sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: get_window().focus_entered signal is broken with OptionButtons
Labels: bug,topic:core,topic:gui

### Tested versions

Strange signal emission reproduced in 4.3 stable and 4.4-dev4

Just clicking on an OptionsButton causing window to lose focus is present in 4.2stable as well as 4.3 and 4.4-dev4



### System information

Godot v4.3.stable - Windows 10 - GLES3 (Compatibility)

### Issue description

I am creating an application that depends on the lose focus and gain focus events happening reliably.

# the issue:

when clicking out of the window and clicking in the window everything is fine, but if your click happen to be on an Option Button within the application, the window will first lose focus again and the emit focus_entered twice.

# option buttons make window lose focus
while examining this issue I found that clicking an option button causes the window to lose focus. this issue also persists in 4.2 stable. I think this is a bug since the base buttons and textedit do not cause the window to lose focus.

### Steps to reproduce

1, create a control node with a OptionButton.
2, attach a script to the control node with the following code:
```gdscript
extends Control


func _ready() -> void:
	get_window().focus_entered.connect(func_print.bind("enter"))
	get_window().focus_exited.connect(func_print.bind("exit"))


func func_print(text):
	print(text)

```


3, starting the application, then clicking outside the window and then clicking somewhere inside the window (except on the option button will result in the following output:
```gdscript
enter # new in 4.3 - was not called in 4.2
exit
enter
```

A notable diffrence to 4.2 is that focus_entered is emitted when startingthe application. I am not sure this change in behavior is intended.


4, starting the application, then clicking outside the window and then clicking on the option button will result in the following output:
```gdscript
enter # new in 4.3  - was not called in 4.2
exit
exit
enter
enter
```

this is very strange, as an unfocused window loses focus again and then gains it twice in a row.
in 4.2 stable the same action (4) would result in this output:
```gdscript 
# no enter signal called in 4.2 from starting the application
exit
enter
exit
```

note: I think the second exit is a result from the discovered strange behavior of clicking on a OptionButton causing the window lose focus (clicking on an option button results in "exit" and selecting an option in "enter").
note2: no enter event is emitted when starting the application.

### Minimal reproduction project (MRP)

[dropdown_bug-4.2stable.zip](https://github.com/user-attachments/files/17820162/dropdown_bug-4.2stable.zip)
[dropdown_bug-4.3stable.zip](https://github.com/user-attachments/files/17820232/dropdown_bug-4.3.zip)
Repository: tailwindcss
Issue: [v4] `addComponents` is adding styles to `@layer utilities` instead of `@layer components`
Labels: v4,bc

<!-- Please provide all of the information requested below. We're a small team and without all of this information it's not possible for us to help and your bug report will be closed. -->

**What version of Tailwind CSS are you using?**

v4.0.0-alpha.34

**What build tool (or framework if it abstracts the build tool) are you using?**

`@tailwindcss/cli`

**Reproduction URL**

https://github.com/saadeghi/tw4-component-layer-issue

**Describe your issue**

These are the layers in output CSS file:
```
@layer theme, base, components, utilities;
```
**Expectation**  
It's expected for `addComponents` to add styles to `@layer components`  

**Current behavior**  
Currently `addComponents` adds styles to `@layer utilities`, similar to `addUtilities`

Plugin example:  
https://github.com/saadeghi/tw4-component-layer-issue/blob/master/myplugin.js

Generated style:  
https://github.com/saadeghi/tw4-component-layer-issue/blob/9b7a944690a35d55c7406756e30cc98c7a239623/output.css#L516
Repository: go
Issue: x/tools/gopls: hover over unkeyed field should show field info
Labels: help wanted,FeatureRequest,gopls,Tools

When hovering over the name of a field in a composite literal, we show info about that field.

But when hovering over a value in an _unkeyed literal_, we show nothing. If anything, field information would be more useful in an unkeyed literal! I recently bumped into this while working in the middle of a large table driven test.

This should be easy to add.
Repository: PowerToys
Issue: Feature Request: Detect conflicting keyboard shortcuts
Labels: Needs-Triage

### Description of the new feature / enhancement

I wish I had a screen cap of it, but if memory serves me right, the PowerToys.Run process used a little under 300MB of memory. Unfortunately, I don't have a screen shot of it. However, shortly after two distinct changes, memory usage skyrocketed.
![Image](https://github.com/user-attachments/assets/850ca2f7-c2e6-4d2c-b4df-81e6c1e95f30)

The two changes are:
- Upgrade to Windows 11 24H2
- Installation of OpenAI ChatGPT client from the Microsoft Store

ChatGPT was my primary suspect because I noticed that it had a conflicting default keyboard shortcut (<kbd>Alt</kbd> +<kbd>Space</kbd>). Several cleanups, reinstallations and install methods later, changing the keyboard shortcut to anything else (<kbd>Alt</kbd> + <kbd>Shift</kbd> + <kbd>Space</kbd>) did the trick.

So, just like some screen capture apps that, on startup, inform you that another process hooked into the <kbd>PrtScn</kbd> key, it would be nice if PowerToys would be able to detect for that condition and display a courtesy warning to the user.

### Scenario when this would be used?

This feature can be useful at startup, but also any time while it's running. Apps are constantly competing for keyboard shortcuts, but it's often unclear which one will take precedence. 

### Supporting information

_No response_
Repository: angular
Issue: Combine provideHttpClient() and provideHttpClientTesting() into a function that provides them in the correct order
Labels: area: common/http

### Which @angular/* package(s) are relevant/related to the feature request?

common

### Description

In the [docs](https://angular.dev/guide/http/testing#setup-for-testing), there is guidance given to "provide `provideHttpClient()` before `provideHttpClientTesting()`, as `provideHttpClientTesting()` will overwrite parts of `provideHttpCient()`. Doing it the other way around can potentially break your tests.". I just got bit by this due to the methods being out of order and my backend was getting called (repeatedly) during my test execution. 

Could we get a function that will provide all necessities without having to worry about their order?

### Proposed solution

IMO, `provideHttpClientTesting()` should be providing what `provideHttpClient()` is providing with the appropriate overrides, as I am unaware of any situation in which you would use `provideHttpClientTesting()` without `provideHttpClient()`, though I could be missing something. 

The result would look like: 
```
providers: [provideHttpClientTesting()],
```
instead of:
```
providers: [provideHttpClient(), provideHttpClientTesting()],
```

With this approach, order wouldn't need to be kept by the developer and we could remove that guidance from the docs. 

### Alternatives considered

The alternative would be to create a wrapper method in each project. Something like:
```
export const provideHttpClientTestingWithClient = () => {
    return [provideHttpClient(), provideHttpClientTesting()]
}
...
providers: [...provideHttpClientTestingWithClient()]
```

But this seems like it could easily be included into Angular itself for a better developer experience.
Repository: PowerToys
Issue: Is it possible to Download / Get only one of PowerToys' Utility without installing the Full PowerToys Suit?
Labels: Needs-Triage

### Description of the new feature / enhancement

This is probably a quirky question, and I don't know exactly where to ask.

I would like image Resizer, but I don't need nor want the full PowerToys suit. Is it possible to download and install only this one part?

Thanks, Cheers.

### Scenario when this would be used?

N/A

### Supporting information

_No response_
Repository: vscode
Issue: Simplify Windows Start Meny entry
Labels: windows,under-discussion

<!-- ⚠️⚠️ 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. -->
The current Start Menu entry is unnecessarily in a folder. This seems a bit unclean and frustrates me. I would recommend removing the folder, simply having the .lnk file.

Current:
![Image](https://github.com/user-attachments/assets/8d92ba31-b97e-49c2-9c74-0b430d849eec)

Suggestion:
![Image](https://github.com/user-attachments/assets/9444adc4-2c50-4e07-b4b2-7e222ce809fd)
Minor cleanup
Repository: godot
Issue: Antialiased draw_* primitives become blurry when window resolution exceeds base viewport size (and stretch mode = canvas_items or scale factor > 1)
Labels: bug,topic:rendering,topic:2d

### Tested versions

- Reproducible in: 4.3.stable, 4.4.dev4

### System information

Windows 10.0.19045 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated GeForce GTX 765M - Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz (8 threads)

### Issue description

**Background**
CanvasItem (and RenderingServer) contains several draw_* functions which allow convenient rendering of 2D primitives such as circles and lines, with minimal setup.

**The problem**
Some of these functions feature optional antialiasing, which works well if the runtime window size matches the viewport's base size defined in the project settings. Unfortunately, when stretch mode is set to canvas_items (or scale factor > 1) and the window exceeds the base viewport width/height, the transparent feathers are not automatically scaled, resulting in blurry edges, as demonstrated in the MRP.

I have verified that this happens for circles, lines and rects. Using the RenderingServer functions directly yields the same results. Note that this is not an inherent limitation of these functions, because changing the viewport base size to match the screen size always results in smooth edges, even at very high resolutions.

Note: this is vaguely related to [proposal #7309](https://github.com/godotengine/godot-proposals/issues/7309).

**Potential fix**
It's relatively easy to achieve resolution-independent antialiasing of 2D shapes using shaders (SDF font rendering is such an example). For circles, the shader is very simple (this is included in the MRP for comparison with the default):
```glsl
shader_type canvas_item;

void fragment() 
{
	float dist_to_center = distance(UV, vec2(0.5, 0.5));
	float derivative = fwidth(dist_to_center);
	float alpha = smoothstep(0.5, 0.5 - derivative, dist_to_center);
	COLOR.a *= alpha;
}
``` 

**Image (from the MRP)**
![Image](https://github.com/user-attachments/assets/b65bc56d-d624-49fd-8a7f-69b652bbabad)


### Steps to reproduce

Import the MRP and run the example scene.

### Minimal reproduction project (MRP)

[blurry_draw_antialiasing.zip](https://github.com/user-attachments/files/17821536/blurry_draw_antialiasing.zip)
Repository: godot
Issue: Calling Tween.custom_step() from within a tween freezes the game and produces an unclear fatal C++ error
Labels: bug,topic:core

### Tested versions

- Reproducible in `v4.3.stable.mono.official` [77dcf97d8]

### System information

Godot v4.3.stable.mono - macOS 15.0.1 - Vulkan (Forward+) - integrated Apple M3 Max - Apple M3 Max (14 Threads)

### Issue description

While I'm aware that calling CustomStep() from within a tween can be undefined behavior (I would understand if that particular edge case would be a wontfix!), I still think that a clearer error should be printed, and the game should definitely not freeze.

When CustomStep() is called, this gets printed right before the program crashes:
```
ERROR: FATAL: Index p_index = 4 is out of bounds (((Vector<T> *)(this))->_cowdata.size() = 3).
   at: operator[] (./core/templates/vector.h:52)
```
("3" is the amount of tweeners, so it may vary depending on the amount of queued tweens)

 Avoiding this issue is as easy as wrapping the CustomStep() call inside a `Callable` + with `CallDeferred()`.

### Steps to reproduce

The smallest code that can crash the game and trigger the above error is:
```cs
bool finished = false;
Tween tween = GetTree().CreateTween();
tween.TweenCallback(Callable.From(() =>
{
    if (finished) return;
    finished = true;

    tween.CustomStep(1e9);
}));
```
*(the `finished` bool is to prevent a stack overflow which would be happening because of that particular tween being called again over and over)*

Replacing `tween.CustomStep(1e9);` with `Callable.From(() => { tween.CustomStep(1e9); }).CallDeferred()` is enough to fix the issue.

### Minimal reproduction project (MRP)

[MRP-TweenCrash.zip](https://github.com/user-attachments/files/17821663/MRP-TweenCrash.zip)
(Please note that the error might not even be visible from the Godot editor; you might need to run the game via the terminal or an editor like e.g. Jetbrains Rider)
Repository: terminal
Issue: WT portable mode SUI warning needs higher contrast in dark mode (currently 2.26:1, needs 3:1)
Labels: Issue-Bug,Area-Accessibility,Product-Terminal

^read title
Repository: godot
Issue: .import / .uid file is not removed when original file is not in root directory and gets removed outside editor
Labels: bug,topic:editor

### Tested versions

4.4 dev4
Likely earlier too.

### System information

Windows 10.0.19045 - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 32.0.15.6603) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 threads)

### Issue description

When you delete a file outside editor, Godot tries to delete corresponding .import/.uid file. However this only happens if the file is in the project's root directory. If it's in any subdirectory, the other file just stays there and you have to delete it manually.

### Steps to reproduce

1. Open project's root directory in OS' file manager
2. Delete icon.svg
3. Focus the editor
4. The engine will process FileSystem and automatically delete icon.svg.import.
5. Try again with icon.svg in a subfolder

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: runtime: `fatal error: runtime: mcall called on m->g0 stack` while concurrently fetching /profile and /trace
Labels: NeedsInvestigation,compiler/runtime

### Go version

go version go1.23.3 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/piob/.cache/go-build'
GOENV='/home/piob/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/piob/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/piob/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.23.3'
GODEBUG=''
GOTELEMETRY='local'
GOTELEMETRYDIR='/home/piob/.config/go/telemetry'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build1174589415=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Run the attached go program, which does some computation, and exposes profiling endpoints.

Fetch the cpu profile, and while it is being captured, fetch execution trace. Specifically to programmatically assure that cpu profile collection has started, hit the profile endpoint twice, expect one to fail with 500 error (only one profile can be captured concurrently), and then immediately start capturing the trace.

Repeat many times to reproduce the issue.

Attached is the go program code, and a rust binary that will repeatedly launch this program, and hit the profiling endpoints. I tried writing a go program to fetch the profiles, but it doesn't seem to repro, I suspect that race condition is subtle. The rust program has a concurrency target set to 32, problem seems to repro when all cores are busy.

Unpack the zip and:
[repro.zip](https://github.com/user-attachments/files/17822364/repro.zip)
$ go build fib.go
$ cargo run test


### What did you see happen?

Sometimes the go program ends up crashing.

Output: 
[err.txt](https://github.com/user-attachments/files/17822378/err.txt)


### What did you expect to see?

Successfully produced profiles without crashing.
Repository: flutter
Issue: [DisplayList] The ImageFilter inset/outset_bounds methods are not migrated to Impeller classes
Labels: engine,P2,team-engine,triaged-engine

While implementing https://github.com/flutter/engine/pull/56720 the unit tests for the ImageFilter methods that test the bounds methods were having trouble passing for perspective transforms. In order to get that PR landed it reverted 2 of the methods back to using Skia geometry classes for implementation.

We need to find the problem that was preventing the Impeller classes from correctly doing the work and finish the migration...
Repository: deno
Issue: Add support for wildcards in `deno task`
Labels: feat,task runner

It would be great if one could do `deno task build:*` to run all tasks that start with `build:`.

Eg:
```jsonc
{
    "tasks": {
        "build:frontend": "...",
        "build:server": "...",
        "build:queue": "...",
        "serve": "..."
    }
}
```
running `deno task build:*` would match `build:frontend`, `build:server` and `build:queue` and run them all in parallel.

Somewhat related to https://github.com/denoland/deno/issues/26462
Repository: rust
Issue: Add an equivalent to -grecord-command-line/-grecord-gcc-switches
Labels: A-debuginfo,T-compiler,C-feature-request,WG-debugging,A-CLI

Other widely used compilers (gcc, clang, etc) have the ability to record their command line arguments in the debug information (for DWARF in the DW_AT_producer field). Rustc currently hardcodes this to "" when calling LLVMRustDIBuilderCreateCompileUnit.

@rustbot label +A-debuginfo +WG-debugging
Repository: ollama
Issue: Support for LLaVA-o1
Labels: model request

First version of LLaVA-o1 model weights were released a few days back - [LLaVA-o1](https://huggingface.co/Xkev/Llama-3.2V-11B-cot). Would be good to have this.
Thanks!
Repository: opencv
Issue: imshow issue in qt6
Labels: question (invalid tracker)

### System Information

Ubuntu 22.04.4 LTS x64
qt 6.7.2 qt widgets application
Qt Creator 14.0.1 Based on Qt 6.7.2 (GCC 10.3.1 20210422 (Red Hat 10.3.1-1), x86_64)

### Detailed description

when I use cv::imshow("Original Image", cvImg); in qt 6 wigdet app.
The app is built ok, But I can see the threed in the monitor,but it was no any window showed!
when i remarked imshow clause,the window will show correctly!


### Steps to reproduce

//qt 6 qt widgets application
cv::Mat cvImg = cv::imread("/home/devgis/Pictures/gyy.jpeg");// 使用OpenCV加载图片
cv::imshow("Original Image", cvImg);

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: flutter
Issue: Proposal to add `SliverAnimatedList.separated`
Labels: c: new feature,framework,a: animation,f: scrolling,c: proposal,P3,team-framework,triaged-framework

### Use case

since #48226 got done, why it wasnt added to SliverAnimatedList too?

### Proposal

make the same separated behavior for SliverAnimatedList also.
Repository: go
Issue: x/telemetry/internal/mmap: TestSharedMemory failures
Labels: NeedsInvestigation,telemetry

```
#!watchflakes
default <- pkg == "golang.org/x/telemetry/internal/mmap" && test == "TestSharedMemory"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8732010246569277185)):

    === RUN   TestSharedMemory
        mmap_test.go:113: incremented 99 times, want 100
    --- FAIL: TestSharedMemory (0.76s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: x/telemetry/internal/mmap: TestMultipleMaps failures
Labels: NeedsInvestigation,telemetry

```
#!watchflakes
default <- pkg == "golang.org/x/telemetry/internal/mmap" && test == "TestMultipleMaps"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8731892843629401745)):

    === RUN   TestMultipleMaps
        mmap_test.go:170: counter 0 has value 296, want 300
        mmap_test.go:170: counter 1 has value 296, want 300
        mmap_test.go:170: counter 2 has value 296, want 300
        mmap_test.go:176: counter 0 has value 296, want 300
        mmap_test.go:176: counter 1 has value 296, want 300
    --- FAIL: TestMultipleMaps (0.00s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: vscode
Issue: Keyboard shortcut issue: duplicated "Notebook: Stop Edting Cell" bound with **Esc** key
Labels: bug,notebook

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- VS Code Version: 1.95.3
- OS Version: Windows_NT x64 10.0 19045

Steps to Reproduce:

1. Edit a cell in a notebook (jupyter or polyglot)
2. Type something to let code completion assistant pop up
3. Press **Esc** key to cancel the completion pop up
4. Expected staying focused on currently editing cell, but lost it

Self analysis:

1. There are three shortcuts named "Notebook: Stop Editing Cell". All of them are defined by "System".
2. Two of them are bound with **Esc** and **Ctrl + Alt + Enter**, and have the condition expression "inputFocus && notebookEditorFocused && !editorHasMultipleSelections && !editorHasSelection && !editorHoverVisible && !inlineChatFocused".
3. The rest one is also bound with **Esc**, but has the condition expression "notebookEditorFocused && notebookOutputFocused".
4. After removing the shortcut of No.3 above, **Esc** key behaves as expected.

Since these shortcuts are defined by "System", suppose this may be a bug?

Best regards,
Bill
Repository: flutter
Issue: The methods in LayerStateStack should have doc comments
Labels: engine,P2,team-engine,triaged-engine

The methods in `LayerStateStack` are all well commented, but they lack the doc comment format, they should be upgraded to doc comments by using `///`