sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ui
Issue: [bug]: Sidebar seems incompatable with a header navigation 
Labels: area: examples,component: sidebar

### Describe the bug

I am building a dashboard and desire to have a header nav bar as well as the sidebar. 

Problem:
![image](https://github.com/user-attachments/assets/d92ea8d3-8366-4b9e-8b07-1002fb2380ab)

Ideal: 
![image](https://github.com/user-attachments/assets/02d9d419-816b-404d-9847-2d3a99e50bf4)
![image](https://github.com/user-attachments/assets/a49e2467-7e67-431b-b16f-28352cbccd17)
![image](https://github.com/user-attachments/assets/f6194071-3a52-4b22-b9e6-b7dea5071c11)
![image](https://github.com/user-attachments/assets/44056c39-84dd-41bc-8de4-ada36d2ca59a)

All examples show the popular use case of a sidebar under a header.

Please let me know if my understanding on this is correct. As i write it may be the case: 1. this pattern may be redundant as the side bar may need to be used for primary navigation. 2. I may need to incorporate the site logo in the head of the sidebar

### Affected component/components

Sidebar

### How to reproduce

1. Set up a new next.js application
2. clear out the default page 
3. add full width header with a logo on the far left and a login button on the far right
4. implement the header as presented in the [documentation ](https://ui.shadcn.com/docs/components/sidebar) 

The sidebar overlaps the header covering the site logo vs being a in the div below on the left side with the content on the right side all under the header nav.

### Codesandbox/StackBlitz link

https://stackblitz.com/edit/stackblitz-starters-vqqoj5

### Logs

_No response_

### System Info

```bash
Stackblitz on Firefox and Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: deno
Issue: Compiled executable failed to find modules from custom npm registry containing subpath
Labels: bug,compile

Version: Deno 2.0.3

I have encountered this issue while working with a custom npm registry such as [JFrog npm-registry](https://jfrog.com/help/r/jfrog-artifactory-documentation/npm-registry). 
While Deno successfully caches, and executes scripts respecting the `NPM_CONFIG_REGISTRY` environment variable, compiling the script into an executable results in an `ERR_MODULE_NOT_FOUND` error for npm modules.

**Steps to reproduce**

the example was taken from the [blog post](https://deno.com/blog/v1.34#deno-compile-supports-npm-packages), I was running Deno 2.0.3 in blank GitHub codespace (Linux), with custom public npm registry mirror:

```
$ export NPM_CONFIG_REGISTRY=http://mirrors.tencent.com/npm/

$ cat main.ts
import { say } from "npm:cowsay@1.5.0";
console.log(say({ text: "Hello from Deno!" }));

$ deno run --allow-read main.ts
 __________________
< Hello from Deno! >
 ------------------
        \   ^__^
         \  (oo)\_______
            (__)\       )\/\
                ||----w |
                ||     ||

$ deno compile --allow-read -o main main.ts
Compile file:///workspaces/codespaces-blank/main.ts to main

$ ./main
error: [ERR_MODULE_NOT_FOUND] Cannot find module 'file:///tmp/deno-compile-main/.deno_compile_node_modules/localhost/cowsay/1.5.0/index.js' imported from 'file:///tmp/deno-compile-main/codespaces-blank/main.ts'
```

Screenshot:
<img src="https://github.com/user-attachments/assets/7e37c55f-519b-492f-8a37-2eb1df952d42" width=600></img>

Additional info:

I found that using custom npm registry like `$ export NPM_CONFIG_REGISTRY=http://registry.npm.taobao.org` would work without issues. This leads me to suspect that the problem may be related to how Deno compile handles npm modules located under a subpath (e.g. `http://custom-registry.com/path/to/npm/`)
Repository: excalidraw
Issue: [✨] Remove traditional slides sidebar and use frames instead to organize slides on the canvas itself
Labels: UX/UI,Excalidraw+,E+/presentations

_note: frames here means frames from the frames tool._

Slides on Excalidraw have the potential to be so much better than conventional PPT or Google Slides.

## Problem
Imho, the current model of having frames on the canvas and organizing slides on a sidebar is fundamentally flawed and leads to a poor UX. With this model, it is simply impossible to organize slides in the same way on the canvas and on the sidebar. 

Currently, the way it is handled is far from ideal:
- Adding a new slide on the sidebar adds a frame quite randomly on the canvas
- Adding a frame on the canvas adds a new slide to the bottom of the sidebar

With this model it is not really possible to have a canvas that reflects the order of the slides, or slides that reflect the way things are organized on the canvas. You could chose another model, e.g. to [put frames in a strict position on the canvas depending on slides order](https://github.com/excalidraw/excalidraw/issues/8130), but then you would lose the beautiful freedom that the canvas offers.

## Current state
To that, we need to take into account that the current model is missing quite a lot of important features for efficient slides management:
- Reorganizing/removing slides can only be done one slide at a time -> maybe not so easy fix
- frames cannot be removed without removing content inside -> maybe not so easy fix
- slides cannot be removed multiple at a time -> maybe not so easy fix
- it is not possible to edit the canvas while on presentation mode -> maybe not so easy fix
- frames title grows when de-zooming on the canvas and can take up a lot of space -> easy fix, just make it a fixed size
- frames cannot be hidden which can create a lot of visual noise when editing the content -> easy fix, could be done with zen mode 
- probably other things I've overlooked

## Proposal
What I would do instead in the spirit of Excalidraw would be to entirely remove the slides sidebar, but instead make it so that frames are the only way to manage slides. New frames would come with a pre-defined number and changing the order would be just a matter of a right-click on a certain slide or selected slides group. Adding a new slide could be done at the end or "after" another slide with a right click. Logically, adding a slide or changing a slide's number would automatically change the number of the other slides.
Repository: react
Issue: [React 19]Can the server support AsyncGenerator function in useActionState? 
Labels: Resolution: Stale,React 19

I saw somewhere that useActionState fn supports the yield method, which will append the yield return data to the state array. Later I couldn't find it anymore.

Business scenario:
An action contains multiple third-party requests, and we need to promptly feedback the current status to the user.

I tried it today, and the code can run, but it reports an error. The server only supports the Promise method.

## Ideal code

```TypeScript
// actions.ts
'use server'

export async function* manyRequestsAction() {
  try {
    yield { index: 1, message: 'Step1', error: null }
    await new Promise((resolve) => setTimeout(resolve, 1000))
    yield { index: 2, message: 'Step2', error: null }
    await new Promise((resolve) => setTimeout(resolve, 1000))
    yield { index: 3, message: 'Step3', error: null }
    await new Promise((resolve) => setTimeout(resolve, 1000))
    yield { index: 4, message: 'Step4', error: null }
    await new Promise((resolve) => setTimeout(resolve, 1000))
    yield { index: 5, message: 'Step5', error: null }
    await new Promise((resolve) => setTimeout(resolve, 1000))
    yield { index: 6, message: 'Step6', error: null }
    await new Promise((resolve) => setTimeout(resolve, 1000))
    yield { index: 7, message: 'Step7', error: null }
  } catch (e) {
    console.error(e)
    return { index: undefined, message: undefined, error: e.message }
  }
}

```

```TypeScript
// page.tsx
'use client'

type PageProps = {}

const Page = ({}: PageProps) => {
  const [currentStep, setCurrentStep] = useState<{
    index: number | null | undefined
    message: string | null | undefined
    error: string | null | undefined
  }>({ index: 0, message: null, error: null })
  const [loading, setLoading] = useState<boolean>(true)
  const [state, formAction] = useActionState(manyRequestsAction, undefined)
  useEffect(() => {
    const stepItr = async () => {
      const next = await state?.next()
      const value = next?.value
      const done = next?.done
      if (done) {
        return
      }
      setCurrentStep({ index: value?.index, message: value?.message, error: value?.error })
      console.log(value)
      stepItr()
    }
    if (state) {
      stepItr()
    }
  }, [state])
  return (
    <div>
      <p>
        Current Step Index: {currentStep?.index || 'No Index...'}
      </p>
      <p>
        Current Step Message: {currentStep?.message || 'No Message...'}
      </p>
      <p>
        Current Step Error: {currentStep?.error || 'No Error...'}
      </p>
      <button formAction={formAction}>Start</button>
    </div>
  )
}

export default Page

```
Repository: svelte
Issue: Add support for "rotate" in `flip`
Labels: transition/animation

### Describe the problem

I'm trying to create the "tinder-swipe" effect in my app, and i'm using flip for achieving the animation of moving the cards. Everything works really nicely except for the rotation - which it seems like `flip` does not support:

```ts
export function flip(node, { from, to }, params = {}) {
	var style = getComputedStyle(node);
	var zoom = get_zoom(node); // https://drafts.csswg.org/css-viewport/#effective-zoom

	var transform = style.transform === 'none' ? '' : style.transform;
	var [ox, oy] = style.transformOrigin.split(' ').map(parseFloat);
	var dsx = from.width / to.width;
	var dsy = from.height / to.height;

	var dx = (from.left + dsx * ox - (to.left + ox)) / zoom;
	var dy = (from.top + dsy * oy - (to.top + oy)) / zoom;
	var { delay = 0, duration = (d) => Math.sqrt(d) * 120, easing = cubicOut } = params;

	return {
		delay,
		duration: typeof duration === 'function' ? duration(Math.sqrt(dx * dx + dy * dy)) : duration,
		easing,
		css: (t, u) => {
			var x = u * dx;
			var y = u * dy;
			var sx = t + u * dsx;
			var sy = t + u * dsy;
			return `transform: ${transform} scale(${sx}, ${sy}) translate(${x}px, ${y}px);`; // <--- No rotation here
		}
	};
}
```

### Describe the proposed solution

Support "rotate" in the `flip` directive

### Importance

nice to have
Repository: go
Issue: bufio: unrecognized failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "bufio" && test == ""
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8732750304004293793)):

    FAIL	bufio [build failed]


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: pytorch
Issue: torch.compile'ing individual linears for torchtitan debug model + FSDP2 leads to errors
Labels: oncall: distributed,triaged,module: fsdp,oncall: pt2,module: dynamo,module: guards,pt2d-triage-nov2024

### 🐛 Describe the bug

When I change torchtitan's torch.compile logic to compile individual linear layers instead of transformer blocks, I see an error: 

```
    File "/home/vasiliy/.conda/envs/pt_nightly_20241006/lib/python3.11/site-packages/torch/_functorch/_aot_autograd/runtime_wrappers.py", line 488, in wrapper
      return compiled_fn(runtime_args)
             ^^^^^^^^^^^^^^^^^^^^^^^^^
    File "/home/vasiliy/.conda/envs/pt_nightly_20241006/lib/python3.11/site-packages/torch/_functorch/_aot_autograd/runtime_wrappers.py", line 667, in inner_fn
      outs = compiled_fn(args)
             ^^^^^^^^^^^^^^^^^
    File "/home/vasiliy/.conda/envs/pt_nightly_20241006/lib/python3.11/site-packages/torch/_inductor/codecache.py", line 1611, in __call__
      return self.current_callable(inputs)
             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    File "/home/vasiliy/.conda/envs/pt_nightly_20241006/lib/python3.11/site-packages/torch/_inductor/utils.py", line 2006, in run
      return model(new_inputs)
             ^^^^^^^^^^^^^^^^^
    File "/tmp/torchinductor_vasiliy/p5/cp5mcd3xqsqs6vgrv7ph3kaajndwyhfdokm353uqsizihxemnapu.py", line 35, in call
      assert_size_stride(primals_1, (256, 256), (256, 1))
  AssertionError: expected size 768==256, stride 256==256 at dim=0
```

There is a full repro here: https://github.com/pytorch/torchtitan/pull/661 - you can check out that PR against torchtitan and run the test plan on a machine with at least 2 GPUs to see the error.

Note that this seems similar to https://github.com/pytorch/pytorch/issues/138715, but this repro is on FSDP2.

### Versions

Pytorch version 2.6.0.dev20241023+cu121

cc @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o @zhaojuanmao @mrshenli @rohan-varma @chauhang @ezyang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames
Repository: godot
Issue: [TRACKER] Rendering issues at very long distances (numerical precision)
Labels: discussion,topic:rendering,topic:3d

This is a tracker dedicated to issues experienced when rendering **at very long distances**, i.e. involving very large camera far distance, very large and very far away geometry, lights with very long range, and all kinds of very large numbers in general.

Such scenes are very common in **space settled games**, **open words**, **at-scale planets**, and similar applications.
Godot currently offers a rather low level of support for such applications due to the many places **numerical precision and overflow issues** arise.

Sometimes these issues can be worked around with the double precision build, but many also involve numerical issues in the shaders as well, which makes having double precision in the core engine of little help.

*Note : deep scenes rendering usually comes along with other related requirements like floating origin management, quadtree / octree scene partitioning or resource streaming. These are broader concerns that go beyond rendering and should not be tracked here.*

Feel free to comment on this thread if you've identified or resolved issues not yet mentioned below !

## Issues classification
🌌 : **happens at galactic scale (numbers > ~`1e+19`m)**. Most often related to overflows in length calculations and normalizations of 32 bit vectors.

🪐 : **happens at planetary scale (numbers > ~`1e+6`m)**. Most often related to numerical precision issues with near and far planes of 32 bit projection matrices

🏞️ : **happens at walkable distances (numbers > ~`1e+2`m)**. Not deep scene issues strictly speaking, still mentioned because likely related

## Issues list
```[tasklist]
### Scene
- [ ] 🪐 Rendering fails when zfar > ~1e+6 times znear (#99986)
- [ ] 🪐 #55070 (#99986)
- [ ] 🪐 Camera far distance is limited to `1,000,000` in editor (#100896)
```

```[tasklist]
### Lighting
 - [ ] 🌌 Very far away point lights get culled (#98641)
``` 

```[tasklist]
### Shadows
 - [ ] 🪐 #81877
 - [ ] 🪐 Dual paraboloid texture may have [NaN values](https://github.com/godotengine/godot/blob/7e99e939870fc149e42d2a76b764072f550f4b82/servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl#L80-L83) for lights with very long range when [blit from cubemap](https://github.com/godotengine/godot/blob/7e99e939870fc149e42d2a76b764072f550f4b82/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp#L2621-L2623).
 - [x] 🪐 #92551 (#100319)
 - [x] 🏞️ #96361 (#100319)
``` 

```[tasklist]
### Shading
 - [ ] 🌌 `VIEW` is `NaN` on very far away fragments
 - [x] 🪐 #86275
```

```[tasklist]
### Geometry
 - [x] 🌌 Very large built-in sphere primitives have wrong normals (#98610)
 ```

```[tasklist]
### Effects
 - [ ] 🌌 #99967
 - [ ] 🪐 #42390
 - [ ] 🪐 Bokeh DOF blurs the whole screen when zfar > ~1e+6 times znear (#99755)
 - [ ] 🪐 No SSS when zfar > ~1e+6 times znear (#99755)
 - [ ] 🪐 No SSR when zfar > ~1e+6 times znear (#99693)
```
Repository: vscode
Issue: Give more control over syncing rapidly updating documents with extensions
Labels: feature-request,api,inline-chat

From #230326

I'd like a way to better control extension synchronization for text models that are rapidly updated

My original motivating use case is for chat code blocks while responses are streaming in. If we update these during streaming, extensions will see the document being updated many times a second. The document may be in an incomplete state during this and it may also cause the extension to do extra work that is immediately discarded by the next sync
Repository: go
Issue: make.bash: unrecognized failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "make.bash" && test == ""
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8732713459009767409)):

    Building Go cmd/dist using /opt/golang/swarm/.swarming/w/ir/cache/tools/go_bootstrap. (go1.22.6 solaris/amd64)
    Building Go toolchain1 using /opt/golang/swarm/.swarming/w/ir/cache/tools/go_bootstrap.
    Building Go bootstrap cmd/go (go_bootstrap) using Go toolchain1.
    Building Go toolchain2 using go_bootstrap and Go toolchain1.
    Building Go toolchain3 using go_bootstrap and Go toolchain2.
    Building packages and commands for solaris/amd64.
    HASH[moduleIndex]
    HASH[moduleIndex]: "devel 0c934b5645c3220de21a5733c60c81e46d06d4e3"
    HASH[moduleIndex]: "modroot /opt/golang/swarm/.swarming/w/ir/x/w/goroot/src/cmd\n"
    HASH[moduleIndex]: "package devel 0c934b5645c3220de21a5733c60c81e46d06d4e3 X:nocoverageredesign,noaliastypeparams go index v2 /opt/golang/swarm/.swarming/w/ir/x/w/goroot/src/cmd/link\n"
    ...
    HASH[moduleIndex]: "file testing_windows.go 2024-10-29 22:08:04.212868005 +0100 CET 1952\n"
    HASH[moduleIndex]: "file testing_windows_test.go 2024-10-29 22:08:04.212940862 +0100 CET 490\n"
    HASH[moduleIndex]: 0d196e378d2537bf0bcc59e6fb34e11d15a91f802ebccfd80fb53e7c50b766d0
    cmd/link true
    go tool dist: unexpected stale targets reported by /opt/golang/swarm/.swarming/w/ir/x/w/goroot/pkg/tool/solaris_amd64/go_bootstrap list -gcflags="" -ldflags="" for [cmd/asm cmd/cgo cmd/compile cmd/link cmd/preprofile] (consider rerunning with GOMAXPROCS=1 GODEBUG=gocachehash=1):
    	STALE cmd/asm: stale dependency: internal/goarch
    	STALE cmd/cgo: stale dependency: internal/goarch
    	STALE cmd/compile: stale dependency: internal/goarch
    	STALE cmd/link: stale dependency: internal/goarch
    	STALE cmd/preprofile: stale dependency: internal/goarch


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: rust
Issue: Allow `Waker::from` to accept trait object `Arc<dyn Wake>`
Labels: T-libs-api,C-feature-request

I don't know it this issue is duplicate.

Consider this [code snippet](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=11021135988246bbd948960403c9d7f4)

```rust
use std::{sync::Arc, task::{Wake, Waker}};

trait Foo: Send + Sync {}
impl Wake for dyn Foo {
    fn wake(self: Arc<Self>) {
        todo!()
    }
}

struct Object;
impl Foo for Object {}

fn main() {
    let foo = Arc::new(Object) as Arc<dyn Foo>;
    Waker::from(foo);
}
```

Currently this code doesn't work, Because `Waker::from` cannot be used with `Arc<dyn Wake>` 

https://github.com/rust-lang/rust/blob/1e4f10ba6476e48a42a79b9f846a2d9366525b9e/library/alloc/src/task.rs#L109

It would be ideal if `Waker::from` could support `W: ?Sized` objects by relaxing the `Sized` bound on `W`.
Repository: node
Issue: Buffer is not transferable in Node 21/22
Labels: buffer,web-standards

### Version

v21.7.3, v22.11.0

### Platform

```text
Linux nweiz1 6.9.10-1rodete5-amd64 #1 SMP PREEMPT_DYNAMIC Debian 6.9.10-1rodete5 (2024-09-04) x86_64 GNU/Linux
```


### Subsystem

worker_threads

### What steps will reproduce the bug?

```js
import {MessageChannel, Worker} from 'worker_threads';

const channel = new MessageChannel();
const buffer = Buffer.from('some text');
channel.port1.postMessage(buffer, [buffer.buffer]);
channel.port2.on('message', (e) => {
  console.log(Buffer.from(e).toString());
  channel.port1.close();
  channel.port2.close();
});
```

This worked in v20 and fails in v21 and v22.

### How often does it reproduce? Is there a required condition?

It always reproduces.

### What is the expected behavior? Why is that the expected behavior?

The buffer should be transferred through the message channel.

### What do you see instead?

```
node:internal/per_context/domexception:53
    ErrorCaptureStackTrace(this);
    ^
DOMException [DataCloneError]: Cannot transfer object of unsupported type.
    at new DOMException (node:internal/per_context/domexception:53:5)
    at file:///.../test.mjs:5:15
    at ModuleJob.run (node:internal/modules/esm/module_job:268:25)
    at async onImport.tracePromise.__proto__ (node:internal/modules/esm/loader:543:26)
    at async asyncRunEntryPointWithESMLoader (node:internal/modules/run_main:116:5)

Node.js v22.11.0
```

### Additional information

I didn't see anything in the v21 or v22 changelogs about buffers becoming untransferable, and transferring it worked in v20, so I'm assuming this is unintentional. If it's intentional, I would have expected at least a deprecation message indicating that this was going to start breaking.
Repository: material-ui
Issue: [material-ui] Difficult to find correct info on theming with Pigment CSS in Vite
Labels: docs,support: docs-feedback,package: pigment-css

### Related page

https://mui.com/material-ui/experimental-api/pigment-css/#themes

### Kind of issue

Missing information

### Issue description

Docs are great but the Theming section doesn't provide an example for Vite. I've looked around, including at the [examples](https://github.com/mui/material-ui/tree/master/examples/material-ui-pigment-css-vite-ts) and the quick start [video](https://www.youtube.com/watch?v=UVeDpUey5Es), however, these resources either assume the project is using Nextjs or they have conflicting code/information from the [docs themselves](https://github.com/mui/pigment-css?tab=readme-ov-file#start-with-vite). The docs are also insufficient as the pigmentConfig in the docs doesn't actually work as written (e.g. `pigment()`: expects 1 argument but got 0) and the [example further down](https://github.com/mui/pigment-css?tab=readme-ov-file#vite) also doesn't supply enough code to actually run.

Anyway, I finally found the solution I needed buried here in the [mui migrating to pigmentcss guide](https://mui.com/material-ui/migration/migrating-to-pigment-css/#configuring-the-theme). I didn't realize this was the correct implementation though because of all the conflicting information.

Hopefully this can be remedied either by linking to the migration guide or refreshing the other documentation to follow it.

Thanks in advance for any help!

### Context

I'm trying to upgrade my Vite projects to MUI v6 and pigment css. I want the Vite config to run properly and also give me access to my custom theme (or css variables if they are intended to replace the old way of theming, which I'm not 100% clear on).

**Search keywords**: vite, theming, cssvariables