sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [feat] Emit tray event when dragged files are dropped in the tray icon.
Labels: type: feature request

### Describe the problem

Currently there's no equivalent to Electron's `drop-files` and `drop-text` events for the system tray:

https://www.electronjs.org/docs/latest/api/tray#event-drop-files-macos


### Describe the solution you'd like

They can be implemented on macOS at least, like Electron

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Screen orientation
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

A shortcut key for rotating screen between horizontal and vertical

### Scenario when this would be used?

Useful for dual display, sometimes we need to change screen orientation frequently

### Supporting information

_No response_
Repository: go
Issue: proposal: x/mobile: Request for tv OS Platform Support
Labels: Proposal,FeatureRequest,mobile

I kindly request the developers of the go mobile project to consider adding support for the tv OS platform. This would enable me and other developers to seamlessly use modules and libraries written in Go within tv OS applications. I believe that adding tv OS support will help expand the applicability of go mobile and benefit a wider range of developers.
Repository: stable-diffusion-webui
Issue: [Bug]: sd_checkpoints_limit at 1 will keep 2 checkpoints loaded at the same time instead of one
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?

When changing checkpoints I had some problems with Ram usage and VRam usage. And by searching in the code of the reuse of checkpoints I noted this:

https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/102b6617dacffdcc89c56badcaae6c5e83c3ff21/modules/sd_models.py#L674

When modifying it with a >= like this : `if len(model_data.loaded_sd_models) >= shared.opts.sd_checkpoints_limit > 0:`
My Ram and Vram problems were gone.

### Steps to reproduce the problem

FIX:
modify the line: 
https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/102b6617dacffdcc89c56badcaae6c5e83c3ff21/modules/sd_models.py#L674

to : `if len(model_data.loaded_sd_models) >= shared.opts.sd_checkpoints_limit > 0:`

### What should have happened?

When setting sd_checkpoints_limit to 1 (the minimum) in the options it should only keep one checkpoints loaded at the same time and not 2.

### Sysinfo

Not necessary

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

Brave

### Console logs

```Shell
Not necessary
```


### Additional information

Can be also related to an earlier Issue where loading another checkpoints and reloading the first one would not generate the same image with the seed unchanged on --opt-sdp-no-mem-attention

Exemple:
Generate image with Model1 seed 123 : Image A
Generate image with Model1 seed 123 : Image A
Load Model2
Load Model1
Generate image with Model1 seed 123 : Image B
Repository: vscode
Issue: Indentation isn't preserved in copied code 
Labels: editor-core,editor-autoindent,under-discussion,python

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- VS Code Version: 1.82.2
- OS Version: Arch Linux x64

Steps to Reproduce:

1. Copy any code from VS Code
2. Paste it to text editors like Google Docs

Indentation is not preserved in pasted code.

Example : 

A code has proper indentation in VS Code then it is copied
![Screenshot_20230924_201042](https://github.com/microsoft/vscode/assets/98678102/e58ca34c-eef5-4930-8ceb-9387d902a4f7)

When it is pasted in Google Docs, syntax highlighting is there but indentation is lost. Same issue for other editors like LibreOffice.
![Screenshot_20230924_201223](https://github.com/microsoft/vscode/assets/98678102/75c316c2-9855-482f-bcf9-d10ecc74e85e)

The issue is there in Linux, but not on Windows.
Repository: godot
Issue: [3.x] Deleting an asset from the FileSystem tab does not delete its .md5 in res://.import
Labels: enhancement,topic:editor,topic:import

### Godot version

3.6beta2, 3.5.2-stable

### System information

Windows 10

### Issue description

See the title.

Lots of similar issues in the bug tracker related to cleaning the `res://,import` cache, the existence of a cleaner plugin for 3.x, etc. But as long as the original resource descriptor is removed, I fail to see why its sibling `.md5` is not deleted. Lot of trash lingering around by using properly the Editor (without external file manipulation) when adding/removing assets, until one is forced to reimport the whole thing. Not critical but definitely annoying.

### Steps to reproduce

1. Create a new project.
2. Inspect the `res://.import` folder -- it has 2 files related to the Godot icon: a `.stex` and a `.md5`.
3. Delete the icon from the FileSystem tab.
4. Inspect the `res://.import` folder. The `.stex` is gone, but the `.md5` remains.


### Minimal reproduction project

See steps to reproduce
Repository: vscode
Issue: "--profile" is not included in bash completion script
Labels: feature-request,workbench-cli

- VS Code Version: 1.82.2
- OS Version: openSUSE Tumbleweed

Steps to Reproduce:

1. Open a bash prompt (outside of VS Code)
2. Type "code --prof"
3. Press Tab

Expected result:

Bash completion would show both "--profile" and "--prof-startup" as possible choices.

Observed result:

Bash completion picks "--prof-startup" automatically.

I notice that the file "resources/completions/bash/code" doesn't include "profile" at all, so I suspect that is the problem. Thanks!
Repository: next.js
Issue: Module-level "use server" creates a separate bundle for imports of the same file
Labels: bug,Pages Router

### Link to the code that reproduces this issue

https://github.com/EdmondChuiHW/server-action-bundle-repro

### To Reproduce

### Steps

1. `npm run dev`
2. Go to `/`
3. Click on the `Increment` button

### With `NEXT_PUBLIC_USE_GLOBAL=0`
<img width="455" alt="screenshot of the initial page using module-level variable" src="https://github.com/vercel/next.js/assets/1967998/9aa87cc1-6ae6-4baa-a5b9-e9ba5eb42ebe">

### With `NEXT_PUBLIC_USE_GLOBAL=1`
<img width="218" alt="screenshot of the initial page using the global object" src="https://github.com/vercel/next.js/assets/1967998/092186ef-1f03-40e2-abe3-f0d3d34c2ecc">

Simulates a DB; to ensure all other server actions wiring is correct


### Current vs. Expected behavior

### Expected
* ID counter is incremented
* Same module generated for the same file `/lib/memory-db.ts`

### Actual
* ID counter is not incremented
* Separate modules are generated for the same file in Webpack:
    * One for RSC: `(rsc)/./lib/memory-db.ts`
    * One for Server Action: `(action-browser)/./lib/memory-db.ts`

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:21:53 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6020
Binaries:
  Node: 19.9.0
  npm: 9.8.1
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.3-canary.3
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Data fetching (gS(S)P, getInitialProps)

### Additional context

In "real life", reading and writing data is likely going thru a real database, so this bug won't be apparent. Besides, most server environments would spin up a new runtime/module for each request.

However, using a module-level variable as a muscle memory is not unlikely in RSC since `Context` is not available. Singleton patterns will likely rely on this as well.

[Some parts](https://react.dev/learn/you-might-not-need-an-effect#initializing-the-application) of React doc (even tho it's for the client here) encourage the use of module-level variables – further solidifying it as a reasonable pattern.

It's not unreasonable for devs the operate under the assumption of "the same file = same runtime in both `"use server"` and RSC". (This issue was discovering while debugging [a question from Reddit](https://web.archive.org/web/20230924161420/https://old.reddit.com/r/nextjs/comments/16om8no/server_component_with_dynamic_data/?context=5))

If this module split (RSC/Actions) is an intentional design, some sort of warning in `next dev` output and docs would help set expectation for devs.

Happy to supply any additional info. Thanks!
Repository: godot
Issue: Editor doesn't restart and update when I reimport file as an Animation Library
Labels: bug,topic:editor,topic:import,topic:animation

### Godot version

4.1.1 Stable

### System information

Tuxedo OS 2 (Ubuntu 22.04),  Vulkan Forward+ Renderer

### Issue description

After I import a new animation file from Mixamo, doesn't matter if it's FBX or DAE, I got to the reimport tab and change it an animation library so it can be used for my other character models. The issue, sometimes it works like normal and reimports properly while other times it freezes the editor not allowing it restart and properly import. I have to open up System Montitor to close Godot and see if I try reimporting. Still get the same issue.

### Steps to reproduce

Import multiple animation files and convert them from a standard node to Animation Library one at a time. Frame rate doesn't matter. Press ReImport. Cross your fingers on if the software will freeze or not. 

### Minimal reproduction project

Import multiple animation files and convert them from a standard node to Animation Library one at a time. Frame rate doesn't matter. Press ReImport. Cross your fingers on if the software will freeze or not.
Repository: ollama
Issue: Adhere to the MacOS File System Programming Guide
Labels: feature request,macos

The user's home directory is not the place to dump program data, and for future cross-platform compatibility handling this would be inappropriate. Currently Ollama stores user data in `~/.ollama`, however Apple have a specification for where to place files of various types ([link](https://developer.apple.com/library/archive/documentation/FileManagement/Conceptual/FileSystemProgrammingGuide/FileSystemOverview/FileSystemOverview.html#//apple_ref/doc/uid/TP40010672-CH2-SW1)). In Ollama's case, `~/Library/Application Support/Ollama` seems appropriate.
Repository: stable-diffusion-webui
Issue: [Bug]: Dynamic prompt variables are copied to Inpaint
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?

If I use the dynamic prompt and insert variables, then these variables are transferred to Inpaint instead of the final values. This is usually not useful, because you don't want to use the variables again in Inpaint, but the final values.

### Steps to reproduce the problem

1. Render with variables, e.g. "image with {black | white} background"
2. Press "Send to inpaint" afterwards
3. Here, the variable use of "black" or "white" is not desired.


### What should have happened?

The final prompt should have taken over to Inpaint.

### Sysinfo

not relevant

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

Google Chrome

### Console logs

```Shell
not relevant
```


### Additional information

_No response_
Repository: next.js
Issue: `useTransition` and `revalidatePath` does not work as expected when inside is executed server action and that code is used in Parallel and Intercepted Route
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/grzegorzpokorski/next-usetransition-server-actions-revalidation-issue

### To Reproduce

### Strange `useTransition` behavior and navigation crashing:
1. Clone bug reproduction repo, install dependencies, build and run app.
2. Go to `/`
3. Click on `go to cart` link which leads to `/cart` page - after that should apear intercepded & parallel 'modal' page.
4. Click 'fetch data' button which execute server action using `useTranstion` hook to indicate if is pending.
5. On modal page should appear fetched data but button still should have `fetching` label even after data are successfully fetched.
6. Click `close modal` button - in browser address bar url should change from `/cart` to `/`, but modal does not disappearing, other links also stops working.

### `ReavalidatePath` does not work in server actions executed on parallel and intercepted route:
1. Clone bug reproduction repo, install dependencies, build and run app.
2. Go to `/cart`
3. Click 'fetch data' button which execute server action.
4. After while fetched data should appear, but button label still displays 'fetching'; link named 'go Home' also stops working; another request on `/cart` does not revalidating after executing server action.

### Current vs. Expected behavior

Current behavior was described in "To Reproduce" section above.

When you remove `./src/app/@modal` directory from project - just simply remove parallel and intercepted route for /cart everything work fine. It means:
- server action state is correctly indicated using `useTransition` hook,
- navigation work as should,
- another requests on `/cart` page are revalidating after execution server action with `revalidatePath`.

Above behavior is expected also to situation when parallel and intercepted route is in use.

### 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: #1 SMP Fri Jan 27 02:56:13 UTC 2023
Binaries:
  Node: 18.11.0
  npm: 8.19.2
  Yarn: 1.22.19
  pnpm: 8.6.0
Relevant Packages:
  next: 13.5.3-canary.3
  eslint-config-next: 13.5.3-canary.3
  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_
Repository: go
Issue: net: report detailed DNS errors with Extended DNS Errors in the go resolver
Labels: NeedsInvestigation

Currently when a query fails we return a `"server misbehaving"` error. [RFC 8914](https://datatracker.ietf.org/doc/html/rfc8914) allows the resolver to include detailed errors about the failure of a DNS query. It would be nice to support it in the pure go resolver. We already support `EDNS(0)`, so it should be fairly easy to add. 

The only thing that I am not sure about is the optional `EXTRA-TEXT` field of the EDE Option, it would be nice to include it in the error, but it can be an arbitrary UTF-8 string. We should probably not include arbitrary characters in the error string. Not sure about that.

CC @mjl- (https://github.com/golang/go/issues/63116#issuecomment-1732561214)
Repository: opencv
Issue: Exception: OpenCV(4.8.0) /home/ci/opencv/modules/imgproc/src/filterengine.hpp:367: error: (-215:Assertion failed) anchor.inside(Rect(0, 0, ksize.width, ksize.height)) in function 'normalizeAnchor'
Labels: question (invalid tracker)

### System Information

OpenCV version: 4.8.0
Operating System / MacOs

### Detailed description

Exception: OpenCV(4.8.0) /home/ci/opencv/modules/imgproc/src/filterengine.hpp:367: error: (-215:Assertion failed) anchor.inside(Rect(0, 0, ksize.width, ksize.height)) in function 'normalizeAnchor'

### Steps to reproduce

Exception: OpenCV(4.8.0) /home/ci/opencv/modules/imgproc/src/filterengine.hpp:367: error: (-215:Assertion failed) anchor.inside(Rect(0, 0, ksize.width, ksize.height)) in function 'normalizeAnchor'

### 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: Linux: Make GTK go dark as well following org.freedesktop.appereance setting
Labels: platform-linux,c: proposal,a: desktop,P2,team-linux,triaged-linux

### Use case

1. Install a Linux distro with GNOME
2. Run GNOME Wayland
3. Change to dark theme via gnome-settings (not via tweaks)
4. See that app goes dark, but CSD titlebar does not

`org.freedesktop.appereance` setting key is a key that expects the app/toolkit handle dark/light behavior, GTK does not do this and its not the Desktop Environments job to set a dark GTK theme, so GNOME doesn't do that. 

[Screencast dari 2023-09-25 01-12-36.webm](https://github.com/flutter/flutter/assets/80886145/cc74e7f6-5fc2-4024-aa00-0e350a95f514)


Other places where this behaviour is as expected
- Chromium
- Firefox
- Libadwaita apps
- Libhandy apps
- LibreOffice
- Qt with the QGnomePlatform plugin
- Qt with the QGTKTheme plugin

### Proposal

Make GTK select dark theme when `org.freedesktop.apperance` is set to prefer-dark, similarly when it is set to `prefer-light`
Repository: deno
Issue: Jupyter notebook tab completions can block the event loop
Labels: bug,refactor,deno jupyter

Execute this cell:
```
setInterval(() => {
  console.log(Math.random())
}, 1000);
```

Then in the next cell try doing tab completions.

The event loop will get blocked and console.logs will not go through.

We need to move either the REPL session or ZeroMQ comms to a separate thread.
Repository: deno
Issue: [jupyter] Bring in enhanced completions
Labels: feat,deno jupyter

Jupyter has a spec for providing some type information in the completions:

![image](https://github.com/denoland/deno/assets/836375/c8194754-57f3-4e98-affc-8d0e13e93549)

It's kind of a hidden protocol but we've had it for like 5 years. https://github.com/jupyterlab/jupyterlab/blob/71bf51207b22a03c613dd47b7f067d73cb1db423/packages/completer/src/default/kernelprovider.ts#L61

TODO for me: flesh this protocol description out

cc @Carreau
Repository: deno
Issue: [jupyter] Inspect Request
Labels: feat,deno jupyter

In Jupyterlab if you hit shift-tab, it comes up with documentation for a library, object, etc.

![image](https://github.com/denoland/deno/assets/836375/066df322-7d9c-428d-8196-4d8743b84cd6)

We should do the same for Deno leaning on the LSP.
Repository: godot
Issue: range -> zmax/zmin doesn't work with DirectionalLight2D
Labels: bug,topic:rendering,confirmed,topic:2d


___
***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

4.1.1.stable.official

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3734) - 12th Gen Intel(R) Core(TM) i5-12600K (16 Threads)

### Issue description

the range->zmin/zmax options don't work in DirectionLight2D (though they do work in PointLight2D).  out of zrange nodes (including textures and polygon2Ds) are still effected by the light.

### Steps to reproduce

Under a new Node2D, create two ploygon2D.  change the z index to -5 on one and 5 on the other.  

Create a DirectionalLight2D.  set intensity to 0.8, blend mode to subtract, z max to 0.  

the z=5 should stay white and the z=-5 should be dark, but instead both are dark.  A similar setup with point light works as expected.  

### Minimal reproduction project

[bug test.zip](https://github.com/godotengine/godot/files/12709580/bug.test.zip)
Repository: vscode
Issue: Settings Sync Conflicts resolution can not be cancelled
Labels: bug,settings-sync

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Version: 1.82.2
Commit: abd2f3db4bdb28f9e95536dfa84d8479f1eb312d
Date: 2023-09-14T06:00:27.244Z
Electron: 25.8.1
ElectronBuildId: 23779380
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Darwin arm64 23.0.0

Steps to Reproduce: 
1. Click on Turn on Settings Sync
2. Click on the cancel button in the Settings Sync Conflicts view

https://github.com/microsoft/vscode/assets/55927613/0fd49f06-fe0e-4e71-9a5c-b4833154dc8b
Repository: godot
Issue: Game Icon shows as default Windows icon, missing title and white window contents when game starts
Labels: bug,platform:windows,topic:porting

### Godot version

4.1.1

### System information

Windows

### Issue description

When the game starts, the default Windows icon shows up and the window title is blank for a few seconds and the window contents are white which looks non-professional.

The gif below demonstrates the problem:
![iconglitch](https://github.com/godotengine/godot/assets/136203866/84933e5b-d730-49a1-b282-92a5ca4b0ec5)

I didn't use a splash screen when I was exporting the game. Not sure if this is because of that but I've seen it happen on the Godot Editor too.
I feel the solution to this would be for the game window icon and title to be set first thing, and not to be visible until it is ready (to avoid the white screen flickering).

Note: I didn't test other platforms except for Windows, something similar might be happening to other platforms as well.

### Steps to reproduce

Export a Windows game. I did not use a splash screen.

### Minimal reproduction project

N/A