sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Drag Preview Flickers at Side of Screen if Grid Container is Scene Root
Labels: bug,topic:gui

### Tested versions

Tested and reproducible in 4.1.3.stable and 4.2.1.stable

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - GLES3 (Compatibility) - Intel(R) HD Graphics Gen11 () - Intel(R) Celeron(R) N4500 @ 1.10GHz (2 Threads)

### Issue description

The drag preview of a control node will be instanced at the left of the screen, before snapping to the position of the cursor and behaving as expected. This gives the appearance of a flicker.

![drag_flicker_demonstration](https://github.com/godotengine/godot/assets/143042196/680f86c2-816f-4447-a825-8bfb74d109c3)

The tutorial I was following shows this behaviour at 0-10 seconds.

(https://www.youtube.com/watch?v=F6IptzUERbM&ab_channel=16BitDev)
Also see (https://www.reddit.com/r/godot/comments/yfl92i/drag_preview_flashes_at_left_side_of_screen/)

This issue occurs in a scene where GridContainer is the root node. It also occurs when this scene is instanced inside another scene.

My use case is a game inventory. The inventory scene has a bunch of instanced slot scenes as children. You can drag items between the slots in the inventory grid fine, but if the inventory scene has GridContainer as the root, the error will occur.

When the root node is changed to a different type of Control node, or the GridContainer is put as a child of a different Control node, it works perfectly. I've tested all the Control nodes and only the GridContainer causes the problem.

I'm not sure if this a bug or just a quirk of the UI system.

### Steps to reproduce

1. Make a new scene, with a GridContainer as the scene root node.
2. Make a control node with drag and drop functionality and a set_drag_preview function displaying an image.
3. Press 'Run Project' and click and drag that control node. When first dragged, it should show up briefly at the left or top of the screen.

With provided MRP:

1. Download project
2. Import project into Godot
3. Press 'Run Project'
4. Drag an item from one inventory slot to another


### Minimal reproduction project (MRP)

[Drag Preview Flicker.zip](https://github.com/godotengine/godot/files/14340254/Drag.Preview.Flicker.zip)
Repository: ollama
Issue: [Question\Suggestion] Result of function calling.
Labels: question,api

Currently  i am experimenting with function calling (getting a json result), and returning the result from the function call to the LLM

when using the chat api you can specify system, user and assistent. I was wondering if we would be able to add the option of **function Result**

getting the following chat
```json
{
"type": "system",
"content": "When ask about the weather give a Json Output."
},
{
"type": "user",
"content": "What is the weather like in Brussels?"
},
{
"type": "assistent",
"content": "{
   "City":"Brussel"
}"
},
{
"type": "function_result",
"content": "{
 Temperature: "24 C"
 Rain: "40%"
 }"
},
{
"type": "assistent",
"content": "Currently it is 24 degrees Celsius and there is a 40% chance of rain. "
}
```

Or is there already a way to use the results of a function Call?
Repository: godot
Issue: Multiplayer synchronized doesn't emit synchronized signal with REPLICATION_MODE_ON_CHANGE properties
Labels: bug,topic:multiplayer

### Tested versions

Tested on vanilla 4.2.1 and 4.2.2 (Custom build, but it doesn't mess with core functionality nor multiplayer stuff)

### System information

Godot v4.2.2.rc (fb28924c5) - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Wed, 29 Nov 2023 00:40:39 +0000 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (nvidia; 545.29.06) - Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz (20 Threads)

### Issue description

So, apparently, `MultiplayerSynchronizer` won't emit `synchronized` signal when properties with `REPLICATION_MODE_ON_CHANGE`  replication mode get synced.

### Steps to reproduce

1. Setup a basic network environment
2. Create a multiplayer syncrhonizer node
3. Add a property with "On change" sync mode
4. Connect the `synchronized` signal to a desired node
5. Enjoy the sadness

### Minimal reproduction project (MRP)

[MP2.zip](https://github.com/godotengine/godot/files/14341181/MP2.zip)
Repository: transformers
Issue: Flash attention implementation with BERT base model
Labels: New model

### Model description

hello and thanks community.
I am trying to replace standard attention by flash attention in the BERT base Model. Anyone please help not able to find any tutorial or any discussions.
or just give some directions how to do that ..I have got the idea of making attention prob drop prob = 0 . it makes sense but not sure how it is going to work.

@tridao
@arthur
@jamaliki
@sorenmc
 @LysandreJik @ArthurZucker  




### Open source status

- [x] The model implementation is available
- [x] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: ant-design
Issue: Modal 组件的 getClickPosition 函数缺少解绑操作导致微前端页面内存泄露
Labels: Inactive,unconfirmed

### Reproduction link

https://github.com/ant-design/ant-design/blob/4380c6b72dcc0efdbda1c0e600fc0fea6e9f7689/components/modal/Modal.tsx

### Steps to reproduce

使用微前端框架加载子应用，如果子应用中引入了 antd 的Modal 组件，每次加载都会在 document 上新增一个事件绑定，导致内存持续增长。
```
// 这句代码是在 Modal 引入时全局作用域下执行的。
document.documentElement.addEventListener('click', getClickPosition, true)
```

### What is expected?

在 window unload 时解除这个全局的事件绑定。

### What is actually happening?

在 window unload 时没有解除这个全局的事件绑定。

| Environment | Info |
| --- | --- |
| antd | 5.14.1 |
| React | 16.14.0 |
| System | MacOS 13.2.1 (22D68) |
| Browser | Chrome 121.0.6167.184 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: rust
Issue: compile error
Labels: I-ICE,T-compiler,A-incr-comp,C-bug,S-needs-repro


[rustc-ice-2024-02-20T08_25_23-55456.txt](https://github.com/rust-lang/rust/files/14341486/rustc-ice-2024-02-20T08_25_23-55456.txt)
<!--
Thank you for finding an Internal Compiler Error! 🧊  If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.
http://blog.pnkfx.org/blog/2019/11/18/rust-bug-minimization-patterns/
-->

### Code

```Rust
<code>
```


### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
<version>
```

### Error output

```
<output>
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary><strong>Backtrace</strong></summary>
<p>

```
<backtrace>
```

</p>
</details>
Repository: flutter
Issue: Failed to compile flutter engine on Windows when Python path contains space
Labels: engine,platform-windows,a: desktop,P2,e: local-engine-development,team-windows,triaged-windows

### Steps to reproduce

I make it short.
I followed the instructions to build flutter engine without success. I got always errors like
>...
> ninja: fatal: CreateProcess: %1 is not a valid Win32 application.

and alike.

Then I changed all paths inside 
>.\build\toolchain\win\BUILD.gn

For example 
>    tool("copy") {
>      command = "$python_path $tool_wrapper_path recursive-mirror {{source}} {{output}}"
>      description = "COPY {{source}} {{output}}"
>    }

into 

>    tool("copy") {
>      command = "\"$python_path\" $tool_wrapper_path recursive-mirror {{source}} {{output}}"
>      description = "COPY {{source}} {{output}}"
>    }

That because my user name on windows 10 is Name[space]Surname.

Changed that, I could continue the compilation but it didn't success.

Again I got erros like 
>[0/7379] ACTION //flutter/sky/packages/sky_engine:copy_dart_ui_web(//build/toolchain/win:clang_x64)
>...
> ninja: fatal: CreateProcess: %1 is not a valid Win32 application.

Unfortunately I couldn't find where those files/commands for ACTION are generated.
toolchain.ninja and build.ninja are recreated every time.

So my questions:
1. How could I fix the errors?
2. Where can I find  help on building flutter engine on windows?

I tried on discord but got no answers.

Thanks


### Expected results

Pls see above

### Actual results

Pls see above

### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: rust
Issue: Enums don't utilize niches across multiple data-carrying variants
Labels: T-compiler,C-bug,A-layout,S-has-mcve,C-optimization

Tested on latest stable and nightly.

I wanted to build an enum X such that

```rs
enum X {
    Inline(MyType /* size: 24, align: 8 */),
    Heap(Vec<MyType>),
}
```

is 24 bytes large.

I tried various things to exploit Vec's niches (0/null on ptr, > isize::MAX on capacity), including using explicit-zero padding.
Unfortunately for this very specific case it seems Vec lacks alignment niches on its pointer field to make this work, and/or I can't make a niche that's big enough for the compiler to prove the two variants are fully "disjoint" in their valid bit patterns.

However, even testing with much simpler types with much simpler niches I could not get the compiler to produce an optimal enum layout:

```rs
#[repr(u64)]
enum AlwaysZero {
    VALUE = 0
}

enum X {
    A(AlwaysZero),
    B(std::num::NonZeroU64)
}
```

X is 16 bytes here, even though `AlwaysZero` and `NonZeroU64`'s niches are exact opposites of each other, so the entire enum should just be 8 bytes. It would be nice if rustc could support at least simple two-variant cases like this. I can see it coming in handy for things like `Result` and possibly `Cow`.
Repository: rust
Issue: BorrowedFd::borrow_raw and OwnedFd::from_raw_fd safety
Labels: T-libs-api,A-docs,T-libs

### Location

- https://doc.rust-lang.org/stable/std/os/fd/struct.BorrowedFd.html#safety
- https://doc.rust-lang.org/stable/std/os/fd/struct.OwnedFd.html#safety

### Summary

`OwnedFd::from_raw_fd` requires that "the resource must not require any cleanup other than close", but `BorrowedFd::borrow_raw` does not.

Suppose I have an fd to a resource that requires more than just `close` and it is safe to create a `BorrowedFd` for it. This means I can safely get an `OwnedFd` of that resource using `BorrowedFd::try_clone_to_owned`.

It seems that
- Either `OwnedFd::from_raw_fd` is too restrictive.
- Or `BorrowedFd::borrow_raw` is not restrictive enough.
Repository: tensorflow
Issue: `tf.raw_ops.Transpose` aborts with negative `perm` value
Labels: awaiting review,type:bug,comp:ops,TF 2.15

### 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 LTS

### Mobile device

_No response_

### Python version

3.11.7

### Bazel version

6.5.0

### GCC/compiler version

clang 16

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

`tf.raw_ops.Transpose` aborts with negative `perm` value. [gist](https://colab.research.google.com/drive/1r0oUxDcu-uWHgjQGOU8qvcSzD1z2fv-a?usp=sharing)

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

tf.raw_ops.Transpose(
    x=tf.random.normal([2,1]),
    perm=[-1,0],
    name=None
)
```


### Relevant log output

```shell
2024-02-20 19:35:25.981306: F tensorflow/core/framework/tensor_shape.cc:356] Check failed: d >= 0 (0 vs. -1)
Aborted (core dumped)
```
Repository: vscode
Issue: Missing auto complete for `@feature`
Labels: bug,extensions

Testing #205396

* open the extensions view
* type `@f`
* 🐛 there is only `@featured` but not `@feature`
Repository: ollama
Issue: Implement Check to Determine if Ollama is Already Running Before Starting New Instance (on Windows)
Labels: feature request

This feature request proposes the introduction of a pre-launch check for the Ollama application to ascertain if an instance of Ollama is already active. The primary goal is to enhance the application's usability and prevent potential conflicts or resource wastage by inadvertently running multiple instances when unnecessary. The check should encompass the following key functionalities:

1. **Detection Mechanism**: Integrate a reliable mechanism to detect if an Ollama instance is currently running. This could involve checking for process IDs, leveraging lock files, or utilizing operating system-specific APIs to identify active instances of the application.

2. **User Prompt for Action**: Upon detecting an active instance, the application should prompt the user with options on how to proceed. The prompt should include at least the following options:
   - Terminate the existing instance before starting a new one.
   - Allow the new instance to run alongside the existing instance (if supported by the application architecture).
   - Cancel the launch of the new instance.

3. **Configuration Settings**: Provide users with configuration options (possibly in a settings file or through the application interface) to set their default behavior when an existing instance is detected. This setting would automate the response and could include options such as always replace, always run in parallel (if applicable), or always ask.

4. **Logging and Notifications**: Implement logging to record instances where multiple runs are attempted and the actions taken. Additionally, provide clear notifications to the user about the detection of an existing instance and the outcome of their chosen action.

This feature aims to streamline the user experience, reduce confusion, and ensure that the application's behavior aligns with user expectations and system resource management best practices.
Repository: godot
Issue: Area2D registers collision of CharacterBody2D with disabled collision shape on scene load
Labels: bug,topic:physics

### Tested versions

Reproduceable in:
- Godot Engine v4.3.dev3.mono.official [36e943b6b]
- Godot Engine v4.2.1.stable.mono.official [b09f793f5]
- Godot Engine v4.1.3.stable.mono.official [f06b6836a]
- Godot Engine v4.0.4.stable.mono.official [fc0b241c9]

### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.5123) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

A scene is setup with 4 Area2Ds with a size of 512x512 placed around the origin.
In the main scene this scene is instantiated and a CharacterBody2D with it's CollisionShape2D initially disabled is also instantiated.
The CharacterBody2D is set to position (256, 256) and then it's CollisionShape2D is enabled with a SetDeferred() call.

Expected behaviour: only one Area2D's OnBodyEntered() function is triggered.
Actual behaviour: all 4 Area2D's OnBodyEntered() function is triggered, then the other 3 Area2D's OnBodyExited() function is triggered.

### Steps to reproduce

Using the MRP:
- open the project in the editor
- either run main.tscn in the dotnet folder or main.tscn in the gdscript folder
- watch the messages in the output window
- press spacebar to reload the scene and recreate the issue

### Minimal reproduction project (MRP)

[CollisionBug.zip](https://github.com/godotengine/godot/files/14343746/CollisionBug.zip)

alternative the repo is also available on [github](https://github.com/MarcoN96/GodotCollisionBug)
Repository: vscode
Issue: Better control of indentation in snippets
Labels: feature-request,snippets

<!-- ⚠️⚠️ 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. -->
Hello I have troubles concerning snippets

Actually snippets starts to indent from cursor position and you can only indent forward with the `\t`

But for some languages (like COBOL), this creates problems since some instructions are on a defined column.

I would like to know if it was possible to add a variable or a rule where we can precise the starting column or starting tab index of a line

Example : 
```json
{
    "special-identation": {
        "scope": "COBOL",
        "prefix": "si",
        "description": "example of multiline indentation control"
        "body": [
            "\2INIT-VAR SECTION.",
            "\1* Executing my-code section",
            "PERFORM MY-CODE",
            "",
            "\3EXIT."
        ]
    }
}
```

Here, I put `\` + a number. `\0` means "start at column 0, `\1` means start at tab index 1, `\2` for tab index 2, etc...

### Edit

I am thinking to something else.

We got the `\t` to indent forwards. It could be fine to get the `\b` to indent backwards

### Edit 2 (02/04/2024)

We could juste get the `\0`, not the `\1` etc... We already got the `\t` to indent, so it will look liks this `\0\t\t`

It seems a little better and probably way easier to implement in VSCode
Repository: ui
Issue: Calendar date-range inside sheet
Labels: bug,component: calendar

I am struggling to get the calendar date range component to work inside of a sheet, the calendar opens but if I try to click on a date it just closes as if the sheet takes priority. I have tried making the z-index of the calendar larger but that still does nothing.
Repository: flutter
Issue: `BackdropFilter` does not blur platform views on the web
Labels: a: platform-views,platform-web,has reproducible steps,P2,team-web,triaged-web,found in release: 3.19,found in release: 3.20

### Steps to reproduce

Layer a `BackdropFilter` over a `video_player` on the **web** (CanvasKit Renderer)

### Expected results

`BackdropFilter` blurs everything including the `video_player`'s `PlatfromView`

### Actual results

`BackdropFilter` blurs everything except for the `video_player`

### Code sample

<details open><summary>Code sample</summary>

```dart
Stack(
        children: <Widget>[
          // Video player
          AspectRatio(
                    aspectRatio: _controller!.value.aspectRatio,
                    child: VideoPlayer(_controller!),
                  ),
          ),
          // Backdrop filter
          Positioned.fill(
            child: BackdropFilter(
              filter: ImageFilter.blur(sigmaX: 10, sigmaY: 10),
            ),
          ),
        ],
      ),
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

https://github.com/flutter/flutter/assets/46222898/3aa3f3f6-7416-4be9-a2ac-e83e955adb71

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.19.0, on macOS 14.0 23A344 darwin-arm64, locale
    en-DE)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.2)
[!] Xcode - develop for iOS and macOS (Xcode 15.2)
    ✗ Unable to get list of installed Simulator runtimes.
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.3)
[✓] Android Studio (version 2022.2)
[✓] VS Code (version 1.86.2)
[✓] Connected device (2 available)
[✓] Network resources

! Doctor found issues in 1 category.
```

</details>
Repository: storybook
Issue: [Bug]: Sveltes {...$$restProps} breaks storybook component when in use with --style-props
Labels: bug,help wanted,svelte,sev:S3

### Describe the bug

My button component uses {...$$restProps} to pass all props to the html button element. When I also use style-props to set som custom css properties, I get an error of `Error: String contains an invalid character`. I use the addon-svelte-csf to write my stories.

### To Reproduce

button component
```
<button {...$$restProps}>
<slot />
</button>
```

story
```
<Template let:args><Button {...args}>Click here</Button></Template>
```

### System

```bash
System:
    OS: Linux 5.15 Ubuntu 22.04.3 LTS 22.04.3 LTS (Jammy Jellyfish)
    CPU: (8) x64 11th Gen Intel(R) Core(TM) i7-1185G7 @ 3.00GHz
    Shell: 5.8.1 - /usr/bin/zsh
  Binaries:
    Node: 21.6.0 - ~/.nvm/versions/node/v21.6.0/bin/node
    npm: 10.2.4 - ~/.nvm/versions/node/v21.6.0/bin/npm <----- active
  npmPackages:
    @storybook/addon-essentials: ^7.6.10 => 7.6.10 
    @storybook/addon-interactions: ^7.6.10 => 7.6.10 
    @storybook/addon-links: ^7.6.10 => 7.6.10 
    @storybook/addon-svelte-csf: ^4.1.0 => 4.1.0 
    @storybook/blocks: ^7.6.10 => 7.6.10 
    @storybook/svelte: ^7.6.10 => 7.6.10 
    @storybook/sveltekit: ^7.6.10 => 7.6.10 
    @storybook/test: ^7.6.10 => 7.6.10 
    eslint-plugin-storybook: ^0.6.15 => 0.6.15 
    storybook: ^7.6.10 => 7.6.10
```


### Additional context

_No response_
Repository: storybook
Issue: [Bug]: Using intersection types on a component breaks automatic arg table population [Storybook 8.0.0-beta.3]
Labels: bug

### Describe the bug

Hi, I've an issue when upgrading storybook from v7.x -> v8

When a component has a intersection type the arg table is not populated correctly.

I've modified `button.tsx` slightly to add an intersection type to the component.

```js
/**
 * Primary UI component for user interaction
 */
export const Button: FC<ButtonProps> & {} = ({
  primary = false,
  size = "medium",
  backgroundColor,
  label,
  ...props
}) => {
  const mode = primary
    ? "storybook-button--primary"
    : "storybook-button--secondary";
  return (
    <button
      type="button"
      className={["storybook-button", `storybook-button--${size}`, mode].join(
        " ",
      )}
      style={{ backgroundColor }}
      {...props}
    >
      {label}
    </button>
  );
};
```


Expected:
![image](https://github.com/storybookjs/storybook/assets/13677750/8f86c609-b950-4bf2-912c-0aa1f35deaa8)


Result:
![image](https://github.com/storybookjs/storybook/assets/13677750/4c0f1746-853f-4f04-b029-8e7515f84a48)


### To Reproduce

https://stackblitz.com/edit/github-zgvzev

### System

_No response_

### Additional context

_No response_
Repository: vscode
Issue: [css] support quickfix highlights
Labels: help wanted,feature-request,css-less-scss

Testing #205588

```
.monaco-editor .lightBulbWidget:after {
	position1: absolute;
	top: 0;
}
```

Use quickfix on `position1`.
Observe there's no highlighting.