sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: svelte
Issue: Custom action event typings don't get picked up properly
Labels: types / typescript

### Describe the bug

I just discovered that in a Svelte-TypeScript project, the typings of custom events that are sent from actions don't get picked up, unless `lang="ts"` is defined on the script tag.
I can see that this might be an intended behaviour, but it caused me a few hours of headache, so I'd love to have a discussion about it and possibly a small note in the docs.

### Reproduction

1. Clone `https://github.com/adevien-solutions/svelte-appear-transition`
2. Install dependencies
3. Open `src/routes/+page.svelte` and see that it has no errors
4. Remove `lang="ts"` on line 1
5. See that TypeScript now throws errors on line 53-54 because it has no information about the events

### Logs

_No response_

### System Info

```shell
System:
    OS: macOS 14.5
    CPU: (10) arm64 Apple M1 Pro
    Memory: 124.31 MB / 16.00 GB
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 22.2.0 - /opt/homebrew/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 10.7.0 - /opt/homebrew/bin/npm
    pnpm: 9.1.4 - ~/Library/pnpm/pnpm
  Browsers:
    Chrome: 128.0.6613.120
    Safari: 17.5
  npmPackages:
    svelte: 5.0.0-next.244 => 5.0.0-next.244
```


### Severity

annoyance
Repository: godot
Issue: Materials on instances using viewport textures do not properly interpret nodepaths
Labels: bug,topic:editor,confirmed

### Tested versions

Reproducible in 4.3stable.

### System information

MacBook Air M1

### Issue description

When adding a ViewportTexture to a material on an instanced mesh scene, the ViewportTexture tries to interpret the NodePath to the SubViewport as a local path:

(in the scope of itself as the root, ie if the SV is a direct child of the mesh the path would simply be "SubViewport") 

when the path is instead generated as a global/absolute path:
<img width="516" alt="Screenshot 2024-09-10 at 3 14 53 PM" src="https://github.com/user-attachments/assets/def3b998-2156-4a82-8fb1-3a91a1e7a206">
(in the scope of the scene owner, ie if the SV is a direct child of the mesh the path would be "MeshNode/SubViewport"). 

This can be temporarily fixed by manually setting the path, but any changes are reset upon scene reload.  

When done with a mesh originally created in a scene, the same process occurs, but functions correctly, therefore my best guess is that a scene being instanced treats nodepaths as local by default.
Apologies if this is a duplicate or difficult to understand, this is my first issue. :D


### Steps to reproduce

1. Create a separate scene with a meshinstance3D
2. Instance that to another scene 
3. Add a SubViewport child to that instance
4. Add a new StandardMaterial3D, make local to scene, add Viewport texture
5. Set subviewport as viewport in viewport texture
6. Reload scene

### Minimal reproduction project (MRP)

[MRP2.zip](https://github.com/user-attachments/files/16949879/MRP2.zip)
Repository: godot
Issue: [3.x] Empty `resource_path` when loading with `ResourceLoader.load()` and `no_cache=true`
Labels: documentation

### Tested versions

Tested with 3.5.3.stable, 3.6.stable

### System information

Fedora 40, Godot 3.6, GLES3

### Issue description

When loading a saved resource with `ResourceLoader.load()` and `no_cache=true` when there is already a cached version of the resource available, the returned loaded resource does not have a `resource_path` (it is an empty string). The `resource_path` is correct when using `ResourceLoader.load()` with `no_cache=false`

In my game I am printing some loaded resource paths for logging purposes. In Godot 3.5.3 this worked fine, but after upgrading to Godot 3.6 it stopped working. In the process of making an MRP, I found that this issue seems to happen in Godot 3.5.3 as well, but somehow is not affecting my project (not sure why).

This might be intended functionality, since a new resource is being created with a different ID than the cached version. However it seems counterintuitive to me that a freshly loaded unmodified resource would not have a `resource_path` associated with it.

### Steps to reproduce

1. Load a resource from code using `load()` or `ResourceLoader.load(no_cache=true)` and print its `resource_path`, it should be correct.
2. Directly after this, load that resource from code using `ResourceLoader.load(no_cache=true)`, its `resource_path` will be an empty string.

### Minimal reproduction project (MRP)

[ResourcePathTestMRP.zip](https://github.com/user-attachments/files/16949790/ResourcePathTestMRP.zip)
Repository: kubernetes
Issue: Idea: Pod-level probes or exclude some containers from pod readiness
Labels: sig/network,sig/node,kind/feature,triage/accepted

I swear we have discussed this before but I cannot find it.

Today, probes are per-container.  This makes sense in a lot of ways - if the specific container is failing liveness, you usually want to restart that specific container.  Also, we know that a large majority of pods run with a single container, so this has rarely been a major issue.

That said, I think there are cases where it's imperfect.  This came up in a user issue a few weeks ago and I meant to ping the old issue (which I cannot find), so I am opening this to discuss.

The specific case in question was a pod with multiple containers - one main app container and a small number of background-helper containers (think logs/metrics).  The user had configured readiness probe for the "main" app and it was stable, but one of the background helpers was crashy.  It had triggered crashloop-backoff and was therefore not-ready.  This makes the whole pod not-ready.  This was surprising to the user.   When I looked at it from their POV, I kind of agreed.  Why isn't there a way to express "It's OK for the helper to crash, as long as my main app is still serving"?

So the idea here is pod-level probes.  At least ReadinessProbe makes sense, and I think one could argue about Liveness.  Startup is somewhere between.  Obviously (to me, anyway?) exec probes present a problem, but network probes seem OK.

An alternate approach could be a way toi express "this container should not be considered for pod readiness" or something.

I open this for discussion.

/cc @tallclair @SergeyKanzhelev @tssurya @danwinship @aojea @lauralorenz
Repository: pytorch
Issue: Indexing Numpy array with Tensor Gives Unexpected Results
Labels: triaged,module: numpy

### 🐛 Describe the bug

Indexing a numpy array by a tensor creates a result with unexpected shape.

``` python
import torch as t
import numpy as np

# works
a = t.ones((100, 512, 512))[t.tensor([1])]
print(a.shape)
# torch.Size([1, 512, 512])

# works
b = np.ones((100, 512, 512))[np.array([1])]
print(b.shape)
# (1, 512, 512)

# different shape
c = np.ones((100, 512, 512))[t.tensor([1])]
print(c.shape)
# (512, 512)
```

I also tested with Numpy 2.1.1 with the same result.  

Let me know if this belongs in a Numpy issue instead.

### Versions

```
Versions of relevant libraries:
[pip3] numpy==1.26.4
[pip3] torch==2.4.0
[pip3] torch-cubic-spline-grids==0.0.9.dev4+gbf81755
[pip3] torchaudio==2.4.0
[pip3] torchinterp1d==1.1
[pip3] torchvision==0.19.0
[pip3] triton==3.0.0
[conda] Could not collect
```

cc @mruberry @rgommers
Repository: deno
Issue: Add lint error when spec test traverses up ancestor directories
Labels: tests

Seems common that people are doing this, so let's lint for it and error.

For example:

```
{
  "args": "run --config ../../testdata/example/deno.json test.js"
}
```
Repository: PowerToys
Issue: file names to clipboard
Labels: Needs-Triage

### Description of the new feature / enhancement

In Windows file manager, select one or more files, right click send to clipboard as text. This could have options to include full path or not.

### Scenario when this would be used?

web developers wanting to add links to multiple files to css, etc.

### Supporting information

Shift + right click offers "Copy as path" but I would think you could add a lot more options, such as Copy as name, or copy as table, and then offer which columns to copy, such as file weight, modified date, etc.
Repository: TypeScript
Issue: Suggest @ts-expect-error as Quick Fix
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ 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. -->
When detecting TypeScript errors, the context menu currently provides `Ignore this error message` as "Quick Fix" option, inserting `// @ts-ignore` above the affected line. Would it be possible to suggest something like `Expect this error message` as an additional option, inserting `// @ts-expect-error` instead?
Repository: godot
Issue: GDExtension: Classes without default constructor break reloading
Labels: bug,topic:gdextension

### Tested versions

4.3-stable and before

### System information

All systems

### Issue description

GDExtension allows classes to be registered without a default constructor. They can either have custom constructors (static methods) that are invokable from GDScript, or non-exposed constructors only available in the binding language. This can be done by not providing `create` and `recreate` function pointers during class registration, and optionally marking a class as `abstract`.

However, without a `recreate` callback, Godot emits the error message:

> Extension marked as reloadable, but attempted to register class 'MyClass' which doesn't support reloading. Perhaps your language binding don't support it? Reloading disabled for this extension.

This might be a bit too much because:
- Not having a `recreate` callback shouldn't be a problem until there are actual instances of such a class to be reloaded.
- Even then, Godot shouldn't disable reloading for the entire extension just because of one class.

The only workaround seems to be providing a dummy `recreate` function, although I haven't tested this, and I don't know if it has any other implications.

### Steps to reproduce

Set `reloadable = true` in the `.gdextension` file.
Register a class in GDExtension with `create_instance_func` and `recreate_instance_func` function pointers set to null.

### Minimal reproduction project (MRP)

N/A
Repository: TypeScript
Issue: @import suggestions for auto-imports in VS Code
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

`@import`, auto-import, JSDoc

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

Taken from a chat with @andrewbranch:

When working a JS codebase, it's common to want to import types.  As of [TS 5.5 we have the JSDoc `@import` tag](https://devblogs.microsoft.com/typescript/announcing-typescript-5-5/#the-jsdoc-import-tag) which is wonderful! 

However, VS Code does not offer it as an option for auto imports. Consider the following help menu: 

![image](https://github.com/user-attachments/assets/d3988c98-c22c-4e12-941d-b72928ecf989)

I like the `Change 'Customer' to 'import...` suggestion, what I'd like even more would be a suggestion to `Add /** @import  {Customer} from ...`



### 📃 Motivating Example

It doesn't improve the language. It improves the developer experience of JSDoc.

### 💻 Use Cases

1. What do you want to use this for? 
Working in VS Code more effectively.
2. What shortcomings exist with current approaches? 
Current suggestions are more verbose.
3. What workarounds are you using in the meantime?
Writing imports by hand.
Repository: PowerToys
Issue: Incomplete uninstall of the old version when updating Powertoys
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

Since a few months every update by PowerToys itself is leaving behind countless registry entries of the previous version (nearly 1000!) in the key "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Installer\UserData\S-1-5-18\Components". In my case the current version is 0.84.0 with the product number "40B68059F2C87FE419340ACCB9C61E59". If I want to raise to version 0.84.1, I will find most likely the mentioned number 40B68059F2C87FE419340ACCB9C61E59 of the previous edition in the reg key "Components" again as several times before.

### ✔️ Expected Behavior

The registry entries of the previous version in the key "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Installer\UserData\S-1-5-18\Products" should disappear as it happened earlier approximately until version 0.80.0.

### ❌ Actual Behavior

Each time I manually deleted the outdated entries.

### Other Software

_No response_
```[tasklist]
### Tasks
```
Repository: PowerToys
Issue: Workspaces: Unreal Editor not detected
Labels: Issue-Bug,Needs-Triage,Product-Workspaces

### Microsoft PowerToys version

0.84.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Workspaces

### Steps to reproduce

1. Open Unreal Editor
2. Open Workspace Editor
3. Create New Worksapce

### ✔️ Expected Behavior

Workspace creation detects any/all Unreal Editor windows/instances

### ❌ Actual Behavior

No windows/instances detected

### Other Software

_No response_
Repository: godot
Issue: `Node2D.rotation == NAN` causes issues with 2D editor
Labels: bug,topic:editor,topic:2d

### Tested versions

- Reproducible in v4.3.stable

### System information

Windows 7, Godot v4.3.stable

### Issue description

When `Node2D.rotation == NAN` in editor, the node will not be displayed anywhere, and if you will select this node and press "Center view button", 2D editor will start working wrong. It won't display any of UI elements(like origin, viewport) and rulers will have no numbers on them(like on image below).
![NanRotationBug](https://github.com/user-attachments/assets/d79958a1-14b8-48b4-bbe7-5692e7404e61)


### Steps to reproduce

1. In the scene tree dock, select the node2d(or any other 2d node) with `rotation == NAN`.
2. Press **"Center view"** button.

### Minimal reproduction project (MRP)

MRP includes Readme.txt to help you to reproduce the bug.
[github-nan-rotation-reproduction-project.zip](https://github.com/user-attachments/files/16954949/github-nan-rotation-reproduction-project.zip)
Repository: vscode
Issue: Build failed: `Extension host with pid #### exited with code: 0, signal: unknown.`
Labels: vscode-build

Build: https://dev.azure.com/monacotools/a6d41577-0fa3-498e-af22-257312ff0545/_build/results?buildId=292441
Changes: https://github.com/Microsoft/vscode/compare/3442819...ff86643

numerous build failures all with matching failure logs.
Repository: flutter
Issue: Flaky issue bot should not override existing priority labels
Labels: team-infra,P2,triaged-infra

The flaky issue bot should respect existing non-p0 issue labels put on by a human. The revolution has not yet happened, and humans are still in control.
Repository: neovim
Issue: 'incsearch' and 'inccommand' highlight during cmdwin editing
Labels: enhancement,cmdline-mode,inccommand

### Problem

While in the command line window, any text being searched does not highlight in the last buffer.

### Steps to reproduce

```
nvim --clean
:e <whatever file>
q/a<type something>
```
```
nvim --clean
:e <whatever file>
q?a<type something>
```
```
nvim --clean
:e <whatever file>
q:as/<type something>
```

### Expected behavior

The command line window should act like as search commands and the command line already do normally.

### Neovim version (nvim -v)

v0.9.5

### Vim (not Nvim) behaves the same?

Yes

### Operating system/version

NixOS 24.05

### Terminal name/version

wezterm 20240203-110809-5046fc22

### $TERM environment variable

xterm-256color

### Installation

nixpkgs
Repository: pytorch
Issue: MPS code contains references to undocumented APIs
Labels: high priority,module: build,triaged,module: mps

### 🐛 Describe the bug

https://github.com/pytorch/pytorch/pull/133430 introduced following call:
https://github.com/pytorch/pytorch/blob/e48ee2cf50d86d87ef7c7d0839267dbed4903ebf/aten/src/ATen/native/mps/operations/LinearAlgebra.mm#L602-L605
That is not documented on https://developer.apple.com/documentation/metalperformanceshaders/mpsmatrixmultiplication?language=objc

We should either added to the MPSGraphSequoiaOps.h or use a public API such as https://developer.apple.com/documentation/metalperformanceshaders/mpsmatrixmultiplication/2147848-encodetocommandbuffer

### Versions

nightly, 2.5.0

cc @ezyang @gchanan @zou3519 @kadeng @msaroufim @seemethere @kulinseth @albanD @DenisVieriu97 @jhavukainen
Repository: pytorch
Issue: Issue UserWarning for missing ModuleList/ModuleDict in Module classes
Labels: module: nn,module: error checking,module: molly-guard,triaged

### 🚀 The feature, motivation and pitch

Twice in four months I've lost hours of my life debugging a missing ModuleList.  I don't know Pytorch internals, but it seems like it should be pretty cheap/easy/fruitful to detect this particular footgun.

If a  Module class has an iterable whose contents are themselves a Module, but that iterable isn't a ModuleList/ModuleDict, a little warning that this is probably a bug would go a long way. 

I don't know pytorch internals, but I've been a python/ML focused SWE for a long time and would happily spend some time trying to implement this if given a bit of direction.   Perhaps checking this on the first call to forward() would work?

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @malfet
Repository: go
Issue: runtime: "traceback did not unwind completely" during preempt during strings_test init
Labels: help wanted,OS-NetBSD,NeedsInvestigation,compiler/runtime

```
#!watchflakes
default <- pkg == "strings" && test == ""
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8737148726636235345)):

    runtime: g1: frame.sp=0x40001a7e10 top=0x40001c7fd0
    	stack=[0x4000188000-0x40001c8000
    fatal error: traceback did not unwind completely
    
    runtime stack:
    runtime.throw({0x1abac7?, 0x4000187d48?})
    	/home/swarming/.swarming/w/ir/x/w/goroot/src/runtime/panic.go:1069 +0x38 fp=0x4000187ba0 sp=0x4000187b70 pc=0x7d588
    runtime.(*unwinder).finishInternal(0x4000187c08?)
    	/home/swarming/.swarming/w/ir/x/w/goroot/src/runtime/traceback.go:566 +0x110 fp=0x4000187be0 sp=0x4000187ba0 pc=0x6b3d0
    runtime.(*unwinder).next(0x4000187cc0?)
    ...
    	/home/swarming/.swarming/w/ir/x/w/goroot/src/runtime/proc.go:435 +0xc8 fp=0x400004f710 sp=0x400004f6f0 pc=0x7d6a8
    runtime.gcBgMarkWorker(0x400007e000)
    	/home/swarming/.swarming/w/ir/x/w/goroot/src/runtime/mgc.go:1362 +0xdc fp=0x400004f7b0 sp=0x400004f710 pc=0x2713c
    runtime.gcBgMarkStartWorkers.gowrap1()
    	/home/swarming/.swarming/w/ir/x/w/goroot/src/runtime/mgc.go:1278 +0x28 fp=0x400004f7d0 sp=0x400004f7b0 pc=0x27028
    runtime.goexit({})
    	/home/swarming/.swarming/w/ir/x/w/goroot/src/runtime/asm_arm64.s:1223 +0x4 fp=0x400004f7d0 sp=0x400004f7d0 pc=0x84314
    created by runtime.gcBgMarkStartWorkers in goroutine 1
    	/home/swarming/.swarming/w/ir/x/w/goroot/src/runtime/mgc.go:1278 +0x140
    FAIL	strings	1.150s


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: vscode
Issue: Chat Participants don't work in Inline-chat
Labels: feature-request,api,api-proposal,inline-chat

<!-- ⚠️⚠️ 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. -->
Not sure if this is a bug or a feature that hasn't been created yet. This recent discussion post describes this as well - 

https://github.com/orgs/community/discussions/138334

I've taken a look at the history, which seems to show that its fixed, but it still doesn't work as of the most recent version of vscode

- [possible pr](https://github.com/microsoft/vscode/pull/209664)
- [closed issue](https://github.com/microsoft/vscode/issues/208898)
- [another closed issue](https://github.com/microsoft/vscode/issues/210804)

hard to piece together exactly what's going on, but would love some clarity on this. thanks so much!
Repository: godot
Issue: const local variables show as null in the debugger
Labels: bug,topic:gdscript,topic:editor

### Tested versions

Reproducible in: 4.4.dev2, 4.3 stable, 4.2.2 stable, 4.1.4 stable, 4.0.4 stable
Not reproducible in 3.6 stable because of error: `Error parsing expression, misplaced: const`

### System information

Godot v4.4.dev2.mono - Linux Mint 21.3 (Virginia) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6800 (RADV NAVI21) - AMD Ryzen 5 7600 6-Core Processor (12 Threads)

### Issue description

const local variables display as null in the debugger. I expected to see the actual value of the const, like you can see for consts that are declared as fields in the script.

### Steps to reproduce

This issue can be easily encountered with the following code:
```gdscript
extends Node

const my_field_const := 100

func _ready() -> void:
	const my_const := 10
	print("my_const is: " + str(my_const))
	print("The above statement printed 10, but my_const shows as null in the debugger!")
```
Placing a breakpoint on one of the print lines and looking in the debugger will show the `my_field_const` const displayed correctly under the "Constants" heading in the inspector window, and the local `my_const` const displayed as null under the "Locals" heading in the stack trace window.

### Minimal reproduction project (MRP)

[const-are-null-in-debugger.zip](https://github.com/user-attachments/files/16957264/const-are-null-in-debugger.zip)
Repository: kubernetes
Issue: Handling WebSocket requests through the API server, the server received two connections
Labels: kind/bug,sig/api-machinery,triage/needs-information,triage/accepted

### What happened?

![微信截图_20240911111842](https://github.com/user-attachments/assets/6e95beb0-3a43-4bed-a797-379951313605)
第一次连接h.UpgradeTransport.WrapRequest(req)，
第二次连接dial(updatedReq, h.UpgradeTransport)

### What did you expect to happen?

only one conn

### How can we reproduce it (as minimally and precisely as possible)?

...

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>