sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug] Setting function on action prop for TrayIcon generates TypeError
Labels: type: bug,status: needs triage

### Describe the bug

**Update: When doing a full restart of the app on the rust layer, the error is gone. If you just refresh/livereload the frontend the error persists.**

When setting up a TrayIcon on the javascript layer, specifying the action parameter will generate TypeErrors _when hovering over the tray icon_. When the action parameter is not defined, the hover action does not generate any errors.

`TypeError: window['_' + 2024383255] is not a function. (In 'window['_' + 2024383255]({ message: response, id: 131 })', 'window['_' + 2024383255]' is undefined)
(anonymous function) — localhost:1:163`

```javascript
const { TrayIcon } = window.__TAURI__.tray;
const { resolveResource } = window.__TAURI__.path;

export const CreateTray = effect(async (dispatch, props) => {
  const icon = await resolveResource("assets/email.png");
  const tray = await TrayIcon.new({
    icon,
    action: () => {
      console.log("whatup?");
    },
  });
});
```

### Reproduction

- Import the TrayIcon package on the javascript layer
- Init a new TrayIcon specifying the action parameter
- See the errors in the console of the developer tools

### Expected behavior

See a message "whatup?" in the console of the dev tools

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 15.1.1 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.81.0 (eeb90cda1 2024-09-04)
    ✔ cargo: 1.81.0 (2dbb1af80 2024-08-20)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.12.2
    - yarn: 1.22.19
    - npm: 10.5.0

[-] Packages
    - tauri 🦀: 2.0.4
    - tauri-build 🦀: 2.0.1
    - wry 🦀: 0.46.1
    - tao 🦀: 0.30.3
    - @tauri-apps/api : 2.1.1
    - @tauri-apps/cli : 2.0.3 (outdated, latest: 2.1.0)

[-] Plugins
    - tauri-plugin-single-instance 🦀: 2.0.1
    - @tauri-apps/plugin-single-instance : not installed!
    - tauri-plugin-deep-link 🦀: 2.0.1
    - @tauri-apps/plugin-deep-link : 2.0.0 (outdated, latest: 2.0.1)
    - tauri-plugin-stronghold 🦀: 2.0.1
    - @tauri-apps/plugin-stronghold : 2.0.0
    - tauri-plugin-shell 🦀: 2.0.1
    - @tauri-apps/plugin-shell : not installed!

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:5173/
    - bundler: Rollup
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Warnings should be treated as errors in CI
Labels: Area-Quality,Area-Build,Needs-Triage

### Description of the new feature / enhancement

Currently, the repo builds with many warnings. These should be fixed and warnings should be treated as errors in CI
Repository: pytorch
Issue: Partitioner stores fp8 copy of all weights between fwd and bwd, causing OOM
Labels: high priority,triaged,oncall: pt2

### 🐛 Describe the bug

We have [some code](https://github.com/facebookresearch/lingua/blob/main/lingua/float8.py) to convert linear layers to fp8. The weights are still stored in high precision, but we have an autograd.Function which converts them to fp8 in the forward and then again in the backward, in two slightly different ways. The autograd.Function does _not_ save the weight for the backward.

However, when we compile our code, the partitioner ends up choosing to fuse the two conversions into a single one, and save one of its results for the backward. Concretely, this means that the partitioner is choosing to store an additional copy of the entire model in fp8 between forward and backward! This amounts to multiple GBs of extra memory occupied, and is preventing training large models.

I don't have a strong opinion on how this should be fixed. I do _not_ think that the partitioner should be constrained to honor exactly what the autograd.Functions choose to keep/drop, but I do believe that the partitioner should take into account the amount of memory used by eager as an upper bound.

### Versions

Installed from the `pytorch-nightly` conda channel, v2.6.0.dev20241107, build py3.12_cuda12.4_cudnn9.1.0_0.

cc @ezyang @gchanan @zou3519 @kadeng @msaroufim @chauhang @penguinwu
Repository: flutter
Issue: Add an `elevationToShadow` option to override default M3 shadows in `ThemeData`
Labels: framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

Design of an app may be built upon M3 widgets, but with different shadows
i.e. 
| elevation | y  | blur |
|-----------|----|------|
| 1         | 4  | 8    |
| 2         | 6  | 8    |
| 3         | 10 | 10   |


Would look cool:
<img width="397" alt="Screenshot 2024-12-02 at 21 07 23" src="https://github.com/user-attachments/assets/c9fd594b-6ba4-4b4d-afc8-917f25d36057">

But at the moment to override all shadows in my app - I need not only to replace all `Card` with `Container`, but also wriggle around `ContextMenu`, `BottomSheet` etc

Now they're just hardcoded here _(since k in constants was good practice)_
https://github.com/flutter/flutter/blob/a0ba2decab156c88708c4261d40660ab8f60da5f/packages/flutter/lib/src/material/shadows.dart#L40

And being used like this
https://github.com/flutter/flutter/blob/a0ba2decab156c88708c4261d40660ab8f60da5f/packages/flutter/lib/src/material/dropdown.dart#L57-L64


### Proposal

My proposal is to add `shadowToElevation` parameter in `ThemeData`
Repository: rust
Issue: `<{f16,f32,f64,f128} as Rem>::rem` documented definition is misleading w.r.t. intermediate rounding
Labels: A-docs,C-bug,T-libs

Our documentation for `impl Rem for {f16, f32, f64, f128}` [says](https://doc.rust-lang.org/std/ops/trait.Rem.html#impl-Rem-for-f64):

> The remainder has the same sign as the dividend and is computed as: `x - (x / y).trunc() * y`.

But that's not true.  E.g.:

```rust
fn main() {
    let (x, y) = (11f64, 1.1f64);
    assert_eq!(x - (x / y).trunc() * y, x % y);
    //~^ PANIC
    // assertion `left == right` failed
    // left: 0.0
    // right: 1.0999999999999992
}
```

This mismatch creates a hazard when trying to correctly encode algorithms that rely on this semantic.

This tripped me up, e.g., when authoring:

- https://github.com/rust-lang/rust/pull/133755

cc #133485 #107904

cc @cuviper @Noratrieb @tczajka @Neutron3529 @BartMassey
Repository: flutter
Issue: Allow customizing `CarouselView` in `ThemeData`
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

I don't want to do this:
```dart
                shape: const RoundedRectangleBorder(
                    borderRadius: BorderRadius.all(
                        Radius.circular(UiGlobal.carouselBorderRadius))),
```
every time I create an instance of CarouselView

### Proposal

Please add `carouselView` parameter to `ThemeData`
Repository: godot
Issue: AudioStreamPlayer with an AudioStreamMicrophone stutters for any pitch_scale not equal to 1.0
Labels: bug,topic:audio

### Tested versions

Reproducible on 4.3.stable and 4.4.dev5  

### System information

Godot v4.3.stable (77dcf97d8) - NixOS #1-NixOS SMP PREEMPT_DYNAMIC Thu Sep 12 09:13:13 UTC 2024 - X11 - GLES3 (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) - 12th Gen Intel(R) Core(TM) i5-1240P (16 Threads)

### Issue description

I encountered this issue while working on the [twovoip plugin](https://github.com/goatchurchprime/two-voip-godot-4) because I thought I could use this inline resampling feature to read the stream of samples at 48000Hz from a microphone that was recording at 44100Hz.  (At the moment the twovoip plugin implements its own resampling on the chunks because the opus compression library doesn't handle 44100Hz audio.)

Here is a prerecorded example.  [record.zip](https://github.com/user-attachments/files/17980179/record.zip)  I have the same on Windows.

This is not an accidental feature, since the `AudioStreamPlaybackMicrophone` class [derives from](https://github.com/godotengine/godot/blob/d741a646a5ee20e77c1d0d9d4fbfed03d7b8dcc3/servers/audio/audio_stream.h#L239) the `AudioStreamPlaybackResampled` class, when if it derived directly from the `AudioStreamPlayback` it wouldn't have this capability.   

I've not gone into the code far enough to find the bug, which is probably something to do with reading invalid samples out of the ring buffer.  I am pretty sure there is no special case for pitch_scale=1.0 that skips the resampling algorithm.  

This means the stuttering that happens on a Windows machine after running the AudioStreamMicrophone for more than 10 minutes under normal conditions (pitch_scale=1.0) might be related to the same bug due to some fractional slippage along the resampler over time.

------

On a design note, my twovoip plugin puts an [AudioEffectOpusChunked](https://github.com/goatchurchprime/two-voip-godot-4/blob/main/src/audio_effect_opus_chunked.cpp#L218) class on the Audio Bus fed by the AudioStream carrying the microphone, and runs its own chunking buffer from which you can extract the Opus packets as they are filled.  This is versatile because it means I could encode any stream or music from another bus into Opus packets, or apply a voice effect on the microphone before it gets processed.

However, it introduces a delay of an extra buffer as well as the potential bugs like this.  So if I am trying to make a quicker response without these features (which don't apply to Opus compression since it is tuned for normal voice audio), should I write a plugin class to derive from directly from the `AudioStreamPlaybackMicrophone` instead so it can copy the samples directly out of the `AudioDriver` into its own chunking buffers without an intermediate buffer?


### Steps to reproduce

Use the Audio Mic Record Demo from the Godot-demo-projects, and set the pitch_scale to 1.1 
https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record
Then record your voice and play it back.

### Minimal reproduction project (MRP)

See above
Repository: ui
Issue: [bug]: Installation Error
Labels: bug



### Describe the Bug

An error occurs when attempting to install a component using Shadcn UI:

```bash
Something went wrong. Please check the error below for more details.  
If the problem persists, please open an issue on GitHub.

request to https://ui.shadcn.com/r/styles/new-york/textarea.json failed, reason: read ECONNRESET
```

### Affected Component(s)

The issue arises while using `npx shadcn@latest add` to add components.

### Steps to Reproduce

1. Run the following command in the terminal:  
   ```bash
   npx shadcn@latest add
   ```
2. Press `A` to add all components.  
3. The following error is displayed:  
   ```bash
   Something went wrong. Please check the error below for more details.  
   If the problem persists, please open an issue on GitHub.

   request to https://ui.shadcn.com/r/styles/new-york/textarea.json failed, reason: read ECONNRESET
   ```

### Expected Behavior

Components should be added successfully without errors.

### Actual Behavior

The installation process fails with the `ECONNRESET` error, indicating a problem with fetching resources from the Shadcn UI server.

### System Info

```bash
OS: Windows 12  
Next.js: 14.2.16  
React: ^18
```

### Additional Information

- The error might indicate a network connectivity issue or server-side downtime.  
- Retried the command on different networks with the same result.  
- Attached screenshot for reference.  
![Error Screenshot](https://github.com/user-attachments/assets/0878f291-68b0-42a9-a5a9-d844c90f67a6)

### Before Submitting

- [x] I have researched the issue and reviewed the documentation.  
- [x] I have checked for existing related issues.

--- 

Let me know if you’d like further refinements!
Repository: PowerToys
Issue: Switch Between the windows in the current zone shortcut doesn’t work after switching desktops and coming back
Labels: Issue-Bug,FancyZones-Hotkeys,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.85.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones

### Steps to reproduce

Hi FancyZones team,

First of all, thank you for the wonderful tool you provide. It really contributes to my productivity.

I think there might be a bug, I wanted to let you know.

The issue:

- I want to use the “Switch Between the windows in the current zone” shortcut.
- I can work with the current zone switch functionality on Desktop A.
- I switch to Desktop B by win + right or left arrows, do my stuff there.
- When I come back to Desktop A, I see that the current zone switch functionality doesn’t work.


[PowerToysReport_2024-12-02-17-01-23.zip](https://github.com/user-attachments/files/17980649/PowerToysReport_2024-12-02-17-01-23.zip)

### ✔️ Expected Behavior

- I expect the current zone switch functionality to work as if I didn’t leave that desktop.

### ❌ Actual Behavior

- The current zone switch functionality didn’t work.
- I need to move the windows to that zone again by using win + left of right arrow keys. The window doesn’t actually, it is like a small adjustment visually. After moving the desired windows to that zone, the shortcut starts to work again, until the next desktop change.

### Other Software

_No response_
Repository: vscode
Issue: Git - git blame info is not provided to screen reader users
Labels: bug,git,accessibility

1. enable `"git.blame.editorDecoration.enabled": true`
2. enable screen reader mode and turn on a screen reader (I'm using voice over)
3. navigate lines and see if you hear git blame info.
4. 🐛 you do not

cc @jooyoungseo, @isidorn 

This feature is really powerful, so we want to be sure it's available to screen reader users.

https://github.com/user-attachments/assets/ab4ee290-cbd3-4ae5-b5fb-420360d1e803
Repository: ollama
Issue: Unsupported Architecture for Vision Model Conversion to GGUF in Ollama
Labels: model request

**Model**: [Llama-3.2-11B-Vision-Instruct-abliterated](https://huggingface.co/huihui-ai/Llama-3.2-11B-Vision-Instruct-abliterated)
**Error Output**:  
```
transferring model data 100%  
converting model  
Error: unsupported architecture
```

#### Description:

I'm trying to use the model **huihui-ai/Llama-3.2-11B-Vision-Instruct-abliterated** from HuggingFace in Ollama, but I'm encountering an "unsupported architecture" error when attempting to import the model.  

Based on what I understand, the issue seems to be related to **vision model support** in Ollama. Currently, **Llama Vision** is supported, but it seems that importing this model fails due to the architecture (`Mllama`), which isn't recognized during the conversion process to **GGUF**.  

Additionally, trying to manually convert the model to GGUF using **llama.cpp** doesn't work either, as the conversion script does not support the **Mllama** architecture required by this vision model.

#### Steps to Reproduce:
1. Attempt to import the model into Ollama.
2. The transfer process completes but fails during conversion, with the error: "unsupported architecture."

#### Expected Behavior:
Support for importing and converting **vision models** like **huihui-ai/Llama-3.2-11B-Vision-Instruct-abliterated** into GGUF format, or at least a workaround for vision architectures beyond standard Llama Vision.

#### Additional Notes:
- The model is in **safetensor** format from Hugging Face.
- It appears Ollama tries to convert it back to **GGUF**, but this fails due to unsupported architecture.
- **Request**: Please add support for vision models to handle **Mllama** architecture.

Any guidance or updates on expanding Ollama’s vision model support would be appreciated.
Repository: tensorflow
Issue: Clarify the `constant_op.constant(2)` statement
Labels: type:bug,comp:ops

It would be helpful to clarify the `constant_op.constant(2)` statement by explaining the corresponding import statement.

https://github.com/tensorflow/tensorflow/blob/5bc9d26649cca274750ad3625bd93422617eed4b/tensorflow/python/ops/summary_ops_v2.py#L1062-L1066
Repository: pytorch
Issue: Does vmap accept None out_dims?
Labels: triaged,module: vmap

It appears to in https://github.com/pytorch/pytorch/blob/main/torch/_higher_order_ops/flex_attention.py#L828

but the type hint says it doesn't.

cc @Chillee @samdow @kshitij12345
Repository: godot
Issue: CollisionPolygon2D -- Debug collision shape only shows outline in exported projects
Labels: topic:physics

### Tested versions

Godot Engine v4.3.stable.official.77dcf97d8 - https://godotengine.org

### System information

Godot v4.3.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4070 Ti (NVIDIA; 32.0.15.6614) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

### Issue description

In the Godot editor, there is an option under Debug > Visible Collision Shapes to make collision shapes visible while the game is running.
The appearance matches what is visible in the editor window.

To enable this feature for exported projects, one must add the following line of code to the scene:
`get_tree().set_debug_collisions_hint(true)`

However, this only appears to work for CollisionShape2D nodes in exported projects.
CollisionPolygon2D nodes will only have the outline of their collision shape visible in exported projects.
In editor the whole (filled) collision polygon is visible.

### Steps to reproduce

Open the attached project.
Inspect the scene in the editor before running to see how the collision shapes should look in-game.
Run the project and verify that the scene appears as expected (root node has a script attached to enable visible debug shapes.)
Export the project to Windows .exe or Web build.
Run the exported project and see that the CollisionPolygon2D only shows the shape outline.

### Minimal reproduction project (MRP)

[new-game-project.zip](https://github.com/user-attachments/files/17982291/new-game-project.zip)


![Image](https://github.com/user-attachments/assets/81a6ff5d-6c78-4e20-b2ff-5c5312d5b4fb)
![Image](https://github.com/user-attachments/assets/1089789c-e710-4329-a57c-e51dc99d65d7)
Repository: rust
Issue: compiletest: `needs-*` directive handling mixes `:` and ` ` name-val/name-comment separator
Labels: E-hard,T-compiler,T-bootstrap,C-bug,A-compiletest,E-tedious

> Remark: I didn't want to adjust how directives accept `:` for name-value form vs name-comment form in this PR, so this temporarily accepts `//@ needs-target-has-atomic 8,16,ptr` but I want to only accept the colon form in the future.

_Originally posted by @jieyouxu in https://github.com/rust-lang/rust/pull/133736#discussion_r1865325663_
Repository: rust
Issue: Bad suggestion in dependency_on_unit_never_type_fallback for fragment coming from a macro input
Labels: T-compiler,C-bug,A-suggestion-diagnostics,D-invalid-suggestion,D-edition,A-edition-2024,L-dependency_on_unit_never_type_fallback,I-edition-triaged

The following in 2021:

```rust
#![warn(dependency_on_unit_never_type_fallback)]

pub fn foo<T: Default>() -> Result<T, ()> {
    Err(())
}

macro_rules! m {
    ($x: ident) => {
        pub fn test() -> Result<(), ()> {
            $x()?;
            Ok(())
        }
    };
}

m!(foo);
```

produces a suggestion that results in the following change:

```diff
@@ -13,6 +13,6 @@
     };
 }
 
-m!(foo);
+m!(foo::<()>);
```

However, this is not valid because `foo::<()>` is not an ident, and you get an error about no rules matching.

### Possible solutions

I don't know if this is fixable, since I can't think of a suggestion that would actually be valid in this scenario. At a minimum, I would say that it should not give a suggestion in this scenario (or at least make it MaybeIncorrect).

### Meta

```
rustc 1.85.0-nightly (7442931d4 2024-11-30)
binary: rustc
commit-hash: 7442931d49b199ad0a1cc0f8ca54e327b5139b66
commit-date: 2024-11-30
host: aarch64-unknown-linux-gnu
release: 1.85.0-nightly
LLVM version: 19.1.4
```
Repository: godot
Issue: Confusing debugger message caused by Debugger trying to init autoloaded custom classes that requires 1 or more arguments with 0 arguments
Labels: enhancement,discussion,topic:core,usability

### Tested versions

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

### System information

Windows 11

### Issue description

I'm sorry if this isn't actually a bug.

There is a confusing debugger message caused by the Debugger trying to init autoloaded custom classes that requires 1 or more arguments with 0 arguments (Is it trying to load them like this for no reason?).

The game I was making still runs fine, and the classes setup like this are usable, it just seems like the debugger is doing something odd that could confuse people that are trying to debug their work (like it did to me: I thought my arguments were being ignored until I reduced the setup for my investigation to almost nothing).

If my terminology anywhere is wrong, please feel free to correct me in a comment as it will improve my future bug reports.  I'm still new to Godot. :)


### Steps to reproduce

This test class is not used in other code, it's just a standalone file added in autoloaded settings with "Global Variable" unchecked.
"res://AutloadDebuggerTest.gd":
```
extends Node

class_name AutoloadDebuggerTest

func _init(test) -> void:
	pass
```
Error in debugger:
```
E 0:00:01:0541   _create_instance: Error constructing a GDScriptInstance: 'Node(AutloadDebuggerTest.gd)::_init': Method expected 1 arguments, but called with 0
  <C++ Error>    Method/function failed. Returning: nullptr
  <C++ Source>   modules/gdscript/gdscript.cpp:196 @ _create_instance()
```
Autoload settings:
![Image](https://github.com/user-attachments/assets/a69d4ba6-0ce8-4ec7-9d84-c88d93134d8f)

It also seems to happen in `4.2.2`, but it doesn't give you the name of the script or provide as much detail
```
E 0:00:01:0289   _create_instance: Error constructing a GDScriptInstance.
  <C++ Error>    Method/function failed. Returning: nullptr
  <C++ Source>   modules/gdscript/gdscript.cpp:188 @ _create_instance()

```

### Minimal reproduction project (MRP)

Any project, even a new one.
Repository: storybook
Issue: Rollup: Portable stories limitations/discrepancies
Labels: bug,portable stories,addon: test

This issue tracks all the known limitations of portable stories, some more severe than others. 

```[tasklist]
- [ ] #29771
- [ ] #29772
- [ ] #29775
- [ ] #29776
- [ ] #29778
- [ ] #29779
- [ ] #29773
- [ ] #29774
- [ ] #29777
- [ ] #29780
- [ ] #29781
- [ ] #29782
- [ ] #29783
```