sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Very long shader/pipeline compilation
Labels: bug,topic:rendering,regression,performance

### Tested versions

Reproducible: 4.4-dev4, 4.4-dev5
Not Reproducible: <= 4.4-dev3


### System information

Godot v4.4.dev5 - Ubuntu 24.04.1 LTS 24.04 on X11 - X11 display driver, Multi-window, 2 monitors - Vulkan (Forward+) - integrated Intel(R) UHD Graphics (CML GT2) - Intel(R) Core(TM) i7-10850H CPU @ 2.70GHz (12 threads)

### Issue description

Starting from 4.4-dev4, shader (or pipeline?) compilation takes a very long time, around 6s, sometimes 12s.
Before it was just a small stutter, ~250ms maybe.

To reproduced it reliably, I've tried to remove shader caches from different places.

- ~/.local/share/godot/app_userdata/my_godot_project/shader_cache/
- ~/.local/share/godot/app_userdata/my_godot_project/vulkan/
- ~/.local/share/godot/shader_cache/
- ~/my_godot_project/.godot/shader_cache/
- ~/.cache/godot/
- ~/.cache/mesa_shader_cache/

The one that triggers the long freeze when cleaned is `~/.cache/mesa_shader_cache/`.

It can happen in many different situations:

- at first display of a material
- scene loading
- project loading in the editor
- scene opening in the editor
- selecting a mesh instance in the editor
- changing a parameter of a material in the editor

When it happens on first display of the material (for example by setting a mesh material to `StandardMaterial3D.new()` by script), it's possible to monitor it: it shows 1 additional Compilation Specialization and 1 additional Compilation Surface. (circled in red in the screenshot below)
Subsequent displays of another similar material will also show 1 additional Compilation Specialization and 1 additional Compilation Surface, but will not have a long freeze.

![Image](https://github.com/user-attachments/assets/ba55354a-57ff-4468-864a-9cec634ff6f9)

![Image](https://github.com/user-attachments/assets/e2421675-d450-41dd-abd5-644b7c61173a)

![Image](https://github.com/user-attachments/assets/e3f88fb4-90b0-451c-92f0-48c399d48152)


### Steps to reproduce

1. Remove shader caches (`~/.cache/mesa_shader_cache/` in my case)
2. run a scene with a mesh
3. change the material to `StandardMaterial3D.new()`

### Minimal reproduction project (MRP)

[shader_compilation.zip](https://github.com/user-attachments/files/17994403/shader_compilation.zip)
Repository: transformers
Issue: SequenceClassification for all Model types should have the option to add weights in Cross Entropy loss
Labels: Feature request

### Feature request

Qwen2ForSequenceClassification and all other SequenceClassification wrappers for transformer models don't have the possibility to add class weights. This leads to not using the implementation. 

### Motivation

We need it, because we have highly imbalanced data

### Your contribution

I could submit a PR but this is probably a bigger architectural topic
Repository: deno
Issue: LSP picks up `@types/*` package only with "manual" node_modules dir handling
Labels: bug,lsp,dx

Version: Deno 2.1.2

When working on a project with the Deno LSP, Deno it not picking up `@types/*` package automatically, unless `nodeModulesDir` setting is set to `"manual"`. That means in situation when `nodeModulesDir` is explicitly set to "auto", the typings for npm packages are not found automatically.

With no `nodeModulesDir` or with `nodeModulesDir` set to `"manual":
![Screenshot 2024-12-03 at 15 44 25](https://github.com/user-attachments/assets/102bfb06-8b5c-42a7-a069-a736bf308892)

With `nodeModulesDir` set to `"auto"`:
![Screenshot 2024-12-03 at 15 44 53](https://github.com/user-attachments/assets/fc20cd39-058a-4da8-9db7-b5d32cdf733b)

In other words the LSP should look inside `node_modules` directory for `@types/*` packages and always use them if they are available.
Repository: vscode
Issue: Number-of-files-found Badge is hard to see on a selected list item
Labels: file-explorer,themes,polish

Testing #234889

It's hard to see there's a badge and very hard to see the contents of the badge on a selected item with Light+ theme.

![Image](https://github.com/user-attachments/assets/f50babd3-99d5-42f6-96e1-592100fdfaf6)
Repository: vscode
Issue: Weird rendering after response comes in for terminal inline chat
Labels: bug,terminal-chat

![Image](https://github.com/user-attachments/assets/7ed92057-7aa9-4edd-ba98-bc2bdc3ef514)
Repository: vscode
Issue: Number-of-files-found Badge is not at the center of the list item vertically
Labels: bug,file-explorer

Testing #234889

## Actual

![Image](https://github.com/user-attachments/assets/49dd2758-82b5-4d79-a3e9-10bd04454669)

## Expected

![Image](https://github.com/user-attachments/assets/bc51dda0-f3e9-4c6b-a0e3-3f5a0f7af243)

Version: 1.96.0-insider
Commit: 5d6531aabba3abfbc263c1e17e965db97df9210f
Date: 2024-12-03T05:13:15.471Z
Electron: 32.2.6
ElectronBuildId: 10629634
Chromium: 128.0.6613.186
Node.js: 20.18.1
V8: 12.8.374.38-electron.0
OS: Darwin arm64 24.1.0
Repository: vscode
Issue: With explorer file search, is it possible to jump to the found file without opening each folder recursively first?
Labels: feature-request,file-explorer

Testing #234889

Currently, to go through found files, one has to open folders recursively (AFAIU). 

Would it be helpful to add a gesture to go through each file with folders uncollapsed automatically? Something like `cltr/cmd+up/down`
Repository: vscode
Issue: git blame feedback!
Labels: git,under-discussion

Testing #234997

![Image](https://github.com/user-attachments/assets/7e1a2e2e-79e8-4fa8-8c79-850e99bff95d)
![Image](https://github.com/user-attachments/assets/057751b2-3e6a-47de-851f-91acdaa665cc)

I actually used git blame (the extension) and got used to seeing those decorations. personally, I'd like if they were more inline with the rest of code and/or had less space in front of them? not really sure, but i see how it could be annoying if users are trying to type
Repository: angular
Issue: provideAnimationsAsync breaks leave animation applied to component host via HostBinding
Labels: area: animations,animations: async

### Which @angular/* package(s) are the source of the bug?

animations

### Is this a regression?

No

### Description

I was trying to use lazy-loaded animation package `provideAnimationsAsync()`, but I encountered an issue with `:leave` animation not being triggered on component removal. The animation was configured directly for a component by applying the trigger via `@HostBinding()`. 

The problem disappeared when
* reverting to `provideAnimations()`
* changing the approach to configure the animation outside the component and applying the animation trigger to the component host element instead

In order to demonstrate the defect, open provided Stackblitz and switch between the lazy  `provideAnimationsAsync()` and the eager `provideAnimations()`. 

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-provideanimationsasync-removal-bug?file=src%2Fapp%2Fapp.module.ts

### Please provide the exception or error you saw

```true

```

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 18.2.8
Node: 20.18.0
Package Manager: npm 10.8.2
OS: linux x64

Angular: 18.2.8
... animations, cdk, cli, common, compiler, compiler-cli, core
... forms, language-service, platform-browser
... platform-browser-dynamic, platform-server, router, ssr
... youtube-player

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1802.8
@angular-devkit/build-angular   18.2.8
@angular-devkit/core            18.2.8
@angular-devkit/schematics      18.2.8
@schematics/angular             18.2.8
ng-packagr                      18.2.1
rxjs                            7.8.1
typescript                      5.5.4
zone.js                         0.15.0
```

### Anything else?

_No response_
Repository: vscode
Issue: Find widget in file explorer should progress and show number of found elements
Labels: feature-request,file-explorer

Testing #234889

We could include search-progress info and # of files found in the find widget in file explorer. Because of async nature of search, I think a spinner would help see there's UI feedback on their typing in the find widget input box. 

See how find widget in editor shows number of items found: 

![Image](https://github.com/user-attachments/assets/5bb8621a-08bf-4a48-9cc3-68e3501a64d2)

I got a bit lost with the find widget in explorer not showing number of found items:

![Image](https://github.com/user-attachments/assets/1b80a6b5-dbba-406d-b9cd-f9e826b83687)
Repository: godot
Issue: Crash with SDFGI and very large znear or zfar
Labels: bug,topic:rendering,crash,topic:3d

### Tested versions

4.4.dev (893bbdfd)
4.4-dev5

### System information

Godot v4.4.dev (b09b8ef1a) - Ubuntu 24.04.1 LTS 24.04 on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 (nvidia; 535.183.01) - Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz (8 threads)

### Issue description

Crash when SDFGI is active and the camera's znear or zfar is set to a very high value (above 1E20 or so).
A `VK_ERROR_DEVICE_LOST` is raised here :
https://github.com/godotengine/godot/blob/5f7dab636a2dfcf054412fa028474773e5ea61b9/drivers/vulkan/rendering_device_driver_vulkan.cpp#L2525-L2528

### Steps to reproduce

In Editor : New scene > Add `Camera3D` > Add `Environment` > Enable SDFGI.
Set the camera's znear or zfar to anything above 1e20.

I'm aware such large far / near values can't be used in practice right now, but I'm currently working on making this possible.

### Minimal reproduction project (MRP)

[crash_sdfgi.zip](https://github.com/user-attachments/files/17995548/crash_sdfgi.zip)
Open scene "crash_sdfgi".
Godot will crash as soon as you preview the camera.
Repository: PowerToys
Issue: Mouse w/o boreder do not go to other PC
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.86.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Hi,
It did work. It was great. It stopt and do not want to run properly again.

PTs it is running on two PC. 
I generat new key on PC 1, go to PC 2 enter key and PC 1 name. Connect. 
And it is not working ;(
Please help.

### ✔️ Expected Behavior

Come back to smooth operating. 

### ❌ Actual Behavior

_No response_

### Other Software

PC 1 and 2 Windows 11 pro
Repository: flutter
Issue: [google_maps_flutter] Flaky crashes in Android integration tests: `Trying to call onSurfaceCreated with no current context`
Labels: platform-android,p: maps,package,P2,c: flake,team-android,triaged-android

I'm seeing a fair amount of flake in the roller ([example failure](https://ci.chromium.org/ui/p/flutter/builders/try/Linux_android%20android_device_tests_shard_2%20master/12649/overview)) when running `google_maps_flutter_android` integration tests, with the following error:

```
Fatal AndroidRuntime Exception detected.
     FATAL EXCEPTION: GL-Map
Process: io.flutter.plugins.googlemapsexample, PID: 22437
java.lang.IllegalStateException: Trying to call onSurfaceCreated with no current context
	at m.foj.l(:com.google.android.gms.policy_maps_core_dynamite@243625205@243625202025.679729749.679729749:10)
	at m.ewb.run(:com.google.android.gms.policy_maps_core_dynamite@243625205@243625202025.679729749.679729749:754)
```

Based on https://issuetracker.google.com/issues/339141097 it appears that this is an SDK issue rather than a plugin issue, so this is probably not currently actionable. However, I wanted to file this for tracking so that gardeners know that this is a known and tracked issue, and so that we have a place to check back for updates so that, e.g., we can update our library version if necessary once a fix is in the SDK.
Repository: go
Issue: cmd/go: go list misattributed error for missing dependency
Labels: NeedsInvestigation,GoCommand

### Go version

go version go1.23.3 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/nabice/.cache/go-build'
GOENV='/home/nabice/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/nabice/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/nabice/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/ssd/source/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/ssd/source/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.23.3'
GODEBUG=''
GOTELEMETRY='local'
GOTELEMETRYDIR='/home/nabice/.config/go/telemetry'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/nabice/temp/go_list_bug/go.mod'
GOWORK='/home/nabice/temp/go_list_bug/go.work'
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build2242914037=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Repository: [github.com/nabice/golistissue](https://github.com/nabice/golistissue)
The project contains seven files, and I've reduced the code as much as possible to reproduce the issue.

git clone https://github.com/nabice/golistissue
go list -e -json=Name,ImportPath,Error,DepOnly,Module -compiled=true -test=false -export=true -deps=true -find=false -pgo=off -- ./...

### What did you see happen?

```
{
        "ImportPath": "github.com/pkg/errors",
        "DepOnly": true,
        "Error": {
                "ImportStack": [
                        "github.com/nabice/golistissue/analytics",
                        "github.com/pkg/errors"
                ],
                "Pos": "util/fileutil.go:4:2",
                "Err": "github.com/nabice/errorpkg@v0.9.1: reading github.com/nabice/errorpkg/go.mod at revision v0.9.1: git ls-remote -q origin in /home/nabice/go/pkg/mod/cache/vcs/878721895ab660b96a101659ca17aa7068c22b888997bc7726d86e2caba4f39f: exit status 128:\n\tfatal: could not read Username for 'https://github.com': terminal prompts disabled\nConfirm the import path was entered correctly.\nIf this is a private repository, see https://golang.org/doc/faq#git_https for additional information."
        }
}
```

### What did you expect to see?

The github.com/pkg/errors package should not contain error information, and the package can be found. I tested it with Go 1.17, and the output was correct.
Repository: godot
Issue: Windows are always rendered over other controls
Labels: discussion,topic:editor,topic:gui

### Tested versions

Tested in v4.3.stable.mono.arch_linux

### System information

Godot v4.3.stable.mono unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Fri, 22 Nov 2024 16:04:27 +0000 - Wayland - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (nvidia; 565.57.01) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

I'm trying to render a Control node above a `Window` (background: I'm trying to implement custom tooltips), but whatever I try the Window is always rendered on top, hiding the control underneath it.

My test setup:
![Image](https://github.com/user-attachments/assets/1d1e27f4-1597-4e62-92b5-69dfa75d53b3)

This is what I get:
![Image](https://github.com/user-attachments/assets/3f712a4f-013c-4bb1-9aab-3aee56577dea)

This is what I expect:
![Image](https://github.com/user-attachments/assets/aa1d168b-e82b-4486-a42a-75e3f4f28550)

Things I've tried unsuccessfully:
- Changing the order of `Label` and `Window` in the node tree
- Increasing the Z Index of `Label` to 4096
- Enabling CanvasItem -> Visibility -> Top Level
- Wrapping the `Label` in a `CanvasLayer` and increasing it's layer to 128

  The documentation says:
  > Note: Embedded [Window](https://docs.godotengine.org/en/stable/classes/class_window.html#class-window)s are placed on layer 1024. [CanvasItem](https://docs.godotengine.org/en/stable/classes/class_canvasitem.html#class-canvasitem)s on layers 1025 and higher appear in front of embedded windows.

  but I'm unable to increase the layer property of `CanvasLayer` above 128. Is this on purpose?

### Steps to reproduce

The attached MRP contains the setup mentioned above, with the Label wrapped in a CanvasLayer. Otherwise, reproducing this is very simple: Create a new scene, add a `Window`, add a `Label`. Add some text to the label. Observe that `Label` is always rendered underneath `Window`.

### Minimal reproduction project (MRP)

[window_zorder.zip](https://github.com/user-attachments/files/17995757/window_zorder.zip)
Repository: vscode
Issue: issue with nb occurrence highlighting
Labels: bug,notebook-cell-editor

Testing #235047

looks like it picks up some matches, but not others when doing `cmd + shift + L` even though it is highlighted. 

in the vid, only 2 are selected, but 4 were highlighted
https://github.com/user-attachments/assets/81910cf9-4bc6-4138-b253-e86624f64e01
Repository: vscode
Issue: Debugger hover doesn't work with parenthesized expressions
Labels: bug,debug

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- VS Code Version: 1.95.3
- OS Version: Windows 11 Pro

Here are two examples in python and in typescript for the same problem. If a variable has parentheses around it, the debug hover for getters doesn't work.

Steps to Reproduce:

1. Python code:

```py
a = ''
a.isupper()
(a).isupper()
print(a)  # Breakpoint here!
```

![Image](https://github.com/user-attachments/assets/43634866-93b0-4243-86a5-3e179a7aba43)
![Image](https://github.com/user-attachments/assets/9b4c720a-c503-44b3-8602-7bf9bb7b84b8)

1. Typescript code:
```ts
const a = 'test';
a.length;
(a).length;
console.log(a);
```

![Image](https://github.com/user-attachments/assets/b91e77e3-682f-440c-9e4b-49b383265bbc)
![Image](https://github.com/user-attachments/assets/2557e60e-bc45-4441-8920-f6ffb5a1167d)
Repository: deno
Issue: "Failed to create JsStackFrame from callsite object"
Labels: bug,deno_core

I very well could be doing something abominable. However, the logs suggested this was a Deno bug, so I figured I'd create an issue just incase. The source code can be found [here](https://github.com/harrysolovay/structured-outputs/tree/659a2690c3f5f0aafd5413607497a74b62084f8f). The erroring script is `examples/what_to_ask.eg.ts`.

Version: Deno 2.1.2

```ts
warning: Failed to create JsStackFrame from callsite object: ; Result so far: RangeError: Maximum call stack size exceeded. This is a bug in deno
warning: Failed to create JsStackFrame from callsite object: RangeError: Maximum call stack size exceeded; Result so far: RangeError: Maximum call stack size exceeded. This is a bug in deno
[Function (anonymous)] {
      fill: [Function: fill],
      assert: [Function: assert],
      annotate: [Function: annotate],
      widen: [Function: widen],
      [Symbol()]: [Internal Formatting Error] RangeError: Maximum call stack size exceeded
    } [Function (anonymous)]
warning: Failed to create JsStackFrame from callsite object: ; Result so far: RangeError: Maximum call stack size exceeded. This is a bug in deno
[Internal Formatting Error] RangeError: Maximum call stack size exceeded [Function (anonymous)]
error: Uncaught (in promise) RangeError: Maximum call stack size exceeded
    console.log(_0, getType)
            ^
    at ext:runtime_main/js/99_main.js:272:3
    at console.log (ext:deno_console/01_console.js:3141:37)
    at file:///Users/harrysolovay/Dev/structured-outputs/json/toSchema.ts:108:13
    at file:///Users/harrysolovay/Dev/structured-outputs/json/toSchema.ts:23:12
    at file:///Users/harrysolovay/Dev/structured-outputs/core/TypeVisitor.ts:62:50
    at TypeVisitor.sequence (file:///Users/harrysolovay/Dev/structured-outputs/core/TypeVisitor.ts:63:11)
    at TypeVisitor.visit (file:///Users/harrysolovay/Dev/structured-outputs/core/TypeVisitor.ts:48:25)
    at file:///Users/harrysolovay/Dev/structured-outputs/json/toSchema.ts:99:55
    at Array.map (<anonymous>)
    at file:///Users/harrysolovay/Dev/structured-outputs/json/toSchema.ts:92:38
```
Repository: rust
Issue: `compare_method_predicate_entailment` is missing implied bounds from higher-ranked GAT
Labels: A-trait-system,C-bug,T-types,A-implied-bounds,A-GATs,A-higher-ranked

I tried this code (from `tests/ui/generic-associated-types/extended/lending_iterator.rs`):

```rust
pub trait FromLendingIterator<A>: Sized {
    fn from_iter<T: for<'x> LendingIterator<Item<'x> = A>>(iter: T) -> Self;
}

impl<A> FromLendingIterator<A> for Vec<A> {
    fn from_iter<I: for<'x> LendingIterator<Item<'x> = A>>(mut iter: I) -> Self {
        let mut v = vec![];
        while let Some(item) = iter.next() {
            v.push(item);
        }
        v
    }
}

pub trait LendingIterator {
    type Item<'z>
    where
        Self: 'z;
    fn next(&mut self) -> Option<Self::Item<'_>>;

    fn collect<A, B: FromLendingIterator<A>>(self) -> B
    where
        Self: Sized,
        Self: for<'q> LendingIterator<Item<'q> = A>,
    {
        <B as FromLendingIterator<A>>::from_iter(self)
    }
}
```

I expected to see this happen: Pass (probably?)

Instead, this happened:

```
error[E0276]: impl has stricter requirements than trait
  --> $DIR/lending_iterator.rs:6:45
   |
LL |     fn from_iter<T: for<'x> LendingIterator<Item<'x> = A>>(iter: T) -> Self;
   |     ------------------------------------------------------------------------ definition of `from_iter` from trait
...
LL |     fn from_iter<I: for<'x> LendingIterator<Item<'x> = A>>(mut iter: I) -> Self {
   |                                             ^^^^^^^^^^^^ impl has extra requirement `I: 'x`

error: `Self` does not live long enough
  --> $DIR/lending_iterator.rs:27:9
   |
LL |         <B as FromLendingIterator<A>>::from_iter(self)
   |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

error: aborting due to 2 previous errors

For more information about this error, try `rustc --explain E0276`.
```
Repository: go
Issue: x/build/cmd/relui: add workflows for some remaining manual recurring Go major release cycle tasks
Labels: Builders,NeedsFix

In addition to workflows for all of Go release types, relui holds a few workflows for miscellaneous recurring tasks that come up in the release cycle (go.dev/s/release) such as [pinging early-in-cycle issues](https://cs.opensource.google/go/x/build/+/master:internal/relui/workflows.go;l=297-313;drc=4fcdaed4d4dccf0d4c7304e63f227de17e978872) and [removing wait-release hashtags](https://cs.opensource.google/go/x/build/+/master:internal/relui/workflows.go;l=316-320;drc=4fcdaed4d4dccf0d4c7304e63f227de17e978872) after tree reopening.

This is a tracking issue for relui workflows for a few more recurring tasks that are a good fit for automation, such as:

- applying wait-release hashtags to CLs where it can be determined to apply
- promoting api/next to api/go1.n.txt and filing an API audit issue
- merging release note fragments with `relnote generate` (newly applicable after #64169), atomically moving the result to x/website

CC @golang/release.