sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Android] Horizontal drag events aren't delivered to a platform view (webview) in TabBarView
Labels: platform-android,a: platform-views,P2,platform-views: tlhc,team-android,triaged-android

Split out from https://github.com/flutter/flutter/issues/134420.

Based on that issue, it seems that horizontal drag events on a webview nested inside of a TabBarView are not delivered to the platform view, allowing the webview to scroll as expected. See https://github.com/flutter/flutter/issues/134420 for a reproduction and an example of this behavior.

Possibly related to vertical drag events not being delivered to webviews in scroll views: https://github.com/flutter/flutter/issues/146570
Repository: pytorch
Issue: MPS backend thinks that subnormals are equal to zero
Labels: triaged,module: correctness (silent),module: mps

### 🐛 Describe the bug

```python
import torch
x = torch.tensor([0.0, 0.0])
y = torch.tensor([1.0, -1.0])
na = torch.nextafter(x, y) 
print(na, na > x, na.to("mps") > x.to("mps"))
```

Prints
```
tensor([ 1.4013e-45, -1.4013e-45]) tensor([ True, False]) tensor([False, False], device='mps:0')
```

### Versions

2.3.0, nightlies

cc @kulinseth @albanD @DenisVieriu97 @jhavukainen
Repository: godot
Issue: Error creating a property in inner class
Labels: discussion,topic:gdscript,topic:editor

### Tested versions

v4.3.dev5.official [89f70e98d]

### System information

w10 64

### Issue description

When a property is created in an inner class this error is generated., I think it is a bug, because I believe that this error should not happen.

![Captura5](https://github.com/godotengine/godot/assets/19652075/299f225a-dd8a-4d48-ad93-2cb9d958ecd7)

![Captura6](https://github.com/godotengine/godot/assets/19652075/88de1892-d478-4d8a-bda8-b935d8cff5e8)


### Steps to reproduce

Create a property in an inner class

### Minimal reproduction project (MRP)

...
Repository: deno
Issue: WebGPU: Implement copyExternalImageToTexture
Labels: feat,web,webgpu

MDN: https://developer.mozilla.org/en-US/docs/Web/API/GPUQueue/copyExternalImageToTexture

W3C: https://www.w3.org/TR/webgpu/#dom-gpuqueue-copyexternalimagetotexture
Repository: godot
Issue: TexturedRect UI Node does not signal when project is fullscreen on mac
Labels: bug,needs testing,topic:gui

### Tested versions

Godot 4.2.2

### System information

Mac OS Monterey 12.7.4

### Issue description

When running a scene from the editor that contains the [TextureRect node](https://docs.godotengine.org/en/stable/classes/class_texturerect.html) the signal does not emit if the project is set to fullscreen. Setting the project to windowed emits the signal, but fullscreen does not. I created a sample project to easily test this back and forth without interference here: [https://github.com/TigerJ/Mac-Testing](https://github.com/TigerJ/Mac-Testing)

### Steps to reproduce

clone my sample repo: [https://github.com/TigerJ/Mac-Testing](https://github.com/TigerJ/Mac-Testing)  
or, create a new project, add a scene with a script at root node. Add a canvas layer, control node set to full, and a child textureRect node. Set the textureRect node to a texture, connect the mouse enter/exit signals to the script and print something. Toggle the project settings between fullscreen and windowed. When windowed, signals emit, when fullscreen, they do not emit.

I have cloned this repo to windows and the issue is only present on mac.


### Minimal reproduction project (MRP)

[https://github.com/TigerJ/Mac-Testing](https://github.com/TigerJ/Mac-Testing)
Repository: deno
Issue: Deno using memory even when i;m not running a file with deno
Labels: perf,lsp

Version: Deno 1.42.4
deno keeps using my memory when i'm not even running a file or script with deno, or i also see this popped up on VScode:
![deno-vuln](https://github.com/denoland/deno/assets/138298443/b7b2aae3-7f8c-46c4-8ca4-863ae01b6d7d)
Repository: PowerToys
Issue: Fancy Zones Issue w/ RDP Windows Using Last Known Zone 
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.80.01

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

FancyZones

### Steps to reproduce

![image](https://github.com/microsoft/PowerToys/assets/35517036/c4d24043-3f00-4102-8301-5c29cbcc2fbd)

This has been happening since v0.70 I believe.

1. Enable Fancy Zones
2. Enable "Move newly created windows to their last known zone".
3. Create a fancy zone layout and apply to a window. Layout does not seem to matter.
4. Open Remote Desktop Connection (RDP) connection dialog and connect to whatever computer to create the connected RDP window.
5. Drag and snap this RDP window to your fancy zone.
6. Close the RDP window.
7. Repeat step 4 to open the RDP window.
8. You will now notice the window snapped to the last known zone BUT you can't minimize, expand or move this window. 


### ✔️ Expected Behavior

RDP Window to act as any other window when snapping to last known zone.

### ❌ Actual Behavior

![image](https://github.com/microsoft/PowerToys/assets/35517036/85a1a795-4b6e-4ede-8a8c-ce073b875778)

RDP Window goes into a "frozen" state with no borders. This frozen state prevents you from minimizing, maximize, or move the window. The RDP itself is still able to be accessible with the cursor/keyboard, it's just the window controls that become broken.



### Other Software

_No response_
Repository: TypeScript
Issue: `--isolatedDeclarations` allows generator functions
Labels: Bug,Help Wanted

### 🔎 Search Terms

- generator functions
- isolated declartions
- yield

### 🕗 Version & Regression Information

5.5.0-dev.20240426

### ⏯ Playground Link

https://www.typescriptlang.org/play/?isolatedDeclarations=true&ts=5.5.0-dev.20240426#code/KYDwDg9gTgLgBAMwK4DsDGMCWEUCo4CGAzgCYAUAlHAN4BQcDcAnpsADYlwBMA3PYy3acAzH0ZwowGEigo4ARloBfIA

### 💻 Code

```ts
export function* asd() {
    yield 2;
    yield 3;
    return 1
}
```


### 🙁 Actual behavior

This is allowed, the following code is emitted even though it requires inference:

```
export declare function asd(): Generator<2 | 3, number, unknown>;
```

### 🙂 Expected behavior

This is disallowed (probably all generator functions)

### Additional information about the issue

cc @dragomirtitian
Repository: ollama
Issue: Support VLLM as a backend
Labels: feature request

Hi,

I realize that this is a big ask but I am learning more and more about inferencing and I've heard that VLLM tends to have better performance for many GPU training.

OLLAMA is a great UX and I love the tight integration with llama.cpp. But it would be nice to start exploring how one could use OLLAMA models with vllm.
Repository: godot
Issue: Godot showing glitched visuals and freezing on linux
Labels: bug,needs testing

### Tested versions

Same happens in standalone build 4.2.2 from the godot website and from flathub

### System information

Linux Mint 21.3 Cinnamon

### Issue description

Whenever I launch godot, it works for a few seconds, then the os freezes except from the cursor, and sometimes it unfreezes and godot is all glitched

### Steps to reproduce

Launch godot on a fresh linux mint live session (with persistence)

### Minimal reproduction project (MRP)

it does not have to do with the project
Repository: go
Issue: proposal: io: CopierTo and CopierFrom interfaces
Labels: Proposal

### Proposal Details

The `io.Copy` and `io.CopyBuffer` functions will use `WriteTo` when the source supports it and `ReadFrom` when the destination supports it.

There are cases when a type can efficiently support `WriteTo` or `ReadFrom`, but only some of the time. For example, [CL 472475](https://go.dev/cl/472475) added an `WriteTo` method to `*os.File` which performs a more efficient copy on Linux systems when the destination is a Unix or TCP socket. In all other cases, it falls back to `io.Copy`.

The `io.Copy` fallback means that `io.CopyBuffer` with an `*os.File` source will no longer use the provided buffer, because the buffer is not plumbed through to `WriteTo`. (It also resulted in https://go.dev/issue/66988, in which the fallback resulted in the fast path in *net.TCPConn.ReadFrom not being taken.)

There have been previous proposals to fix this problem:
* #21904: Rejected.
* #16474: Discussion ongoing, but this wouldn't address the `io.Copy` case.

Those issues also contain some links to various other instances of this problem turning up, but I think the `*os.File.WriteTo` case is a sufficient example of a problem that needs solving, since `io.CopyBuffer` no longer works as expected on files.

I propose that we add two new interfaces to the `io` package:

```go
package io

// CopierTo is the interface that wraps the CopyTo method.
//
// CopyTo writes data to w until there is no more data to write or when an error occurs.
// The return value n is the number of bytes written.
// Any error encountered during the write is also returned.
//
// When len(buf) > 0, CopyTo may use the provided buffer as temporary space.
//
// CopyTo may return an error wrapping errors.ErrUnsupported to indicate that
// it is unable to efficiently copy to w.
//
// The Copy function uses CopierTo if available.
type CopierTo interface {
	CopyTo(w Writer, buf []byte) (n int64, err error)
}

// CopierFrom is the interface that wraps the CopyFrom method.
//
// CopyFrom reads data from r until EOF or error.
// The return value n is the number of bytes read.
// Any error except EOF encountered during the read is also returned.
//
// When len(buf) > 0, CopyFrom may use the provided buffer as temporary space.
//
// CopyFrom may return an error wrapping errors.ErrUnsupported to indicate that
// it is unable to efficiently copy from r.
//
// The Copy function uses CopierFrom if available.
type CopierFrom interface {
	CopyFrom(r Reader, buf []byte) (n int64, err error)
}
```

The `CopierTo` and `CopierFrom` interfaces supersede `WriterTo` and `ReaderFrom` when available. They provide a way to plumb the copy buffer down through the copy operation, and permit an implementation to implement a fast path for some subset of sources or destinations while deferring to `io.Copy` for other cases.

We will update `io.Copy` and `io.CopyBuffer` to prefer `CopierTo` and `CopierFrom` when available.

We will update `*os.File` and `*net.TCPConn` (and possibly other types) to add `CopyTo` and `CopyFrom` methods.
Repository: TypeScript
Issue: Allow `--noCheck` on the CLI with top-level `--build`
Labels: Experience Enhancement,Domain: tsc -b

Review comments on #57934 are mostly concerned with `--build` usage - as an internal option that errors on the CLI/in a config, it can't currently be used with `--build` without reaching at nonpublic API internals, which also make it difficult to test in a realistic way. That PR adds some psuedo-build tests that baseline current behavior (along the lines of "how will this work once actually exposed"), but current usage is definitely at-your-own-risk (we may even still rename it before it's exposed 😆) - hopefully that's evident by it being `@internal`. Specifically, @sheetalkamat has expressed concerns that forcibly running a `noCheck` build via the API (again, nonpublic, unsupported) and then a normal build on the CLI with `--build` may not work correctly (in that it may not calculate new diagnostics, since outputs are newer than inputs, and the CLI is unaware the last build was run with differing options). This issue with `--build` on the CLI and other non-`--build` builds (without  `--incremental`) isn't terribly `--noCheck` specific, and isn't something you should do - but you may be tempted to do because `--noCheck` is so useful. Just... don't? Wait for us, please. Our `@internal`s are `@internal` for a reason. 😅

In the future PR where we make it CLI-accessible (after we enable it for JS emit), we should:
* Ensure it has an appropriate level of `.buildinfo` invalidation (which should just be the usual `tscWatch` style tests and accompanying option description fields, probably, though maybe further optimizations are available).

Additionally, we should:
* Make changes to `--build` as a whole to allow semantic-affecting diagnostics like `--noCheck` globally in a project - this is a fairly independent fix, but has much more value with flags like `--noCheck` that meaningfully change the compiler's performance profile, and seems to require always emitting a `.buildinfo` for a build, even when it's not incremental, so we at least know the options that last build was made with and if changes to them cause more invalidation than the timestamps otherwise imply. Hopefully our solution here also applies to any API-made builds (in that they should probably also make a `.buildinfo`), at least through appropriate API layers (we have many). I don't know if this should be a prerequisite to public CLI `--noCheck`, but it would certainly be nice to have, and many usecases for `--noCheck` would be unlocked (or made less footgun-y) by this fix.

Those two parts (exposing `--noCheck` publicly on the CLI and changing `--build` to invalidate based on options in `.buildinfo` even when `--incremental` is `false`) are likely independent units of future work without a hard dependency on one another, but both are what you want to see to call this issue complete.
Repository: storybook
Issue: [Bug]: a11y ignoring SVG fill property
Labels: bug,help wanted,addon: a11y,sev:S3

### Describe the bug

Shows an "Incomplete" case for SVG `<text/>` element with a valid contrast ratio defined in `fill` property
> Elements must meet minimum color contrast ratio thresholds

But it's ok if I set `style.color` of the same value, although it does not affect the text render.

### To Reproduce

Fails contrast test
```
<svg>
<text fill='#000'>Contrast</text>
</svg>
```

Passes contrast test
```
<svg>
<text fill='#000' style={{color: '#000}}>Contrast</text>
</svg>
```

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.2.1
    CPU: (8) arm64 Apple M1
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.12.2 - ~/.nvm/versions/node/v20.12.2/bin/node
    Yarn: 1.22.17 - /opt/homebrew/bin/yarn
    npm: 10.5.0 - ~/.nvm/versions/node/v20.12.2/bin/npm <----- active
  Browsers:
    Chrome: 124.0.6367.92
    Edge: 124.0.2478.51
    Safari: 17.2.1
  npmPackages:
    @storybook/addon-a11y: ^8.0.9 => 8.0.9 
    @storybook/addon-essentials: ^8.0.8 => 8.0.8 
    @storybook/addon-interactions: ^8.0.8 => 8.0.8 
    @storybook/addon-links: ^8.0.8 => 8.0.8 
    @storybook/addon-onboarding: ^8.0.8 => 8.0.8 
    @storybook/addon-styling-webpack: ^1.0.0 => 1.0.0 
    @storybook/addon-themes: ^8.0.8 => 8.0.8 
    @storybook/blocks: ^8.0.8 => 8.0.8 
    @storybook/nextjs: ^8.0.8 => 8.0.8 
    @storybook/react: ^8.0.8 => 8.0.8 
    @storybook/test: ^8.0.8 => 8.0.8 
    chromatic: ^11.3.0 => 11.3.0 
    eslint-plugin-storybook: ^0.8.0 => 0.8.0 
    storybook: ^8.0.8 => 8.0.8 
    storybook-addon-pseudo-states: ^3.0.1 => 3.0.1
```


### Additional context

_No response_
Repository: pytorch
Issue: 2.2.0+ regresses SDPA performance on Windows 
Labels: module: windows,triaged,module: sdpa

### 🐛 Describe the bug

In PyTorch <2.2.0, SDPA (scaled_dot_product_attention) supports Flash Attention v1 on Windows. In PyTorch 2.2.0>=, it does not support any Flash Attention on Windows. 

### Versions

This is a report of a regression between 2.1.2 and 2.2.0+

cc @peterjc123 @mszhanyi @skyline75489 @nbcsm @vladimir-aubrecht @iremyux @Blackhex @cristianPanaite
Repository: tauri
Issue: [feat] Document how to use system extensions with tauri?
Labels: type: feature request

### Describe the problem

We have a Tauri project, but it need to use the network system extension on macOS. We aren't so clear on how to do it.

### Describe the solution you'd like

Either documentation or a sample project of how to do the following, either using Tauri or wry.

### Alternatives considered

Planning on creating a swift app that uses wry and starts a webview.

### Additional context

_No response_
Repository: godot
Issue: Containers do not sort immediately when child top level changes
Labels: bug,topic:gui

### Tested versions

Godot v4.3.dev (6118592c6), 4.2 and previous

### System information

 Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.5186) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

Containers don't resort when a child's `top_level` is changed, even though this affects the Container's logic. The Container won't update until the scene is reloaded or it gets a sort children notification.

Here is an example in BoxContainer, I use the visible property to force the Container to update.

![godot container toplevel sort](https://github.com/godotengine/godot/assets/10054226/3d644499-bec9-4e79-8ffa-98290002e813)

Also, the Control Editor Plugin also still thinks that it is being controlled by its Container parent even though it is not.

To fix this, I think that changing `top_level` should send a sort children notification. The editor should also allow regular Control editing as if it wasn't in a Container.

### Steps to reproduce

1. Make a Container (any) and a Control child.
2. Change the `top_level` in the child. 
3. The child's position is updated immediately and is no longer controlled by the Container, but the Container isn't updated.

### Minimal reproduction project (MRP)

[top-level-sort.zip](https://github.com/godotengine/godot/files/15135414/top-level-sort.zip)
Repository: pytorch
Issue: Inductor can not fuse cat with a pointwise
Labels: triaged,enhancement,oncall: pt2,module: inductor

### 🐛 Describe the bug

Check this example

```
    def test_concat_and_downcast(self):
        M = 30522
        N = 768
        PAD = 6

        @torch.compile
        def f(x):
            z = torch.cat([x, torch.zeros([PAD, N])], dim=0)
            return z, x.to(torch.float16)

        x = torch.randn(M, N)
        f(x)
```
The cat and the downcast can not be fused right now. But in principal we should be able to fuse them and save one whole load of tensor 'x'.

cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @jansel @Chillee @eellison as a FYI.

### Error logs

_No response_

### Minified repro

_No response_

### Versions

.

cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang
Repository: godot
Issue: when importing an FBX file, the normalmap value is 0
Labels: bug,topic:import,topic:3d

### Tested versions

godot engine 4.3 dev5

### System information

window 10 - godot engine 4.3 dev5

### Issue description

when importing an FBX file, the normalmap value is 0 and  the material value is not maintained.
there is the inconvenience of having to modify the material every time it is imported because the value is not normal.

it worked properly in the unity engine

### Steps to reproduce

a problem occurs when you drag and add FBX to godot engine 4.3 dev5.

### Minimal reproduction project (MRP)

.
Repository: godot
Issue: Godot freezes my PC several seconds after I open a specific project for editing
Labels: bug,needs testing

### Tested versions

- Reproducible in v4.2.stable.official [46dc27791]
- Not reproducible in v4.2.1.stable.official [b09f793f5], v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 750 (NVIDIA; 31.0.15.5123) - Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz (4 Threads)

### Issue description

I downloaded the Godot Character Controller project from GameDev.tv and imported it into my Godot project list.  Whenever I open the project for editing in the Godot editor, my PC immediately starts lagging for a few seconds, and then it freezes completely.  I can't move the mouse or even do a Ctrl+Alt+Del.  I just have to power off my PC and then turn it back on.

### Steps to reproduce

- Note that these steps may crash your PC, so be careful!!
- Download the Godot Character Controller project.  (I will try to attach it below)
- Unzip the project.
- Open the Godot Project Manager window and "Import" the project.
- Click on "Edit" to open the project for editing.
- Within several seconds, your PC should freeze.

### Minimal reproduction project (MRP)

[godot-character-controller.zip](https://github.com/godotengine/godot/files/15135611/godot-character-controller.zip)

In case the attachment doesn't work, here are some links to the course lesson that I downloaded the project from:
[course lesson](https://www.gamedev.tv/courses/godot-character-controller/lectures/53081118)
[project zip file](https://cdn.fs.teachablecdn.com/0Xgs0QNFRi6WdJeuGncn)
Repository: flutter
Issue: [web] on Safari for macOS using VoiceOver it is easy to make text field non-editable
Labels: a: accessibility,platform-web,P2,team-web,triaged-web

On Safari for macOS using VoiceOver it is easy to get a text field into a non-editable state. The text field is seemingly focused and being edited according to the spoken text by VoiceOver, but nothing happens visually.

Repro code: the TextField demo in the a11y_assessments app.
Live app: https://fwa11y.web.app/

It may take a few attempts, but to reproduce try to focus on the text field using VoiceOver shortcuts (Control + Option + arrow keys) and begin editing. If it doesn't happen right away, move focus out, then move it back into the field and try editing again. Eventually it enters the bad state.

https://github.com/flutter/flutter/assets/211513/8f07ee34-adc2-40a4-924c-35cb8f505b8f
Repository: vscode
Issue: InlineCompletionItem Multiline Replace Range
Labels: feature-request,inline-completions

<!-- ⚠️⚠️ 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. -->

In the docs for `InlineCompletionItem` ([link](https://code.visualstudio.com/api/references/vscode-api#InlineCompletionItem)), it says that the range to replace "Must begin and end on the same line". I'm wondering how hard it would be to remove this limitation.

Specifically there are cases like this (cursor is at `|`) where we'd like to be able to replace a range that extends beyond a single line:

```cpp
return MyStruct {
  |
}
```

should become

```cpp
return MyStruct {
  myField1,
  myField2,
};|
```

after accepting the completion (which includes the trailing `;`).

Because of the automatic-bracket closing in VSCode (e.g. typing `{` actually types `{}` with the cursor between the braces), this is a very common situation which leads to a worse user experience as the `InlineCompletionProvider` must settle for one of these options:

```cpp
return MyStruct {
  myField1,
  myField2,|
}
```

or

```cpp
return MyStruct {
  myField1,
  myField2,
};|
}
```

neither of which are ideal.

Also I would love to know where in the code the range having to start and end on the same line is enforced so I can read through the logic as well.

Thanks!