sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: Additional Properties for MenuItem
Labels: Inactive,improvement

### What problem does this feature solve?

I want to use the Menu component in ways, where I generate items based on other data and have custom actions, that should happen, when such an item is clicked. 
The natural way for me, would be to assign an action handler (or click handler) to each item. This handler could be called from the onClick method of menu component since it passes the item.
The problem is that the MenuItem does not support additional properties (TS throws an error about this). I think it would be nice to either be able to add arbitrary properties to MenuItem or to make Menu component generic and pass type of menu item as generic parameter. I guess that the solution with arbitrary additional fields is very easy to implement and does not have any danger of breaking other functionality.

The current workaround is to cast to "any", which is OK but not so nice. Another workaround is to maintain a separate index for metadata based on item key and then retrieve this data in the onClick handler. But all of this is rather extra code.

### What does the proposed API look like?

Add { [key:string]: any} or { onClick: ({ item, key, keyPath, domEvent }) => void } to the MenuItem

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: rust
Issue: Happens-before relationship between wake and poll 
Labels: T-libs-api,A-docs,C-discussion,WG-async

### Location

Probably here https://doc.rust-lang.org/std/task/struct.RawWakerVTable.html

### Summary

Is it safety invariant of executor to provide happens-before relationship between wake and poll? If not, is it a logical one? Or futures must not rely on that? But if there is no happens-before relationship, then data might be missed.

Related discussion: https://users.rust-lang.org/t/must-async-executor-provide-happens-before-relationship/114861?u=ddystopia

There are opposite answers that indicates that community is not really sure what is the answer to that question.

Also related [discord question](https://discord.com/channels/273534239310479360/932329954492948601/1264864768939004058) with answer in favor of requiring happens-before relationship
Repository: godot
Issue: AudioStreamInteractive doesn't update `AudioStreamPlayer.parameters/switch_to_clip` dropdown when edited
Labels: bug,topic:editor,topic:audio

### Tested versions

Found in 4.3-rc3, reasonable to assume exists in all prior versions with `AudioStreamInteractive`

### System information

Linux Pop!_OS - Godot v4.3-rc3

### Issue description

When modifying an AudioStreamInteractive, such that a stream is added, removed, or renamed, the "Switch to clip" dropdown in the AudioStreamPlayer which holds the AudioStreamInteractive will remain in the same state it was in when the AudioStreamInteractive was loaded. Reloading the scene updates the dropdown.

### Steps to reproduce

Create a new AudioStreamPlayer, add an AudioStreamInteractive resource to it, then add a stream, change the name of a stream, or otherwise modify the stream data, then select the AudioStreamPlayer's parameters, and open the "Switch to Clip" dropdown. The dropdown will be in a state identical to that which it was in when first loaded into the scene.

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Search Editor Progress Bar Animates Endlessly After Search Completed (intermittent)
Labels: bug,search,confirmed

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- VS Code Version: 1.92.1 Commit eaa41d57266683296de7d118f574d0c2652e1fc4
- OS Version: macOS Sonoma 14.6.1 (23G93)

Steps to Reproduce:

1. Perform a search using the [VS Code Search Editor](https://code.visualstudio.com/docs/editor/codebasics#_search-editor)
2. Intermittent: Blue progress bar / indicator animates endlessly, even after search is completed (I have not yet identified a pattern for which search terms trigger this) - almost like hanging behavior, but everything is still responsive.
3. Reloading the editor using "Developer: Reload Window" causes the problem to disappear

Blue progress bar indicator:

![Screenshot 2024-08-10 at 13 05 59](https://github.com/user-attachments/assets/fad42ad3-dee7-42d2-b5c5-732931677d5f)


https://github.com/user-attachments/assets/dcacab77-5e07-4c7a-b0d1-d0b3a2dbad51


Search pattern (invalid regular expression):

```
pageTitle: '([^']+)',\n.+)
```

Fixing the invalid regular expression problem does not make the problem go away:


https://github.com/user-attachments/assets/343dade1-9cc8-4f02-8e6a-3f2cb1abefd4



This is not a new problem - this has been happening (intermittently) since shortly after the Search Editor was introduced.

cc @andreamah @rzhao271 @roblourens @JacksonKearl
Repository: rust
Issue: Missing optimization for interger `modulo` operation in `loop` edge case
Labels: A-LLVM,I-slow,A-codegen,T-compiler,C-optimization

`rust` and `c` can't optimize code like this when `modulo` is larger than `100` and is not `power of 2` but `cpp` can:
```rust
fn modulo() {
    let mut j = 0;
    loop {
        j = j + 1;
        if j % modulo == 0 {
            return;
        }
    }
}
```
`rust`: [godbolt link](https://godbolt.org/z/1qcn5TqTf)
`c`: [godbolt link](https://godbolt.org/z/8e4YnTGda)
`cpp`: [godbolt link](https://godbolt.org/z/aj71eEj9s)
Repository: angular
Issue: Sidebar is not reacting to navigation correctly
Labels: P3,area: docs-infra

### Describe the problem that you experienced

- When I was on the page "Common Routing Task" (https://angular.dev/guide/routing/common-router-tasks#lazy-loading), I clicked the "Lazy Loading" (https://angular.dev/guide/ngmodules/lazy-loading). 
- After navigation, the sidebar landed on the "References" part, not the most accurate "References/Concepts/NgModule/Lazy-loading feature modules"
- If I click backward, the sidebar will land on the top-level "Docs" part, not the more accurate "Docs/Routing/Common Routing Tasks"

### Enter the URL of the topic with the problem

https://angular.dev/guide/ngmodules/lazy-loading

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem


https://github.com/user-attachments/assets/b0cccc4f-5cd3-4c7b-b3aa-88569cf8148c



### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: PowerToys
Issue: 没有Rename!!!
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

打开Power Rename功能后的右键菜单栏里没有Power Rename的选项
![Wrong](https://github.com/user-attachments/assets/077553b6-9d2a-4c5f-8567-c6ef1c061d30)
![image](https://github.com/user-attachments/assets/5ba92a99-03ea-4411-9983-ef4c03f39f5e)


### ✔️ Expected Behavior

右键菜单栏里有Power Rename的选项

### ❌ Actual Behavior

哪里都没有Power Rename的选项

### Other Software

_No response_
Repository: vscode
Issue: 1.92 broke my exension "The task '<task name>' is already active"
Labels: bug,tasks

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- VS Code Version: 1.92.0-1.92.1
- OS Version: Ubuntu 24.04

Steps to Reproduce:

1. Install OpenDream extension https://github.com/OpenDreamProject/vscode-opendream
2. Create a folder with an empty file called `test.dme`
3. Launch 

The OpenDream binaries are downloaded, and then this occurs:
![image](https://github.com/user-attachments/assets/6705efc1-1975-438b-aced-3fb303b5bc10)

The extension seemed to be working fine (and does so on my laptop still) but other computers (also linux based) are encountering the same bug. It is unclear why.
Repository: material-ui
Issue: [joy-ui][Select] Option flickers for multiple and controlled Select
Labels: on hold,component: select,package: joy-ui

### Steps to reproduce

Link to live example:
https://codesandbox.io/p/sandbox/multiple-select-joy-gmxvy2

Steps:
1. Select a option
2. Then select other options


### Current behavior

Options are flickering.


### Expected behavior

Options shouldn't flicker.

### Context

When I selected option from **Select Component** that is multiple and controlled, options flickered.

[options-flicker.webm](https://github.com/user-attachments/assets/f8d54258-08a2-4aaa-b630-7a6c3c9bf265)


### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: option flicker, select bug
Repository: tensorflow
Issue: Aborted (core dumped) in `tf.config.threading.set_intra_op_parallelism_threads`
Labels: stat:awaiting tensorflower,type:bug,comp:ops,2.17

### Issue type

Bug

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

Yes

### Source

source

### TensorFlow version

tf 2.17

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 22.04.3 LTS (x86_64)

### Mobile device

_No response_

### Python version

3.9.13

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

Crash triggered when input negative numbers into tf.config.threading.set_intra_op_parallelism_threads.

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/17JV6ppGU1XtQg25PKa8itDhihAspgHIz?usp=sharing
```


### Relevant log output

```shell
2024-08-10 21:29:55.538868: I tensorflow/core/util/port.cc:153] oneDNN custom operations are on. You may see slightly different numerical results due to floating-point round-off errors from different computation orders. To turn them off, set the environment variable `TF_ENABLE_ONEDNN_OPTS=0`.
2024-08-10 21:29:55.869155: E external/local_xla/xla/stream_executor/cuda/cuda_fft.cc:485] Unable to register cuFFT factory: Attempting to register factory for plugin cuFFT when one has already been registered
2024-08-10 21:29:55.967845: E external/local_xla/xla/stream_executor/cuda/cuda_dnn.cc:8454] Unable to register cuDNN factory: Attempting to register factory for plugin cuDNN when one has already been registered
2024-08-10 21:29:56.002644: E external/local_xla/xla/stream_executor/cuda/cuda_blas.cc:1452] Unable to register cuBLAS factory: Attempting to register factory for plugin cuBLAS when one has already been registered
2024-08-10 21:29:56.222202: I tensorflow/core/platform/cpu_feature_guard.cc:210] This TensorFlow binary is optimized to use available CPU instructions in performance-critical operations.
To enable the following instructions: SSE4.1 SSE4.2 AVX AVX2 AVX512F AVX512_VNNI AVX512_BF16 AVX512_FP16 AVX_VNNI AMX_TILE AMX_INT8 AMX_BF16 FMA, in other operations, rebuild TensorFlow with the appropriate compiler flags.
2024-08-10 21:30:05.961788: F external/local_tsl/tsl/platform/threadpool.cc:112] Check failed: num_threads >= 1 (1 vs. -1)
Aborted (core dumped)
```
Repository: tensorflow
Issue: Segmentation fault (core dumped) in `tf.config.threading.set_inter_op_parallelism_threads`
Labels: stat:awaiting tensorflower,type:bug,comp:ops,2.17

### Issue type

Bug

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

Yes

### Source

source

### TensorFlow version

tf 2.17

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 22.04.3 LTS (x86_64)

### Mobile device

_No response_

### Python version

3.9.13

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

Crash triggered when input boundary values into tf.config.threading.set_intra_op_parallelism_threads

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/12s6D2GuBFEWAdvFdCvjbs4nK888vLGvm?usp=sharing
```


### Relevant log output

```shell
2024-08-10 21:36:47.636016: I tensorflow/core/util/port.cc:153] oneDNN custom operations are on. You may see slightly different numerical results due to floating-point round-off errors from different computation orders. To turn them off, set the environment variable `TF_ENABLE_ONEDNN_OPTS=0`.
2024-08-10 21:36:47.703371: E external/local_xla/xla/stream_executor/cuda/cuda_fft.cc:485] Unable to register cuFFT factory: Attempting to register factory for plugin cuFFT when one has already been registered
2024-08-10 21:36:47.791020: E external/local_xla/xla/stream_executor/cuda/cuda_dnn.cc:8454] Unable to register cuDNN factory: Attempting to register factory for plugin cuDNN when one has already been registered
2024-08-10 21:36:47.817978: E external/local_xla/xla/stream_executor/cuda/cuda_blas.cc:1452] Unable to register cuBLAS factory: Attempting to register factory for plugin cuBLAS when one has already been registered
2024-08-10 21:36:47.883418: I tensorflow/core/platform/cpu_feature_guard.cc:210] This TensorFlow binary is optimized to use available CPU instructions in performance-critical operations.
To enable the following instructions: SSE4.1 SSE4.2 AVX AVX2 AVX512F AVX512_VNNI AVX512_BF16 AVX512_FP16 AVX_VNNI AMX_TILE AMX_INT8 AMX_BF16 FMA, in other operations, rebuild TensorFlow with the appropriate compiler flags.
2024-08-10 21:36:56.611712: I tensorflow/core/common_runtime/gpu/gpu_device.cc:2021] Created device /job:localhost/replica:0/task:0/device:GPU:0 with 22279 MB memory:  -> device: 0, name: NVIDIA GeForce RTX 4090, pci bus id: 0000:1f:00.0, compute capability: 8.9
2024-08-10 21:36:56.617085: I tensorflow/core/common_runtime/gpu/gpu_device.cc:2021] Created device /job:localhost/replica:0/task:0/device:GPU:1 with 1717 MB memory:  -> device: 1, name: NVIDIA GeForce RTX 4090, pci bus id: 0000:d4:00.0, compute capability: 8.9
Segmentation fault (core dumped)
```
Repository: rust
Issue: Need an explicit part for requirements which can not be checked by compiler in trait docs
Labels: C-enhancement,T-lang,T-libs-api,A-docs

### Location

Trait std::borrow::Borrow,

<img width="961" alt="screenshot" src="https://github.com/user-attachments/assets/00249f12-05b7-4132-adc5-98c04f6ecf7b">



### Summary

Many traits require something more just their associated functions and types. Like trait `Send` requires that type are safe to tranferred between threads, `Eq` requires this relation is an equivalent relation and `Ord` need to be consistent with `PartialOrd`.

These requirements share a common characteristic: they cannot be fully verified by the compiler through the implementations of their associated trait methods and types. Programmers must take additional effort to ensure correctness. Similar to how the `Safety` and `Panic` sections in function or method documentation specifically describe the requirements for a function or method to work correctly, I propose that trait documentation also include a dedicated "requirements" section to outline these aspects that cannot be fully verified by the compiler.

For example, trait `Borrow` requires that 

> `Eq`, `Ord` and `Hash` must be equivalent for borrowed and owned values

which can not be checked by compiler. However, these points were buried in the second-to-last paragraph of the document description and were not highlighted.
Repository: godot
Issue: Cannot export C# array of type Vector2I, Vector3I, Vector4I: "GD0102: The type of the exported field is not supported"
Labels: documentation,needs testing,topic:dotnet

### Tested versions

4.2.2 stable

### System information

Windows 10, Godot 4.2.2 stable

### Issue description

In the [manual](https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_exports.html), it says: 
> C# arrays can exported as long as the element type is a [Variant-compatible type](https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_variant.html#c-sharp-variant-compatible-types).

Vector2I, Vector3I, and Vector4I are listed as [Variant compatible types](https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_variant.html#c-sharp-variant-compatible-types) in the manual.

However, when trying to export e.g. an Vector2I array, Godot gives the error: "GD0102: The type of the exported field is not supported"

### Steps to reproduce

Create a C# script with the line:
> [Export] private Vector2I[] testI;

then try to compile.


### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: RayCast2D detects object at previous position, if that object has just moved
Labels: discussion,documentation,topic:physics,needs testing,topic:2d

### Tested versions

- Reproducible in v4.2.2.stable.official [15073afe3] and v4.3.rc3.official [03afb92ef]

### System information

Godot v4.3.rc3 - Windows 10.0.19045 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 520 (Intel Corporation; 24.20.100.6293) - Intel(R) Core(TM) i5-6300U CPU @ 2.40GHz (4 Threads)

### Issue description

I'm making a turn-based game and I ran into this strange behavior with RayCast2D. If I move the player object (a CharacterBody2D) and then use RayCast2D to try to detect the player, it will detect the player at their previous position.

As an example, if you do something like this:

```gdscript
player.position.x += 100
var raycast = $RayCast2D
raycast.position = player.position
raycast.target_position = Vector2.ZERO
raycast.force_raycast_update()
if raycast.get_collider() == player:
	print("RayCast2D hit player")
```

Then the print statement will never run. If instead the RayCast2D is aimed at the player's previous position (i.e. `raycast.position = player.position - Vector2(100, 0)`) then the print statement will always run.

I thought calling `force_raycast_update` would cause RayCast2D to see the player at their current position, but it seems like it doesn't. (By the way, if you remove the call to `force_raycast_update` then it misses the player the first time it runs, but then always hits the player on subsequent runs. That also seems strange to me.)

Am I doing something wrong here? Is there a better way to accomplish this that doesn't run into this problem? Thank you!

### Steps to reproduce

1. In the MRP, use the arrow keys to move the player or the spacebar to wait.
2. The MRP code will move a RayCast2D to the player's position, call `force_raycast_update` and then `get_collider`.
3. If you move the player, it will print "RayCast2D missed player". I would expect it to always print "RayCast2D hit player". Waiting will correctly print "RayCast2D hit player".

### Minimal reproduction project (MRP)

[raycast2d-minimal-repro.zip](https://github.com/user-attachments/files/16569787/raycast2d-minimal-repro.zip)
Repository: deno
Issue: Trying to log a Proxy causes an AssertionError in Deno
Labels: bug,ext/console

Version: Deno 1.45.5

Running the following:

```js
console.log(new Proxy({ x: 10 }, { getOwnPropertyDescriptor: () => { throw new Error(`oops`); } } ));
```

makes Deno throw an AssertionError:

```
Uncaught AssertionError: Assertion failed.
    at assert (ext:deno_console/01_console.js:184:11)
    at getKeys (ext:deno_console/01_console.js:1268:7)
    at formatRaw (ext:deno_console/01_console.js:745:14)
    at formatValue (ext:deno_console/01_console.js:529:10)
    at inspectArgs (ext:deno_console/01_console.js:3043:17)
    at console.log (ext:deno_console/01_console.js:3112:7)
    at <anonymous>:1:30
```

The reason is Deno [incorrectly assumes](https://github.com/denoland/deno/blob/82884348cb1b424a4c4452ef734bc4e760926b2f/ext/console/01_console.js#L1286) the proxy must be a module namespace object.

It would be preferable if Deno here could either print that this is a `Proxy` object, or at least throw the original error (whatever `getOwnPropertyDescriptor` throws) rather than throwing Deno's assertion error.
Repository: ollama
Issue: Stepwise decoding via websocket, replacing server-side GBNF and JSON schema constraints
Labels: feature request

Let the client accesses the token map, server gives the full tensor to client and let the client choose the next token, then continues decoding, or rollbacks previous decoding step.

This eliminates the complexity of GBNF and handles all grammar and decision making steps on the client side. It can even integrates with online learning transformers.

The server shall provide the following commands:

- Submit continuation task
- Accept input tensor instead of text
- Request token map
- One token forward
- One token backward
- Current decoding status