sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ollama
Issue: Vision model prompt eval count in response is null or 1, what should be expected?
Labels: bug

### What is the issue?

When calling the chat completion for the following vision models, I get the following prompt eval count value.
llava:7b-v1.6-mistral-q4_0 -> prompt eval count `1`
llava-llama3:8b-v1.1-q4_0 -> prompt eval count `null`
llava-phi3:3.8b-mini-fp16 -> prompt eval count `1`

I don't know what I should expect for the prompt eval count when calling vision models. I'm not sure why llava-llama3 returned null when it generated a response.

What should be expected when calling vision models? 


An example of the prompt is the following.  The same image is used.

System
You are a helpful AI assistant

User
Describe what is in this image

Image
<an image>

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.3.6
Repository: rust
Issue: `compiletest::runtest`: `aggressive_rm_rf` does not like symlinks on Windows
Labels: O-windows,T-compiler,T-bootstrap,C-bug,A-compiletest,A-run-make

While reviewing #128562 and testing I discovered that `runtest.rs`'s `aggressive_rm_rf` is not aggressive enough, unfortunately, because symlink-to-dir and symlink-to-file on Windows need different handling.

Have not considered junction points and hard links.

This can cause a rmake.rs test that creates symlinks to have its output artifacts fail to be removed on non-fresh test runs.
Repository: godot
Issue: CollisionPolygon2D sprite doesn't follow parent when set to "Top Level" while "Visible Collision Shapes" is on, although parent still collides.
Labels: bug,needs testing,topic:2d

### Tested versions

Done in 4.3, vaguely remember this not being an issue in 4.2.x

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.22631 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.12042.4) - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

### Issue description

As the title says. This doesn't happen when set to "Show Behind", nor does it happen with CollisionShape2D. 

![image](https://github.com/user-attachments/assets/84699363-9ea8-4a56-93fd-74f750c91dae)
As you can see, I can still manipulate the small object (which has gravity) by balancing it on top of me, showing I still have collision, while the sprite of the CollisionPolygon2D just hangs there. 

![image](https://github.com/user-attachments/assets/bd97ab85-71b3-4575-a593-30a95d5c3f65)
This also happens in the editor when moving the parent, which the child should follow. (The marker is for the Node2D and background)

### Steps to reproduce

Just make a CharacterBody2D with some movement code and give it a CollisionPolygon2D as a child on the top level, while having visible collision shapes. The parent still collides according to the shape of the CollisionPolygon2D, but the sprite doesn't move. Just a small oversight in the source code, I assume.



### Minimal reproduction project (MRP)

[ayo-4.3.zip](https://github.com/user-attachments/files/16638325/ayo-4.3.zip)

No clue if I did it right. The description above should suffice though.
Repository: PowerToys
Issue: Improvements to the new feature to be released (Workspace App Layouts )
Labels: Needs-Triage

### Description of the new feature / enhancement

It has been announced that the following new feature will be released (Workspace App Layouts)

![PowerToys-WorkSpaces-demo](https://github.com/user-attachments/assets/c65dbc83-a74c-4ec0-bf22-c03a8050cbb7)


I'm suggesting the following improvements for this feature (if there is something that will be included, please ignore it)

**1-** Start the programs saved in the layouts with Windows (with the possibility of choosing which ones to start)

**2-** Virtual Desktop support, so that each layout can be started in its respective Virtual Desktop

**3-** Custom/automatic icon for the shortcut created on the desktop/taskbar, with small icons of the grouped programs that are in the layout

**4-** Choose whether you want the started programs to be grouped together in the taskbar with a single icon, or the way it already works (each program with its own icon in the taskbar).

**5-** Support for the Windows Snap Assist feature so that when we resize windows, their new position/size is automatically saved in the saved layouts.

### Scenario when this would be used?

In multitasking, we need to have our programs open in their respective positions automatically. 

When we restart Windows, the positions and sizes of the programs are not remembered, nor is the order in which they are inserted in the Virtual Desktop. So it takes a lot of time to organize each of the programs in their respective Virtual Desktop groups or not.

### Supporting information

_No response_
Repository: godot
Issue: Projectile-like RigidBody3D loses it's initial velocity when launched from non-zero position with specific direction
Labels: topic:physics,needs testing,topic:3d

### Tested versions

- Reproducible in 4.3.x

### System information

Godot v4.3.rc2 - Windows 10.0.19045 - Vulkan (Forward+) - integrated AMD Radeon(TM) R3 Graphics (Advanced Micro Devices, Inc.; 27.20.20913.2000) - AMD A4-9120 RADEON R3, 4 COMPUTE CORES 2C+2G (2 Threads)

### Issue description

*Sorry for the bad English*

I was doing the mechanics of firing physical bullets for my project. When I was shooting in all directions, I noticed that the bullets were quite slow when I shot at the lower and upper angles, equal, as it were, 45 degrees.

## Normal velocity, when looking at this direction
![Снимок экрана (278)](https://github.com/user-attachments/assets/741bd1b7-f0f5-446a-b89f-16e0d8023aba)
## Low velocity, when looking at THIS direction
![Снимок экрана (279)](https://github.com/user-attachments/assets/2efe190c-35c0-4e55-a413-38d3d0a0d135)
Also, I found things that somehow make this bug disappear. Take a look at `Gun.gd` script fragment:
```gdscript
func Launch_Rigid_Body_Projectile(Collision_Data, _proj):
	var _Point = Collision_Data[1]
	var _Norm = Collision_Data[2]
	#var _proj = _projectile.instantiate() # IGNORE THIS LINE
	#$bullet_hint.add_child(_proj) # UNCOMMENT THIS
	add_child(_proj) # AND COMMENT THIS, TO ENABLE BUG
	print(_proj.position)
	#$bullet_hint.call_deferred("add_child", _proj) # IGNORE THIS TOO
	
	_proj.position = $"../Gun/bullet_hint".position # ALSO DISABLING THIS = NO BUG
	var _Direction = (_Point - _proj.global_transform.origin).normalized()
	print(_Direction*1000)
	_proj.set_as_top_level(true)
	_proj.set_linear_velocity(_Direction*1000)
```
The script consists of parts that I didn't write, so it looks bad.
So, is this a bug, or do I not know something?


### Steps to reproduce

- Download project, launch
-- Take into account `output` and `Gun.gd`. Script prints some position and velocity at the moment of a shot.


### Minimal reproduction project (MRP)

[velocity trouble.zip](https://github.com/user-attachments/files/16638544/velocity.trouble.zip)
Repository: flutter
Issue: Utilize the `crashreport` (Android SDK) tool for crashing emulator tests
Labels: platform-android,dependency: android,team-infra,P1,blocked,c: tech-debt,triaged-infra

Forked from https://github.com/flutter/flutter/issues/153445.

We rolled to a new version of AVD (https://github.com/flutter/flutter/pull/153520), and it should be possible to use the `sdk/emulator/crashreport` tool (something new) to read and send the contents of `emu-crash.db` to Android (go/crash). One suggestion would be to do this during any CI test that uses an emulator and fails.

I have to return to other work, but I'll keep this ticket open and come back to it - but maybe someone else will first 🤞🏼
Repository: pytorch
Issue: [torchbind x PT2] Handle vllm's ScalarType
Labels: triaged,module: torchbind,vllm-compile

There's a use case for TorchBind objects that are just constant metadata.

There's two options here:
- we develop some mechanism for unflattening/flattening the object so that it does not appear in the schema
- we add an option to mark a TorchBind class as side-effect-free. If it is side-effect-free, then we don't need to generate effect tokens for it.
Repository: deno
Issue: `deno doc --html` generates incorrect links when searching from a subpage
Labels: bug

When typing a search term into the search bar in a subpage (as in, not `index.html`) of the documentation generated using `deno doc --html <entryPoint.ts>`, the search results may link to the page in the wrong directory level.

Steps

1. Generate the documentation for a project using `deno doc --html <entryPoint.ts>`. This should generate the doc files in `<projectRoot>/docs`
2. [Correct Link] Open `<projectRoot>/docs/index.html` in a browser and search for an existing symbol in the project. Clicking one of the results correctly opens the link to `<projectRoot>/docs/~/<result>.html` The href link will be `./~/<result>.html`. `index.html`'s content data for the meta element `doc-current-file`, which is used for calculating the path for the link according to the code in `search.js`, is an empty string.
3. [Incorrect Link] Open any subpage, say `<projectRoot>/docs/Foo.html`. Search for an existing symbol in the project. Clicking one of the results opens a link to `<projectRoot>/~/<result>.html` which doesn't exist. The href link will be `../.././~/<result>.html` (there's an extra "../" here). `Foo.html`'s content data for the meta element `doc-current-file` is `"."`.

Version: Deno 1.45.5
Repository: flutter
Issue: Productionize evaluating the stability of android emulators  
Labels: platform-android,P2,team-android,triaged-android,fyi-infra

Flutter android needs a way to evaluate the stability of a version of newly released android emulators before updating engine/framework/packages code to use the emulators in presubmit. 

@matanlurey hand rolled some github actions that launch an emulator and run over and over to check base stability. 

https://github.com/matanlurey/flutter-renegade-gha/blob/main/.github/workflows/ci.yaml
https://github.com/matanlurey/flutter/blob/try-crash-driver-ci/dev/bots/test.dart
https://github.com/matanlurey/flutter-renegade-gha/actions
https://github.com/matanlurey/flutter/tree/try-crash-driver-ci

Productionalize that workflow so that any flutter-android team member can test an emulator version for stability as part of our updating to a new api level code.
Repository: flutter
Issue: [iOS 18] Fix Eye Tracking's scroll to top/bottom
Labels: platform-ios,a: accessibility,P2,team-ios,triaged-ios

### Problem

Eye Tracking is a new accessibility feature added in iOS 18: https://www.apple.com/newsroom/2024/05/apple-announces-new-accessibility-features-including-eye-tracking/

Eye Tracking's scroll to top and scroll to bottom don't do anything on a Flutter app.

> [!NOTE]
> Eye Tracking's scroll up and scroll down works as expected on a Flutter app.

### Steps

1. Turn on Eye Tracking: navigate to the **Settings** app > **Accessibility** > **Eye Tracking**.
2. Run the Cupertino scrollbar example: [`examples/api/lib/cupertino/scrollbar/cupertino_scrollbar.0.dart`](https://github.com/flutter/flutter/blob/master/examples/api/lib/cupertino/scrollbar/cupertino_scrollbar.0.dart)
3. Open the Eye Tracking menu, select **Scroll**, select **Scroll to Bottom**

   <img src="https://github.com/user-attachments/assets/3a359137-8f85-492a-8390-ca1672a7b39a" width="400px" />
   
   <img src="https://github.com/user-attachments/assets/ae615ad1-2655-42e5-9cde-09816579f5f3" width="400px" />
Repository: terminal
Issue: The URL highlighting fade effect may look unpleasant with TUI programs
Labels: Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3

### Windows Terminal version

1.21.1772.0

### Windows build number

10.0.19045.3448

### Other Software

Far Manager 3.0.6359.0 x64

### Steps to reproduce

Run FAR Manager
create new file, insert line:
https://aka.ms/terminal-documentation
save

set mouse cursor over URL
press Esc (exit from editor to panel)






### Expected Behavior

no strange visual effects

### Actual Behavior

Effect of fade highlight URLs may be strange look (as flickering line)
with TUI programs for example FAR Manager (in example Video when exit from editor).

https://github.com/user-attachments/assets/1a474490-e660-4ab5-a554-72792c67b0d7
Repository: rust
Issue: rustdoc type-based seach: allow search by lifetime parameters
Labels: T-rustdoc,A-lifetimes,C-feature-request,A-rustdoc-search

many libraries give lifetimes meaningful names, such as [the `object` crate](https://docs.rs/object/latest/object)

being able to navigate these libraries by typing lifetimes like `'data` into the search bar would be quite helpful.  additionally, searching for `'_` should show all types that have a lifetime parameter (useful for finding reference-like types).
Repository: TypeScript
Issue: Long running encodedSemanticClassifications-full request
Labels: Bug

### 🔎 Search Terms

@RyanCavanaugh [requested](https://github.com/microsoft/TypeScript/issues/54459#issuecomment-2293800187) that I create a new issue

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about 5.5.4



### ⏯ Playground Link

_No response_

### 💻 Code

- Clone [example repo](https://github.com/roryscot/tsbugexample/tree/main)
- run `npm i`
- navigate to [line 26](https://github.com/roryscot/tsbugexample/blob/63a1f479c8f91d70d41147b3d6d4d7e542e0e8f4/src/components/UserProfile/UserProfile.tsx#L26) in VSCode
- try to use auto-suggestion menu (`Command + .`) 




The warning `React Hook useEffect has a missing dependency: 'getProfile'. Either include it or remove the dependency array.eslint[react-hooks/exhaustive-deps](https://github.com/facebook/react/issues/14920)` should appear on [line 26](https://github.com/roryscot/tsbugexample/blob/63a1f479c8f91d70d41147b3d6d4d7e542e0e8f4/src/components/UserProfile/UserProfile.tsx#L26)



### 🙁 Actual behavior

`2024-08-15 18:57:48.766 [trace] <semantic> Response received: encodedSemanticClassifications-full (210). Request took 155445 ms. Success: true  { "spans": [ 467, 11, 2817, 493, 5, 2560, 500, 4, 2089, 509, 10, 2816, 520, 11, 2056, 543, 7, 2089, 552, 10, 2857, 566, 8, 2816, 575, 12, 1536, 600, 6, 2089, 609, 10, 2816, 620, 21, 2056, 686, 10, 2857, 699, 11, 2816, 737, 4, 2560, 743, 8, 2089, 762, 6, 2088, 769, 6, 2560, 776, 11, 2560, 788, 4, 3072, 801, 6, 2561, 819, 5, 2561, 838, 2, 2561, 842, 4, 2088, 848, 10, 2560, 899, 8, 2088, 908, 6, 2576, 918, 10, 2856, 929, 8, 2088, 949, 6, 2088, 956, 6, 2560, 963, 11, 2560, 976, 4, 2088, 987, 9, 2816, 1009, 10, 2856, 1029, 6, 2088, 1036, 6, 2560, 1043, 11, 2560, 1056, 4, 2088, 1124, 7, 2088, 1160, 4, 2561, 1178, 7, 2561, 1205, 8, 2561, 1240, 5, 2561, 1259, 7, 2561, 1286, 8, 2561, 1321, 12, 2561, 1347, 7, 2561, 1374, 8, 2561, 1409, 6, 2561, 1429, 7, 2561, 1456, 8, 2561 ], "endOfLineState": 0 }`

encodedSemanticClassifications-full took almost a minute and an half. 

### 🙂 Expected behavior

encodedSemanticClassifications-full should take less than a few seconds.

### Additional information about the issue

When I remove the [import for Schema](https://github.com/roryscot/tsbugexample/blob/63a1f479c8f91d70d41147b3d6d4d7e542e0e8f4/src/components/UserProfile/UserProfile.tsx#L5), everything seems to work as expected. The Schema is a somewhat complex generated type whose definition is [here](https://github.com/roryscot/tsbugexample/blob/63a1f479c8f91d70d41147b3d6d4d7e542e0e8f4/amplify/data/schemas/index.ts#L55).
Repository: godot
Issue: AudioStreamSynchronized.set_sync_stream_volume() doesn't appear in the auto-fill list
Labels: bug,discussion,topic:gdscript,topic:editor,confirmed

### Tested versions

- Reproducible in v4.3.stable.official [77dcf97d8], v4.3.beta1.official [a4f2ea91a], v4.3.beta2.official [b75f0485b], v4.3.beta3.official [82cedc83c], v4.3.rc1.official [e343dbbcc], v4.3.rc2.official [3978628c6], and v4.3.rc3.official [03afb92ef]

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics (Intel Corporation; 31.0.101.5186) - 13th Gen Intel(R) Core(TM) i7-1355U (12 Threads)

### Issue description

When you set a variable to an AudioStreamSynchronized resource, and then you try to type in the set_sync_stream_volume() function, the intellisense doesn't list the set_sync_stream_volume() function in the autofill list. What I expected it to do was list the set_sync_stream_volume() function while I am trying to type in the function, since I have statically set the variable's type to an AudioStreamSynchronized resource.

![Screenshot 2024-08-16 121919](https://github.com/user-attachments/assets/4b22b657-9fc6-4d2e-97bb-08b7b5db8ff8)
![Screenshot 2024-08-16 115228](https://github.com/user-attachments/assets/72739a72-f880-4d0c-b479-521aae39cb4f)

```gdscript
extends CharacterBody2D

const SPEED = 300.0
const JUMP_VELOCITY = -400.0

@onready var adaptive_stuffs: AudioStreamPlayer = $AdaptiveStuffs
var moosic: AudioStreamSynchronized

func _ready() -> void:
	if adaptive_stuffs.stream is AudioStreamSynchronized:
		moosic = adaptive_stuffs.stream
		print_debug("Dis oki")
	else:
		print_debug("Dis not oki")
	moosic.set_sync_stream_volume(1, -13.17)
```


### Steps to reproduce

1. Set a variable (audioNode for this example) as an AudioStreamPlayer node
2. Set a variable (syncResource for this example) statically as a AudioStreamSynchronized class
3. Set syncResource as audioNode.stream
4. try to type in set_sync_stream_volume(), and notice how the set_sync_stream_volume function doesn't appear in the intellisense autocomplete list

### Minimal reproduction project (MRP)

[Bug-Test-Project.zip](https://github.com/user-attachments/files/16639809/Bug-Test-Project.zip)
Repository: pytorch
Issue: Add `beta`, `betainc`, etc. to `torch.special`
Labels: module: distributions,triaged

### 🚀 The feature, motivation and pitch

Scipy provides the following functions in its `special` module:

| Function | Description |
|----------|-------------|
| [`beta(a, b[, out])`](https://docs.scipy.org/doc/scipy/reference/generated/scipy.special.beta.html#scipy.special.beta) | Beta function. |
| [`betaln(a, b[, out])`](https://docs.scipy.org/doc/scipy/reference/generated/scipy.special.betaln.html#scipy.special.betaln) | Natural logarithm of the absolute value of the beta function. |
| [`betainc(a, b, x[, out])`](https://docs.scipy.org/doc/scipy/reference/generated/scipy.special.betainc.html#scipy.special.betainc) | Regularized incomplete beta function. |
| [`betaincc(a, b, x[, out])`](https://docs.scipy.org/doc/scipy/reference/generated/scipy.special.betaincc.html#scipy.special.betaincc) | Complement of the regularized incomplete beta function. |
| [`betaincinv(a, b, y[, out])`](https://docs.scipy.org/doc/scipy/reference/generated/scipy.special.betaincinv.html#scipy.special.betaincinv) | Inverse of the regularized incomplete beta function. |
| [`betainccinv(a, b, y[, out])`](https://docs.scipy.org/doc/scipy/reference/generated/scipy.special.betainccinv.html#scipy.special.betainccinv) | Inverse of the complemented regularized incomplete beta function. |

These functions are crucial in various domains related to probabilistic programming and statistics.

For my specific use case, I am implementing closed form solutions of the CRPS (a probabilistic equivalent of the mean absolute error) for various distributions, using multiple backends (numpy, pytorch, jax, tensorflow). For some distributions, these functions are required, however Pytorch is the only backend that does not implement them. See https://github.com/frazane/scoringrules/issues/13

It would be great to add them to pytorch! 

### Alternatives

_No response_

### Additional context

_No response_

cc @fritzo @neerajprad @alicanb @nikitaved
Repository: TypeScript
Issue: 5.6 regression: Incorrect param type inference for type with all optional props
Labels: Bug,Help Wanted

### 🔎 Search Terms

inference, param

### 🕗 Version & Regression Information

- This changed between versions 5.5.4 and 5.6.0

### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.6.0-dev.20240816#code/JYOwLgpgTgZghgYwgAgMoHsC2EAqBPABxQG8AoZC5AeiuQHkRkBWAOgDYWAGAGmQgA8iUYNnDIARnmSY4Aa1ABzZGAAWwAM7ICUdAWRQIARwCuwAwBMW5SsZDATEAAo6CAfgBcydWGEgFAblIAX1JScwgEABs4A2QEdBBvZHRxdU86VOgANzhxSIgAHgxsfCIAPkDSGFsEMGAE5BiFAHEIMHUAdR0-UogACgBKdMyoHLzC4iCy5DJKfTbjKEYU9RYCYCI+sDgCPqbkAF5p2bnKJsDTyhoAPVdrS5pkAFFBCMhzT2LcQhRQZhZWAAWe6nR4AQVqxjgkU8FEmyD+WVYHE4AFpxG04Mp0P8UajwlkWAAmThEwGcAAcAEY2Mg9mBkPk4N4BiCggMBoEQlUanUGk1Wu0AMLoKAGWq9QYzEEGMCLZapNYbfrbXb7I7Sy4Uc4guY3O5a6i0MGRADucDwmniYrebI5XNCoEgsEQKAy6myuXyBRwxxB6yIBTBZT6unSQjgYFFADFefUQD7eMGhvQRmNvcGHU7oPAkMgAKogGJ4WMgWrxxPIABKxzp6nQiyQnhwKar-mQIWzLrzdAjUagpfLCUrNb4-EgIHMmkLxcHfIT7s94x9ZV4i9GXsKNdrnfAOddyAAsgl0L1e9BIzG48PfWOJ1P6H2r2X55Xb8QO2EItFYtUX-HlB2Fc+hAAQwE8PockiYwIGbAZDmmLJ0GAcwU2PEBTx+c8oEvAdrwTX1AiAA

### 💻 Code

```ts
interface SomeType {
    // On 5.6.0, experiment by making this prop required.
    uniqueProp?: string;
}

declare const obs: Observable<SomeType>;

function argGetsWrongType(): Observable<{}> {
    return obs.pipe(tap(arg => {
        arg;
        //^?
        // Expected: SomeType in 5.5.4
        // Actual:   {} in v5.6.0-beta to 5.6.0-dev.20240816 (at least)
    }));
}

function argGetsCorrectType() {
    return obs.pipe(tap(arg => {
        arg;
        //^?
        // Always correct
    }));
}

interface Observable<T> {
    pipe<A>(op: OperatorFunction<T, A>): Observable<A>;
}
interface UnaryFunction<T, R> { (source: T): R; }
interface OperatorFunction<T, R> extends UnaryFunction<Observable<T>, Observable<R>> { }
interface MonoTypeOperatorFunction<T> extends OperatorFunction<T, T> { }
declare function tap<T>(next: (value: T) => void): MonoTypeOperatorFunction<T>;
```

### 🙁 Actual behavior

`arg` is inferred as `{}`

### 🙂 Expected behavior

`arg` is inferred as `SomeType` as was consistent in v5.5.4

### Additional information about the issue

(Google note: See http://cl/664889390 for local workaround)
Repository: flutter
Issue: Add a way to query the screen's color space and/or pixel format.
Labels: a: fidelity,a: images,P3,team-engine,triaged-engine

Based on an idea presented in another issue: https://github.com/flutter/flutter/issues/153517#issuecomment-2293891009

<br>

A possible solution would be to add a getter to [`FlutterView`](https://api.flutter.dev/flutter/dart-ui/FlutterView-class.html) and/or [`PlatformDispatcher`](https://api.flutter.dev/flutter/dart-ui/PlatformDispatcher-class.html).

```dart
Set<ColorSpace> get supportedColorSpaces;
```

Example usage:
```dart
Widget build(BuildContext context) {
  final FlutterView view = View.of(context);
  if (view.supportedColorSpaces.contains(ColorSpace.displayP3)) {
    // ...
  }
}
```
Repository: flutter
Issue: et: debug binaries are stripped on linux
Labels: P2,team-engine,triaged-engine,e: engine-tool

## reproduction
```
./flutter/bin/et build -c host_debug_unopt //flutter/shell/platform/embedder:embedder_unittests
```

## expected result
`nm out/host_debug_unopt/embedder_unittests` prints symbols.

## observed result
`nm out/host_debug_unopt/embedder_unitttests` prints no symbols