sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Font Rendering Bug Report: Misalignment of Unicode ` ̂` (U+00302) when using the JuliaMono font
Labels: bug,font-rendering,confirmation-pending

**Description:**
There appears to be an issue with the rendering of the Unicode combining circumflex accent (` ̂`, U+00302) in Visual Studio Code (VSCode) when using certain fonts like [JuliaMono](https://github.com/cormullion/juliamono). The accent is misaligned, shifting rightward instead of being positioned directly on top of the base Unicode Latin characters.

**Example Code:**
```julia
ŷ::Int, 𝐲̂::String, 𝐲̂, 𝖸̂, 𝕐̂, 𝐱̂₁³, 𝑥̂, 𝑸̂, 𝒜̂, 𝓐̂, 𝔲̂
```

**Observed Behavior:**
In the example provided, the combining circumflex accent is visibly shifted to the right for characters like `𝐲̂`, `𝐱̂₁³`, `𝑥̂`, and `𝑸̂`, resulting in misalignment. The issue occurs consistently with combining accents above these extended Latin characters.

**Expected Behavior:**
The circumflex accent should be correctly aligned on top of the base Unicode Latin characters in VSCode, just as it renders correctly in other text editors and terminal emulators (e.g., CotEditor, iTerm) when using the JuliaMono font.

**Reproducibility:**
This issue is reproducible in Visual Studio Code with JuliaMono font, but does not occur in other editors or terminal emulators that also support the font.

**Steps to Reproduce:**
1. Apply the JuliaMono font in VSCode using `"editor.fontFamily": "'JuliaMono'"`.
2. Display the provided example code.
3. Observe the misalignment of the circumflex accent (` ̂`) over specific Unicode Latin characters.

**Screenshots:**
<img width="384" alt="image" src="https://github.com/user-attachments/assets/cdee2c42-3e9e-4c4d-b0f7-dd651ee938ad">

**Environment:**
- **Font:** [JuliaMono v0.056](https://github.com/cormullion/juliamono/releases/tag/v0.056)
- **Operating System:** macOS 14.6.1 (23G93)
- **Application:** Visual Studio Code (VSCode) Version: 1.93.0

```
Version: 1.93.0
Commit: 4849ca9bdf9666755eb463db297b69e5385090e3
Date: 2024-09-04T13:02:38.431Z
Electron: 30.4.0
ElectronBuildId: 10073054
Chromium: 124.0.6367.243
Node.js: 20.15.1
V8: 12.4.254.20-electron.0
OS: Darwin arm64 23.6.0
```

**Additional Information:**
See https://github.com/cormullion/juliamono/issues/214
Repository: vscode
Issue: Funtionality to Add Breakpoints for Searched Word
Labels: feature-request,search

<!-- ⚠️⚠️ 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. -->
# Feature Description
I would like to request a feature in VSCode that allows users to add breakpoints to all occurrences of a searched word or phrase. Currently, users have to manually navigate through the code and add breakpoints one by one. This feature could streamline the debugging process, especially when needing to set breakpoints on several instances of the same variable, function, or keyword across a file or project.

# Proposed Functionality
#### Search for a word/phrase: Users can use the existing search functionality to find the occurrences of a word or phrase in the current file or throughout the project.
#### Add breakpoints: After performing the search, an option to "Add Breakpoints" should be available. This would:
#### Add breakpoints at every instance of the searched word/phrase within the current file or the entire project.
##### Optional: Search scope: The feature could ask the user whether they want to add breakpoints only for occurrences in the current file or throughout the project.
# Benefits
#### Saves time by automating the process of adding breakpoints to multiple instances of the same keyword.
#### Enhances the debugging experience, especially in larger projects where a variable or function might be used across multiple files.
#### Reduces the risk of human error when manually adding breakpoints.
## Example Use Case
#### When debugging an application, a developer may want to set breakpoints on every instance of a function call or variable to inspect its usage. Instead of navigating manually through the code, they can search for the function/variable and automatically set breakpoints for all occurrences with this feature.

## Conclusion
This feature would significantly improve the developer experience by simplifying the process of adding breakpoints across files and projects, making debugging in VSCode more efficient.

Thank you for considering this feature request!
Repository: react-native
Issue: In IOS TextInput does not update style if copy and pasted string is bigger then maxLength
Labels: Platform: iOS,Issue: Author Provided Repro,Component: TextInput,Newer Patch Available

### Description

In IOS the TextInput component does not update properly the style when copy and pasted string is bigger then `maxLength`, issue does not happen on Android. In the minimal reproducible example, there is a simple TextInput that should change text color to red, if text length is bigger or equal then 100 characters. If we copy and paste (using paste with long press) a string longer then 100, the color does not update to red. If user removes and adds last character manually, we can see color changing correctly to red.

### Steps to reproduce

1. Run `yarn && npx pod-install && yarn ios`
2. Copy a string bigger then 100 characters
3. Paste (using long press) the string
4. Might be necessary to repeat steps 2 and 3 one more time
4. Noticed color is still green and not red

### React Native Version

0.75.2

### Affected Platforms

Runtime - iOS

### Output of `npx react-native info`

```text
System:
  OS: macOS 14.5
  CPU: (12) arm64 Apple M2 Pro
  Memory: 91.03 MB / 32.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 18.12.1
    path: ~/.nvm/versions/node/v18.12.1/bin/node
  Yarn:
    version: 3.6.4
    path: ~/.nvm/versions/node/v18.12.1/bin/yarn
  npm:
    version: 8.19.2
    path: ~/.nvm/versions/node/v18.12.1/bin/npm
  Watchman: Not Found
Managers:
  CocoaPods:
    version: 1.15.2
    path: /opt/homebrew/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.5
      - iOS 17.5
      - macOS 14.5
      - tvOS 17.5
      - visionOS 1.2
      - watchOS 10.5
  Android SDK: Not Found
IDEs:
  Android Studio: 2024.1 AI-241.15989.150.2411.11948838
  Xcode:
    version: 15.4/15F31d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.10
    path: /usr/bin/javac
  Ruby:
    version: 2.6.10
    path: /Users/aureobeck/.rbenv/shims/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.3.1
    wanted: 18.3.1
  react-native:
    installed: 0.75.2
    wanted: 0.75.2
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false
```


### Stacktrace or Logs

```text
No logs
```


### Reproducer

https://github.com/aureosouza/TextInputDemo

### Screenshots and Videos

![Simulator Screenshot - iPhone 15 Pro - 2024-09-12 at 17 17 19](https://github.com/user-attachments/assets/789d0342-05c0-4c38-8de9-faff6ccc70d9)
Repository: godot
Issue: [4.4 dev2] Texture values ​​are out of sync with the parameter in the visual shader
Labels: topic:editor,topic:shaders

### Tested versions

4.4 dev2

### System information

Godot v4.4.dev2 - Windows 10.0.19045 - OpenGL 3 (Compatibility) - Radeon RX 560 Series (Advanced Micro Devices, Inc.; 31.0.14001.45012) - Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz (4 Threads)

### Issue description

I noticed that the values ​​in the visual shader that are changed in the preview field are not synchronized with the nodes (for example Texture2D)

![1](https://github.com/user-attachments/assets/a75561ca-265f-4440-9180-d979984cc661)

As you can see in the screenshot above, the Texture2D node has the Godot logo texture, but the right side has a different texture in the parameters.

### Steps to reproduce

1. Create a shader using the visual editor
2. Drag the texture
3. Replace this texture in the parameters on the right (where the preview is)
4. The texture has not changed in the Texture2D node

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Acquire devices with a Qualcomm chipset for the devicelab
Labels: team-infra,P2,triaged-infra

Following removal of the Moto G4 devices from the lab, Flutter's lab does not currently have coverage of Qualcomm chipsets.

A trial of Samsung S21+ devices is unsuccessful so far as the devices arrived with either warped cases or puffed up batteries.
Repository: flutter
Issue: [Android] Determine if Android Performance Hint Manager is useful.
Labels: P3,team-engine,triaged-engine

The android performance hint manager class (https://developer.android.com/ndk/reference/group/a-performance-hint ) allows us to configure various properties of our expected per-frame workloads to help the OS more accurlatly allocate resources (not sure what this means, assuming fast/slow core and/or throttling).

The way this API works is that we can, for each thread, create a sesssion and at the beginning set the target work duration - and at the end set the actual work duration.

in psuedocode:
```
var session = createSession(this_thread);
session.setTargetWorkDuration(Duration(..));
// Do Work
session.setActualWorkDuration(..).
```

However,  we do not have accurate estimates of the target work duration because this work depends on completely arbitrary workloads created by SDK users. As a result we'd only ever be able to provide the actual work duration. But the OS already knows the actual work duration.
Repository: ollama
Issue: Attribute about model's tool use capability in model_info
Labels: feature request

In the current 'model_info' I'm missing a attribute that tells me that the model is capable of handling tool calls. One may check the template data for "$.Tools", which I find rather ugly. Therefore, I propose to add a an attribute like, e.g.:

```
general.supports_tool_calls: true
```

or similar attribute. If you plan to have different types of tool calls, or want to plan ahead for checking call compatibility you may want to add an attribute like:

```
general.tool_format: "1.0"
```

br,
Peter
Repository: deno
Issue: Support for miniflare on windows
Labels: bug,windows

Miniflare is a simulator for developing and testing [Cloudflare Workers](https://workers.cloudflare.com/), powered by [workerd](https://github.com/cloudflare/workerd).
This library is used by many frameworks as Cloudflare adapter.
e.g.) SvelteKit, Astro, HonoX


Currently, the example written in [README](https://www.npmjs.com/package/miniflare#quick-start) does not work either.

```sh
PS miniflare> deno --version
deno 2.0.0-rc.2+0a4a8c7 (canary, release, x86_64-pc-windows-msvc)
v8 12.9.202.13-rusty
typescript 5.5.2

miniflare> me mini.ts

import { Miniflare } from "npm:miniflare";

// Create a new Miniflare instance, starting a workerd server
const mf = new Miniflare({
        script: `addEventListener("fetch", (event) => {
    event.respondWith(new Response("Hello Miniflare!"));
  })`,
});

// Send a request to the workerd server, the host is ignored
const response = await mf.dispatchFetch("http://localhost:8787/");
console.log(await response.text()); // Hello Miniflare!

// Cleanup Miniflare, shutting down the workerd server
await mf.dispose();

PS miniflare> deno -A mini.ts
error: Uncaught (in promise) TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))
    at Function.from (<anonymous>)
    at Object.<anonymous> (file:///C:/Users/xxxx/AppData/Local/deno/npm/registry.npmjs.org/miniflare/3.20240821.1/dist/src/index.js:6744:64)
    at Object.<anonymous> (file:///C:/Users/xxxx/AppData/Local/deno/npm/registry.npmjs.org/miniflare/3.20240821.1/dist/src/index.js:10197:4)
    at Module._compile (node:module:735:34)
    at Object.Module._extensions..js (node:module:756:11)
    at Module.load (node:module:655:32)
    at Function.Module._load (node:module:523:13)
    at Module.require (node:module:674:19)
    at require (node:module:800:16)
    at file:///C:/Users/xxxx/AppData/Local/deno/npm/registry.npmjs.org/miniflare/3.20240821.1/dist/src/index.js:3:13
```

Related: https://github.com/denoland/deno/issues/25513
Repository: flutter
Issue: [Impeller] quantize render target sizes.
Labels: P2,team-engine,triaged-engine

For non-image filtered saveLayers, we should quantize the allocated render target size (always rounding up) to some step value N (256?) to improve the efficiency of the render target cache.

Consider an application with an animated expanding clip + opacity around a drawPaint. Today we will allocate a new render target on each frame that the clip changes, because we will tightly size the render target to the clip bounds. If we quantized to some value, then we would only need to re-allocate once that size difference passed some threshold.



FYI @flar
Repository: vscode
Issue: Piece tree's `nodeAt` can return `null`
Labels: debt,editor-textbuffer

Came across this while debugging a tree sitter issue where `nodeAt` is returning null.

https://github.com/microsoft/vscode/blob/e6e9919a3ba8e9c781b0c22d7a6c209a3ffecd5a/src/vs/editor/common/model/pieceTreeTextBuffer/pieceTreeBase.ts#L1527-L1528
Repository: angular
Issue: Warning regarding "disabled" property of [formControl] family of directives refers to behavior thats specific to a subset of ControlValueAccessors, but shows up for all of them
Labels: area: forms

### Which @angular/* package(s) are the source of the bug?

forms

### Is this a regression?

No

### Description

I have a custom component implementing ControlValueAccessor that wraps around native `<input type="radio" />` so that I can provide more custom design, which is a common task. Radio buttons of a group work with same formControl instance with the way things are implemented in my case. The inner `<input type="radio" />` does NOT use RadioControlValueAccessor.

I let my custom component have 'disabled' Input and I do document that when this input is disabled=true then that takes precedence over the status of the form control (that it gets provided through [formControl], [formControlName], etc...), otherwise form control status is the one in effect. This works just fine for selectively disabling single radio buttons, yet, I get the warning from https://github.com/angular/angular/blob/55e3a3a47cddefebc28af03ce58ece136d41a391/packages/forms/src/directives/reactive_directives/form_control_directive.ts#L94 of 

> It looks like you're using the disabled attribute with a reactive form directive. If you set disabled to true
  when you set up this control in your component class, the disabled attribute will actually be set in the DOM for
  you. We recommend using this approach to avoid 'changed after checked' errors.
  
But thats not true, because that effect may not happen for ControlValueAccessors that are implemented outside Angular, unlike eg.: RadioControlValueAccessor, see
https://github.com/angular/angular/blob/55e3a3a47cddefebc28af03ce58ece136d41a391/packages/forms/src/directives/radio_control_value_accessor.ts#L244.

But thats not the accessor I am using anywhere in my code, so this warning still shows up, even though its not related to my usecase, where the behavior is well documented.

So now I have to:
1) Be stuck with the warning, even though its false positive
2) Use a different name other than "disabled"

Could the warning be moved away from [formControl] directives, to the subclasses of BuiltInControlValueAccessor that actually do the disabled prop writing behavior instead?


### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-x9t7mb?file=src%2Fmain.ts

Very simple empty implementation of ControlValueAccessor with a disabled input. Note the warning in console which is not actually relevant.

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
@angular/forms: 17.0.9
Node v22.1.0
Npm 10.7.0
```


### Anything else?

_No response_
Repository: kubernetes
Issue: Allow operating on errors instead of logging them
Labels: sig/api-machinery,lifecycle/stale,triage/needs-information,triage/accepted

At the moment, there is no option to avoid logging certain errors, which also prevents dependent repositories from operating on these errors in a way that would make more sense to the user-facing side of things. IIUC, it makes sense to use [`HandleError`](https://github.com/kubernetes/apimachinery/blob/8d1258da8f386b809d312cdda316366d5612f54e/pkg/util/runtime/runtime.go#L98) for all non-user-facing facets, but not so much in cases where this ends up adding to the confusion of the user since [the caller had no way to deal](https://github.com/kubernetes/apimachinery/blob/v0.27.1/pkg/util/runtime/runtime.go#L113-L116) with these errors.
***
A bit of context; at the moment, I'm using reflectors to update stores which are dynamic in nature, in the sense that these can be operated on to add or drop certain resources. This however, leads to `reflector.go` [logging](https://github.com/kubernetes/client-go/blob/bbdc95deee6fdda42bba28a631130978a67163bd/tools/cache/reflector.go#L148) whenever a previously-found resource goes "missing". Is there a possible workaround to this, or maybe something that I'm completely failing to see?
Repository: PowerToys
Issue: Always On Top: Show a border inside the window border
Labels: Needs-Triage

### Description of the new feature / enhancement

Instead of showing the border around the pinned window, show the border inside the confines of the window. I use multiple monitors, and if a pinned window is maximized, the shown border is either pushed offscreen, or shown on the neighboring monitor.

### Scenario when this would be used?

On multiple monitors, if the pinned window is maximized, the border is shown outside the window, causing the border to be disassociated from the window itself, and displayed on a different monitor. Or, on a single monitor, the border is pushed offscreen, or only shown along the Windows taskbar, to whichever edge the taskbar is set.

### Supporting information

Browsing the code, it appears to be fairly simple to switch the behavior of the border, or slightly more effort to add another configuration option to allow the user to choose to have the border shown inside vs. outside the window frame.

Mainly in GetFrameRect, here:
https://github.com/microsoft/PowerToys/blob/7640258c10e266b10e4d2e71c0120bc0a2a9882a/src/modules/alwaysontop/AlwaysOnTop/WindowBorder.cpp#L18
Repository: PowerToys
Issue: Power Toys Quick Accent Stops the GPU
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

When I open a game to play. The Nvidia Control Panel alerts me that the computer is still using the integrated graphics or "optimus" mode rather than switching to the dedicated graphics. The Nvidia control panel tells me to stop Quick Accent as it is preventing the computer from using the dedicated graphics. After closing or "exiting" the power toys program through the system tray icon, can the computer switch to using the dedicated graphics mode. 

### ✔️ Expected Behavior

I expect being able to play a game without having to exit PowerToys through the system tray. 

### ❌ Actual Behavior

I have to exit PowerToys through the system tray before I play a game. This is bothersome because I sometimes play in the morning before heading to class where I need the Quick Accent and PowerToys Run features.

### Other Software

_No response_
Repository: PowerToys
Issue: Cant enable OneNote Addon in PowerToys Run
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Enable the OneNote add-on

### ✔️ Expected Behavior

Could Searches your local OneNote notebooks. This plugin requires the OneNote desktop app which is included in Microsoft Office

### ❌ Actual Behavior

It shows an error
![Sin título](https://github.com/user-attachments/assets/f6c635e6-2980-4bde-a705-3fb6751d7bca)


### Other Software

_No response_
Repository: vscode
Issue: Multifile diff editor leaks models and editor after closing and hiding
Labels: bug,freeze-slow-crash-leak,ux,workspace-edit

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.93.0 (Universal)
- OS Version: OS: Darwin arm64 23.6.0

Steps to Reproduce:

1. Make `Refactor Preview` appear (e.g. open some file and try some of `Refactor...` context actions)
2. Close the preview editor via `Discard` button
3. Call `vscode.window.visibleTextEditors`
4. It contains the `vscode-bulkeditpreview-editor://...` editor that corresponds to the `Refactor Preview` we just closed **as well as the file** that refactor preview was referencing

Repro and demo:

https://github.com/user-attachments/assets/4418fe28-9a5f-499a-baae-44219805d642
Repository: flutter
Issue: Mac builders are failing (timing out) on `find_sdk`
Labels: engine,team-infra,P1,triaged-infra

[Example failure](https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8737042303369595825/+/u/gn_--target-dir_ci_host_debug_framework_--runtime-mode_debug_--no-lto_--prebuilt-dart-sdk_--build-embedder-examples_--use-glfw-swiftshader_--no-rbe_--no-goma/stdout):

```txt
Using prebuilt Dart SDK binary. If you are editing Dart sources and wish to compile the Dart SDK, set `--no-prebuilt-dart-sdk`.
Generating GN files in: out/ci/host_debug_framework
ERROR at //build/config/mac/mac_sdk.gni:41:7: Script returned non-zero exit code.
      exec_script("//build/mac/find_sdk.py", find_sdk_args, "list lines")
      ^----------
Current dir: /Volumes/Work/s/w/ir/cache/builder/src/out/ci/host_debug_framework/
Command: vpython3 /Volumes/Work/s/w/ir/cache/builder/src/build/mac/find_sdk.py --print_sdk_path 10.14
Returned 1.
stderr:

...

subprocess.TimeoutExpired: Command '['xcodebuild', '-showsdks', '-json']' timed out after 300 seconds
```

This is not a 1-off:

- https://ci.chromium.org/ui/p/flutter/builders/prod/Mac%20Production%20Engine%20Drone/453851/overview
- https://ci.chromium.org/ui/p/flutter/builders/prod/Mac%20Production%20Engine%20Drone/453292/overview
- https://ci.chromium.org/ui/p/flutter/builders/prod/Mac%20Production%20Engine%20Drone/447147/overview
- https://ci.chromium.org/ui/p/flutter/builders/prod/Mac%20Production%20Engine%20Drone/443529/overview