sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Dance pad buttons detected as Joypad D-pad prevent left+right and up+down
Labels: bug,needs testing,topic:input

### Tested versions

Reproducible in: 
v4.3.stable.official.77dcf97d8
v4.2.2.stable.official.15073afe3


### System information

MXLinux 23.3; 6.1.0-11-amd64 #1 SMP PREEMPT_DYNAMIC Debian 6.1.38-4 (2023-08-08) x86_64 GNU/Linux

### Issue description

I'm using a Mayflash GameCube controller to a Wii dance pad.
![Image](https://github.com/user-attachments/assets/ce7d0944-d50c-4590-9488-8890f537946f)

I mapped my inputs as seen here.  Using the keyboard input, I have no problem generating left + right at same time and up + down at same time.
![Image](https://github.com/user-attachments/assets/ccd3feca-f4e1-42e2-8412-ef678277aa3e)

However, when using the dance pad:
```gdscript
	var pressed = ""
	if Input.is_action_pressed("Up"): pressed += "u"
	if Input.is_action_pressed("Down"): pressed += "d"
	if Input.is_action_pressed("Left"): pressed += "l"
	if Input.is_action_pressed("Right"): pressed += "r"
	print ("Pressed: " + pressed)
```

Shows that up + down and left + right will not work.
up + down ==> down.  left + right ==> right.

I think this is because GODOT think's it's a dpad and doesn't allow these combinations.  --> SDL and OS level otherwise show things working.

But jstest-gtk [is this using SDL?] and sdl-jstest show all buttons working together:
https://github.com/Grumbel/sdl-jstest

![Image](https://github.com/user-attachments/assets/bdb89244-18e4-4fd0-8c08-ff00b5884d8f)



### Steps to reproduce

Use any(?) dance pad.  I imagine any d-pad controller would not be physically able to reproduce this.  (I did try re-mapping buttons as a work around, but failed --> perhaps you can re-map buttons the other way to succeed in reproducing if you don't have a dance pad?).
Otherwise I used: https://www.amazon.com/gp/product/B00RSXRLUE
Konami Wii dance pad.  RU054
![Image](https://github.com/user-attachments/assets/97b22280-86f5-48de-8a58-245a4fdbac84)

As a side note, I could get all "directions" pressed using my keyboard arrow keys either, only two.   Using wasd allowed me to get all depressed.

Of course dance pad should allow all buttons to be depressed at same time.




### Minimal reproduction project (MRP)

This simple application will allow you to see the uplf (up, down, left, right) print in console.
[dance_pad_test.zip](https://github.com/user-attachments/files/17853242/dance_pad_test.zip)

There's also:
Joypads (Gamepads) Demo: https://godotengine.org/asset-library/asset/2785
Repository: go
Issue: crypto/tls: reject TLS 1.3 empty NewSessionTicket messages
Labels: NeedsFix

We are currently failing the new `SendEmptySessionTicket-TLS13` BoGo test. Harmless but worth fixing.
Repository: deno
Issue: `deno task` should support caching based on input/output
Labels: suggestion,task runner

I really like that I'm able to remove more and more dependencies using Deno!

v2.1 release is awesome. Perhaps this is already discussed internally, but I couldn't find any tickets here. So here we go.

With the help of task inputs and outputs it will be possible to cache task results. [NX](https://nx.dev/recipes/running-tasks/configure-inputs) and [Turbo repo](https://turbo.build/repo/docs/crafting-your-repository/caching) uses similar model to achieve task caching.

High level API looks like this:
1. User defines task inputs and outputs
2. Deno hashes task inputs and outputs
3. Deno saves outputs in internal cache

Next time task is run:
1. Deno hashes input files again
2. Deno compares new input hash with the previous input hash.
3a. If the input hashes don't match, Deno clears previous cached content (output) and runs task again.
3b. If the input hashes match, deno hashes output files and compares with the previous output hash. If the output hashes don't match, restore output contents from the previous output hash. If the output hashes match, do nothing.
Repository: deno
Issue: [CLI] Network access can support representing IP segments
Labels: permissions,suggestion

For example, I want to prohibit scripts from accessing the local area network

```bash
deno run --allow-net --deny-net=127.0.0.1,10.0.0.0/8,172.16.0.0/12,192.168.0.0/16 script.ts
```
Repository: tauri
Issue: [bug] Cannot connect android device to local nor remote server
Labels: type: bug,status: needs triage,platform: Android

### Describe the bug

Android app is calling localhost instead of my local server's ip. I followed the tauri documentation and setup the frontend, vite.cofig, tauri.conf.json based on that. I'm running using `pnpm tauri android dev --host`. Calling the remote server gives me another error even though I allowed `tauri:localhost` origin.

`Access to XMLHttpRequest at 'https://api.redacted' from origin 'http://tauri.localhost/' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.`

On iOS everything works fine. Non of the relevant issues provide a solution.

### Reproduction

_No response_

### Expected behavior

Calls to localhost should be routed to my local server's ip

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 15.1.1 x86_64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.82.0 (f6e511eec 2024-10-15)
    ✔ cargo: 1.82.0 (8f40fc59f 2024-08-21)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-apple-darwin (default)
    - node: 22.11.0
    - pnpm: 9.13.2
    - npm: 10.9.0

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.0
    - tao 🦀: 0.30.8
    - @tauri-apps/api : 2.1.1
    - @tauri-apps/cli : 2.1.0

[-] Plugins
    - tauri-plugin-store 🦀: 2.1.0
    - @tauri-apps/plugin-store : 2.1.0
    - tauri-plugin-shell 🦀: 2.0.2
    - @tauri-apps/plugin-shell : 2.0.1
    - tauri-plugin-fs 🦀: 2.0.3
    - @tauri-apps/plugin-fs : 2.0.2
    - tauri-plugin-log 🦀: 2.0.2
    - @tauri-apps/plugin-log : 2.0.0
    - tauri-plugin-dialog 🦀: 2.0.3
    - @tauri-apps/plugin-dialog : 2.0.1
    - tauri-plugin-global-shortcut 🦀: 2.0.1
    - @tauri-apps/plugin-global-shortcut : 2.0.0

[-] App
    - build-type: bundle
    - CSP: 
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context
Device running Android 14
Repository: tauri
Issue: [feat] iOS: theme resolution / subscription
Labels: type: feature request,platform: Linux,platform: Android

### Describe the problem

Currently, there is no way to get current theme (color mode) on iOS.
`Webview` object doesn't have the same methods as desktop (and I'm not sure it react on `tauri://theme-changed` event, couldn't reproduce on simulator) e.g. `onThemeChanged()` and `theme()`.

### Describe the solution you'd like

`Window` should not throw `Window does not exist on Mobile client` / `Webview` should offer theme-related methods.

### Alternatives considered

No "system" theme on iOS.

### Additional context

_No response_
Repository: PowerToys
Issue: Administrator protection/adminless mode breaks relaunch
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86.0

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

1. Install a 27* series canary build of windows
2. Enable admin protection as detailed [here](https://techcommunity.microsoft.com/blog/windows-itpro-blog/administrator-protection-on-windows-11/4303482)
3. Launch powertoys as admin & set it to always launch as admin
4. Reboot

### ✔️ Expected Behavior

Powertoys to launch with the machine

### ❌ Actual Behavior

Nothing, and powertoys had to be launched manually

### Other Software

_No response_
Repository: go
Issue: crypto: test fips140=only mode
Labels: Testing,NeedsFix

`fips140=only` from #70123 breaks any non-FIPS cryptography. Testing a mode designed to break things is tricky.

Running the whole test suite is prohibitive. Instead, we should probably write a dedicated test that goes through things that are expected to work, and things that are not expected to work.
Repository: tensorflow
Issue: Floating point exception (core dumped) in `tf.raw_ops.Reshape`
Labels: stat:awaiting tensorflower,type:bug,comp:ops,2.17

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf2.17.0

### Custom code

Yes

### OS platform and distribution

Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.11

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

Under specific inputs,  `tf.raw_ops.Reshape` triggered a crash.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

tensor = tf.constant(-3.5e+35, shape=[5], dtype=tf.float32)
shape = tf.constant([0, 1879048192, 100000000, 1610612736, -1], dtype=tf.int32)

tf.raw_ops.Reshape(tensor=tensor, shape=shape)
```


### Relevant log output

```shell
Floating point exception (core dumped)
```
Repository: go
Issue: net/http: TestTransportRemovesH2ConnsAfterIdle/h2 failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "net/http" && test == "TestTransportRemovesH2ConnsAfterIdle/h2"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8730607166746745185)):

    === RUN   TestTransportRemovesH2ConnsAfterIdle/h2
    2024/11/22 02:11:36 Error enabling Transport HTTP/2 support: protocol https already registered
        transport_test.go:4259: got error: Get "https://127.0.0.1:46039": http2: client conn could not be established
    --- FAIL: TestTransportRemovesH2ConnsAfterIdle/h2 (0.01s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: ant-design
Issue: rc-slider有支持的startPoint属性，为什么antd的slider的ts定义文件和文档都不写？实际是有效果的
Labels: 🗣 Discussion,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/ji-ben-antd-5-21-6-forked-tnjzqf)

### Steps to reproduce

```tsx
<Slider
  min={-50}
  max={50}
  startPoint={0}
/>
```

### What is expected?

ts不要给startPoint属性报错，更新文档

### What is actually happening?

ts报错了，文档也不写这个属性

| Environment | Info |
| --- | --- |
| antd | undefined |
| React | 18 |
| System | windows 11 |
| Browser | chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: neovim
Issue: vim.lsp.rpc.request is nil
Labels: bug,documentation,lsp

### Problem

Running `:h vim.lsp.rpc.request` show the document of the function

However I cannot use it because `:lua =vim.lsp.rpc.request` outputs `nil`

### Steps to reproduce
```bash
nvim --clean
```
```vim
:h vim.lsp.rpc.request " Show document of the function
:lua =vim.lsp.rpc.request " Returns nil
```

### Expected behavior

`vim.lsp.rpc.request` should be a function, I guess, instead of `nil`

### Nvim version (nvim -v)

NVIM v0.11.0-dev-1205+g07db909eb5 Build type: RelWithDebInfo LuaJIT 2.1.1731601260 

### Vim (not Nvim) behaves the same?

No, Vim doesn't have built-in LSP client

### Operating system/version

Kubuntu 24.04.1

### Terminal name/version

Konsole 23.08.5

### $TERM environment variable

xterm-256colors

### Installation

snap
Repository: angular
Issue: Need a splice like method in Reactive Form Arrays.
Labels: area: forms

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

forms

### Description

They need to provide a solution for the deletion of one index to another specific index.
i.e. I have a 100 elements in Reactive Form Array, and I need to remove 30 to 60 index elements. I need to handle this in for loop.
As you already provided us removeAt(), then it will be very helpful to provide this feature.

### Proposed solution

FormArray.removeSplice(start, end);
something like that.

### Alternatives considered

not fo rnow.
Repository: godot
Issue: Autowraping Label within AspectRatioContainer causes crash
Labels: bug,crash,topic:gui

### Tested versions

Godot_v4.3-stable_mono_win64

### System information

Godot v4.3.stable.mono - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6081) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)

### Issue description

A Label with Autowrap inside an AspectRatioContainer too small to fit it will crash not only a project but the Godot editor itself. 

If you're experiencing this issue and it hasn't ben resolved yet, setting the Text Overrun Behavior of the label to anything other than "Trim Nothing" will prevent the crash. This is not a full workaround though, as it forces the label to shrink to it's minimum size when in a container with other controls, which may not be your desired behavior.

### Steps to reproduce

1. Create a new project
2. Create a new scene with root node of type AspectRatioContainer and set its anchor preset to full rect
3. Nest a Label node inside the AspectRatioContainer node
4. Set the Label's Custom Minimum Size to (32,32)
5. Set the Label's Autowrap Mode to Arbitrary (also occurs on Word and Word (Smart))
6. Set the Label's 'Text' property to a string long enough such that it overflows the bounds of the container

-Expected Result-
The label expands the bounds of the container to accomidate, similarly to how a label with Autowrap off will expand the container.

-Result-
The Godot editor stops responding and crashes

### Minimal reproduction project (MRP)

[aspectratiocontainerissue.zip](https://github.com/user-attachments/files/17856666/aspectratiocontainerissue.zip)
Repository: kubernetes
Issue: scheduler: removed the deprecated metric scheduler_cache_size in v1.33
Labels: kind/cleanup,sig/scheduling,needs-triage

scheduler: removed the deprecated metric scheduler_scheduler_cache_size in v1.33

more detail: https://github.com/kubernetes/kubernetes/pull/128810#discussion_r1851486291
Repository: go
Issue: crypto/internal/fips140test:exe_external: unrecognized failures
Labels: NeedsInvestigation,arch-riscv

```
#!watchflakes
default <- pkg == "crypto/internal/fips140test:exe_external" && test == ""
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8730628651224099649)):

    FAIL	crypto/internal/fips140test [build failed]


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: rust
Issue: ICE: unstable fingerprints for evaluate_obligation
Labels: I-ICE,T-compiler,A-incr-comp,C-bug,S-needs-repro

### Code

i dont know what i was writing when happened, i made many changes after it happened without noticing. however, the code i was writing wasnt anything crazy like 1035935 repeated vec! macros or something. i was editing my rng crate

### Affected release channels

- [ ] Previous Stable
- [ ] Current Stable
- [ ] Current Beta
- [x] Current Nightly

### Rust Version

```Shell
rustc 1.84.0-nightly (8adb4b30f 2024-11-13)
binary: rustc
commit-hash: 8adb4b30f40e6fbd21dc1ba26c3301c7eeb6de3c
commit-date: 2024-11-13
host: x86_64-pc-windows-msvc
release: 1.84.0-nightly
LLVM version: 19.1.3
```

### Current error output

```Shell
-
```

### Backtrace

```Shell
-
```

### Anything else?

[rustc-ice-2024-11-22T03_08_30-5056.txt](https://github.com/user-attachments/files/17861764/rustc-ice-2024-11-22T03_08_30-5056.txt)
[rustc-ice-2024-11-22T03_08_30-11016.txt](https://github.com/user-attachments/files/17861763/rustc-ice-2024-11-22T03_08_30-11016.txt)
Repository: go
Issue: os/user: TestLookupGroupIdServiceAccount failures
Labels: OS-Windows,NeedsInvestigation

```
#!watchflakes
default <- pkg == "os/user" && test == "TestLookupGroupIdServiceAccount"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8730598809761491761)):

    === RUN   TestLookupGroupIdServiceAccount
    === PAUSE TestLookupGroupIdServiceAccount


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: next.js
Issue: notfound() uses fallback instead of app/not-found.tsx with route group (turbopack)
Labels: bug,Navigation,Turbopack

### Link to the code that reproduces this issue

https://github.com/twillhorn/next_not_found_bug

### To Reproduce

1. next dev --turbopack
2. go to localhost:3000 and notice that the fallback 404 page is shown instead of not-found.tsx

### Current vs. Expected behavior

Expected: not-found.tsx to be used
Actual: fallback not found page is used

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 24.1.0: Thu Oct 10 21:00:32 PDT 2024; root:xnu-11215.41.3~2/RELEASE_ARM64_T6030
  Available memory (MB): 18432
  Available CPU cores: 11
Binaries:
  Node: 20.16.0
  npm: 10.8.1
  Yarn: N/A
  pnpm: 9.12.3
Relevant Packages:
  next: 15.0.4-canary.23 // Latest available version is detected (15.0.4-canary.23).
  eslint-config-next: N/A
  react: 19.0.0-rc-380f5d67-20241113
  react-dom: 19.0.0-rc-380f5d67-20241113
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


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

Navigation, Turbopack

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

next dev (local)

### Additional context

_No response_
Repository: ollama
Issue: Don't try to parse images property for non image model
Labels: bug

### What is the issue?

Some clients missbehave as demonstrated in this third party client: https://github.com/longy2k/obsidian-bmo-chatbot/issues/105#issuecomment-2487862451. They sent image paths instead of a base64 representation of the image

While this client misbehaves and this issue should be fixed on their site, this is also something I expect ollama to catch, the linked comment showed that llama3.2 is used, a non image capable model. Therefore the image property should not be evaluated and no error messages should be returned.

This is a low priority thing which would be a nice to have but in no way is required

### OS

Windows

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.4.2
Repository: opencv
Issue: Refresh stitching module
Labels: feature,category: stitching

### Describe the feature and motivation

1. Update features after features2d reorg. Use SIFT by default.
2. Use modern LevMarq implementation from 5.x instead of CvLevMarq.
3. Handle  bool masks
4. Use USAC
5. DNN-based features and matching (?)

### Additional context

_No response_
Repository: godot
Issue: `CTRL+C` and `CTRL+V` of `EditorProperty::shortcut_input` hide shortcuts of `SceneTreeDock`
Labels: bug,topic:editor,usability

### Tested versions

- Reproducible in 4.4.dev5, 4.4.dev4

### System information

Windows 11 - Godot v4.4.dev5 - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 32.0.15.6094) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 threads)

### Issue description

1. Click a node in SceneTreeDock
2. Click a property name of the node in Inspector
3. Click this node in SceneTreeDock agian (can click on the icon or hide button to avoid renaming)
4. CTRL+C
5. CTRL+V (will notice there is a message in output and the node is not duplicated)

https://github.com/user-attachments/assets/499da9a0-f248-426e-a873-1abf0adf4d67

10s, 11s, 13s, 23s triggered CTRL+V in the video.
### Steps to reproduce

See above

### Minimal reproduction project (MRP)

NA
Repository: vscode
Issue: Allow selecting extensions when copying a profile
Labels: feature-request,user-profiles


Type: <b>Feature Request</b>

v:1.95.3
When creating a new configuration file and choosing to copy from the default configuration, there is no separate option to select which extensions to use in the extensions section. The only options are to select all or none. What is the difference between the new configuration and the original one created this way?


VS Code version: Code 1.95.3 (f1a4fb101478ce6ec82fe9627c43efbf9e98c813, 2024-11-13T14:50:04.152Z)
OS version: Windows_NT x64 10.0.22631
Modes:
![Image](https://github.com/user-attachments/assets/f03dc9dc-6026-4c37-baf2-e432bcacc707)


<!-- generated by issue reporter -->
Repository: vscode
Issue: Javascript/Typescript formatting options are ignored
Labels: bug,javascript,formatting

![Image](https://github.com/user-attachments/assets/aaf7ac23-c067-409e-8e64-32ab6a30c309)
https://github.com/user-attachments/assets/89f74df8-9c1a-482b-962d-25b3bcaf8a12
<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes/No
yes

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Version: 1.95.3
Commit: f1a4fb101478ce6ec82fe9627c43efbf9e98c813
Date: 2024-11-13T14:50:04.152Z
Electron: 32.2.1
ElectronBuildId: 10427718
Chromium: 128.0.6613.186
Node.js: 20.18.0
V8: 12.8.374.38-electron.0
OS: Darwin arm64 24.1.0

Steps to Reproduce:

1. Open Settings and search for "Javascript."
2. Scroll about halfway down until you find "JavaScript > Format: Place open brace..." and turn both those options on.
3. Perform the steps in https://github.com/microsoft/vscode/issues/234401 and note the disregard for the above settings.
Repository: rust
Issue: "macabi" is not an "ABI" in the same sense as e.g. "gnueabihf"
Labels: O-macos,O-ios,T-compiler,C-bug,A-targets

I know it has the literal characters "abi" in it but it's not an "ABI" in the sense of "gnueabihf", the HF and SF targets use actually-different calling conventions. It should probably have been a `target_env`.

Same story with the Apple "sim" targets.
Repository: godot
Issue: Changing texture width height on Line2D with tiled texture doesn't update properly automatically
Labels: bug,topic:2d

### Tested versions

Reproducible in:
v4.2.2.stable.official [15073afe3]
v4.3.stable.official.77dcf97d8
v4.4.dev5.official.9e6098432


### System information

MX Linux 23.3, 6.1.0-11-amd64 #1 SMP PREEMPT_DYNAMIC Debian 6.1.38-4 (2023-08-08) x86_64 GNU/Linux, OpenGL API 3.3.0 NVIDIA 535.183.01 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 3060 Ti

### Issue description

Here is a view of the Line2D with a tiled texture.
![Image](https://github.com/user-attachments/assets/5ce376f0-a6fe-4ef3-a74f-c4bea57793dd)

Here I change height from 512 to 256.  While the texture update, it doesn't properly reflect how it should be textured.
![Image](https://github.com/user-attachments/assets/8f521d22-1f9c-44de-ab79-fcf1f5805e64)

After toggling visibility, texture updates properly.
![Image](https://github.com/user-attachments/assets/333306e2-2d67-4c26-96bb-e3da1a529d92)

Changing texture size should trigger similar updates as toggling visibility (or changing width of line) --> this also causes proper update of texture.

---

Also see my document feedback where I encountered this: https://github.com/godotengine/godot-docs/issues/10297


### Steps to reproduce

Described above.

### Minimal reproduction project (MRP)

[mrp-line2d-tiledtexture-texturesizechanged.zip](https://github.com/user-attachments/files/17867316/mrp-line2d-tiledtexture-texturesizechanged.zip)