sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: Cursor is blinking when using `nvim_win_set_cursor` with another window
Labels: bug

### Problem

I'm implementing autoscroll feature for Test Explorer which updates very often. Scrolling this window causes blinking of the cursor:

https://github.com/neovim/neovim/assets/3128467/6b7997cd-c79f-4771-a5c7-ce920eeca183



### Steps to reproduce

```lua
local last_set_cursor_row

vim.cmd("vnew | set filetype=lua")

local lines = {}
local sampleCode = {
  "for _ = 1, 100 do",
  "delay = math.random(20, 50)",
  "vim.defer_fn(function()",
  "  local random_row = math.random(1, 950)",
  "  autoscroll_cursor(random_row)",
  "end, offset + delay)",
  "}",
  "offset = offset + delay",
  "",
}

for _ = 1, 500 do
  for _, line in ipairs(sampleCode) do
    table.insert(lines, line)
  end
end

vim.api.nvim_buf_set_lines(0, 0, -1, false, lines)
local bufnr = vim.api.nvim_get_current_buf()

vim.cmd("wincmd p")

local function autoscroll_cursor(row)
  local winnr = bufnr and vim.fn.win_findbuf(bufnr)[1]

  if winnr and row and last_set_cursor_row ~= row then
    vim.api.nvim_win_set_cursor(winnr, { row, 0 })
    last_set_cursor_row = row
  end
end

local delay = math.random(50, 100)
local offset = 0

for _ = 1, 200 do
  delay = math.random(20, 50)
  vim.defer_fn(function()
    local random_row = math.random(1, 950)
    autoscroll_cursor(random_row)
  end, offset + delay)

  offset = offset + delay
end

```

Open this file in `nvim` and run `:so`.

### Expected behavior

Cursor should not blink

### Neovim version (nvim -v)

v0.9.5 and v0.10.0

### Vim (not Nvim) behaves the same?

-

### Operating system/version

macOS 14.4

### Terminal name/version

iTerm 2

### $TERM environment variable

xterm-256

### Installation

Homebrew/source code
Repository: vscode
Issue: Switching to profile on an empty folder leaves the Explorer loading
Labels: bug,file-explorer,confirmed,user-profiles


https://github.com/microsoft/vscode/assets/22350/e933f0d8-6cba-4c19-987b-52dab48cc6bd
Repository: vscode
Issue: Show changes button should change hover message base on state
Labels: feature-request,polish,inline-chat

Testing #208409


`Show changes` <-> `Hide changes`
Repository: vscode
Issue: Inline chat with multiple changes shifts focus and cursor to a suggestion on another line when invoked for multi line changes
Labels: feature-request,inline-chat

Found when testing https://github.com/microsoft/vscode/issues/208409

Copied repro steps from above TPI.

1. enable inlineChat.acceptedOrDiscardBeforeSave (should be on by default)
2. trigger inline chat again, get to make multiple changes (e.g ask it to use the assert-lib to check that some variable is a number)
3. Observe that the suggestions shifts focus away from the active line if the first code suggestion is NOT at the current line in the editor. See below gif for repro. 

![Recording 2024-03-25 at 21 36 54](https://github.com/microsoft/vscode/assets/25044782/3c6a861d-8f50-4aeb-9b99-9bee24c960d0)

As a user, this experience is jarring. We should instead present the user with changes at the current line (if any) and then provide the option to shift focus away from the current line.
Repository: vscode
Issue: Multi-file diff: Actions are hidden when on last line of small file
Labels: bug,diff-editor

<img width="1219" alt="Screenshot 2024-03-25 at 11 42 01" src="https://github.com/microsoft/vscode/assets/22350/970cdd7d-6482-4a39-a616-b919e09385b9">
Repository: vscode
Issue: Multi-file diff: Brief flicker when a new file comes into the editor
Labels: multi-diff-editor


https://github.com/microsoft/vscode/assets/22350/5e555db0-978d-47a6-99d1-abe18a902a2c

If you scrub through the video file, there's a frame in which the editor shows as:

<img width="778" alt="image" src="https://github.com/microsoft/vscode/assets/22350/d534bfb4-ceb6-42f2-b79b-6b540a801999">

After another frame, it renders correctly:

<img width="799" alt="image" src="https://github.com/microsoft/vscode/assets/22350/920c315b-cb93-4472-80de-804699794000">
Repository: vscode
Issue: Mutli-file diff: Support undo operation after revert
Labels: bug,multi-diff-editor

It's easy to lose changes when clicking the `Revert Block` action. It would be great to handle `Ctrl Z` immediately after clicking that action.

<img width="764" alt="image" src="https://github.com/microsoft/vscode/assets/22350/58450fd1-7370-42ba-b206-3f10e792888a">
Repository: ollama
Issue: When is ollama serve ready - for use in scripts?
Labels: feature request

### What are you trying to do?

I want to start ollama serve in the background for automation purposes, and then be able to run something like `ollama ready` which would block until the serve has loaded.

I see this take up to 5 seconds with an Nvidia 3060.

### How should we solve this?

`ollama ready` would be ideal or `ollama serve --ready` or similar CLI command. Having a REST endpoint could work, but would mean writing a lot of bash loops which can be fragile.

### What is the impact of not solving this?

Having to use `ollama serve &` followed by `sleep 5` and that not working some of the time.

### Anything else?

I couldn't find anything in the docs that talks about this, but if there is a mechanism for this already, I'd be happy to try it out.

Here's a blog post showing ollama being automated with bash in GitHub Actions, with a GPU attached:

https://actuated.dev/blog/ollama-in-github-actions
Repository: three.js
Issue: GLTFLoader outputs an empty Group when multiple scenes refer to the same root node
Labels: Bug,Loaders

### Description

GLTFLoader outputs an empty Group when multiple scenes refer to the same root node. I created a simple cube in Blender, exported to glTF. This works fine. But when I duplicate the scenes array in glTF file and try to view it in ThreeJS, glTF loader returns an empty group.

So this works:
```
	"scene":0,
	"scenes":[
		{
			"name":"Scene",
			"nodes":[0]
		}
	],
```


... while this doesn't:
```
	"scene":0,
	"scenes":[
		{
			"name":"Scene",
			"nodes":[0]
		},
		{
			"name":"Scene2",
			"nodes":[0]
		}
	],
```

glTF specification allows referring to the same root nodes from multiple scenes, so I consider this a bug.


While I have no reason to duplicate scenes, we do sometimes load such models from external sources, and have no practical way to preprocess the files to remove 

### Reproduction steps

1. Download the attached GLB file
2. Add it to threejs editor, [gltfviewer](https://gltf-viewer.donmccurdy.com/) or any three.js scene
3. Admire the empty scene

[duplicatescene.zip](https://github.com/mrdoob/three.js/files/14742654/duplicatescene.zip)


### Code

```js

 const loader = new GLTFLoader();
 loader.parse(e.target.result, '', gltf => {
            console.log(gltf)
            if (gltf.scene.isGroup && gltf.scene.children.length === 0) {
            		console.error('gltf.scene is a group with no children!')
            }
  });
```


### Live example

https://jsfiddle.net/jteq8mov/2/


### Screenshots

_No response_

### Version

r156 and r162 at least

### Device

_No response_

### Browser

_No response_

### OS

_No response_
Repository: kubernetes
Issue: DRA: structured parameters: management containers
Labels: sig/node,kind/feature,priority/important-longterm,triage/accepted

### What would you like to be added?

Management containers are contains that get access to some hardware while it is in use by some workload.

In terms of the "named resources" structured model that means that the resource instance is not considered "allocated" when a claim for such a management container uses it.

/cc @johnbelamaric @klueska 
/sig node
/triage accepted
/priority important-longterm

We would like to support this in Kubernetes 1.31, but can proceed without it.

### Why is this needed?

Mostly monitoring.
Repository: vscode
Issue: Focusing `Stage Changes` action item does not make it visible
Labels: bug,diff-editor

Steps to repro:
1. Open multi diff editor with at least two files
2. Toggle collapse state of second editor (this is just done to add focus to the twistie icon)
3. Press `Shift + Tab`
4. Focus is on the stage button but it is invisible

![Code_-_Insiders_hle9EST2DY](https://github.com/microsoft/vscode/assets/44439583/f82889a3-7b49-4ed4-b21c-48770aefd85f)
Repository: vscode
Issue: Stage / Revert toolbars focus order weird
Labels: bug,diff-editor

Focusing threw the different stage/revert action toolbars occur in an unnatural order. 

In the following GIF you will see I go backwards through the focus order (`Shift + Tab`), however it first focuses the first stage toolbar in the first region and then the toolbar in the second region. I would have expected bottom->up order with (`Shift + Tab`)

![Code_-_Insiders_hle9EST2DY](https://github.com/microsoft/vscode/assets/44439583/b757ff4b-821b-423e-9548-47d770675507)
Repository: tauri
Issue: [bug] Error installing tauri-cli
Labels: type: bug,status: needs triage

### Describe the bug

![image](https://github.com/tauri-apps/tauri/assets/109945614/6702bb2a-9a76-47ca-920a-04a68ac75429)


### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
Installing
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Weird editor/runtime performance with MultiMeshInstance3D
Labels: needs testing,topic:3d,performance

### Tested versions

4.2.1-stable

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti (NVIDIA; 31.0.15.5123) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

When using the MultimeshInstance3D node it seems like the editor and runtime have a strange response to input, and every action in the editor has a small rubber banding effect before settling itself. Resizing or moving the window of the runtime does the same thing. (the MRP has a rotating camera to demonstrate this effect in the runtime).

### Steps to reproduce

Create a MultimeshInstance3D with a new Multimesh, a Mesh and some dummy data

### Minimal reproduction project (MRP)

[MeshDensityTest.zip](https://github.com/godotengine/godot/files/14744074/MeshDensityTest.zip)
Repository: godot
Issue: Autoload scenes emit errors on initial import when referencing imported resources
Labels: bug,topic:import

### Tested versions

Reproducible in: 4.3.dev [5d08c2631]

### System information

Windows 11 (10.0.22631)

### Issue description

When using an autoload scene that depends on pretty much any kind of imported resource you are more or less guaranteed to run into errors on the first run of the editor, or when running it through something like a CI build. These errors are usually along the lines of `ERROR: Unable to open file: res://.godot/imported/[...]`, which seems to be due to the fact that autoloads are loaded before any resource importing has happened.

The errors in this particular MRP look like this:

```
ERROR: Unable to open file: res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex.
   at: (scene\resources\compressed_texture.cpp:41)
Unable to open file: res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex.
ERROR: Failed loading resource: res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:278)
Failed loading resource: res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex. Make sure resources have been imported by opening the project in the editor at least once.
ERROR: Failed loading resource: res://icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:278)
Failed loading resource: res://icon.svg. Make sure resources have been imported by opening the project in the editor at least once.
```

### Steps to reproduce

1. Delete any existing `.godot` folder (if loading the MRP again).
2. Load the MRP project from command-line.
3. Note the command-line (`stderr`) errors as shown in the issue description.
4. Note how `my_autoload.gd` fails with `Cannot call method 'get_size' on a null value`.
5. Load the MRP project from command-line again.
6. Note that there are no errors this time.

Note that some of these errors might not show up in the editor output log, as `EditorLog` hasn't been set up by the time they're emitted, so it's important to do this through command-line.

Also note that you can similarly reproduce these errors by running Godot with something like `--headless --editor --quit`, or even a command-line export, so long as you delete the `.godot` folder beforehand.

### Minimal reproduction project (MRP)

[imports-in-autoloads.zip](https://github.com/godotengine/godot/files/14743952/imports-in-autoloads.zip)
Repository: kubernetes
Issue: DRA: structured parameters: network-attached resource
Labels: priority/important-soon,sig/node,kind/feature,triage/accepted

### What would you like to be added?

A network- or fabric-attached resource is something that can be attached to a node when needed, but which isn't visible to kubelet before it is attached.

For structured parameters, this leads to some additional challenges:
- A ResourceSlice must be able to describe which nodes the resource instances can be attached to. More than one slice might be needed, so the "named resources" model must support more than one slice per driver. Helper code for publishing and syncing ResourceSlice objects in a driver would be useful.
- Pod scheduling cannot get delayed (doing so could lead to partial allocation where native resources are gone by the time that the resource is attached), so a network-attached resource needs to be allocated and only then does the kubelet plugin of the driver or some other, driver-specific control plane component "attach" the instance. Until then, the pod needs to wait in a retry loop in kubelet. Not all drivers will need to do some real attach operation.
- There may be attach limits per node (PCI switch for composable dissagregated infrastructure) and/or maximum number of overall users per resource instance (Akri).

/cc @diconico07
/sig node
/triage accepted
/priority important-soon


### Why is this needed?

Akri needs this for resources like IP cameras: https://docs.google.com/document/d/1XNkTobkyz-MyXhidhTp5RfbMsM-uRCWDoflUMqNcYTk/edit#heading=h.wjb5cok1vm2x

Composable disaggregated infrastructured needs it for GPUs connected to a node on demand:
https://kccnceu2024.sched.com/event/1ZPDw/iown-bof-challenges-of-kubernetes-for-composable-disaggregated-computing-naoki-oguchi-fujitsu-hidetsugu-sugiyama-red-hat-clara-li-intel-ryosuke-kurebayashi-ntt
Repository: vscode
Issue: [jsonl] Support `JSON` formatter in `JSONL`
Labels: feature-request,json

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Hi !
The JSON language feature works great for JSONL ... I do however have to change the language to JSON then "Format document" then change back to JSONL language.

It'd be great if we could format jsonl with the json formatter out of the box ... no need to adapt anything as it seems : only register as jsonl formatter as well. (most of the support was already implemented it seems, after #182402 )

Tested on :
```
Version: 1.87.2 (user setup)
Commit: 863d2581ecda6849923a2118d93a088b0745d9d6
Date: 2024-03-08T15:20:17.278Z
Electron: 27.3.2
ElectronBuildId: 26836302
Chromium: 118.0.5993.159
Node.js: 18.17.1
V8: 11.8.172.18-electron.0
OS: Windows_NT x64 10.0.22631
```
Repository: vscode
Issue: Quick search - provide history
Labels: feature-request,search

Testing #208477

It would be nice if in this state users could use up/down arrow to navigate through search history. 

<img width="729" alt="image" src="https://github.com/microsoft/vscode/assets/3372902/1050ae2f-0c4a-4258-8197-7637ea51cbb4">
Repository: vscode
Issue: Responsive layout panels or access to layout service
Labels: under-discussion,layout

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I work on Mac and switch between the laptop and an ultrawide monitor. I have a 3 panel layout [Tree, Editor, Terminal] and when switching between monitors/resolutions all of those panel widths get messed up. The tree and terminal panel widths collapse to the smallest possible and when expanding the window they stay small and do not expand. This happens even when not switching because Macos's window management is terrible and it constantly forgets where things were.

None of the "Centred Layout Fixed Width" / "Centred Layout Auto Resize" settings help. 

I was looking to write an extension that saves and restores the panels to set sizes, but there's no exposure to the layout service. It only exposes the "Increment/Decrement Editor Width". You can't set a panel width or get any sizes for the columns.

# Possible Solutions

## Responsive Layouts

It would be nice to use something like CSS responsive targets or flexbox to control the panels.

Crude example.
```jsonc
{
    "workbench.layout.responsive": {
      "layout1": {
          "name": "Widescreen",
          "styles": {
            // above 0 pixels wide
            "0": ["15vw", "65vw", "20vw"],
            // above 3000 pixels wide
            ">= 3000": ["15vw", "45vw", "40vw"],
         }
      }
   }
}
```

Obviously this might get annoying if you want the customisability, but I don't think I often change my layout... I do know that I spend more time resizing the panels than I would require having that flexibility. Per workspace settings for this would get around it or you could quickly change between "Centred" and "Responsive" layouts.

## Layout Saving

The ability to save a layout and restore it easily from the command palette would be super useful. Not really sure how this would work when restoring to a different resolution?

## Expose Layout Management API

Add the ability to get and mutate the layouts:

```typescript
type Layout {
  readonly panels: Panel[];
}

type Panel {
  readonly id: string;
  width: number | string;
  height: number;
  readonly view: Editor | Panel | Panel[] | Terminal; // More panels (two column) or editor id.
}

const layouts = await vscode.commands.executeCommand("workspace.layout.getLayout");
await vscode.commands.executeCommand("workspace.layout.updateLayout", { "id": "panel1", width: 3000, height: "100vh" });
```
Repository: godot
Issue: Unicode parsing error when exporting to Windows with wine
Labels: bug,platform:windows,topic:export

### Tested versions

4.2.1.stable

### System information

Arch Linux, wine-9.5

### Issue description

During the export process, there will be lots of errors like:

> Unicode parsing error, some characters were replaced with � (U+FFFD): Invalid UTF-8 continuation byte

then

> rcedit (./UnnamedProject.exe): ÎÞ·¨Æô¶¯³ÌÐò£¬»òÕßÃ»ÓÐÎªÖ¸¶¨ÎÄ¼þ¹ØÁªÓ¦ÓÃ³ÌÐò¡£
> ShellExecuteEx Ê§°Ü: ÕÒ²»µ½ÎÄ¼þ¡£

The error is about wine failing to execute `rcedit`. The correct error on my system is

> 无法启动程序，或者没有为指定文件关联应用程序。
> ShellExecuteEx 失败: 找不到文件。

---

Seems like a wine quirk that it don't convert output encoding for you when redirected (?)

> $ wine rcedit 
> 无法启动程序，或者没有为指定文件关联应用程序。
> ShellExecuteEx 失败: 找不到文件。
>
> $ echo $(wine rcedit)
�޷��������򣬻���û��Ϊָ���ļ�����Ӧ�ó��� ShellExecuteEx ʧ��: �Ҳ����ļ���> 

---

The same happens when you `OS.execute()` it:

```gdscript
var output = []
OS.execute("wine", ["rcedit"], output, true)
print(output)  # Garbled output

OS.set_environment("LANG", "en")
OS.execute("wine", ["rcedit"], output, true)
print(output)  # English output
```

Maybe we should set environment variable when executing `rcedit`.

### Steps to reproduce

1. Make sure you're using a non-English locale, executing `wine xxx` in your terminal will output errors with non-ASCII characters.
2. Make sure you don't have `rcedit` on `PATH` and Editor Settings don't contain `rcedit` path.
3. Export for Windows with wine.

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Fancy Zones: allow maximization when Windows-Snap is deactivated
Labels: Idea-Enhancement,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

I have Windows-Snap deactivated, so pressing Win+⬆️ will move the active window to an adjacent zone, which is as I'd expect. However I'd still like to be able to maximize a window using the keyboard.
I suggest Win+Enter as key combination for this, because many applications will maximize/fullscreen using Alt+Enter

Thank you

### Scenario when this would be used?

Using Fancy Zones and trying to maximize a window via keyboard

### Supporting information

_No response_
Repository: svelte
Issue: Support version selection and bisecting in REPL
Labels: site

### Describe the problem

The REPL at https://svelte-5-preview.vercel.app/ doesn't have a `?version=` parameter. But even with the parameter in the OG REPL it is kind of painful to bisect to find a breaking version.

### Describe the proposed solution

The [Monaco Playground](https://microsoft.github.io/monaco-editor/playground.html?source=v0.47.0) does this quite well (fun fact I gave them the Svelte REPL as an example https://github.com/microsoft/monaco-editor/issues/3169). Not only can you select the version (not just full releases but also nightly builds) there's also a bisect mode that allows you to narrow down the breaking version fast (`O(log n)`).

1. Add a dropdown with versions, including builds between official releases (if possible, not sure if there's a concept of nightlies in Svelte)
2. Add a bisect mode

Monaco Playground dropdown

![image](https://github.com/sveltejs/svelte/assets/679144/f0fea93d-9f7a-49f0-a386-5da26ab0b94d)


In bisect mode you can see the remaining number of version to be checked

![image](https://github.com/sveltejs/svelte/assets/679144/63e54e62-df2a-4963-a531-559ebbe4b0f0)


### Importance

would make my life easier
Repository: vscode
Issue: Notebook outline view: Symbols are often incomplete
Labels: bug,debt,notebook-toc-outline

Testing #208546

Version: 1.88.0-insider
Commit: b0d975fc6370f15570c380f41015b1ca2cdcb791
Date: 2024-03-25T05:51:49.226Z
Electron: 28.2.6
ElectronBuildId: 27476517
Chromium: 120.0.6099.291
Node.js: 18.18.2
V8: 12.0.267.19-electron.0
OS: Linux x64 5.14.0-1048-oem

- Create a notebook with a JavaScript code block below.
- In the outline enable `Code Cell Symbols`
- you can see `temp1232`, `temp33`, `add` and `sub`
- change the name of a temp. Outline does not update
- close the notebook and reopen it. Now it shows
- change the type of the cell from `JavaScript` to Python. Also no change.

```
// fn cell
const temp1232 = "hello world"
const temp33 = "hello world"

console.log(temp);

function add(a, b) {
    return a + b;
}

console.log(add(1, 2));1

function sub(a, b) {
    return a - b;
}
```
Repository: vscode
Issue: TS code cell outlines aren't getting the TS file icon
Labels: bug,notebook-toc-outline

Testing #208546

![image](https://github.com/microsoft/vscode/assets/2193314/d67586b6-5902-47e6-b02a-bb5b0a67b101)

Version: 1.88.0-insider (user setup)
Commit: https://github.com/microsoft/vscode/commit/b0d975fc6370f15570c380f41015b1ca2cdcb791
Date: 2024-03-25T05:49:32.344Z
Electron: 28.2.6
ElectronBuildId: 27476517
Chromium: 120.0.6099.291
Node.js: 18.18.2
V8: 12.0.267.19-electron.0
OS: Windows_NT x64 10.0.22621

Node.js Notebooks (REPL)
v2.0.6