sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Fancy Zones
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

v0.86.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

Edited shortcuts using keys Win, Shift, Alt, ctrl.  No matter the combination, to save key remained grayed out.  Was unable to save changes.

### ✔️ Expected Behavior

Save key to gray out due to editing shortcut.

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: rust
Issue: rust_2024_incompatible_pat bad suggestion with proc-macro when brace comes from input
Labels: T-compiler,C-bug,D-invalid-suggestion,D-edition,A-proc-macros,A-edition-2024,L-rust_2024_incompatible_pat,I-edition-triaged

When a proc-macro generates code, and the opening brace of a pattern from that code comes from the input, then the compiler thinks that the pattern is a 2024 pattern, and thus enforces the new pattern rules using the local edition, not the edition from the proc-macro.

There are two consequences:
1. This is incompatible with supporting macros that are on different editions.
2. It generates an invalid suggestion.

Example of the bad suggestion might be:

```rust
#[derive(my_macro)]
struct S {
    f1: i32
}
```

will give a suggestion to modify the struct to add an `&` which is invalid syntax like this:

```rust
struct &S {
    f1: i32
}
```

This was seen with swc_macros_common [here](https://github.com/swc-project/swc/blob/ce20b4db8863a3c35beb113581cdf47c732c403c/crates/swc_macros_common/src/binder.rs#L205) where it uses the brace token from the input.

One option is to change this in the macro to generate a new token with the correct span information.

I'm also wondering if there are options for changing the ways tokens are processed from proc-macros to avoid this altogether. 

### Meta

`rustc --version --verbose`:
```
rustc 1.84.0-nightly (81eef2d36 2024-11-11)
binary: rustc
commit-hash: 81eef2d362a6f03db6f8928f82d94298d31eb81b
commit-date: 2024-11-11
host: aarch64-unknown-linux-gnu
release: 1.84.0-nightly
LLVM version: 19.1.3
```
Repository: deno
Issue: Allow `LD_*`, `DYLD_*` env vars to be set when launching a subprocess without full `--allow-run` if they equal the value on startup
Labels: suggestion

When not using full `--allow-run` permissions, we should consider capturing `LD_*`, `DYLD_*` env vars on startup and only require full `--allow-run` permissions when these values don't equal what they were on startup.

Ref https://github.com/denoland/deno/issues/26839
Repository: godot
Issue: Godot can open the same file multiple times if capitalization changes resulting in confusing behavior
Labels: platform:windows,topic:editor,needs testing

### Tested versions

- Reproducible in: 4.3 stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6603) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

Godot can open same file multiple times if the capitalization of it changes. For example "res://Folder/node.gd" and "res://folder/node.gd" or "res://folder/node.tscn" and "res://folder/Node.tscn".

Having both of them open at the same time causes confusing behavior if the user doesn't notice it. Problems arise especially if one of them is edited when both of them are open.

From quick test changing the capitalization of tscn file is worse than changing the capitalization of folder.

Changes made to one file are not always applied to the other file.

Godot will throw multiple of this warning:  
`drivers/windows/file_access_windows.cpp:181 - Case mismatch opening requested file 'res://Folder/node.tscn', stored as 'res://Folder/Node.tscn' in the filesystem. This file will not open when exported to other case-sensitive platforms.`

Godot will also complain that files on disk have been modified when the two opened files are different and one of them gets saved.

It is not obvious from these that the solution is to close your currently open files and reopen them.

Image: Same scene is opened three times, and same script is opened twice at the same time.
![multinode](https://github.com/user-attachments/assets/bc5eb0a6-511d-40df-84d1-fb2804bc4ee3)

Changing the name inside the editor doesn't cause the problem. But if you use git or similar then other people in the project may get problems when the names get changed.

### Steps to reproduce

1. Put a scene with script (.gd file) into a folder.
2. Open the script in Godot.
3. Close Godot (optional).
4. Change capitalization of the folder. For example "res://Folder/node.gd" into "res://folder/node.gd" or "res://folder/node.tscn" into "res://folder/Node.tscn". Changing the scene name gives different results.
5. Open Godot. Godot remembers that you had the file open and opens the file with the old capitalization.
6. Open the file normally. Now you have the file open with new capitalization.
7. You now have the same file open twice.

To cause real problems make edits on one of the files while both of them are open and run the scene.

### Minimal reproduction project (MRP)

Project with same file opened multiple times: [test_project.zip](https://github.com/user-attachments/files/17722237/test_project.zip)
Repository: material-ui
Issue: [TextField] Safari scrolls to top on password field focus with "filled" and "standard" variants
Labels: bug 🐛,component: text field,browser: Safari

### Steps to reproduce

Link to live example: (required)



https://github.com/user-attachments/assets/90dcfa48-2617-45bd-80f2-4c0dca1a46f3




Steps to Reproduce:
	1.	Go to the [TextField demo page on MUI’s website](https://mui.com/material-ui/react-text-field/).
	2.	Scroll to any TextField with type="password" and set to the “filled” or “standard” variant.
	3.	Click on the password field in Safari (on iOS 17 or macOS).
	4.	Observe that the page briefly scrolls to the top of the viewport as Safari displays the password suggestion prompt.

### Current behavior

In Safari, when focusing on a TextField with type="password" in either the “filled” or “standard” variant, the page flashes to the top as Safari’s password suggestion prompt appears. This behavior does not occur with the “outlined” variant.

### Expected behavior

The page should remain stable and not scroll when the password field is focused, regardless of the variant in use.

### Context

This issue affects the usability of forms with password fields in Safari by causing unexpected scrolling behavior. The issue appears to be related to Safari’s password suggestion feature, affecting both mobile and desktop Safari users.

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
 System:
    OS: macOS 14.6.1 / iOS 17
  Binaries:
    Node: 20.16.0
    npm: 10.8.1
  Browsers:
    Safari: 17.6 (macOS), iOS Safari (iOS 17)
  npmPackages:
    @mui/material: ^6.1.6
    react: ^18.2.0
```
</details>


**Search keywords**: TextField password scroll Safari, TextField password field Safari bug, Safari scroll to top password field, MUI TextField password variant issue
Repository: langchain
Issue: HuggingfaceDatasetLoader escapes strings instead of returning them raw
Labels: 🤖:bug

### Checked other resources

- [X] I added a very descriptive title to this issue.
- [X] I searched the LangChain documentation with the integrated search.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I am sure that this is a bug in LangChain rather than my code.
- [X] The bug is not resolved by updating to the latest stable version of LangChain (or the specific integration package).

### Example Code

The following code converts every instance with json.dumps:
```
class HuggingFaceDatasetLoader(BaseLoader):
...
    def parse_obj(self, page_content: Union[str, object]) -> str:
            if isinstance(page_content, object):
                return json.dumps(page_content)
            return page_content
```
This leads to double escape characters in the strings such as: "\n" converted to "\\\\n".
A short fix (not the best one, but working) is to implement a check for strings first:
```
class HuggingFaceDatasetLoader(BaseLoader):
...
    def parse_obj(self, page_content: Union[str, object]) -> str:
            if isinstance(page_content, str):
                return page_content
            return json.dumps(page_content)
```


### Error Message and Stack Trace (if applicable)

Noe error message

### Description

I am trying to load HuggingFace datasets with markdown formatted strings. This leads to double escaped characters such as "\n" to "\\\\n" due to json.dumps() in the original code. This is may caused by every object of type "str" being also an object.

### System Info

System Information
------------------
> OS:  Linux
> OS Version:  #115~20.04.1-Ubuntu SMP Mon Apr 15 17:33:04 UTC 2024
> Python Version:  3.11.10 (main, Oct  3 2024, 07:29:13) [GCC 11.2.0]

Package Information
-------------------
> langchain_core: 0.3.17
> langchain: 0.3.7
> langchain_community: 0.3.7
> langsmith: 0.1.142
> langchain_huggingface: 0.1.2
> langchain_ollama: 0.2.0
> langchain_text_splitters: 0.3.2

Optional packages not installed
-------------------------------
> langgraph
> langserve

Other Dependencies
------------------
> aiohttp: 3.10.10
> async-timeout: Installed. No version info available.
> dataclasses-json: 0.6.7
> httpx: 0.27.0
> httpx-sse: 0.4.0
> huggingface-hub: 0.26.2
> jsonpatch: 1.33
> numpy: 1.26.4
> ollama: 0.3.3
> orjson: 3.10.11
> packaging: 24.1
> pydantic: 2.9.2
> pydantic-settings: 2.6.1
> PyYAML: 6.0.2
> requests: 2.32.3
> requests-toolbelt: 1.0.0
> sentence-transformers: 3.3.0
> SQLAlchemy: 2.0.35
> tenacity: 9.0.0
> tokenizers: 0.20.3
> transformers: 4.46.2
> typing-extensions: 4.11.0
Repository: rust
Issue: Tracking Issue for `NonZero<u*>::div_ceil`
Labels: T-libs-api,C-tracking-issue

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Feature gate: `#![feature(unsigned_nonzero_div_ceil)]`

This is a tracking issue for implementing `div_ceil` for `NonZero<T>` where `T` is an unsigned integer.

<!--
Include a short description of the feature.
-->

### Public API

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```rust
// core::num

impl NonZero<u8> { // similarly for u16, u32, u64, u128 & usize
    pub const fn div_ceil(self, other: Self) -> Self;
}
```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [x] ACP: https://github.com/rust-lang/libs-team/issues/471
- [x] Implementation: #132665 
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

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A library API team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
comment period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilization PR can be opened by anyone.
-->

### Unresolved Questions

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Zulip, or the internals forum) here.
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- None yet.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: PowerToys
Issue: have the ability to do a character count with win + q
Labels: Needs-Triage

### Description of the new feature / enhancement

Have the ability to do a character count with Win + Q like maybe with the command -- or something. It's an important feature which I'd use.

### Scenario when this would be used?

If someone's writing something in a platform where a character count isn't shown, I know it's a low chance, but it's a very useful feature to have just in case.

### Supporting information

_No response_
Repository: pytorch
Issue: Inductor inappropriately tries to fuse scalar views of a CPU tensor into GPU kernels.
Labels: triaged,bug,oncall: pt2,module: inductor

### 🐛 Describe the bug

```
import torch

@torch.compile
def f(a, b):
    return a + b[0]

f(torch.randn(20, device='cuda'), torch.randn(4, device='cpu'))
```
```
    self.launch(*args, **kwargs)
ValueError: Pointer argument (at 1) cannot be accessed from Triton (cpu tensor?)
```

cc: @desert

### Versions

N/A

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @aakhundov
Repository: pytorch
Issue: Making nn.Module generic
Labels: module: nn,module: typing,triaged

### 🐛 Describe the bug

I was chatting with the type checking team at Meta and I think we have line of sight to making nn.Module generic.

To recap the constraints:

* We cannot make nn.Module inherit from Generic because this changes the metaclass and is breaking
* We prefer to NOT have a pyi file for module.py
* We need to support downstream use of nn.Module in type signatures without future annotations

Here is the recipe:

* We use a `if TYPE_CHECKING` block to swap between the Generic and non-Generic version of nn.Module. The Generic version can inherit from Generic but it will have no runtime effect because it is TYPE_CHECKING only. It is somewhat irritating we have to reproduce the types for all methods on nn.Module but this seems unavoidable. We have to pay for an indentation tax for this
* We add a `__class_getitem__` on Module which does nothing so that direct use of `nn.Module[Blah]` works
* We use ParamSpec https://peps.python.org/pep-0612/ to allow for accurately typing arguments/return type

I will happily shepherd a PR if someone wants to make an attempt at this.

### Versions

main

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @malfet @xuzhao9 @gramster
Repository: vscode
Issue: Issue Reporter should warn against including private or sensitive info
Labels: bug,issue-reporter

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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Since issues created by the Issue Reporter can end up in public repos, the issue reporter should warn users not to include private or sensitive data in the title or details of the issue.

While there is a notice to "[review the guidance we provide](https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions)", it doesn't mention anything about private or sensitive information.

![Image](https://github.com/user-attachments/assets/1a03128e-0a5a-46ca-9f63-872ca0a5b1fd)
Repository: TypeScript
Issue: NuGet packages not available for pre-release versions of 5.7
Labels: Needs Investigation

### Acknowledgement

- [x] I acknowledge that issues using this template may be closed without further explanation at the maintainer's discretion.

### Comment

I was looking to test the update Microsoft.TypeScript.MSBuild nuget package v5.7 (any prerelease) buy couldn't find them in nuget.org. Are pre-release versions no longer being published? Can we still expect the stable release to be published as nuget?
Repository: PowerToys
Issue: Mouse Without Borders is not working on my PC; the "New Key" and "Connect" buttons do nothing.
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

I installed PowerToys through the MS Store on both, my work laptop and PC.

Both have version 0.86.0.

On the laptop, I can generate keys and click the connect button; however, on the PC, the "New Key" and "Connect" buttons do nothing.




### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: pytorch
Issue: Ban all operations on sympy expressions in Inductor
Labels: triaged,oncall: pt2,module: dynamic shapes,module: inductor

### 🚀 The feature, motivation and pitch

It's very easy to write code that works with static shapes but not dynamic ones. It's also easy to write code that mostly works with dynamic shapes (i.e. `a > 0`), but will fail sometimes.

I think we should just ban all operations directly on sympy expressions in Inductor, and force usage to be routed through some smaller set of functions.

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @chauhang @penguinwu @bobrenjc93 @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @aakhundov
Repository: godot
Issue: "Cannot access a disposed object" when using an exported node and scene inheritance
Labels: bug,topic:dotnet

### Tested versions

- Reproducible in v4.3.stable.mono.official [77dcf97d8]
- Reproducible in v4.4.dev4.mono.official [36e6207bb]

### System information

M2 macOS - Sonoma 14.6.1

### Issue description

In the attached project, try running `Derived.tscn`. It will output this:

```
E 0:00:00:0674   GodotObject.base.cs:78 @ nint Godot.GodotObject.GetPtr(Godot.GodotObject): System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'foo.Base'.
  <C# Error>     System.ObjectDisposedException
  <C# Source>    /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/GodotObject.base.cs:78 @ nint Godot.GodotObject.GetPtr(Godot.GodotObject)
  <Stack Trace>  GodotObject.base.cs:78 @ nint Godot.GodotObject.GetPtr(Godot.GodotObject)
                 Node.cs:752 @ Godot.StringName Godot.Node.GetName()
                 Node.cs:374 @ Godot.StringName Godot.Node.get_Name()
                 NodeReferencer.cs:13 @ void foo.NodeReferencer._Ready()
                 Node.cs:2401 @ bool Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
                 foo.NodeReferencer_ScriptMethods.generated.cs:40 @ bool foo.NodeReferencer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
                 CSharpInstanceBridge.cs:24 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
```

For whatever reason, `Base.Dispose` is indeed called. I don't know why that's happening, but as a result, `NodeReferencer` is unable to access the now-disposed node being referenced.

### Steps to reproduce

It seems that you have to do this:

- Make a base scene
- Add a node that references another node via an `Export` attribute
- Derive a scene from that base scene
- Try running the derived scene

This does not seem to reproduce when using GDScript, only C#. In GDScript, I don't see `NOTIFICATION_PREDELETE` being sent.

### Minimal reproduction project (MRP)

[DisposedObjectRepro.zip](https://github.com/user-attachments/files/17723842/DisposedObjectRepro.zip)
Repository: go
Issue: proposal: cmd/cover: support branch coverage
Labels: Proposal

### Proposal Details

Currently, the `go test` tool provides line-based coverage reporting. However, branch coverage support is not available, which limits the granularity of test coverage reporting. Adding branch coverage would be beneficial, as it would allow developers to better understand which branches (conditional paths) in their code are being executed during tests, rather than just which lines.

Not that it matters too much but another point to consider is that many other languages and testing frameworks (e.g., Python's [coverage.py](https://coverage.readthedocs.io/en/latest/branch.html), Java's [Jacoco](https://www.eclemma.org/jacoco/trunk/doc/counters.html)) offer branch coverage. 

Third party package like https://github.com/rillig/gobco implements tools that add additional instrumentations to ones generated by cmd/cover, but having this supported by official cover tool would be a nice addition to the Go testing tool.
Repository: TypeScript
Issue: Add `NonEmptyArray` to `lib` (but **not** `length > 0` narrowing)
Labels: Suggestion,Awaiting More Feedback

### ⚙ Compilation target

ES2023

### ⚙ Library

ES2023

### Missing / Incorrect Definition

```ts
type NonEmptyArray<T> = [T, ...T[]]
type ReadonlyNonEmptyArray<T> = readonly [T, ...readonly T[]]
```

### Sample Code

```TypeScript
const is_non_empty = <T>(a: ReadonlyArray<T>): a is ReadonlyNonEmptyArray<T> =>
	a.length > 0

function sum(a: ReadonlyNonEmptyArray<number>): number
function sum(a: ReadonlyNonEmptyArray<bigint>): bigint
function sum(a:
	ReadonlyNonEmptyArray<number> |
	ReadonlyNonEmptyArray<bigint>
) {
	//@ts-expect-error
	return a.reduce((acc, x) => acc + x)
}
```

### Documentation Link

There's no docs that I'm aware of. However, there are [multiple issues using this boilerplate](https://github.com/microsoft/TypeScript/issues?q=Non-Empty%20Array).

Here's a WIP [example implementations of `sum`](https://github.com/Rudxain/ideas/blob/c86e3ed2ee72b9166674516ebbcf179a99d0b2ab/software/sum_impls.ts). The sample code is a simplified version of that. More info [here](https://github.com/microsoft/TypeScript/issues/449#issuecomment-2472031504)