sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: No "{}[]" symbols with "Alt Gr" key combo on a Android keyboard cover
Labels: bug,keyboard-layout,web

i can't type the symbols available with the "Alt Gr" + 1-0 key combo on the de keyboard layout:
![](https://upload.wikimedia.org/wikipedia/commons/thumb/4/47/Deutsche_Tastaturbelegung_T1_nach_DIN_2137-01--2018-12.png/1200px-Deutsche_Tastaturbelegung_T1_nach_DIN_2137-01--2018-12.png)
So mainly: "{}[]" (Keys: 7-0)
The keys work normaly in any other website but here it just switches the open files tab.
Note this is only on a Android Tablet with a keyboard cover on the vscode web version not on a windows pc on the same website.

Version: 1.84.1
Commit: 2b35e1e6d88f1ce073683991d1eff5284a32690f
User Agent: Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/119.0.0.0 Safari/537.36
Embedder: vscode.dev

<!-- generated by web issue reporter -->
Repository: go
Issue: runtime/race: TestRace failures in RaceWaitGroupWrongAdd
Labels: RaceDetector,help wanted,NeedsInvestigation,arch-s390x,compiler/runtime

```
#!watchflakes
post <- pkg == "runtime/race" && `RaceWaitGroupWrongAdd\s+FAILED`
```

Examples:
- https://build.golang.org/log/5241440294ef302cde9b134b19ae96c91f7cf212
- https://build.golang.org/log/da8bfbc152da2fc43f6799c72031c8b14d2c31a4
Repository: godot
Issue: Baking Lights freezes godot when using Denoiser 
Labels: bug,topic:rendering,topic:editor,needs testing,topic:3d

### Godot version

4.1 branch [2d3b2ab], compiled locally 

### System information

windows 10, 4.1 stable engine version, Forward+

### Issue description

 If Denoiser is enabled, the progress goes up to 68% and editor freezes indefinitely. Console shows this errors. 
![image](https://github.com/godotengine/godot/assets/63970682/ee3df8c3-360d-4de9-a036-5cfe718c8a73)


### Steps to reproduce

Open scene_3d.tscn, choose LightmapGI in scene nodes list and click "Bake Lighmaps". 

### Minimal reproduction project
[LightmapError.zip](https://github.com/godotengine/godot/files/13321856/LightmapError.zip)
Repository: PowerToys
Issue: Additional process spawns when right-clicking in Visual Studio
Labels: Issue-Bug,Product-FancyZones,Needs-Repro,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.75.1

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Run PowerToys.
Open Visual Studio.
Create new file (text) or open an existing file.
Right click to access the context menu.

### ✔️ Expected Behavior

That the context menu opens, and nothing else. 

If PowerToys is not open or FancyZones is disabled, this works as expected.

### ❌ Actual Behavior

The context menu opens, and in the background an additional process with the title of "PlacementTar..." spawns.
That clutters the multitasking, showing up when pressing Alt+Tab. And if this process is closed, the context menu in Visual Studio doesn't work any more - it fails to open when right-clicking.

![Screenshot 2023-11-09 142359](https://github.com/microsoft/PowerToys/assets/5973805/10b44f67-9eba-4412-a2b5-4173ff969a2b)


### Other Software

Visual Studio 2022
Repository: ant-design
Issue: contextmenu autoAdjustOverflow does not working
Labels: 🐛 Bug,Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/affectionate-franklin-jjxkgp)

### Steps to reproduce

    <Dropdown
      menu={{ items }}
      trigger={['contextMenu']}
      getPopupContainer={(triggerNode) => triggerNode}
    >
      {children}
    </Dropdown>

https://github.com/ant-design/ant-design/assets/6988989/b592ab32-2c6b-4937-85b3-d8b4f8eb1de1

### What is expected?

Clicking on the right side of the triggerNode element should open the menu without errors.

### What is actually happening?

context menu is slipping.

| Environment | Info |
| --- | --- |
| antd | 5.11.0 |
| React | 18.2.0 |
| System | Windows |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Mouse without borders
Labels: Issue-Bug,Product-Mouse Without Borders

### Description of the new feature / enhancement

I almost always use my Surface Pro along with my other laptop/PC. but I use this feature with different orientations when I'm at home or at work. and changing orientation is really hard at the moment. it needs the administrative privilege to be disabled and doing so, kinda makes the whole feature to misbehave. sometimes it won't connect at all.

another issue I came across with is that clipboard history breaks or misbehaves heavily. specifically, when Link to Windows (Phone Link) is involved.

but kudos to this amazing team. this feature is a life saver.

### Scenario when this would be used?

well, I said everything in the description. sorry not used to providing feedback

### Supporting information

_No response_
Repository: ollama
Issue: Improved output formatting
Labels: feature request

https://github.com/charmbracelet/glow
I can use this as markdown formatter for seperated questions like

`ollama run phind-codellama 'show me basic python example' | glow`
`ollama run phind-codellama 'another questions' | glow`

I can get rendered output.

But it seems doesn't remember what we said, the context.

I want to set glow default output formatter for answers. like...

`ollama set formatter --glow`
`ollama run phind-codellama `

-> get formatted output in conversation by default.
Repository: deno
Issue: Support `copy` in the REPL
Labels: repl,suggestion

Chrome console has a `copy` function that copies JS value to the clipboard.
It would be nice to have that feature in Deno REPL as well.

### Related links
- https://developer.chrome.com/docs/devtools/console/utilities/#copy-function
- https://docs.deno.com/runtime/manual/tools/repl#special-functions
- https://github.com/denoland/deno/blob/09dc5f36d9e69c5bf8acccd5e7e1a77f69209d95/cli/tools/repl/session.rs#L87-L133
- https://github.com/denoland/deno/pull/7818
- https://github.com/denoland/deno/issues/3450
Repository: vscode
Issue: Pinned chat editor doesn't restore on reload
Labels: bug,panel-chat

- Pin a chat editor
- relead window

Observe: editor can't be restored.
Repository: vscode
Issue: vscode.dev cannot catch the symbols input when using the Nordic keyboard with AltGr key.
Labels: bug,keyboard-layout

Hi, there is a Nordic Keyboard developer.

Recently I used vscode.dev on my Samsung android pad for remote development and found vscode.dev has worse nordic keyboard support than VSCode client.

The Nordic keyboard uses the altgr key, the alt key on the right, to assist in entering symbols for the number rows. 
* For example, if I want to enter the `@` symbol, I need to hold down the `altgr` key and then press the number `2` key. However, this does not work at all in vscode.dev.
* The interesting thing is that this is limited to symbols in the number rows. This is possible if you enter the symbols in the alphabetical area. For example, if I want to enter the `€` symbol, I need to press `altgr + e`, which is possible in my practice.

So, I try to custom the `keyboardLayout.json` file for my Nordic keyboard. However, there are not any documents or instruction to guide me how to config it, or even no example to show me what the `keyboardLayout.json` should look like.

Thanks to all who are supporting it.

Version: 1.84.1
Commit: 2b35e1e6d88f1ce073683991d1eff5284a32690f
User Agent: Mozilla/5.0 (Linux; Android 13; SAMSUNG SM-X710) AppleWebKit/537.36 (KHTML, like Gecko) SamsungBrowser/23.0 Chrome/115.0.0.0 Safari/537.36
Embedder: vscode.dev

<!-- generated by web issue reporter -->
Repository: rust
Issue: Much higher compile times with `-Z threads=8` than with `-Z threads=1`
Labels: I-compiletime,T-compiler,C-bug,A-parallel-queries,WG-compiler-parallel

When compiling [`cargo audit`](https://github.com/rustsec/rustsec/tree/main/cargo-audit) from git on commit b6baecc0ea4e2d115e4e10b10c2196b33d42c1da, I'm seeing the project build in 19 seconds on my machine with `-Z threads=1` but it takes 25 seconds with `-Z threads=8`.

I am using a 6-core desktop CPU, so no chance of NUMA issues. I'm also seeing 25s compile times with `-Z threads=6`, matching the CPU core count.

I've captured Samply profiles but they are hard to make sense of due to the sheer number of threads (4000 for a single thread, 6000 for multiple threads). They are too big for sharing via firefox.dev, so please find them attached:
[profile-1-thread.json.gz](https://github.com/rust-lang/rust/files/13309630/profile-1-thread.json.gz)
[profile-8-threads.json.gz](https://github.com/rust-lang/rust/files/13309633/profile-8-threads.json.gz)



### Meta

`rustc --version --verbose`:
```
rustc 1.75.0-nightly (fdaaaf9f9 2023-11-08)
binary: rustc
commit-hash: fdaaaf9f923281ab98b865259aa40fbf93d72c7a
commit-date: 2023-11-08
host: x86_64-unknown-linux-gnu
release: 1.75.0-nightly
LLVM version: 17.0.4
```
Repository: go
Issue: x/vulndb: publish false positive CVEs as excluded reports
Labels: vulncheck or vulndb

There are a number of CVEs that were marked as false positives before we created "excluded" reports, listed in x/vulndb/internal/worker/false_positive_records.gen.go that are treated specially by the worker. Add an issue tracker issue and excluded report for each of these that 1) don't already have a report and 2) would still be considered to affect Go by the worker triage algorithm.
Repository: flutter
Issue: Move expansion state of ExpansionTile to ExpansionTileController
Labels: framework,f: material design,c: proposal,P3,has partial patch,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

If we create an `ExpansionTile` with `ExpansionTileController` and use the value of `ExpansionTileController.isExpanded` e.g. directly in the trailing property of `ExpansionTile` (see Code), we will get the following assertion error. 

```
The following assertion was thrown building MyApp(dirty, state: _MyAppState#7db30):
'package:flutter/src/material/expansion_tile.dart': Failed assertion: line 49 pos 12: '_state != null': is not true.
```

The current workaround for that is to wrap the `trailing` Widget with a `Builder` or store the state of the `ExpansionTile` inside a variable in a `StatefulWidget` and update it via the `onExpansionChanged`.
This is not intuitv and usually this should be the job of the controller. The controller should be the "source of truth".
Like @fischerscode  said
> For me, the controller should control the behavior and not delegate the task to an other (maybe unavailable) component. 

Code example:

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatefulWidget {
  const MyApp({super.key});

  @override
  State<MyApp> createState() => _MyAppState();
}

class _MyAppState extends State<MyApp> {
  final _controller = ExpansionTileController();

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        body: Center(
          child: ExpansionTile(
            controller: _controller,
            title: Text('Title'),
            trailing: Icon(
                _controller.isExpanded ? Icons.expand_less : Icons.expand_more),
          ),
        ),
      ),
    );
  }
}
```

### Proposal

Change the `ExpansionTileController` to a `ChangeNotifier`, which controls the state of the expansion.
Repository: angular
Issue: Add extended diagnostics for `@defer` trigger misconfiguration
Labels: feature,area: core,feature: in backlog,core: defer

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

There are a few cases where a similar misconfiguration can happen, for example:

- `@defer (on immediate; on viewport; prefetch on idle)` -- with `on immediate` other conditions do not make sense, since they'll never be triggered.
- `@defer (on timer(5s); prefetch on timer(10s))` -- the timer in the prefetch part would never be invoked to.

There might be more cases like this. It'd be great to have an extended diagnostics that would detect this and output a warning.
Repository: kubernetes
Issue: Handling metrics aggregated apiserver for OpenAPI
Labels: sig/api-machinery,triage/accepted

The metrics server (https://github.com/kubernetes-sigs/metrics-server)  does not publish OpenAPI and there are various `OpenAPI AggregationController: action for item v1beta1.metrics.k8s.io: Rate Limited Requeue.` log lines in the apiserver which might be confusing to users.

We should look into a way to handle this.

Possible suggestions:
- Force metrics server to publish OpenAPI
- Allow custom handling of aggregated apiservices that don't publish OpenAPI such that errors are not emitted

/cc @apelisse
/sig api-machinery
/triage accepted
Repository: godot
Issue: `EditorPlugin._edit` is not called always when `EditorPlugin._handles` returns `true`
Labels: bug,topic:editor,topic:plugin

### Godot version

v4.2.beta5.official [4c96e9676]

### System information

Godot v4.2.beta5 - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Sun Jul 16 16:48:53 UTC 2023 - Wayland - GLES3 (Compatibility) - Mesa Intel(R) UHD Graphics 600 (GLK 2) () - Intel(R) Celeron(R) N4020 CPU @ 1.10GHz (2 Threads)

### Issue description

Accordding to [`EditorPlugin` documentation](https://docs.godotengine.org/en/stable/classes/class_editorplugin.html#class-editorplugin-method-handles), returning `true` on `_handles` will call `_edit` and `_make_visible`, which is _partially true_.

Editor will not call `_edit` for:
- Subresources inspected in a collection (https://github.com/godotengine/godot/issues/56797)
- A resource inspected in another object property (this at least worked back before in Godot 3)

Even if `_handles` is `true`.

This is true for all Godot 4 versions (I'm working on Godot 4.0 and tested with all releases)

### Steps to reproduce

1. Handle `Resource`
2. Print something on `_edit` callback
3. Create a node that export `Resource` variable
4. Enable plugin
5. Select the resource on the exported variable.

![image](https://github.com/godotengine/godot/assets/7025991/6c9a22b8-7519-47c4-8be9-2daa14c909f6)
![image](https://github.com/godotengine/godot/assets/7025991/c1f340b8-a2e1-4bb5-8d4a-34ed71eb8a7d)

![image](https://github.com/godotengine/godot/assets/7025991/2fd1c79e-c851-408b-96ed-60daeff7feb6)


### Minimal reproduction project
<details>
<summary>Just in case you can't download the project</summary>

```gdscript
extends Node
# Scene script

@export var resource:Resource

@export var array_of_resources:Array[Resource]
```
```gdscript
@tool
extends EditorPlugin
# Plugin Script

class FakeMainScreen extends PanelContainer:
	pass

var fake_screen := FakeMainScreen.new()
func _enter_tree() -> void:
	get_editor_interface().get_editor_main_screen().add_child(fake_screen)
	pass

func _handles(object: Object) -> bool:
	prints("Handles %s?"%object, object is Resource)
	return object is Resource

func _edit(object: Object) -> void:
	prints("Editing:", object)

func _make_visible(visible: bool) -> void:
	prints("Make main screen visible?", visible)
	if is_instance_valid(fake_screen): fake_screen.visible = visible

func _has_main_screen() -> bool: return true

func _get_plugin_name() -> String: return "FakeMainScreen"
func _get_plugin_icon() -> Texture2D:
	return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")

func _exit_tree() -> void:
	fake_screen.queue_free()
	pass

```

</details>

[editorplugin_bug.zip](https://github.com/godotengine/godot/files/13310762/editorplugin_bug.zip)
Repository: godot
Issue: Godot freezes the whole system when moving or opening main editor window or child editor windows (like shader editor, project settings) in a multi monitor setup
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,topic:thirdparty,needs testing

### Godot version

v4.2.beta5.official [4c96e9676]

### System information

Godot v4.2.beta5 - Pop!_OS 22.04 LTS - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1650 Ti (nvidia; 535.113.01) - AMD Ryzen 5 4600H with Radeon Graphics (12 Threads)

### Issue description

I recently installed a 2nd monitor in my setup. After that godot started freezing my whole system when I start to **resize** or **move the window**.It also freezes whenever there is a question of **opening a window** like Project Settings or any other popup window like the top-bar menus .Be it the the primary editor window or the secondary shader editor window. No other application is misbehaving in this way. The freezes only start when I launch godot or move the windows to other display or in the same display

### Steps to reproduce

- Open Godot editor in a multi-monitor setup
- Move or resize the window.

### Minimal reproduction project

[min.zip](https://github.com/godotengine/godot/files/13310914/min.zip)
Repository: pytorch
Issue: When will Huawei Shengteng atlas be supported
Labels: triaged,module: backend

### 🚀 The feature

Huawei Centeng atlas 910 uses torch_npu a bunch of issues, I want torch native code

### Motivation, pitch

I am a customer in China and the Huawei atlas NPU is too difficult to use

### Alternatives

_No response_

### Additional context

_No response_

cc @bdhirsh
Repository: stable-diffusion-webui
Issue: [Bug]: multiple bug report appears someting went wrong when i updated.
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

So im just tried to update S. D. today and I think I messed it up somehow. 

**Some of the errors:** 
Requirement already satisfied: tomli>=2.0.1 in e:\stable-diffusion-webui\venv\lib\site-packages (from yapf->mmcv-full==1.7.0) (2.0.1)
Requirement already satisfied: zipp>=0.5 in e:\stable-diffusion-webui\venv\lib\site-packages (from importlib-metadata>=6.6.0->yapf->mmcv-full==1.7.0) (3.17.0)
Building wheels for collected packages: mmcv-full
  Building wheel for mmcv-full (setup.py): started
  Building wheel for mmcv-full (setup.py): finished with status 'error'
  Running setup.py clean for mmcv-full
Failed to build mmcv-full

Requirement already satisfied: tomli>=2.0.1 in e:\stable-diffusion-webui\venv\lib\site-packages (from yapf->mmcv-full==1.7.0) (2.0.1)
Requirement already satisfied: zipp>=0.5 in e:\stable-diffusion-webui\venv\lib\site-packages (from importlib-metadata>=6.6.0->yapf->mmcv-full==1.7.0) (3.17.0)
Building wheels for collected packages: mmcv-full
  Building wheel for mmcv-full (setup.py): started
  Building wheel for mmcv-full (setup.py): finished with status 'error'
  Running setup.py clean for mmcv-full
Failed to build mmcv-full

stderr:   error: subprocess-exited-with-error

  E:\stable-diffusion-webui\venv\lib\site-packages\torch\utils\cpp_extension.py:359: UserWarning: Error checking compiler version for cl: [WinError 2] A rendszer nem tallja a megadott fjlt
    warnings.warn(f'Error checking compiler version for {compiler}: {error}')
  building 'mmcv._ext' extension
  error: Microsoft Visual C++ 14.0 or greater is required. Get it with "Microsoft C++ Build Tools": https://visualstudio.microsoft.com/visual-cpp-build-tools/
  [end of output]

  note: This error originates from a subprocess, and is likely not a problem with pip.
  ERROR: Failed building wheel for mmcv-full
ERROR: Could not build wheels for mmcv-full, which is required to install pyproject.toml-based projects

ERROR facechain: failed to install mmcv, make sure to have "CUDA Toolkit" and "Build Tools for Visual Studio" installed
If submitting an issue on github, please provide the full startup log for debugging purposes.



[cmd report.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/13311046/cmd.report.txt)




### Steps to reproduce the problem

1. run webui-user

### What should have happened?

Update succesfully.

### Sysinfo

[sysinfo-2023-11-09-17-20.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/13311081/sysinfo-2023-11-09-17-20.txt)


### What browsers do you use to access the UI ?

_No response_

### Console logs

```Shell
It was too long i just uploaded the whole log in txt.
```


### Additional information

_No response_
Repository: next.js
Issue: useSearchParams context is missing search params from rewritten url
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/noreiller/next-missing-search-params-with-rewrites

### To Reproduce

1. Start the application (`npm run dev`)
2. Navigate to `http://localhost:3000/app-url-to-rewrite`
3. The search param `foo` is not detected

### Current vs. Expected behavior

When we use a rewrite containing search params, for example to the destination `/my-page?foo=bar`, we expect that the search param `foo` is available from the `useSearchParams()` hook and has the value `bar.`

Currently, the `useSearchParams()` hook does not return any search param.

With `next/router` (Page Router), the query object contains the expected search params.

This occurs in both App Router and Page Router.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #35~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Fri Oct  6 10:23:26 UTC 2
Binaries:
  Node: 18.12.1
  npm: 8.19.2
  Yarn: 1.22.19
  pnpm: 8.2.0
Relevant Packages:
  next: 14.0.1
  eslint-config-next: 14.0.1
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Routing (next/router, next/navigation, next/link)

### Additional context

_No response_