sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Atlas texture region not resetting back to initial state when reload_current_scene()
Labels: discussion,topic:core,confirmed

### Tested versions

- Reproducible in v4.3.stable.mono.official [77dcf97d8]
- Only started using Godot so don't know if this is a regression or not

### System information

Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 32.0.15.6109) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

When using an atlas texture for a TextureRect, it is possible to set a "Region" for the texture to only display a portion of a spritesheet. This region can be set in the editor and then changed at runtime. When calling "reload_current_scene" (or switching to another packed scene and then ack again), the entire scene reloads except for the atlas texture. The atlas texture will stick on the last region it was set to during runtime.

### Steps to reproduce

1. Create a TextureRect. choose a new AtlasTexture as the texture and choose a region for it
2. Advance the AtlasTexture to a different region at runtime 
3. Reload the scene

Expected
The atlasTexture returns to its original region as defined in the editor

Actual
The atlasTexture remains in its last runtime state until the game is fully restarted

How to use reproduction:
- Observe stopwatch at 0 seconds.
![image](https://github.com/user-attachments/assets/9b942406-b752-495f-85a0-f9eea23f79d9)

- Press "Advance texture atlas frame" button
- The stopwatch icon will go forward a few seconds and a new texture will become visible
![image](https://github.com/user-attachments/assets/24b05eb6-4c76-4655-a7ad-423fbb1ea46c)

- Press "Reload scene" button
- The stopwatch icon won't return to 0 seconds but the other texture will become invisible again (demonstrating that the scene did reload)
![image](https://github.com/user-attachments/assets/a5ead2ed-246f-448c-8079-b80177d03a97)


### Minimal reproduction project (MRP)

GitHub repro: https://github.com/BurkusCat/reloadsceneatlastexture
Zip repro: [reloadsceneatlastexture.zip](https://github.com/user-attachments/files/17097743/reloadsceneatlastexture.zip)
Repository: ollama
Issue: downloadChunk does not pass the Authorization header to the registry
Labels: bug

### What is the issue?

In #5994 , `regOpts` were removed from the `blobDownload.downloadChunk` method as unnecessary. While it's true that the ollama library only offers public blobs, the lack of regOpts means that all `GET /v2/<image>/blobs/...` requests with a `Range` header cannot be accompanied by an `Authorization` header.

This removal now breaks the mirrored behavior with [blobUpload.uploadPart](https://github.com/ollama/ollama/blob/main/server/upload.go#L152) where the RegOpts and corresponding `Authorization header` are still passed to each invocation.

I tried adding the `Authorization: Bearer` token to the request, but it looks like pulls from `registry.ollama.ai` are breaking with this change, most likely because the header is being passed to the cloudflarestorage.com URLs.
```

### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

0.3.11
Repository: ollama
Issue: Unreliable free memory resulting in models not running
Labels: feature request,linux

### What is the issue?

From what I understand, new versions of ollama compare the expected memory requirements of a model with the amount of free memory seen by ollama, and prints an error message if the model memory requirements are larger.  This make a lof of sense.

However, the free memory on Linux is (from what I understand) is not a very reliable estimate.  For the same model on the same machine, I have had cases where ollama ran successfully, or reported insufficient memory.

Is it possible to disable this feature entirely?

### OS

Linux

### GPU

_No response_

### CPU

_No response_

### Ollama version

latest mainline
Repository: deno
Issue: What about `deno cache --only-runtime`?
Labels: suggestion

If I have a ./main.ts with:
```ts
import type { ChatCompletion, ChatCompletionCreateParamsNonStreaming, Message } from "npm:@types/openai";
```

It will `deno run` just fine, but when I attempt to generate a lockfile with `deno cache` the script will error:

```
$ deno cache ./main.ts
error: npm package '@types/openai' does not exist.
```

I ideally need a method to generate a lockfile for any script that can be executed successfully with `deno run`. Is there any way to that?

Thanks!
Repository: react
Issue: [DevTools Bug]: No way to debug suspense events
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

n/a

### Repro steps

The react dev-tools have not been updated with support for debugging suspense issues.

For examples:
- In the profiler, you can see that a suspense even happened and caused a re-render, but you cannot see which component actually caused the suspense (ie. called `use` or similar) to trigger.
- There doesn't appear to be any kind of logging that can be turned on of suspense events (which would tell you which component suspended)


### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: storybook
Issue: [Bug]: Storybook preview hooks can only be called inside decorators and story functions.
Labels: bug,sev:S2,addon: themes

### Describe the bug

When attempting to use a custom `render` function to create a Story for a controlled component, I am getting the following error.

```
Storybook preview hooks can only be called inside decorators and story functions.
```

This previously worked fine, so I am curious what changed.

My Story code is as follows.  I am just trying to use a basic implementation of `useState`.  The Story renders correctly, but as soon as I press the `Button`, this error is displayed.

From what I can tell, this is being caused by `@storybook/addon-themes`.  You can see my setup in the reproduction.

```ts
// .storybook/preview.ts
import type { Preview, ReactRenderer } from '@storybook/react';
import { withThemeByDataAttribute } from '@storybook/addon-themes';

const preview: Preview = {
  parameters: {
    controls: {
      matchers: {
        color: /(background|color)$/i,
        date: /Date$/i,
      },
    },
  },
  decorators: [
    withThemeByDataAttribute<ReactRenderer>({
      themes: {
        light: 'light',
        dark: 'dark',
        auto: 'auto',
      },
      defaultTheme: 'light',
      attributeName: 'data-color-mode',
    }),
  ],
};

export default preview;

```

```tsx
type Story = StoryObj<typeof meta>;

export const Controlled: Story = {
  args: {
    size: 'small',
    label: 'Button',
  },
  render: function Render(args) {
    const [pressed, setPressed] = React.useState(false);

    return (
      <>
        <Button {...args} onClick={() => setPressed(!pressed)} />
        <h1>{pressed.toString()}</h1>
      </>
    );
  },
};

```

### Reproduction link

https://stackblitz.com/edit/github-rjewa6?file=.storybook%2Fpreview.ts

### Reproduction steps

1. Run the Storybook.
2. Navigate to the Button -> Controlled Story
3. Press the button

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 15.0
    CPU: (14) arm64 Apple M3 Max
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.16.0 - ~/.nvm/versions/node/v20.16.0/bin/node
    npm: 10.8.1 - ~/.nvm/versions/node/v20.16.0/bin/npm
    pnpm: 9.6.0 - ~/Library/pnpm/.tools/pnpm/9.6.0/bin/pnpm <----- active
  Browsers:
    Chrome: 129.0.6668.58
    Safari: 18.0
```


### Additional context

_No response_
Repository: transformers
Issue: Object detection training/fine-tuning for Owl-vit/Owlv2
Labels: Good Second Issue,Feature request,Vision

### Feature request

Currently the Owl-vit models support inference and CLIP-style contrastive pre-training, but don't provide a way to train (or fine-tune) the detection part of the model. According to [the paper](https://arxiv.org/pdf/2205.06230), detection training is similar to Detr.

### Motivation

It would be really awesome to be able to train or fine-tune one of these already-existing open-vocabulary object detection models.

### Your contribution

I may be able to help some with this, not sure at present
Repository: go
Issue: runtime: significant heap profiler memory usage increase in Go 1.23
Labels: NeedsInvestigation,compiler/runtime

### Go version

go1.23.1

### Output of `go env` in your module/workspace:

```shell
n/a
```


### What did you do?

We upgraded our Go services to Go 1.23.1. All of our services use continuous profiling and have the heap profiler enabled. Go 1.23 increased the default call stack depth for the heap profiler (and others) from 32 frames to 128 frames.

### What did you see happen?

We saw a significant increase in memory usage for one of our services, in particular the `/memory/classes/profiling/buckets:bytes` runtime metric:

<img width="838" alt="Screenshot 2024-09-23 at 10 37 58" src="https://github.com/user-attachments/assets/f6f6eb96-32b5-4a68-8e05-30feea7ec110">

The maximum went from ~50MiB to almost 4GiB, an 80x increase. We also saw a significant increase in the time to serialize the heap profile, from <1 second to over 20 seconds.

We set the environment variable `GODEBUG=profstackdepth=32` to get the old limit, and the profiling bucket memory usage went back down.

### What did you expect to see?

We were surprised at first to see such a significant memory usage increase. However, the affected program is doing just about the worst-case thing for the heap profiler. It parses complex, deeply-nested XML. This results in a massive number of unique, deep stack traces due to the mutual recursion in the XML parser. And the heap profiler never frees any stack trace it collects, so the cumulative size of the buckets becomes significant as more and more unique stack traces are observed.

See this [gist](https://gist.github.com/nsrip-dd/39fa3bbd20439e07a1abf4de709741fd) for a (kind of kludgy) example program which sees a 100x increase in bucket size from Go 1.22 to Go 1.23.

I'm mainly filing this issue to document this behavior. Manually setting `GODEBUG=profstackdepth=32` mitigates the issue. I don't think anything necessarily needs to change in the runtime right now, unless this turns out to be a widespread problem. 

cc @felixge
Repository: godot
Issue: v4.4.dev2 Changes in the .godot\exported folder break the project: export to web stops working
Labels: platform:web,needs testing,topic:export

### Tested versions

- Reproducible in: v4.4.dev2.official [97ef3c837]
- Not reproducible in: v4.4.dev1.official [28a72fa43]

### System information

Godot v4.4.dev2 - Windows 10.0.19045 - OpenGL 3 (Compatibility) - GeForce GT 740M - Intel(R) Core(TM) i5-3317U CPU @ 1.70GHz (4 Threads)

### Issue description


At some point, the game stopped running on the web. Instead of a scene, there was a blank screen. But scripts can work. The error "tmp_js_export.js:9 WebGL: INVALID_ENUM: disable: invalid capability" in the console doesn't seem to affect this in any way - it shows up on work projects too.
I deleted everything I could from the project, but it didn't help.

But after deleting the .godot\exported folder, the problem is solved.

Also, if you try to roll back the version to v4.4.dev1, the web works.

Game in editor:
![redactor](https://github.com/user-attachments/assets/b8856f79-96fb-402e-a012-7466f0ae80d7)

Game in web:
![web](https://github.com/user-attachments/assets/1bbf888b-fe76-4efa-9d65-dee1db56af5f)


### Steps to reproduce

Run the game in remote debugging mode in the browser. Or export as web and run in the browser.

To make the error disappear, you need to delete the folder .godot\exported

### Minimal reproduction project (MRP)

[bug.zip](https://github.com/user-attachments/files/17100399/bug.zip)
Repository: ui
Issue: [bug]: https://ui.shadcn.com/r/colors/[sky | sky etc.].json route is not exist in https://ui.shadcn.com/r
Labels: bug

### Describe the bug

npx shadcn@latest add form                                                               

✔ Checking registry.
✔ Installing dependencies.
⠧ Updating files.

Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

The component at https://ui.shadcn.com/r/colors/sky.json was not found.
It may not exist at the registry. Please make sure it is a valid component.


### Affected component/components

all

### How to reproduce

npx shadcn@latest add form                                                               

✔ Checking registry.
✔ Installing dependencies.
⠧ Updating files.

Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

The component at https://ui.shadcn.com/r/colors/sky.json was not found.
It may not exist at the registry. Please make sure it is a valid component.


### Codesandbox/StackBlitz link

https://codesandbox.io/p/sandbox/vigorous-currying-8653mn | Just because it required

### Logs

_No response_

### System Info

```bash
Linux/Manjaro
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: go
Issue: build: amd64 builders don't support SHA extensions
Labels: NeedsFix

The amd64 builders don't support the [SHA x86-64 extensions](https://en.wikipedia.org/wiki/Intel_SHA_extensions), so our crypto/sha256 assembly is untested, in violation of the [Assembly Policy](https://go.dev/wiki/AssemblyPolicy).

/cc @golang/security @golang/release
Repository: rust
Issue: rustc-LLVM ERROR: section size does not fit in a uint32_t
Labels: A-LLVM,C-bug

Apparently I'm cursed with linker/llvm errors, but building the example examples/ssr_axum in https://github.com/benwis/thaw_llvm_error with the latest stable rust produces this error

```rust
   Compiling thaw_utils v0.1.0-beta3 (/celCluster/projects/thaw/thaw_utils)
   Compiling thaw_components v0.2.0-beta3 (/celCluster/projects/thaw/thaw_components)
   Compiling thaw v0.4.0-beta3 (/celCluster/projects/thaw/thaw)
   Compiling demo v0.1.0 (/celCluster/projects/thaw/demo)
rustc-LLVM ERROR: section size does not fit in a uint32_t
error: could not compile `demo` (lib)
Error: Failed to build ssr_axum
```

The changes undone by this commit might have something to do with it: https://github.com/leptos-rs/leptos/pull/3011/files/6206073c5e50aac57e99e27b4993645d4778a8a8..0375df5431121752579dd50e8aed4393662d8cdc
Repository: go
Issue: build: arm64 builders don't support SHA-512 extensions
Labels: NeedsFix

The arm64 builders don't support the [SHA-512 Armv8 extensions](https://developer.arm.com/documentation/109697/0100/Feature-descriptions/The-Armv8-2-architecture-extension?lang=en#md447-the-armv82-architecture-extension__FEAT_SHA512), so our crypto/sha512 assembly is untested, in violation of the [Assembly Policy](https://go.dev/wiki/AssemblyPolicy).

/cc @golang/security @golang/release
Repository: opencv
Issue: Fatal error in cv::dnn::function readNetFromONNX()
Labels: bug,category: dnn (onnx)

### System Information

OpenCV version: 4.6.0 (error persists in 4.10.0)
Operating System / Platform: Ubuntu 24
Compiler & compiler version: GCC 13.2.0
Default settings in CLion

### Detailed description

I have a working application that performs detection using ssd_mobilenet_v2, powered solely by OpenCV 4.6.0. Attempt to switch to ssd_mobilenet_v3, using ONNX format, results in error:
```
[ERROR:0@0.104] global ./modules/dnn/src/onnx/onnx_importer.cpp (1018) handleNode DNN/ONNX: ERROR during processing node with 1 inputs and 1 outputs: [ReduceMax]:(onnx_node!/transform/ReduceMax) from domain='ai.onnx'
terminate called after throwing an instance of 'cv::Exception'
  what():  OpenCV(4.6.0) ./modules/dnn/src/onnx/onnx_importer.cpp:1040: error: (-2:Unspecified error) in function 'handleNode'
> Node [ReduceMax@ai.onnx]:(onnx_node!/transform/ReduceMax) parse error: OpenCV(4.6.0) ./modules/dnn/src/layers/reduce_layer.cpp:327: error: (-215:Assertion failed) inputs.size() > 0 in function 'getMemoryShapes'
```

In OpenCV 4.10.0 built from sources this error replaced by different one, but in the same function:

```
[ERROR:0@0.411] global onnx_importer.cpp:1036 handleNode DNN/ONNX: ERROR during processing node with 6 inputs and 1 outputs: [Concat]:(onnx_node!/transform/Concat_2) from domain='ai.onnx'
terminate called after throwing an instance of 'cv::Exception'
  what():  OpenCV(4.10.0-dev) /home/kuver/Downloads/opencv-4.x/modules/dnn/src/onnx/onnx_importer.cpp:1058: error: (-2:Unspecified error) in function 'handleNode'
> Node [Concat@ai.onnx]:(onnx_node!/transform/Concat_2) parse error: OpenCV(4.10.0-dev) /home/kuver/Downloads/opencv-4.x/modules/dnn/src/layers/concat_layer.cpp:104: error: (-215:Assertion failed) curShape.size() == outputs[0].size() in function 'getMemoryShapes'
```

### Steps to reproduce

Clone https://github.com/Lesaje/sam/tree/bug; specify some video in row 21  `src/Detection/Detection.h` `std::string video_file;` actual content of video doesn't matter. To verify that `readNetFromTensorflow()` works fine, change `src/Detection/Model/SSDModel.cpp` constructor, row 15 to `loadModelFromTf();`. 
I've also tried [this](https://drive.google.com/drive/folders/1F8KYbW_DJjxCGAjqhm5HDVDFMiKK7mto) ONNX files, some produce same error, some produce different one, but in the same spot - when trying to load model, `net = cv::dnn::readNetFromONNX(model_path);` row 104 `src/Detection/Model/SSDModel.cpp`

### 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
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: pytorch
Issue: Allow Inductor to Compose with FakeTensorMode to Estimate Memory Usage
Labels: triaged,oncall: pt2,module: fakeTensor,module: inductor,module: pt2-dispatcher

### 🚀 The feature, motivation and pitch

Some users would like to compile and run with fake tensor to estimate memory usage. We would need to instantiate tensors with a constructor that composes with TorchDispatchMode, and likely make some other changes related to autotuning / skipping invocation of triton kernels. 

See repro below:

```
import sys
from typing import Any, Callable, List, Optional, Tuple
import torch
from torch._subclasses.fake_tensor import FakeTensorMode
from torch.fx.experimental.symbolic_shapes import ShapeEnv
class MyModule(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.lin = torch.nn.Linear(100, 10)
    def forward(self, x):
        # return torch.nn.functional.relu(self.lin(x))
        return self.lin(x)
def _assert_and_set_pt2_config(config_fqn: str, value: Any) -> None:
    config_path_parts = config_fqn.split(".")[1:]
    config_obj = torch
    for i, attr in enumerate(config_path_parts):
        if i == len(config_path_parts) - 1:
            setattr(config_obj, attr, value)
            return
        else:
            config_obj = getattr(config_obj, attr)
def main(argv: List[str]) -> None:
    fake_mode = FakeTensorMode(allow_non_fake_inputs=True)
    _assert_and_set_pt2_config("torch._dynamo.config.suppress_errors", False)
    _assert_and_set_pt2_config(
        "torch._functorch.config.activation_memory_budget_solver",
        "dp",
    )
    _assert_and_set_pt2_config(
        "torch._functorch.config.activation_memory_budget_runtime_estimator",
        "flops",
    )
    _assert_and_set_pt2_config(
        "torch._functorch.config.activation_memory_budget",
        0.5,
    )
    with fake_mode:
        module = MyModule()
    module.compile(
        backend="inductor",
        dynamic=None,
        options={
            "triton.cudagraphs": False,
            "force_shape_pad": False,
        },
    )
    with fake_mode:
        train_input = torch.randn(5, 100)
        ret = module(train_input)
    print(ret.numel(), ret.element_size())
def invoke_main() -> None:
    main(sys.argv[1:])
if __name__ == "__main__":
    invoke_main()  # pragma: no cover
```

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @zou3519 @bdhirsh
Repository: godot
Issue: 3D editor Cannot Select Imported Meshes (Make Local Option)
Labels: bug,topic:editor,topic:3d

### Tested versions

Reproduceable in All Godot x3 and x4 Versions, (Old a&& bug)

### System information

Windows 10 Pro x64, Godot 4.3 - 3.0, Render Mode Doesnt matter,

### Issue description

Ever since Godot 3.0 there has been a problem with Selecting Imported Meshes on 3D editor, You cant you have to use box select and select origin of the mesh in order to edit it or scene tree

### Steps to reproduce

## Example To reproduce it in any godot version

https://github.com/user-attachments/assets/e6dd61cd-de4c-44aa-b45b-7fb77411b94b

Check the Bongo Cat's Mouse, I'm clicking but nothing is being selected except the interior of the car
the only way to select them is use Box select or Scene tree, which is not ideal for complex scenes


### Minimal reproduction project (MRP)

No Needed, any mesh drag into scene and right click select Make Local and done.
Repository: opencv
Issue: cv2.resizeWindow doesn't upscale the displayed image anymore.
Labels: bug,category: highgui-gui

### System Information

OpenCV python version: >=4.10.0.82
Operating System / Platform: Ubuntu 20.04 or Ubuntu 24.04
Python version: 3.9.20

### Detailed description

### Expected behaviour

Calling cv2.resizeWindow on a cv2.WINDOW_NORMAL namedWindow used to upscale the image to the new size if the window size was larger then the image size.

### Actual behaviour
Since version `4.10.0.82` (at least this is the first pypi version where this issue occurs), the window gets resized, but the image will stay at it's original size if you resize the window to be bigger then the image. (downscaling still works as expected)


### Steps to reproduce

### Steps to reproduce
```sh
python3 -m pip install "opencv-python==4.10.0.84"
```
Run the attached example:
```sh
tar xvf MREResizeWindow.tar.gz && cd MREresizeWindow
python3 mre_resize_window.py
```
[MREResizeWindow.tar.gz](https://github.com/user-attachments/files/17101471/MREResizeWindow.tar.gz)

### Expected (ran on 4.9.0.80):
![image](https://github.com/user-attachments/assets/15d6c2ca-774f-4114-a8d4-4f15a7015928)

### Actual (ran on 4.10.0.84):
![image](https://github.com/user-attachments/assets/bb22b934-b310-4e7a-801d-3b2be8609e34)




### 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
- [X] There is reproducer code and related data files (videos, images, onnx, etc)