sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: Python
Issue: Project Euler prohibits sharing answers to problems 101 and after
Labels: awaiting triage

### What would you like to share?

> I learned so much solving problem XXX, so is it okay to publish my solution elsewhere?
>
> It appears that you have answered your own question. There is nothing quite like that "Aha!" moment when you finally beat a problem which you have been working on for some time. It is often through the best of intentions in wishing to share our insights so that others can enjoy that moment too. Sadly, that will rarely be the case for your readers. Real learning is an active process and seeing how it is done is a long way from experiencing that epiphany of discovery. Please do not deny others what you have so richly valued yourself.
>
> However, the rule about sharing solutions outside of Project Euler does not apply to the first one-hundred problems, as long as any discussion clearly aims to instruct methods, not just provide answers, and does not directly threaten to undermine the enjoyment of solving later problems. Problems 1 to 100 provide a wealth of helpful introductory teaching material and if you are able to respect our requirements, then we give permission for those problems and their solutions to be discussed elsewhere.

https://projecteuler.net/about

Therefore, the code to problem 101 and after should be deleted.


### Additional information

_No response_
Repository: godot
Issue: low_processor_usage_mode increases CPU usage on empty scene
Labels: bug,topic:editor,needs testing

### Tested versions

4.4dev7

### System information

Godot v4.4.dev7 - Windows 10 (build 19045) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - AMD Radeon RX 6800 (Advanced Micro Devices, Inc.; 32.0.12033.1030) - AMD Ryzen 5 7600X 6-Core Processor (12 threads)

### Issue description

Turning "Low Processor Mode" on in the project settings increases the CPU usage of an empty scene.

Before enabling:
![Image](https://github.com/user-attachments/assets/c3e2e497-4a83-4830-b973-946aedb9e995)

After enabling:
![Image](https://github.com/user-attachments/assets/1e3f6afe-ad3f-4b3e-a9e6-e8d2ed47c024)

In case it affects anything, I have a 240hz monitor.

### Steps to reproduce

Test an empty scene with and without low processor mode enabled, check process CPU usage.

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Problem with anchor $ in the search-replace menu on a corner case
Labels: bug,search

Hi,

Sorry in advance it's a corner case but I ran into this problem when I wanted to make a "trim" of all my files in my working directory.

Does this issue occur when all extensions are disabled?: Yes

- VS Code Version: 1.96.2 (fabdb6a30b49f79a7aba0f2ad9df9b399473380f, x64)
- OS Version: Ubuntu 22.04.5 LTS

## Steps to Reproduce
 
In my `/tmp/test/` directory, I have this:

```sh
$ cd /tmp/test/

$ ls -la
total 52
drwxrwxr-x  2 flaf flaf  4096 Jan  3 03:09 ./
drwxrwxrwt 18 root root 40960 Jan  3 03:11 ../
-rw-rw-r--  1 flaf flaf     4 Jan  3 03:13 f

# f is a file which contains the characters 1, a, a, a and that's all. No \n character at the end of file.
$ echo -n 1aaa > f

$ od -c f
0000000   1   a   a   a
0000004

# Just in case.
$ sha1sum f
a2cf0d12061ff31135c431770b3c78b73a1586f6  f
```

### 1. The normal case (to me)

I open the file `f` like this:

```sh
$ code --disable-extensions f
```
Then I make this search/replace:
* pattern: `$(?!\n)` with regex enabled. <= to me it's the anchor "end of file".
* replace all by `REPLACE\n`.
* I save and quit vscode.

Here is the result:

```sh
$ cat f
1aaaREPLACE

$ od -c f
0000000   1   a   a   a   R   E   P   L   A   C   E  \n
0000014

$ sha1sum f
e519a419f0563b6206c7cfb923a48a3b339857f6  f
```

To me it's OK. `REPLACE\n` has been added at the end of the file `f`.

### 2. Now, the strange case (to me)

First I rewrite the file `f` to its initial state:

```sh
$ echo -n 1aaa > f

$ od -c f
0000000   1   a   a   a
0000004

$ sha1sum f
a2cf0d12061ff31135c431770b3c78b73a1586f6  f
```
Then I do exactly the same process, except I launch vscode like this:

```sh
# The argument is "." (not f), ie my working directory /tmp/test/ which just contains f.
$ code --disable-extensions .
```

Then I make exactly the same search/replace:

* pattern: `$(?!\n)` with regex enabled. <= to me it's the anchor "end of file".
* replace all by `REPLACE\n`.
* I save and quit vscode.

And here is the result:

```sh
$ cat f
REPLACE
aaa

$ od -c f
0000000   R   E   P   L   A   C   E  \n   a   a   a  \n
0000014

$ sha1sum f
a6a80a922d25d514684489409a3269ca62becaf4  f
```

Voilà. Hope it's clear. I admit that the bug (if it is) isn't huge, but it's strange. :)
Repository: ui
Issue: [bug]:  something went wrong while using this : npx shadcn@latest add calendar
Labels: bug

### Describe the bug

link-to-any@192 aakkaa-main % npx shadcn@latest add calendar

✔ Checking registry.
⠧ Installing dependencies.
Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

Command failed with exit code 1: npm install react-day-picker@8.10.1 date-fns @radix-ui/react-slot
npm error code ERESOLVE
npm error ERESOLVE unable to resolve dependency tree
npm error
npm error While resolving: twin-wallet@0.0.0
npm error Found: date-fns@4.1.0
npm error node_modules/date-fns
npm error   date-fns@"^4.1.0" from the root project
npm error
npm error Could not resolve dependency:
npm error peer date-fns@"^2.28.0 || ^3.0.0" from react-day-picker@8.10.1
npm error node_modules/react-day-picker
npm error   react-day-picker@"8.10.1" 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/link-to-any/.npm/_logs/2025-01-03T02_52_59_360Z-eresolve-report.txt
npm error A complete log of this run can be found in: /Users/link-to-any/.npm/_logs/2025-01-03T02_52_59_360Z-debug-0.log

### Affected component/components

calender

### How to reproduce

i dont know

### Codesandbox/StackBlitz link

ok

### Logs

_No response_

### System Info

```bash
macbook
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Saving a plugin while the game is running and the await keyword was used causes a plethora of engine errors.
Labels: bug,topic:gdscript,topic:editor

### Tested versions

Tested in 4.3.stable

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 SUPER (NVIDIA; 32.0.15.6636) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads)

### Issue description

Whenever I edit a autoload script loaded by a plugin (like adding a print statement) while the game is running and I hit ctrl+s, the engine seems to break. This only happens if I create an await for a timer to timeout (see script below) and the script is an autoload. Here are a few of the errors that have happened:

- Internal script error! Opcode: 0 (please report)
- Stack Underflow (Engine Bug)
- Game just crashes with no debug after a few seconds.
- Bad address index (stack frames show one frame with this broken text: "0 - :21 - at function: ").
- Invalid assignment of property or key " with value of type 'Node2D (script.gd)' on a base object of type 'Node2D (script.gd)'.

Yes I know this bug is extremely specific but it's still weird, plus one of the errors says please report.

### Steps to reproduce

1. Create a plugin.
2. Create a new script in the plugins folder (the autoload) and put this script in there:
```
extends Node2D

func _ready() -> void:
	while true:
		await get_tree().create_timer(0.1).timeout

func test() -> void:
	print("hello!")
	pass
```
3. In the plugin script put this code in: 
```
@tool
extends EditorPlugin


func _enter_tree() -> void:
	# Initialization of the plugin goes here.
	pass

func _enable_plugin() -> void:
	add_autoload_singleton("test", "path-to-autoload")

func _disable_plugin() -> void:
	remove_autoload_singleton("test")

func _exit_tree() -> void:
	# Clean-up of the plugin goes here.
	pass
```
4. Run the game (with a basic scene with just a Node2D or something in it)
5. Delete the print statement and save the script.
6. Something bad will probably happen.

### Minimal reproduction project (MRP)

N/A
Repository: tensorflow
Issue: The test case label_image .py of tensorflow2.4.1 source code fails to be execued.
Labels: type:bug,TF 2.4

### Issue type

Bug

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

Yes

### Source

source

### TensorFlow version

2.4.1

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

3.7.12

### Bazel version

3.7

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

The test case label_image.py fails to be executed,and the message "module 'tensorfle' has no attribute 'GrapDef'" is displayed.
![image](https://github.com/user-attachments/assets/e4b7b56d-2589-41fe-8395-1743c941dd49)


### Standalone code to reproduce the issue

```shell
import tensorflow as tf
graph_def = tf.GraphDef()
```


### Relevant log output

_No response_
Repository: godot
Issue: WorldEnvironment `Glow > Bloom` effects Editor Gizmo/Origin
Labels: topic:rendering,topic:editor,topic:3d

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Android - GLES3 (Compatibility) - Adreno (TM) 610 -  (8 Threads)

### Issue description

WorldEnvironment `Glow > Bloom` also effect the Editor Gizmo/Origin. It glows like neon lite.

![Image](https://github.com/user-attachments/assets/3be83514-b98a-47ba-9adc-352be3fb7a9e)


### Steps to reproduce

In Compatibility Renderer
- And WorldEnvironment
- Turn On Glow
- Set Intensity to 8
- Set the Bloom to 1


### Minimal reproduction project (MRP)
(Updateded)
[glow-test.zip](https://github.com/user-attachments/files/18297565/glow-test.zip)
Repository: opencv
Issue: imgcodecs: (5.x) drop bundled OpenEXR
Labels: category: imgcodecs,category: 3rdparty,cleanup

### Describe the feature and motivation

(I'm sorry if new road map to drop bundled OpenEXR had been ready )

Currently OpenEXR supports CMake building system. It is very easy to install in user system. I think now is good timing to drop OpenEXR from 3rdparty source from 5.x branch. 
(At 4.x branch, I hope it is better to keep bundled OpenEXR continuously. )

After drop bundled OpenEXR,  we can run OpenEXR test on CI without any environment settings for building and executing runtime.

https://github.com/opencv/opencv/pull/21324#issuecomment-1305925279

> OpenEXR becomes a large third party library.
> We are going to drop it from 3rdparty source directory (still no roadmap yet).
>
> Consider building OpenEXR separately and use it in OpenCV like any other generic external library. OpenEXR 3.0+ is supported through find_package(OpenEXR), older version through include/libs directories.



### Additional context

_No response_
Repository: PowerToys
Issue: Virtual Desktop Improvements: 2D movement, separate per-monitor virt desktops
Labels: Needs-Triage

### Description of the new feature / enhancement

The built-in virtual desktops in Win 10+ function well enough, but lack some features that make them useful. I say this with Linux virtual desktops in mind where I could have a "grid" arrangement of 9 virtual desktops, which is unwieldy when you can only access them left-to-right.



### Scenario when this would be used?

Not having two-dimensional arrangement is almost unforgivable-- for me, it's a make or break. It's not that I have nine desktops worth of things going on, it's that each desktop can contain windows related just to a particular thing, which helps me a lot with distraction. For example, desktop 5 (number the 3x3 grid from top left across), which is in the middle, allows me to be one keypress away from Quick Lookup, Task Management, Reference Docs, and Chat Apps, and two keypresses from anything else. With the existing Windows style, it doesn't even make sense to try and organize these unnamed, sequential desktops.

The other option is a feature in another program that started to make sense-- separate virtual desktops *per monitor*. Even without the 2D arrangement, having functions limited by monitor could mean that I only have, say, two v. desktops for each monitor, in which case they wouldn't need better arrangement or identification.

### Supporting information

Hopefully, y'all know what I'm talking about already...
Repository: flutter
Issue: Suffix in TextFormField affect the vertical alignment of the text.
Labels: a: text input,framework,has reproducible steps,P2,team-text-input,triaged-text-input,found in release: 3.27,found in release: 3.28

### Steps to reproduce

```dart

class InputPage extends StatefulWidget {
  const InputPage({super.key});

  @override
  State<InputPage> createState() => _InputPageState();
}

class _InputPageState extends State<InputPage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Container(
        child: SingleChildScrollView(
          child: Column(
            children: <Widget>[
            
              Row(
                children: [
                  SizedBox(
                    width: 30,
                  ),
                  SizedBox(
                    width: 100,
                    height: 50,
                    child: TextFormField(
                      decoration: InputDecoration(suffix: Icon(Icons.abc)),
                    ),
                  ),
                  SizedBox(
                    width: 10,
                  ),
                  SizedBox(
                    width: 100,
                    height: 50,
                    child: TextFormField(
                      decoration: InputDecoration(),
                    ),
                  ),
                ],
              ),
            ],
          ),
        ),
      ),
    );
  }
}

``` 

### Expected results

I hope only icons drawn with suffix will be drawn.

### Actual results

TextFormField with suffix changes the height of the text.

### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]
<img width="239" alt="스크린샷 2025-01-03 오후 2 12 41" src="https://github.com/user-attachments/assets/3da0325c-3401-45e5-a046-e8aa29ae873e" />


</details>


### Logs

<details open><summary>Logs</summary>

```console
none
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[✓] Flutter (Channel stable, 3.24.3, on macOS 15.2 24C101 darwin-arm64, locale ko-KR)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 16.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2024.2)
[✓] IntelliJ IDEA Ultimate Edition (version 2024.2.3)
[✓] Connected device (4 available)
    ! Error: Browsing on the local area network for 김민진의 iPhone. Ensure the device is unlocked and attached with a cable or associated with the same local area network as this Mac.
      The device must be opted into Developer Mode to connect wirelessly. (code -27)
[✓] Network resources

```

</details>
Repository: tauri
Issue: [bug] window outer size is not correct since v2.1.1
Labels: type: bug,status: needs triage

### Describe the bug

While creating the main WebviewWindow with the following snippet, it works well on Windows.
```
let main_window = tauri::WebviewWindowBuilder::new(
      app_handle,
      "main",
      tauri::WebviewUrl::default(),
  )
  .fullscreen(false)
  .maximizable(false)
  .resizable(false)
  .visible(false)
  .title(app_handle.package_info().name.as_str())
  .position(0., 0.)
  .inner_size(330., 620.)
  .build()?;

let window_size = main_window.outer_size()?;
```
But on Linux(ubuntu 22.04), `main_window.outer_size()` returns (0,0). After some debug, it shows to be releted with `visible` config. It seems not to be able to get the window outer size before the window shows. It used to work before tauri v2.1.1. 

On MacOS, the WebviewWindow initial inner_size of 620 would include with the height of title bar.


### Reproduction

Please refer to the description section.

### Expected behavior

_No response_

### Full `tauri info` output

```text
Linux:

[✔] Environment
    - OS: Ubuntu 22.4.0 x86_64 (X64) (ubuntu on x11)
    ✔ webkit2gtk-4.1: 2.46.4
    ✔ rsvg2: 2.52.5
    ✔ rustc: 1.80.1 (3f5fd8dd4 2024-08-06)
    ✔ cargo: 1.80.1 (376290515 2024-07-16)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 20.10.0
    - yarn: 1.22.21
    - npm: 10.2.3

[-] Packages
    - tauri 🦀: 2.2.0
    - tauri-build 🦀: 2.0.4
    - wry 🦀: 0.48.0
    - tao 🦀: 0.31.0
    - tauri-cli 🦀: 1.3.1
    - @tauri-apps/api : 2.2.0
    - @tauri-apps/cli : 2.2.0

[-] Plugins
    - tauri-plugin-autostart 🦀: 2.2.0
    - @tauri-apps/plugin-autostart : 2.2.0
    - tauri-plugin-log 🦀: 2.2.0
    - @tauri-apps/plugin-log : 2.2.0
    - tauri-plugin-shell 🦀: 2.2.0
    - @tauri-apps/plugin-shell : 2.2.0
    - tauri-plugin-os 🦀: 2.2.0
    - @tauri-apps/plugin-os : 2.2.0
    - tauri-plugin-cli 🦀: 2.2.0
    - @tauri-apps/plugin-cli : not installed!
    - tauri-plugin-fs 🦀: 2.2.0
    - @tauri-apps/plugin-fs : 2.2.0
    - tauri-plugin-http 🦀: 1.0.0
    - @tauri-apps/plugin-http : not installed!
    - tauri-plugin-single-instance 🦀: 2.2.0
    - @tauri-apps/plugin-single-instance : not installed!

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:5173/
    - framework: Vue.js
    - bundler: Vite
```

MacOS:
```
[✔] Environment
    - OS: Mac OS 10.15.7 x86_64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.78.0 (9b00956e5 2024-04-29)
    ✔ cargo: 1.78.0 (54d8815d0 2024-03-26)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-apple-darwin (default)
    - node: 20.10.0
    - yarn: 1.22.4
    - npm: 10.2.3
```
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: tauri
Issue: [feat] allow to emit events on android MainActivity
Labels: type: feature request

### Describe the problem

I wanna to make my app reponsible to the config change. 

### Describe the solution you'd like

As per https://tauri.app/develop/plugins/develop-mobile/#plugin-events, the `trigger` function only works in plugins.  But the config change handler should be defined in `MainActivity`. 
```
<activity android:configChanges="orientation|keyboardHidden|keyboard|screenSize|locale|smallestScreenSize|screenLayout|uiMode">
</activity>

class MainActivity : TauriActivity() {
    override fun onConfigurationChanged(newConfig: Configuration) {
        ...
    }
}
```
Can we support `trigger` function in `MainActivity` as well?

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: kubernetes
Issue: [Feature-Request] : Need a more explicit node drain tracking mechanism.
Labels: needs-sig,needs-triage

Currently I noticed there is no dedicated drain API which could indicate a node is being drained. While there is an eviction API present, the drain operation is done through series of operations which blend with the regular cluster lifecycle events making it inaccurate to decide when a node is being actually drained. 
In our case, the unschedulable taint is not enough to guarantee that a node is drained. Watching for node events would not be the optimal solution at scale. 
It would be a good to have feature where a label is added to the nodes being drained. 

Thank you for considering the suggestion and would be happy to add any more information needed.
Repository: node
Issue: Provide a file system clock API (or platform specific clock API)
Labels: feature request

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

Sometimes comparing file system timestamp with "current time" is necessary. An example would be doing something like `make`.  
To make it reliable, this ""current time" should be get from a clock source that is compatible with file system.
- Windows has explicit APIs for file system time, for example:  
  https://learn.microsoft.com/en-us/windows/win32/api/sysinfoapi/nf-sysinfoapi-getsystemtimepreciseasfiletime  
  https://learn.microsoft.com/en-us/windows/win32/sysinfo/file-times  
- On Posix, I assume it is roughly `CLOCK_REALTIME`, and possibly around `CLOCK_REALTIME_COARSE` for linux.

Currently, node doesn't seem to have such API.
- `process.hrtime()` is a monotonic clock, which can drift from real time clock. (so it should be used even if the origin is synced with utc)
- `Date.now()` goes through a series of indrects and ends up with `v8/src/base/platform/time.cc: Time::Now()`,  
  which becomes `gettimeofday(timezone=null)` on linux, and an interpolated value between `(rebased) QueryPerformanceCounter()` and `GetSystemTimeAsFileTime()` on windows.


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

Add an API: `fs.hrtime()`, which uses:  
- `clock_gettime(CLOCK_REALTIME_COARSE)` on linux.
- Use accurate file system clock if possible, on other platforms.
- Fallback to libuv `uv_clock_gettime(UV_CLOCK_REALTIME)` otherwise,
  which ends up with `clock_gettime(CLOCK_REALTIME)` on posix, and `GetSystemTimePreciseAsFileTime()` on windows.

### What alternatives have you considered?

Add a explicit clock API, maybe under `process`, which doesn't imply that it is a file system clock.
Expose the relevant platform specific clock sources under it:  
- Posix `clock_gettime(CLOCK_REALTIME)`
- Linux `clock_gettime(CLOCK_REALTIME_COARSE)`
- Windows `GetSystemTimePreciseAsFileTime()`
Repository: godot
Issue: CodeEdit (TextEdit?) linewrap indentation is wrong if font hinting is set to "Normal"
Labels: bug,topic:gui

### Tested versions

4.4dev7

### System information

Godot v4.4.dev7 - Windows 10 (build 19045) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - AMD Radeon RX 6800 (Advanced Micro Devices, Inc.; 32.0.12033.1030) - AMD Ryzen 5 7600X 6-Core Processor (12 threads)

### Issue description

If font hinting is "normal" then the artificially indented wrapped text of a wrapping, wrap-indenting CodeEdit is misaligned with its parent line's indentation level.

![Image](https://github.com/user-attachments/assets/a2bfb666-1c33-4db9-b8ab-1330f57f85f9)

The issue goes away if subpixel positioning and rounding-remainders are both disabled.

![Image](https://github.com/user-attachments/assets/4f09b22a-fc3c-401f-a5bc-3e455b35c245)

Something similar happens regardless of hinting level if Subpixel Positioning is disabled but rounding-remainders is left enabled, but the version with rounding-remainders applies to unindented/unwrapped text too, but is probably not noticeable with non-monospace fonts.

![Image](https://github.com/user-attachments/assets/02d46f6b-c26a-4f91-ada0-e765f956c7e8)

### Steps to reproduce

Set up a CodeEdit with some long indented text, turn on wrapping and wrap indentation, make it wrap, set the font to something where you can configure the hinting, switch between Normal and the other settings. The indentation level of the wrapped text will likely be wrong with Normal mode (might be font-sensitive).

### Minimal reproduction project (MRP)

[wrapbugrepro.zip](https://github.com/user-attachments/files/18296976/wrapbugrepro.zip)