sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: electron
Issue: [Bug]: All electron application have frame thickness mismatch (small pixel borders around window title) under Linux with Wayland
Labels: platform/linux,bug :beetle:,wayland,30-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

30.0.6

### What operating system are you using?

Other Linux

### Operating System Version

Linux 48HVWD3 6.9.1-arch1-1 #1 SMP PREEMPT_DYNAMIC Fri, 17 May 2024 16:56:38 +0000 x86_64 GNU/Linux

### What arch are you using?

x64

### Last Known Working Electron version

None, never seen this working under Wayland

### Expected Behavior

When using any Electron app under Linux with Wayand and setting the window to full screen, the window title, just like the rest of the window, should fill the entire screen.

### Actual Behavior

The window title is missing a few pixels on the left, top, and right border of the title only.

I can reproduce this issue under Linux with Wayland and GNOME 46, with 125% scaling on my screen.

To reproduce:

- Open a terminal
- Run electron30 with the Wayland flags: `electron30 --enable-features=WaylandWindowDecorations --ozone-platform-hint=auto`
- Maximize the electron window that appears

The terminal will show an error:

```
[179576:0521/164350.919483:ERROR:window_frame_provider_gtk.cc(407)] Frame thickness mismatch!  Old: [x:5,5 y:2,8], new: [x:5,5 y:3,8].  Current scale is 1.25.  Please report to crbug.com/1240905.
```

If you look closely at the title bar of the application, you will see the desktop background around the top, left, and right of the title bar only. The rest of the window is correctly maximized.

See screenshot:

![image](https://github.com/electron/electron/assets/15158042/9d808eaa-af6f-48e9-81aa-5ee3066979d5)


### Testcase Gist URL

_No response_

### Additional Information

_No response_
Repository: three.js
Issue: NormalScale in USDZ Exporter
Labels: Addons

### Description

Within the USDZ exporter it seems like the NormalScale seems disregarded. I would like to have this included so normals can be more excessive in certain cases.

### Solution

Within the USDZ exporter include the materials NormalScale when generating the texture/material.

### Alternatives

None

### Additional context

_No response_
Repository: flutter
Issue: [Windows] Missing automationId for testing purposes
Labels: a: tests,framework,engine,a: accessibility,platform-windows,c: proposal,a: desktop,P3,team-windows,triaged-windows

### Use case

The Windows platform does not implement the mapping of  `Semantics.identifier` property to `automationId`, which is usefull in automated test, specifically using Appium.

This is implemented for iOS and Android:
- https://github.com/flutter/flutter/issues/17988#issuecomment-1867097631
- https://github.com/flutter/flutter/pull/138331
- https://github.com/flutter/engine/pull/47961
- https://github.com/flutter/engine/pull/48858

Windows favors `automationId `for automated testing:
- https://learn.microsoft.com/en-us/dotnet/framework/ui-automation/using-ui-automation-for-automated-testing#automationid
- https://learn.microsoft.com/en-us/windows/win32/winauto/uiauto-usefortesting#key-properties-for-test-automation

### Proposal

The Flutter engine should map `Semantics.identifier` to `automationId`.
Repository: deno
Issue: Perf - Do not do node permission checks when all permissions are allowed
Labels: perf,node compat

It seems we're always calling `ensure_registry_read_permission`
Repository: go
Issue: database/sql: allow driver to entirely override Scan
Labels: Proposal,Proposal-Accepted

### Proposal Details

I am the creator of the https://github.com/jackc/pgx/ PostgreSQL driver.

pgx implements a very flexible and convenient type system for its native interface. Most types "just work" without needing to add any pgx or database/sql interfaces. Slices like `[]int64` can be used directly as query arguments and scan targets. A `map[string]string` can be used as a PostgreSQL `json` or `hstore` value even though the encoding formats are different. This can only work because the encoding and decoding logic has access to connection specific information (e.g. registered Codecs for each type), the PostgreSQL type (OID), the value format (text or binary), and the Go type.

I've been trying with very limited success to expose the this functionality and the relevant types to the database/sql interface. The problem is that an implementer of the `sql.Scanner` or `driver.Valuer` interfaces does not have any way of accessing the connection information, the PostgreSQL value type, or the value format.

For query arguments, this can be overridden by implementing `NamedValueChecker` and simply passing all values through unmodified. So at this point, all of pgx's advanced type handling is available for query arguments.

However, there does not seem to be the same for `Scan`. I propose adding a `driver.RowsColumnScanner` interface.

```go
type RowsColumnScanner interface {
	ScanColumn(i int, dest any) error
}
```

If this interface is implemented it could completely replace the existing database/sql scan logic. Drivers could implement arbitrary type support and it could significantly improve performance. `ErrSkip` could be returned to fallback to the existing database/sql logic.

See https://github.com/golang/go/issues/22544 for a related proposal. However, I prefer this proposal as the scanning interface is on the row not the connection or driver. This allows the decoding logic to know what the underlying database type and value format are.

As far as I know this would be an entirely backwards compatible change. The only subtlety I am aware of is a `RowsColumnScanner` would have to support `ScanColumn` being called multiple times on the same column to preserve support for calling `rows.Scan` multiple times on a single row.
Repository: ollama
Issue: phi3 medium small vision
Labels: model request

https://huggingface.co/microsoft/Phi-3-medium-128k-instruct

https://huggingface.co/microsoft/Phi-3-medium-4k-instruct

https://huggingface.co/microsoft/Phi-3-small-8k-instruct

https://huggingface.co/microsoft/Phi-3-small-128k-instruct

Suggested by @Qualzz
https://huggingface.co/microsoft/Phi-3-vision-128k-instruct/
Repository: node
Issue: wasi fast calls causes segfault on x86_64-linux when running a wasm32-wasi module
Labels: wasi

### Version

v22.2.0

### Platform

Linux build01 6.7.9 #1-NixOS SMP PREEMPT_DYNAMIC Wed Mar  6 14:54:01 UTC 2024 x86_64 GNU/Linux

### Subsystem

wasi

### What steps will reproduce the bug?

https://files.catbox.moe/izkaki.zst

The above `.tar.zst` tarball contains `openFile008.wasm` and `wasm-run.mjs` in the same directory. `openFile008.wasm` is a Haskell program compiled from this [`file`](https://gitlab.haskell.org/ghc/ghc/-/blob/master/libraries/base/tests/IO/openFile008.hs) that simply creates a temporary directory, then opens/closes some empty files within it. `wasm-run.mjs` is a script to run it:

```javascript
#!/usr/bin/env -S node --no-warnings --experimental-wasi-unstable-preview1

import fs from "node:fs/promises";
import { WASI } from "node:wasi";

const wasi = new WASI({
  version: "preview1",
  args: ["openFile008.wasm"],
  env: { PATH: "" },
  preopens: { "/": process.cwd() },
  returnOnExit: false,
});

const instance = (
  await WebAssembly.instantiate(await fs.readFile("openFile008.wasm"), {
    wasi_snapshot_preview1: wasi.wasiImport,
  })
).instance;

wasi.start(instance);
```

Now, simply run the script above.

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

It should quickly run to completion without any issue. This is the expected behavior you get by running it with `wasmtime run .::/ -- openFile008.wasm`, or using node v18 to run the repro script.

### What do you see instead?

`node` process segfaults.

### Additional information

I have tried to bisect this breakage on the `main` branch. The offending commit is b3bf07e0194cff84d0743eee8b52ff500ceeea0f that landed #43697. cc @devsnek
Repository: tauri
Issue: [feat] Add option to control compression mode and level for Linux bundles
Labels: type: feature request,platform: Linux,scope: bundler

### Describe the problem

Properly tracking https://github.com/tauri-apps/tauri/pull/9840#discussion_r1608588615 here so we don't forget.

### Describe the solution you'd like

A config similar to the nsis one

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: storybook
Issue: [Bug]: viteFinal() missing build.assetsInlineLimit from vite.config.ts
Labels: bug,needs triage

### Describe the bug

Vite `config.build` object missing `assetsInlineLimit` property from `vite.config.ts` when building Storybook.

vite.config.ts:
```typescript
import { defineConfig } from 'vite';
import react from '@vitejs/plugin-react';

// https://vitejs.dev/config/
export default defineConfig({
  plugins: [react()],
  build: {
    assetsInlineLimit: 0, // <-- Disables inlining of assets in static build of Storybook
    target: ['esnext'],
  },
});
```

.storybook/main.ts:
```typescript
// ...
  viteFinal(config) {
    // Contains "target" but not "assetsInlineLimit"
    console.log('vite.config.build', config.build);

    // Re-adding it here works as intended
    // config.build = { ...config.build, assetsInlineLimit: 0 }

    return config;
  },
// ...
```

Something in the Vite config pipleline in Storybook appears to be removing the `assetsInlineLimit` property. Other properties from `vite.config.ts` show up.

### Reproduction link

https://stackblitz.com/edit/github-cosnsu-rvxxbz?file=src/Svg.tsx,vite.config.ts,.storybook/main.ts&preset=node

### Reproduction steps

1. Go to the above link
2. When Storybook starts, observe that the `console.log` output from within `viteFinal()` contains `target` from `vite.config.js`, but not `assetsInlineLimit`

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 5.0 undefined
    CPU: (8) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
    Shell: 1.0 - /bin/jsh
  Binaries:
    Node: 18.18.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 10.2.3 - /usr/local/bin/npm <----- active
    pnpm: 8.15.6 - /usr/local/bin/pnpm
  npmPackages:
    @storybook/addon-essentials: ^8.2.0-alpha.2 => 8.2.0-alpha.2 
    @storybook/addon-interactions: ^8.2.0-alpha.2 => 8.2.0-alpha.2 
    @storybook/addon-links: ^8.2.0-alpha.2 => 8.2.0-alpha.2 
    @storybook/addon-onboarding: ^8.2.0-alpha.2 => 8.2.0-alpha.2 
    @storybook/blocks: ^8.2.0-alpha.2 => 8.2.0-alpha.2 
    @storybook/react: ^8.2.0-alpha.2 => 8.2.0-alpha.2 
    @storybook/react-vite: ^8.2.0-alpha.2 => 8.2.0-alpha.2 
    @storybook/test: ^8.2.0-alpha.2 => 8.2.0-alpha.2 
    storybook: ^8.2.0-alpha.2 => 8.2.0-alpha.2
```


### Additional context

The `assetsInlineLimit` property has no effect in a running instance of `storybook dev`. It only affects the output of `storybook build`. If this bug is fixed the build output should have `<use href="./discord.svg" />`. It currently incorrectly outputs `<use href="data:image/svg..." />`.
Repository: langchain
Issue: SQL Agent with "llm.with_retry()": Can't instantiate abstract class BaseLanguageModel with abstract methods agenerate_prompt, apredict, apredict_messages, generate_prompt, invoke, predict, predict_messages (type=type_error)
Labels: 🤖:bug,🔌: openai,Ɑ:  core

### 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


```python
import openai
from langchain_community.utilities import SQLDatabase
from langchain_community.agent_toolkits import create_sql_agent
from langchain_openai import AzureChatOpenAI
from langchain_core.prompts import (
    ChatPromptTemplate,
    MessagesPlaceholder,
)
from sqlalchemy import create_engine
import os

os.environ["AZURE_OPENAI_ENDPOINT"] = "..."
os.environ["AZURE_OPENAI_API_KEY"] = "..."
os.environ["OPENAI_API_VERSION"] = "..."


engine = create_engine("sqlite:///:memory:")
db = SQLDatabase(engine)

prompt = ChatPromptTemplate.from_messages(
        [("system", "You are a helpful agent"), ("human", "{input}"), MessagesPlaceholder("agent_scratchpad")]
    )

llm = AzureChatOpenAI(model="gpt-4", temperature=0)

llm = llm.with_retry(
    retry_if_exception_type=(openai.RateLimitError, openai.BadRequestError),
    wait_exponential_jitter=True,
    stop_after_attempt=3
)

agent_executor = create_sql_agent(llm, db=db, prompt=prompt, agent_type="openai-tools")
```



### Error Message and Stack Trace (if applicable)

Can't instantiate abstract class BaseLanguageModel with abstract methods agenerate_prompt, apredict, apredict_messages, generate_prompt, invoke, predict, predict_messages (type=type_error)

### Description

I cannot use llm.with_retry() inside an sql agent. It works fine if I don't use .with_retry()

### System Info

langchain==0.2.0
langchain-community==0.2.0
langchain-core==0.2.0
langchain-openai==0.1.7
langchain-text-splitters==0.2.0

MacOS

Python Version:  3.9.18
Repository: ollama
Issue: Where can I see the full list of embedding modes supported by ollama?
Labels: model request

thx
Repository: godot
Issue: Node3D local rotation resets when updating global position
Labels: discussion,needs testing,topic:3d

### Tested versions

Reproducible in 4.3 dev 6 and earlier

### System information

Godot v4.3.dev6 - macOS 14.1.2 - Vulkan (Mobile) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

Given a Node3D with a local rotation, updating its global position (or calling several other transform methods on it) will end up recomputing the euler angles from the basis instead of retaining the value set by the user.

The following code does not work as expected if the node already has a rotation on another axis:
```gdscript
func _process(delta):
	rotation_degrees.x += 360 * delta
	global_position.x += 1 * delta
```

I have opened a PR to fix this issue: https://github.com/godotengine/godot/pull/92172

### Steps to reproduce

Locally rotate any Node3D on more than 1 axis and also apply some other transform methods to it (such as updating its position).

### Minimal reproduction project (MRP)

[node3d-rotation.zip](https://github.com/godotengine/godot/files/15393065/node3d-rotation.zip)
Repository: flutter
Issue: Add method to `SearchController` to refresh suggestions
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

I use `SearchAnchor` in my app. I catch any errors in `suggestionsBuilder` and instead show an error widget with a "Retry" button:

<img src=https://github.com/flutter/flutter/assets/32234660/a95eea0b-349c-4670-9a38-c67a3b2e59ab width=300>

However, when I went to implement the "Retry" button, I found out that there aren't any methods for that on `SearchController`, and instead I had to use this somewhat hacky code:
```dart
final text = controller.text;
controller.text = '';
controller.text = text;
```


### Proposal

It would be nice if there was a method on `SearchController` to directly achieve that. That method could probably do nothing more than calling `notifyListeners()` to cause a refresh, though I haven't tested if this actually works.
Repository: PowerToys
Issue: [Setting > Shortcut control] Show red info text on empty shortcut
Labels: Idea-Enhancement,Product-Settings,Needs-Triage,Product-Advanced Paste

### Microsoft PowerToys version

0.81.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Advanced Paste

### Steps to reproduce

Install PT nad open AdvancedPaste settings page.

### ✔️ Expected Behavior

An read text like "Not set" nearby the edit button.

### ❌ Actual Behavior

![image](https://github.com/microsoft/PowerToys/assets/61519853/01168083-5c13-4431-9639-e6b6af3d4b2a)

### Other Software

_No response_
Repository: TypeScript
Issue: Outline view does not render complex Javascript objects correctly
Labels: Bug,Help Wanted

Type: <b>Bug</b>

Create two .js files:
```
test1.js:
var TEST1={}

TEST1.TESTA={
    name:"test1.a",
    show:function(){

    }
}

test1b.js:
TEST1.TEST1b={
    name:"test1.b",
    show:function(){
        
    }
}

```
For test1.js, the Outline view shows this:
```
TEST1
name
show

```
I would expect something like this:
```
TEST1
TEST1.TESTA
 + name
 + show

```
Test1b.js has similar issues


VS Code version: Code 1.89.1 (dc96b837cf6bb4af9cd736aa3af08cf8279f7685, 2024-05-07T05:13:33.891Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|12th Gen Intel(R) Core(TM) i7-12850HX (24 x 2419)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.67GB (5.76GB free)|
|Process Argv|--crash-reporter-id 9627556d-631e-4542-bfc5-c239f85d7509|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (6)</summary>

Extension|Author (truncated)|Version
---|---|---
mdoc|bxa|1.4.0
gitlens|eam|15.0.3
shortcut-menu-bar|jer|3.0.4
hexeditor|ms-|1.10.0
intellicode-api-usage-examples|Vis|0.2.8
vscodeintellicode|Vis|1.3.1

(3 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
tftest:31042121
vscoreces:30445986
vscod805cf:30301675
binariesv615:30325510
vsaa593cf:30376535
py29gd2263:31024239
c4g48928:30535728
azure-dev_surveyone:30548225
a9j8j154:30646983
962ge761:30959799
pythongtdpath:30769146
welcomedialog:30910333
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30936856
pythonmypyd1:30879173
pythoncet0:30885854
2e7ec940:31000449
pythontbext0:30879054
accentitlementst:30995554
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
cppperfnew:31000557
dsvsc020:30976470
pythonait:31006305
chatpanelc:31048052
dsvsc021:30996838
bdiig495:31013172
pythoncenvptcf:31049071
a69g1124:31046351
pythonprt:31047983
dwnewjupytercf:31046870
26j00206:31048877

```

</details>

<!-- generated by issue reporter -->
Repository: PowerToys
Issue: [Advanced Paste > Paste with AI] Does OpenAI use my clipboard data or saves them?
Labels: Issue-Docs,Product-Advanced Paste

### Provide a description of requested docs changes

There is no information in PT Settings or on the documentation of PT Advanced Paste if OpenAI will save or use my Clipboard Content if I paste with AI. This information is interesting because sometimes my clipboard contains sensitive data (passwords, keys, personal adress, ...).

If yes there should be an warning box in PT Settings and on the learn.microsoft.com page.
Repository: PowerToys
Issue: [Advanced Paste > Paste with AI] Does the preview costs extra quota (paied credits)?
Labels: Issue-Docs,Product-Advanced Paste

### Provide a description of requested docs changes

Does enabling the preview for Paste with AI costs extra AI quota (paid credits) compared to not enabling the preview?

There should be a hint about the behavior in PT Setting and/or the docs page on learn.microsoft.com
Repository: tensorflow
Issue: TensorRT no longer has NvUtils.h - build from source is failing
Labels: stat:awaiting tensorflower,type:build/install,comp:gpu:tensorrt,TF 2.16

### Issue type

Build/Install

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

source

### TensorFlow version

tf 2.16.1

### Custom code

Yes

### OS platform and distribution

Linux Arch

### Mobile device

_No response_

### Python version

3.12.3

### Bazel version

6.5.0

### GCC/compiler version

14.1.1

### CUDA/cuDNN version

12.4

### GPU model and memory

RTX 4090 - 24gb

### Current behavior?

While building from source, when I specify to use Tensorrt 10.0.1, the bazel configuration uses the header files from version 8 (https://github.com/tensorflow/tensorflow/blob/master/third_party/tensorrt/tensorrt_configure.bzl#L50-L65), which were changed in major 9 of Tensorrt (https://github.com/NVIDIA/TensorRT/tree/v9.1.0/include).

There is no longer `NvUtils.h` and a new header `NvOnnxConfig.h` (since 9.x.x and still like this on TensorRT 10).

I believe that either a new configuration must be created to support TensorRT 9.x.x and 10.x.x, or you should specify that Tensorflow only accepts TensortRT <= 8.6.



### Standalone code to reproduce the issue

```shell
USE_BAZEL_VERSION=6.5.0 bazel build //tensorflow/tools/pip_package/v2:wheel --repo_env=WHEEL_NAME=tensorflow --config=cuda --jobs=30 --verbose_failuresj
```


### Relevant log output

_No response_
Repository: godot
Issue: Engine applies wrong gravity to rigid bodies.
Labels: topic:physics,needs testing,topic:3d

### Tested versions

4.1 - 4.2.Stable - 4.3.Preview.6

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.5244) - Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz (20 Threads)

### Issue description

It seems like physics engine applies wrong gravity to rigid bodies. (I've tried both Godot physics and Jold3D addon)
I'm not an expert at physics but I've never seen physics behave like that in other engines. Since we don't have any air friction applied to bodies, they should follow calculated predicted trajectory matching it.

Bellow I've attached an example project.
First GIF is where bodies are solved by the engine. And the don't reach target (strange thing happened while i was creating this bug report, the bodies started to fly only half the way, while just a minute before they been reaching 90% of distance to target. I could not figure why this happened, and cant revert both the projects (mine and minimal-example) to previous state. But neither less the behavior is persistent between projects and engine versions 4.1-4.3.)
Second GIF is where I'm Using custom integrator forces and just add gravity to velocity. (Now rigid bodies actually reaches target)
![gravity_bug_2](https://github.com/godotengine/godot/assets/3350340/101cb097-253a-4271-bc1f-bcdeea4c5eb6)
Custom Integrator version:
![gravity_bug_3](https://github.com/godotengine/godot/assets/3350340/e67431a3-992a-46b7-b958-833937024a67)

This is example from GDQuest. I've changed projectiles to rigid bodies 3d. And we can see that now they are falling slightly off, not reaching the target. 
![gravity_bug_1](https://github.com/godotengine/godot/assets/3350340/d846591f-3ed1-4702-b885-47ce1b3264aa)


### Steps to reproduce

Calculate velocity for projectile needed to reach target and apply it to RigidBody3D.

### Minimal reproduction project (MRP)

[Gravity_Bug_Report.zip](https://github.com/godotengine/godot/files/15393700/Gravity_Bug_Report.zip)