sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Make Stroke Text a First Class Feature of `Text`/`TextStyle`
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

### Use case

I have text displayed over graphics (.svgs, textures, other widgets) in many places in my app. To ensure that the text remains readable despite the multi-colored background, I make it white with a black stroke:
![image](https://github.com/user-attachments/assets/2f47c108-e4c2-4fa1-b89c-50fb0ca97935)
(here the bars fill up and as they fill the text goes from having a black background to having a bright colorful background)

As far as I can tell, this is the best/only way to do that in Flutter right now:
```dart
    final String text =  'Woooooh look at me, I\'m stroked text!';
    return Stack(
      children: [
        Text(
          text,
          style: TextStyle(
            foreground: Paint()
              ..style = PaintingStyle.stroke
              ..strokeWidth = 5 // Width needs to be double the intended weight...
              ..color = Colors.black,
          ),
        ),
        Text(
          text,
          textAlign: textAlign,
          style: TextStyle(
            color: Colors.white,
            // You need to strip out the shadows, if present, as they'll show up against the stroke.
            shadows: [],
          ),
        ),
      ],
    );
``` 
    
This isn't great because it's:
1. Verbose/sloppy
2. Not very discoverable (each developer has to discover and implement this hack themselves)
3. Provides limited control for stroke alignment, etc
4. Messes up semantic info unless you think to explicitly exclude the duplicate widget from semantics

Similar issues:
https://github.com/flutter/flutter/issues/24108 (same request, but closed due to uncertainty about implementation-stale enough I think this is worth revisiting)
https://github.com/flutter/flutter/issues/137064 (exact ask in this issue is unclear-several unrelated issues were raised-but that issue looks like it is now focused on handling fonts with multiple paths per glyph)

### Proposal

Add explicit fields to `TextStyle` for specifying stroke.

I'm not super opinionated on the exact solution, but here is one way this could be implemented:
```dart
return Text(
  'Woooooh look at me, I\'m stroked text!',
  style: TextStyle(
    color: Colors.white,
    // A single `BorderSide` (not `Border` as there isn't a coherent definition of multiple sides for text).
    border: BorderSide(
      color: Colors.black,
      width: 2.5,
      style = BorderStyle.solid,
      strokeAlign = BorderSide.strokeAlignOutside,
    ),
  ),
);
```

The advantages are that it reuses core primitives from other parts of Flutter and gives the developer a lot of control over the stroke behavior. The disadvantage is it'd require supporting all the different border side features out of the gate which may be a significant technical lift.

Alternatively, you could go with a special-case approach that exposes only the features the team wants to support as attributes on `TextStyle` itself (color and width?)
Repository: rust
Issue: Type checking bug. Trait appears to use inferred type from bounds rather than specified associated type
Labels: C-bug,T-types

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:
https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=9b8e4a4b196fdb3320c694d180649731

I expected to see this happen: borrow should be known to return (), as it is specified to return an associated type that is specified just three lines earlier.

Instead, this happened: A compiler error citing an equivalent type saying it isn't known to be ().

### 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`:
```
rustc 1.81.0-nightly (6e2780775 2024-07-05)
binary: rustc
commit-hash: 6e2780775f5cea9328d37f4b8d0ee79db0056267
commit-date: 2024-07-05
host: x86_64-unknown-linux-gnu
release: 1.81.0-nightly
LLVM version: 18.1.7
```
Repository: godot
Issue: TileMap Terrains do not show all of the selected options that were selected for that particular terrain
Labels: bug,topic:editor,topic:2d

### Tested versions

-Reproducible - 4.2.2.stable
-Reproducible - 4.3.   stable

### System information

Windows 10 - Godot 4.3

### Issue description

after setting up a TileSet Tiles  with terrains, the TileMap-> Terrains does not show all of the selected options that  were selected for that particular terrain. Do they still register? Yes. The issue is minor but annoying. I just want the whole list of what tiles contain that terrain. 
Two main issue.
1. The list is missing some tiles.
     -   A solution to show all the tiles, be it repeated or not, that contain that terrain type on all the Terrain lists.
2. The list shows tiles that do not contain the terrain in question.
     -  A solution to show only the tiles where the center is the terrain in question. Not the corners or side

### Steps to reproduce

Create Node: TileMapLayer. Set a TileSet. In the TileSet add Elemet and add a couple of Terrains.  Under a TileSet, add a tile map and add the terrains for each terrain type. When switching over to TileMap under the Terrains, The tiles show some but not all the tiles that contain the tile that was selected. The engine still counts the tile and still spawn the tile. 

### Minimal reproduction project (MRP)

[TileMapLayer-Issue.zip](https://github.com/user-attachments/files/16631205/TileMapLayer-Issue.zip)
Repository: transformers
Issue: Q-GaLore Support
Labels: Feature request,optimization

### Feature request

Add support for https://github.com/VITA-Group/Q-GaLore (https://arxiv.org/abs/2407.08296)

### Motivation

Q-GaLore allows more memory-efficient training

### Your contribution

M/A
Repository: rust
Issue: Is anyone running our gdb-based Android debuginfo tests?
Labels: A-testsuite,A-debuginfo,O-android,T-compiler,C-discussion

This is mostly directed at @chriswailes, @maurer, and @mgeisler because you are the target maintainers for our Android targets.

I've been looking through our debuginfo tests, and I've found that a few of them were disabled years ago never revisited. Some of those tests are disabled only on Android. Based on the history linked from https://github.com/rust-lang/rust/issues/10381, the last attempt to re-enable some of the mass-ignored android debuginfo tests was in 2015. So I'm not expecting any of you to really know the history here.

But currently (and I do not know for how long) we do not run _any_ debuginfo tests on Android: https://github.com/rust-lang-ci/rust/actions/runs/10409799292/job/28830241725#step:25:23109

It seems like this is because `compiletest` looks for a `gdb`: https://github.com/rust-lang/rust/blob/0f442e265c165c0a78633bef98de18517815150c/src/tools/compiletest/src/lib.rs#L1038-L1085 but since `compiletest` doesn't find one, we skip the entire suite.

There is a fair amount of code in compiletest for handling debuginfo tests on Android. Since none of any of the code associated with running debuginfo tests on Android is currently being exercised, I suspect all of that code is just a time bomb for whoever eventually decides that we need those tests to be enabled.

In https://github.com/rust-lang/rust/pull/128913 I am removing a number of `ignore-test` annotations from the test suite, and replacing them with more specific ignores where required. Because the entire suite is ignored for Android, I cannot do this.

So I have a few questions:
* Is anyone running the debuginfo test suite on Android?
* Would anyone object if I blindly remove all the other `ignore-android` annotations from the test suite?
* Is anyone planning on working to re-enable the Android debuginfo tests? I've poked around, and it uses a bunch of Android SDK/emulator arcana that I do not understand. For example, I tried installing `gdb-multiarch` in the image, which results in the test suite managing to execute `arm-linux-androideabi-gdb` (which I cannot find in the container) but if I add `set architecture` to the gdb commands, the output is just i686/x86_64.
* In my searching around for explanations about how to debug on Android, I found some mentions that one should be using lldb instead. Is that right?
Repository: PowerToys
Issue: Win+H remapping forces the user to hold the new shortcut
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Remap the Speech Recognition (Win+H) shortcut to anything else
Open any program that has text typing (ex. notepad)
Use new shortcut, by pressing it (not holding)
It should turn on and off in an instant

![image](https://github.com/user-attachments/assets/caa2edad-c73e-44fd-8912-c97c860455d3)

### ✔️ Expected Behavior

After pressing the shortcut, Speech Recognition should wait for the user to make some input for a few seconds

### ❌ Actual Behavior

Speech Recognition instantly turns off right after the user stops holding the new shortcut

https://github.com/user-attachments/assets/837d7cb2-4624-415c-819c-4e95372ec85d



### Other Software

_No response_
Repository: electron
Issue: [Feature Request]: Support all InputEvent types with webContents.sendInputEvent()
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Currently `webContents.sendInputEvent()` only supports 3 `InputEvent` types, `MouseInputEvent`, `MouseWheelInputEvent` and `KeyboardInputEvent`, aka only 3 out of the 40 available (not counting `undefined`), and simply throws an exception if any of the 37 others are used: `Error: Invalid event object`

This severely limits the actual extent at which you can use `webContents.sendInputEvent()` to dispatch trusted input events in a `webContents`

### Proposed Solution

Support more `InputEvent` types in `webContents.sendInputEvent()` or provide another way to dispatch arbitrary trusted events to a `webContents` (I'm not aware of any way to do this without using very hacky solutions)

### Alternatives Considered

As stated, I'm not aware of any actual way to dispatch trusted events outside of `webContents.sendInputEvent()` (not considering very hacky solutions), and even if such a thing exists, I do still think `webContents.sendInputEvent()` should support most if not all `InputEvent` types.

It would be possible to simply dispatch untrusted events, but these, again, are untrusted.

### Additional Information

_No response_
Repository: ant-design
Issue: Table组件如果大量使用Tooltip, 渲染表格会比正常表格慢上许多, 同时内存占用容易堆积, 无法及时释放
Labels: help wanted,Inactive,⚡️ Performance,unconfirmed

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-5megdp-oc85f6?file=demo.tsx)

### Steps to reproduce

点击show data 按钮, 显示25列左右的50条数据. 通过手动切换修改是否render Tooltip来渲染单元格, 可以发现不增加Tooltip渲染速度明显更快


### What is expected?

当遇到很多列(25列左右)时, 使用Tooltip渲染速度可以稍微变快, 同时内存占用减少

### What is actually happening?

使用Tooltip渲染速度越来越慢, 内存占用会持续增加

| Environment | Info |
| --- | --- |
| antd | 5.20.0 |
| React | 18.3.1 |
| System | macos |
| Browser | chrome最新版 |

---
在项目当中, 如果来回切换当前页和其他页面, 通过任务管理器发现, 内存占用会持续增加,并且响应速度越来越慢, 不添加Tooltip则不会出现这种问题.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: Axioms sometimes fail to apply to discharge GuardOnDataDependent error
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

Repro:

```
import torch
from torch._dynamo.comptime import comptime

@torch._dynamo.config.patch(do_not_emit_runtime_asserts=True, capture_scalar_outputs=True)
@torch.compile(dynamic=True, fullgraph=True, backend="eager")
def cf_printlocals(x):
    u5, u3 = x[2:].tolist()
    u6, *u10 = x.tolist()
    u4 = x[1].item()
    u9, u8, *u11 = x[:-1].tolist()
    torch._check(u3 != 1)
    torch._check(u5 != u6 + 2 * u4)
    torch._check_is_size(u6)
    torch._check_is_size(u4)
    torch._check_is_size(u5)
    torch._check((u6 + 2*u4) % u5 == 0)
    torch._check(u3 == (u6 + 2 * u4) // u5)
    comptime.print({
        "u5": u5,
        "u3": u3,
        "u6": u6,
        "u10": u10,
        "u4": u4,
        "u9": u9,
        "u8": u8,
        "u11": u11,
    })
    u2 = torch.randn(u5, u3)
    u0 = torch.zeros(u6)
    torch._check_is_size(u4)
    u1 = torch.zeros(u4 * 2)
    stk = torch.cat([u0, u1], dim=0)
    return torch.stack([stk, stk]).view(2, *u2.size())

cf_printlocals(torch.tensor([20, 2, 3, 8]))
```

We end up with cursed log:

```
I0815 19:18:03.032000 2574157 torch/fx/experimental/symbolic_shapes.py:5221] [0/0] runtime_assert Eq(u1, ((u2 + 2*u6)//u0)) [guard added] at nn.py:17 in cf_printlocals (_dynamo/utils.py:2092 in r
un_node), for more info run with TORCHDYNAMO_EXTENDED_DEBUG_GUARD_ADDED="Eq(u1, ((u2 + 2*u6)//u0))"                                                                                                
{'u5': u0, 'u3': u1, 'u6': u2, 'u10': (u3, u4, u5), 'u4': u6, 'u9': u7, 'u8': u8, 'u11': (u9)}                                                                                                     
I0815 19:18:03.038000 2574157 torch/fx/experimental/symbolic_shapes.py:5221] [0/0] runtime_assert u1 >= 0 [guard added] at nn.py:28 in cf_printlocals (_prims_common/__init__.py:584 in validate_di
m_length), for more info run with TORCHDYNAMO_EXTENDED_DEBUG_GUARD_ADDED="u1 >= 0"
I0815 19:18:03.163000 2574157 torch/fx/experimental/symbolic_shapes.py:5221] [0/0] runtime_assert Eq(2*u2 + 4*u6, 2*u0*u1) [guard added] at nn.py:33 in cf_printlocals (_prims_common/__init__.py:9
02 in infer_size), for more info run with TORCHDYNAMO_EXTENDED_DEBUG_GUARD_ADDED="Eq(2*u2 + 4*u6, 2*u0*u1)"                                                                                        
W0815 19:18:03.190000 2574157 torch/fx/experimental/symbolic_shapes.py:5239] [0/0] failed during evaluate_expr(Eq(u1, ((u2 + 2*u6)//u0)), hint=None, expect_rational=True, size_oblivious=True, for
cing_spec=False 
```

in other words, we successfully runtime assert the expression, but then we fail to evaluate it anyway. Spooky.

### Versions

main

cc @chauhang @penguinwu
Repository: rust
Issue: Missed optimization in if with constant branches
Labels: A-LLVM,I-slow,C-optimization

I assume the following two functions behave identically, and therefore should result in the same codegen. https://godbolt.org/z/vj9ornqbG

```rust
#[no_mangle]
pub fn cast(x: bool) -> f32 {
    x as u8 as f32
}

#[no_mangle]
pub fn ifelse(x: bool) -> f32 {
    if x { 1. } else { 0. }
}
```

However, `ifelse` fails to be optimised to a cast.

```asm
cast:
        cvtsi2ss        xmm0, edi
        ret

.LCPI1_0:
        .long   0x3f800000
ifelse:
        test    edi, edi
        jne     .LBB1_1
        xorps   xmm0, xmm0
        ret
.LBB1_1:
        movss   xmm0, dword ptr [rip + .LCPI1_0]
        ret
```
Repository: pytorch
Issue: PythonMod vs Mod spookiness
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

```
import torch
import torch._dynamo

torch._dynamo.config.capture_scalar_outputs = True

@torch.compile(backend="eager", fullgraph=True)
def f(x):
    u0, u1 = x.tolist()
    torch._check(u0 % u1 == 0)
    torch._check_is_size(u0)
    torch._check_is_size(u1)
    if u0 % u1 == 0:
        return torch.tensor(True)
    else:
        return torch.tensor(False)

f(torch.tensor([3, 5]))

```

this fails

```
torch._dynamo.exc.UserError: Consider annotating your code using torch._check*(). Could not guard on data-dependent expression Eq(Mod(u0, u1), 0) (unhinted: Eq(Mod(u0, u1), 0)).  (Size-like symbols: u0, u1)

Potential framework code culprit (scroll up for full backtrace):
  File "/data/users/ezyang/c/pytorch/torch/_dynamo/variables/tensor.py", line 1103, in evaluate_expr
    return guard_scalar(self.sym_num)

For more information, run with TORCH_LOGS="dynamic"
For extended logs when we create symbols, also add TORCHDYNAMO_EXTENDED_DEBUG_CREATE_SYMBOL="u0,u1"
If you suspect the guard was triggered from C++, add TORCHDYNAMO_EXTENDED_DEBUG_CPP=1
For more debugging help, see https://docs.google.com/document/d/1HSuTTVvYH1pTew89Rtpeu84Ht3nQEFTYhAX3Ypa_xJs/edit?usp=sharing

User Stack (most recent call last):
  (snipped, see stack below for prefix)
  File "/data/users/ezyang/c/pytorch/wz.py", line 12, in f
    if u0 % u1 == 0:
```

But why?! We asserted on it? Well...

```
I0815 19:54:10.984000 2924862 torch/fx/experimental/symbolic_shapes.py:5198] [0/0] runtime_assert Eq(PythonMod(u0, u1), 0) [guard added] at wz.
```

at the time we guarded, we did not know u0/u1 were non-negative. So we generated an assert with PythonMod explicitly. But then when we later learned they were non-negative, we forgot to further simplify PythonMod into Mod. Oops!

### Versions

main

cc @chauhang @penguinwu
Repository: ollama
Issue: Significant Drop in Prompt Adherence in Updated Gemma2 Model
Labels: bug

### What is the issue?

I recently noticed that the Gemma2 model was updated 5 weeks ago, resulting in a new version of gemma2:9b-instruct-fp16:

- Older Version (6 weeks ago):        gemma2:9b-instruct-fp16 - **9de55d4bf6ae** - 18 GB
- Updated Version (5 weeks ago):   gemma2:9b-instruct-fp16 - **28e6684b0850** - 18 GB

After switching to the updated version 28e6684b0850, I've observed a significant decrease in the model's ability to adhere to prompts in my specific downstream tasks.

Could you please clarify why there are two different versions of gemma2:9b-instruct-fp16 and what changes were made between these versions? Should I revert to the older version 9de55d4bf6ae to maintain the previous performance?

### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

0.2.8
Repository: tauri
Issue: [docs] How to Embedding Additional Files at IOS?
Labels: type: documentation

Thks for awesome project,
I tried to create IOS app,it has a default sqlite database , How to  Embedding Additional Files? 
I do it `https://v2.tauri.app/develop/resources/` step by step , I got a error when permission add .
src-tauri/capabilities/main.json
```
    "fs:allow-read-text-file",
    "fs:allow-resource-read-recursive"
```

<img width="1748" alt="image" src="https://github.com/user-attachments/assets/b1a17642-0bf5-449c-8b0b-5aae5bcd817b">
Repository: TypeScript
Issue: Variables (extracted from a discriminated union object) lose narrowed types after being exported
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

discriminate union export destructure destructuring

### 🕗 Version & Regression Information

- This is the behavior in every version I tried (including the nightly one), and I reviewed the FAQ for entries about (export, destructure, discriminate, union).


### ⏯ Playground Link

https://www.typescriptlang.org/play/?#code/GYVwdgxgLglg9mABAQwhApgBygZSgJxjAHMB5MAGwE8AKAfQA8AuRAZwKOIEpEBvRAL4AoUJFgIUaLFAByIChQCCYACYBVVemBF0K8tXrNEYeRUQAfROBVadKnv2Ejw0eEgC2IKCGQKqAUTBkACMKXQAFZBh8AB4AFQA+GgA3XxB0FjiuFl4hRER0INDdFgJ0gBo8xFSKdJYZBDkFELD4hMqBCz4qwpaSxGBfVnRK-Jq641Mu61swXQ7u-JhgRBoTBUQAXm3qtPQLSxntOZUtnfH0Byr8-HRvfCR+XuKVFkGKYfLd2ozJjYEANxVTroD77XL5G53EAPPgFIphV6IMojb7pQRA-LCJwQBDsOHPREsfxfC4sABqgi2iE83l81ECfRUkWiNAARKw4O59uxCCQ0eg2VwgUJlqt-Fd8uSAYgAPSyxAAC3Qt0QMCgatYbA4JC+cAA1lVUBhsHg+WRKLRycKhCCwYtENK5Qrlar1Zq-mZDppjvNEAajVJsE0lKoNDZfXpLTRrUCnOgGJg4PgNbiwPingi-RcqZsaV4fH5GS8Wfh2ZzudrzQKhUJRSsaITdJKBTL5UqVft3TAtbzOF11l6rD67F8AO7oaIqQMm3A6i0GC7C52IfwAJTXpDXtoK9ohrZXrq7GqGcA9ff5lkH0xHJxn0hDynUt90+loS7bCvXm+3wiAA

### 💻 Code

```ts
function acceptStringOnly(_x: string) { }
function acceptNullAndUndefinedOnly(_x: null | undefined) { }

function mutuallyEnabledPair<T>(value: T): {
  enabled: true,
  value: NonNullable<T>,
} | {
  enabled: false,
  value: null | undefined,
} {
  if (null === value || undefined === value) {
    return { enabled: false, value: null };
  } else {
    return { enabled: true, value };
  }
}

const { enabled: E, value: V } = mutuallyEnabledPair("some string value");

if (E) {
  V; // here it is string, ok
  acceptStringOnly(V);
} else {
  V; // here it is null | undefined, ok
  acceptNullAndUndefinedOnly(V);
}

export const { enabled, value } = mutuallyEnabledPair("some string value")

if (enabled) {
  value; // here it is string | null | undefined, weird
  acceptStringOnly(value); // ERROR
} else {
  value; // here it also is string | null | undefined
  acceptNullAndUndefinedOnly(value); // ERROR
}
```


### 🙁 Actual behavior

When variables are **destructured** from an object of a **discriminated union type** and they are **exported**, those variables lose their narrowed types defined by the discriminated union type. Meanwhile, if the variables are NOT exported, their narrowed types will be preserved, which is the expected behavior, whether the variables are exported or not.


### 🙂 Expected behavior

Preserve narrowed types for variables that are:

- **Destructured** from an object of a **discriminated union type**
- **Exported**.


### Additional information about the issue

I guess this issue may be more or less related to [this one](https://github.com/microsoft/TypeScript/issues/50139).
Repository: godot
Issue: Game is extremely laggy after updating to 4.3
Labels: bug,needs testing,regression,performance

### Tested versions

4.3 stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.5244) - Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz (4 Threads)

### Issue description

I updated from Godot 4.2.2 to 4.3 and it lags a lot when I open my game. The game was running perfectly fine but became unplayable after I updated. 

I'm using forward+, my OS is Windows 10, it's a 3D game, the lag happens in every scene, and the only error I saw was the Godot Jolt plugin not being updated. I switched the physics engine back to the default and removed the plugin but there was still lag.

When I make a new project in 4.3 with a simple 3D scene there is zero lag.

I don't have any post processing in my scene and I have a default sky for my environment. My models are also simple so I don't really know what could be causing it.
![image](https://github.com/user-attachments/assets/2fa672d1-d4af-4fec-920c-bc1d525da6b5)
![image](https://github.com/user-attachments/assets/be660b24-6f99-436c-a3c3-8301a0e7a4ef)



### Steps to reproduce

Use 4.3 stable

### Minimal reproduction project (MRP)

I can't seem to reproduce it