the GC is handling resources and gdextension data. I would love it if someone from the csharp team could give it a look and throw some ideas around.

### Steps to reproduce

Please see linked issue.

### Minimal reproduction project (MRP)

Please see linked issue.
Repository: neovim
Issue: normal mode "r" not indicated by ModeChanged, mode()
Labels: enhancement,needs:vim-patch

### Problem

pressing r in normal mode, mode(1) returns n

### Steps to reproduce

timer.lua

```
vim.opt.showmode = false

local timer = vim.uv.new_timer()
timer:start(0, 100, vim.schedule_wrap(function()
	vim.cmd('echo mode(1)')
	end))
```

test

```
abc
```

`nvim --clean -u timer.lua test`, and press r, the message is still n.

"ModeChanged" autocmd won't work in this situation.

### Expected behavior

mode(1) give different string than n

### Neovim version (nvim -v)

NVIM v0.10.0

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

not sure

### Operating system/version

6.9.5-arch1-1

### Terminal name/version

st 0.8.5

### $TERM environment variable

st-256color

### Installation

AUR
Repository: PowerToys
Issue: Quick preview info pop up
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

Peek

### Steps to reproduce

When I open selected files appears the popup info over the images. Is there any way to keep it from appearing?

![Senza titolo2](https://github.com/microsoft/PowerToys/assets/122782530/49e93295-0622-4a7e-83e9-74799097473c)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: react
Issue: [React 19] requestFormReset reports TypeError Cannot read properties of null (reading 'queue') on repeated form submissions
Labels: Type: Bug,React 19

## Summary

Hi, React team,

I've recently been trying the new form actions in React 19, I'm trying to reproduce a race condition with multiple form submissions in a short time. However, I occasionally get the error `TypeError
Cannot read properties of null (reading 'queue')` after a few consecutive submissions.

After some investigations, I'm able to create the minimal reproducing steps below:

1. Open [codesandbox.io/p/sandbox/confident-sky-8vr69k](https://codesandbox.io/p/sandbox/confident-sky-8vr69k)
```jsx
function App() {
  const formAction = async () => {
    await new Promise((resolve) => setTimeout(resolve, 3000));
  };

  return (
    <form action={formAction}>
      <input type="text" name="name" />
      <input type="submit" />
    </form>
  );
}

export default App;
```
2. Input "1" in the text field
3. Submit form
4. Within 3 seconds (before the Client Action resolved), submit the form again

Expected behavior:
Form fields resetted.

Actual behavior:
The page breaks reporting a TypeError below:
```
TypeError: Cannot read properties of null (reading 'queue')
requestFormReset$1
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:7001:74
eval
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:6956:15
startTransition
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:6908:27
startHostTransition
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:6948:7
listener
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:16008:21
processDispatchQueue
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:16066:17
eval
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:16665:9
batchedUpdates$1
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:2689:40
dispatchEventForPluginEventSystem
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:16221:7
dispatchEvent
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:20127:11
dispatchDiscreteEvent
https://gwprwq.csb.app/node_modules/react-dom/cjs/react-dom-client.development.js:20095:11
```

Am I missing anything? Thanks.
Repository: svelte
Issue: Whitespaces are not preserved in non-`pre` tags, even with `white-space; pre;` on.
Labels: documentation

### Describe the bug

Whitespaces are not preserved in non-`pre` tags, even with `white-space; pre;` on.

### Reproduction

Save this code in a classic `.html` file:

```html
<div><pre>A</pre></div>
<div><pre>    B</pre></div>
<div><code style="white-space: pre;">C</code></div>
<div><code style="white-space: pre;">    D</code></div>
```

Expected render:

```
A
    B
C
    D
```

Now save it in a `.svelte` component. Actual render:

```
A
    B
C
D <-- note missing whitespace
```

### Logs

_No response_

### System Info

```shell
System:
  OS: Windows 10 10.0.19044
Binaries:
  Node: 18.19.1
  npm: 9.6.4
Browsers:
  Edge: Chromium (126.0.2592.61)
npmPackages:
  svelte: ^4.2.7 => 4.2.18
```


### Severity

annoyance
Repository: godot
Issue: Godot crashes during launch when editor_settings.tres is corrupted
Labels: bug,discussion,topic:editor,crash

### Tested versions

4.3-beta2

### System information

Windows 10

### Issue description

After a crash, my editor_settings.tres file ended up being corrupted (full of NULs, see attachment). If I try to restart the editor, it will crash shortly after, displaying the following errors:
```
ERROR: C:/Users/.../AppData/Roaming/Godot/editor_settings-4.3.tres:1 - Parse Error:
at: open (scene/resources/resource_format_text.cpp:1056)
ERROR: Failed loading resource: C:/Users/.../AppData/Roaming/Godot/editor_settings-4.3.tres. Make sure resources have been imported by opening the project in the editor at least once.
at: (core/io/resourcer_loader.cpp:281)

========================================
CrashHandlerException: Program crashed with signal 11
[...]
[1] error(-1): no debug info in PE/COFF executable
[...]
```


### Steps to reproduce

Difficult to reproduce since it requires a crash that corrupts the editor_settings.tres file, but you can replace yours with the attached corrupt one, and then try launch the editor.

### Minimal reproduction project (MRP)

[editor_settings-4.3.zip](https://github.com/user-attachments/files/15936435/editor_settings-4.3.zip)
Repository: ui
Issue: [bug]: Shadcn UI drawer: disablePreventScroll={true} does not make the scroll bar appear and it's not scrollable
Labels: bug

### Describe the bug
Shadcn UI drawer: disablePreventScroll={true} does not make the scroll bar appear and it's not scrollable

I'm using the drawer from this example [https://codesandbox.io/p/devbox/drawer-direction-right-n338ml?file=%2Fapp%2Fmy-drawer.tsx%3A7%2C5-45%2C19](Sandbox)

I want the scroll bar to be scrollable but it's not working with disablePreventScroll={true}

### Affected component/components

Scrollbar

### How to reproduce

The example is in this sandbox

[https://codesandbox.io/p/devbox/drawer-direction-right-n338ml?file=%2Fapp%2Fmy-drawer.tsx%3A7%2C5-45%2C19](Sandbox)

### Codesandbox/StackBlitz link

https://codesandbox.io/p/devbox/drawer-direction-right-n338ml?file=%2Fapp%2Fmy-drawer.tsx%3A7%2C5-45%2C19

### Logs

_No response_

### System Info

```bash
Browsers
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: Can `DynMetadata` be made constructable?
Labels: T-libs-api,C-feature-request

Related tracking issue: https://github.com/rust-lang/rust/issues/81513

As of right now, the only way to get a `DynMetadata` is to call `ptr::metadata` on an existing pointer, which can create a chicken-and-egg problem. It could be useful to be able to get the metadata for a hypothetical trait object `Foo as Trait` as well, without first having to construct such a trait object. However, I don't know if this would be possible, and whether it would lead to soundness issues or have other undesired consequences.
Repository: next.js
Issue: Css and JS file not work when I deploy nextjs to vercel, I don't know what happened?
Labels: bug

### Link to the code that reproduces this issue

https://github.com/NikFranki/x-diff

### To Reproduce

1 install dependencies
```sh
pnpm install
```
2 deploy nextjs to vercel in production
```sh
vercel --prod
```

### Current vs. Expected behavior

Actually I want to use nextjs to build a doc website

here is my docs file structure
![image](https://github.com/vercel/next.js/assets/12709235/2aeddfdb-f039-4391-9077-a1ce9d06a901)

vercel.json
```js
{
  "version": 2,
  "builds": [
    {
      "src": "package.json",
      "use": "@vercel/next"
    }
  ],
  "routes": [
    {
      "src": "/(.*)",
      "dest": "/"
    }
  ],
  "env": {
    "NODE_OPTIONS": "--openssl-legacy-provider"
  }
}

```

next.config.js
```js
module.exports = {
  reactStrictMode: true,
};
```

pages is some basic react codes

when I local build and test, it's normal, the process is
```sh
pnpm build
```
```sh
pnpm start
```

here is local build(normal)
![image](https://github.com/vercel/next.js/assets/12709235/c8de660a-dd28-449b-ba3f-106250f00342)


here is  vercel deploied(abnormal)
![image](https://github.com/vercel/next.js/assets/12709235/86bde3e5-d1fc-42c8-9e85-242b1e5cc6d0)





### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: Core Intel Core i7
  Version: Darwin Kernel Version 12.7.5
Binaries:
  Node: 20.14.0
  npm: 10.7.0
  pnpm: 8.9.2
Relevant Packages:
  next: 14.2.4
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 4.9.5
Next.js Config:
  output: module.exports = {
  reactStrictMode: true,
};
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

_No response_
Repository: pytorch
Issue: [ONNX][low pri] Move old (non-public) implementation into legacy/ and schedule for deprecation
Labels: module: onnx,low priority,triaged

This can wait
```[tasklist]
### Tasks
- [ ] torch/onnx/_internal/io_adapter.py
- [ ] torch/onnx/_internal/onnx_proto_utils.py
- [ ] torch/onnx/_internal/diagnostics
- [ ] torch/onnx/_internal/fx/op_validation.py
- [ ] torch/onnx/_internal/fx/serialization.py
- [ ] torch/onnx/_internal/fx/torch_export_graph_extractor.py
- [ ] torch/onnx/_internal/fx/decomposition_table.py
- [ ] torch/onnx/_internal/fx/decomposition_skip.py
- [ ] torch/onnx/_internal/fx/analysis/unsupported_nodes.py
- [ ] torch/onnx/_onnx_supported_ops.py
- [ ] torch/onnx/operators.py
- [ ] torch/onnx/verification.py
- [ ] torch/onnx/utils.py
```
Repository: godot
Issue: Borderless non-fullscreen windows with Wayland display server still have decorations
Labels: bug,platform:linuxbsd,topic:gui

### Tested versions

- Reproducible in 4.3 beta 2 mono

### System information

Godot v4.3.beta2.mono - Fedora Linux 40 (KDE Plasma) - Wayland - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (nvidia; 555.52.04) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

Probably really niche, but found this problem
On KDE Plasma 6, if I specify to use the Wayland display server, (non fullscreen) borderless windows are not borderless
I'm neither expert on Wayland nor know how is it being implemented in the engine, but maybe is it because on Wayland Display server it uses Server Side Decorations? I saw issues for Gnome users that had the opposite problem ( #89793 ) (probably because Gnome doesn't do SSD) so I thought it's that ?
![Screenshot_20240622_172142](https://github.com/godotengine/godot/assets/47696524/cea1ce6c-a4fc-4042-9eaf-8a0d4922472c)
![Screenshot_20240622_172236](https://github.com/godotengine/godot/assets/47696524/0959c309-338a-461c-b477-5137334fb33d)



### Steps to reproduce

- Project Settings > (Advanced settings) Display Server > Driver.linuxbsd : wayland
- Project Settings > Window > Borderless : On

### Minimal reproduction project (MRP)

Any new project
Repository: godot
Issue: RPC function breaks when using it right after giving visibility to a peer on a MultiplayerSynchronizer
Labels: bug,topic:multiplayer

### Tested versions

4.3.beta1

### System information

Windows 11 - Godot 4.3.beta1 - Forward+

### Issue description

This is a very weird and particular bug I found. I can't properly explain it so please skip to the Steps to it reproduce right away. It might come in handy just to open the minimal reproduction project.
IMPORTANT: the problem is at the main_scene.gd script. Or just search for "problem" in the scripts

Take into account that it only breaks for the client that is not the owner of the node. For the owner itself it works fine

These are the errors that appear:
```
E 0:00:05:0951   get_cached_object: ID 3 not found in cache of peer 1.
  <C++ Error>    Parameter "oid" is null.
  <C++ Source>   modules/multiplayer/scene_cache_interface.cpp:278 @ get_cached_object()

```

```
E 0:00:05:0951   process_rpc: Invalid packet received. Requested node was not found.
  <C++ Error>    Parameter "node" is null.
  <C++ Source>   modules/multiplayer/scene_rpc_interface.cpp:212 @ process_rpc()

```

### Steps to reproduce

1. Get into the debug options and run 3 games when pressing play.
2. Set one for the server and the other 2 as clients
3. Press, on the server, the button 1, 2 and 3 in succesion for an entity, then do it for the second one
4. You will notice that errors appear.
5. These errors wont pop up if you erase the line that has the comment line # PROBLEM


### Minimal reproduction project (MRP)
[minimal_project.zip](https://github.com/user-attachments/files/15937419/minimal_project.zip)
Repository: godot
Issue: 2D Physics Run on Seperate Thread Crash
Labels: bug,discussion,confirmed,topic:physics,crash,topic:2d

### Tested versions

- Reproducible in :
v4.3.beta2.mono.official.b75f0485b
v4.2.stable

### System information

Godot v4.3.beta2.mono - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.5222) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads)

### Issue description

When enabling  `Run on Seperate Thread` for Physics 2D, the game run from the editor crashes without *any* error. However, disabled it, the game runs perfectly fine.

Video below to demonstrate: https://youtu.be/VzHw3-da53U

Please let me know if there's any way I can get more logs/information about such crashes

### Steps to reproduce

Video demonstrating it:
https://youtu.be/VzHw3-da53U

Please let me know if there's any way I can get more logs/information about such crashes

### Minimal reproduction project (MRP)
[mrp (2).zip](https://github.com/user-attachments/files/16071995/mrp.2.zip)
Repository: pytorch
Issue: Upgrade dependencies MKL and Intel OpenMP to 2024.2.0
Labels: module: build,module: windows,triaged,enhancement,module: openmp,actionable

### 🚀 The feature, motivation and pitch

The latest build (version 2.3.1) seems to rely on `MKL & Intel OpenMP = 2021.4.0`, while their most recent versions are now 2024.2.0. 

When I habitually updated all my Python packages, these two dependencies were also upgraded to their latest versions (2024.2.0), and I found that PyTorch lost its ability to use the GPU (obviously). I assume the latest versions of these dependencies might offer slight performance improvements (though I haven't fact-checked this, sorry). Is it possible to build PyTorch with the newest versions of MKL and Intel OpenMP?

I understand this may not be a priority for the community, and I don't want to add more noise either. However, perhaps this could be considered as an enhancement plan for future implementation.

### Alternatives

_No response_

### Additional context

_No response_

cc @malfet @seemethere @peterjc123 @mszhanyi @skyline75489 @nbcsm @vladimir-aubrecht @iremyux @Blackhex @cristianPanaite
Repository: pytorch
Issue: The unexpected behavior of `argsort()`
Labels: triaged,module: sorting and selection,module: python frontend

### 🐛 Describe the bug

[argsort()](https://pytorch.org/docs/stable/generated/torch.argsort.html) works with 4 argument keywords as shown below:

```python
import torch

my_tensor = torch.tensor([7, 1, -5, 7, 9, -3, 0, -3])

torch.argsort(input=my_tensor, dim=0, descending=False, stable=False) # Works
# tensor([2, 5, 7, 6, 1, 0, 3, 4])
```

But `argsort()` doesn't work without 4 argument keywords as shown below:

```python
import torch

my_tensor = torch.tensor([7, 1, -5, 7, 9, -3, 0, -3])

torch.argsort(my_tensor, 0, False, False) # Error
```

> TypeError: argsort() takes from 2 to 1 positional arguments but 4 were given

In addition, `argsort()` works without 2 or 3 argument keywords as shown below:

```python
import torch

my_tensor = torch.tensor([7, 1, -5, 7, 9, -3, 0, -3])

torch.argsort(my_tensor, 0) # Works
torch.argsort(my_tensor, 0, False) # Works
# tensor([2, 5, 7, 6, 1, 0, 3, 4])
```

### Versions

```python
import torch

my_tensor = torch.tensor([7, 1, -5, 7, 9, -3, 0, -3])

torch.__version__ # 2.3.0+cu121
```

cc @albanD
Repository: godot
Issue: Toggling Erase mode in TileMap does not update cursor immediately
Labels: bug,topic:editor,topic:2d

### Tested versions

4.3 beta2 and earlier

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description


https://github.com/godotengine/godot/assets/2223172/0f34cdb5-53d6-43cd-86c1-736cb1fa3360



### Steps to reproduce

1. Create TileMapLayer with some TileSet
2. Select some tiles
3. While cursor is over the editor, press E to toggle Erase mode
4. Move mouse cursor by 0.0001 px

### Minimal reproduction project (MRP)

N/A
Repository: ui
Issue: [bug]:  missing diff highlight in data table sorting docs
Labels: bug

### Describe the bug

![image](https://github.com/shadcn-ui/ui/assets/71163609/f806c713-f7f7-45b2-8533-b00b7ff3b990)


### Affected component/components

Data Table

### How to reproduce

visit https://ui.shadcn.com/docs/components/data-table

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Microsoft Edge on Arch btw
```


### Before submitting

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