sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: useRef value not reset on component suspension caused by "use" after client-side navigation
Labels: bug,Lazy Loading

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/fl4vdz

### To Reproduce

1. open codesandbox
2. run build and then prod-mode server
3. visit the root `/` in preview and hit "NAVIGATE"
4. observe that the loaded page has a blank result value and the ref is set to "done"

<img width="438" alt="image" src="https://github.com/user-attachments/assets/e1170fed-3135-49cb-bbec-7c54aee1cac8">


### Current vs. Expected behavior

From everything I can find online, a component should not retain the values in `useRef` when the ref is set before suspension.
https://github.com/facebook/react/issues/17271

It seems that if a page is client-side navigated to and a suspense is triggered via calling `use` on a server-passed promise, the ref value that is set on initial render is not reset.

This is demonstrated in my example by having the code attempt to store the value returned by `use` in state, but this does not work because the ref that is checked before calling this code is never set back to null when the component unsuspends.

```tsx
export const SuspendedRefTest = ({ promise }: { promise: Promise<string> }) => {
  const ref = useRef<string | null>(null);
  const [someData, setData] = useState("");

  console.log("current ref", ref.current);
  if (!ref.current) {
    ref.current = "done";
    console.log("getting data");
    const data = use(promise);
    // EXPECTED: after the data is resolved from the `use` call, this should run
    // this is because when the component re-renders after it unsuspends, the value of `ref.current` should have been reset to null
    // ACTUAL: this never runs because ref.current retains its value after suspension
    console.log("setting data");
    setData(data);
  }

  return (
    <>
      RESULT: {someData}, CURRENT REF: {ref.current}
      <br />
      <button onClick={() => window.location.replace("/")}>RESET</button>
    </>
  );
};
```

I would expect that the ref should be reset and the suspended component re-rendered from scratch.

As far as I can tell this is not an issue if you directly load the page in question from scratch, it only happens if you client-side navigate to it.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
  Available memory (MB): 4102
  Available CPU cores: 2
Binaries:
  Node: 20.12.0
  npm: 10.5.0
  Yarn: 1.22.19
  pnpm: 8.15.6
Relevant Packages:
  next: 15.0.3 // Latest available version is detected (15.0.3).
  eslint-config-next: 15.0.3
  react: 19.0.0-rc.1
  react-dom: 19.0.0-rc.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


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

Lazy Loading

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

next start (local)

### Additional context

_No response_
Repository: react-native
Issue: iOS  - borderStyle: 'dashed' and 'dotted' no longer works in combination with overflow: hidden in 0.76 
Labels: Platform: iOS,Issue: Author Provided Repro,Resolution: PR Submitted

### Description

After upgrading to expo 52 and react-native 0.76.3 I noticed some of my dashed borders had disappeared in some cases on iOS. On further investigation, I discovered that dashed borders no longer work when borderStyle: "dashed" | "dotted" are used in combination with overflow: "hidden" or overflow: "scroll". Instead of a dashed or dotted border, it shows a solid border. 
Dotted and dashed borders work correctly with overflow: "visible"
Dotted and dashed borders also work correctly in android.

I took a cursory look through the source code, but couldn't see the issue - that being said, if someone can point me in somewhat the right direction, I'd be happy to take a swing at a fix. 

### Steps to reproduce

1) Install the application and launch ios emulator
2) look at the code in the stylesheet for the two items
3) look at the missing borderStyle
<img width="1373" alt="Screenshot 2024-12-03 at 12 27 00 PM" src="https://github.com/user-attachments/assets/c114521d-792e-436a-af3e-d42d4d4af1f9">


### React Native Version

0.76.3

### Affected Platforms

Runtime - iOS

### Output of `npx react-native info`

```text
info Fetching system and libraries information...
System:
  OS: macOS 14.5
  CPU: (16) x64 Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz
  Memory: 181.07 MB / 16.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 18.19.0
    path: ~/.nvm/versions/node/v18.19.0/bin/node
  Yarn:
    version: 1.22.22
    path: /usr/local/bin/yarn
  npm:
    version: 10.2.3
    path: ~/.nvm/versions/node/v18.19.0/bin/npm
  Watchman:
    version: 4.9.0
    path: /usr/local/bin/watchman
Managers:
  CocoaPods:
    version: 1.10.0
    path: /usr/local/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 24.1
      - iOS 18.1
      - macOS 15.1
      - tvOS 18.1
      - visionOS 2.1
      - watchOS 11.1
  Android SDK: Not Found
IDEs:
  Android Studio: 4.1 AI-201.8743.12.41.6953283
  Xcode:
    version: 16.1/16B40
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 18.0.1.1
    path: /usr/bin/javac
  Ruby:
    version: 2.6.10
    path: /usr/bin/ruby
npmPackages:
  "@react-native-community/cli":
    installed: 15.0.1
    wanted: 15.0.1
  react:
    installed: 18.3.1
    wanted: 18.3.1
  react-native:
    installed: 0.76.3
    wanted: 0.76.3
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: true
iOS:
  hermesEnabled: Not found
  newArchEnabled: false
```


### Stacktrace or Logs

```text
no logs
```


### Reproducer

https://github.com/jorjordandan/borderIssue

### Screenshots and Videos

_No response_
Repository: pytorch
Issue: Reduce the number of included headers in cpp_wrapper mode
Labels: triaged,oncall: pt2,module: inductor

See https://github.com/pytorch/pytorch/pull/141580#discussion_r1868239904, where handling of certain Python argument types relies on including new header files. This should be minimized as a compile time improvement.

Tagging @desertfire.
            

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @chauhang @aakhundov
Repository: godot
Issue: AudioEffectCapture not working correctly with 2 channel microphone
Labels: bug,topic:audio

### Tested versions

- Found in Godot 4.3-stable
- Reproducible in Godot 4.2

### System information

Windows 11

### Issue description

When getting buffer data with get_buffer(1024) from a AudioEffectCapture and playing it back on a AudioStreamGeneratorPlayback , the voice heard is heavily distorded. This seems to occur when the microphone is in ‘2-channel 24-bit’ configuration

With a ‘1 channel 16 bit’ microphone, I don't have this problem.

here is an example : 
https://github.com/user-attachments/assets/5f9e9031-54d2-48b5-8a3a-72a7dce8b117

In my personal case, the problem occurred with the microphone "FIFINE K688" (2-channel mic) and the microphone of my Headset (Steelseries Arctis Nova Pro).

### Steps to reproduce

Set up a basic microphone playback system with an AudioEffectCapture and an AudioStreamGeneratorPlayback

use two different types of microphone (a ‘1 channel’ and a ‘2 channels’) and listen to the final result



### Minimal reproduction project (MRP)

[audiobugtest.zip](https://github.com/user-attachments/files/18000034/audiobugtest.zip)
Repository: vscode
Issue: Expand section symbol persistent
Labels: bug,editor-gpu

Testing #234762

Does not repro with acceleration disabled. When collapsing a section in the editor, the three dots appear and the end of the line allowing the user to click and expand the section. 

After clicking the symbol, rather than disappearing, it remains present and interactable. However, clicking is just a noop.

Also note what looks to maybe be a double rendered line, the text all grew bolder and appeared almost fuzzy

With acceleration OFF:
https://github.com/user-attachments/assets/4d6e8667-6932-4d11-b71b-53a713e48d1a

With acceleration ON:
https://github.com/user-attachments/assets/95e0a65d-6ec6-4083-8b9c-d66c1e86245a

fallback hover:
![Image](https://github.com/user-attachments/assets/a0fbbc74-7593-45fa-8366-4745a7c6685d)
Repository: go
Issue: cmd/link: unused runtime-internal exported methods aren't getting deadcoded
Labels: NeedsInvestigation,compiler/runtime

For example, `internal/abi.(*SwissMapType).NeedKeyUpdate`. It has a 3-instruction body and gets inlined everywhere. There is no reference to it from any code. But it still exists in the binary.
Probably this is because it is exported (starts with a capital letter), and the type `*SwissMapType` is reachable somehow.

Kind of anecdotal at the moment, but this may be the cause of part of the binary size increase since 1.23.

@cherrymui 

A few other examples:
```
internal/chacha8rand.(*State).Next
sync.(*noCopy).Lock
```
Repository: terminal
Issue: New Tab Menu Customization SUI Follow-ups
Labels: Product-Terminal,Issue-Task,Needs-Tag-Fix,Area-SettingsUI

Follow-ups from #18015:
- [ ] add support for adding and editing action entries
- [x] when we discard changes or save, it would be cool if we could stay on the same page
- [ ] allow customizing the folder entry _before_ adding it (current workaround is to add it, then edit it)
- [ ] improve UI for setting icon (reuse UI from #17965)
- [x] Windows 10 doesn't like grids (See note below)
   - PR #18424
   - Upstream: https://github.com/microsoft/microsoft-ui-xaml/issues/10300

#### Windows 10
![Image](https://github.com/user-attachments/assets/cd0a7bc2-03f9-43d1-98d2-295a612a55f3)

### Bug bash 1/21 notes
- [ ] narrow window can cut off buttons
![Image](https://github.com/user-attachments/assets/56bf0f51-cfc4-431e-a9ef-b6c191f2e263)
Repository: deno
Issue: TypeError: expected typed ArrayBufferView at readableStreamWriteChunkFn
Labels: needs investigation

deno 2.1.2 (stable, release, aarch64-apple-darwin)
v8 13.0.245.12-rusty
typescript 5.6.2

Using `Deno.serve` and returning a Response with readable stream generates an error during this line: `controller.enqueue("<!DOCTYPE html>");`. However, if instead of `Deno.serve` I use `import https from 'node:https';` then it works fine with Deno.

To reproduce it:

```ts
const stream = new ReadableStream({
  start(controller) {
    controller.enqueue("<!DOCTYPE html>");
    controller.close();
  }
});


Deno.serve({ handler: (req) => {
  return new Response(stream, { headers: { "Content-Type": "text/html" } });
}, port: 3000 })
```

Then:

```sh
Terminating Deno.serve loop due to unexpected error TypeError: expected typed ArrayBufferView
    at readableStreamWriteChunkFn (ext:deno_web/06_streams.js:785:15)
    at readableStreamReadFn (ext:deno_web/06_streams.js:848:5)
    at resourceForReadableStream (ext:deno_web/06_streams.js:883:3)
    at fastSyncResponseOrStream (ext:deno_http/00_serve.ts:357:11)
    at mapped (ext:deno_http/00_serve.ts:437:5)
    at eventLoopTick (ext:core/01_core.js:175:7)
```
Repository: ollama
Issue: Improve handling of pushes without namespace prefix
Labels: feature request

Currently, when users try to push a model without specifying their namespace (e.g. push model-name instead of push username/model-name), they receive a generic error about not being able to push to that namespace. This happens because the registry implicitly tries to use the "library/" namespace, which is restricted.

Most users naturally create models without a namespace prefix locally

```
❯ ollama push llama3.2
retrieving manifest 
pushing dde5aa3fc5ff... 100% ▕███████████████████████████████████████████████████████████████████████████████████████████████▏ 2.0 GB                         
pushing 966de95ca8a6... 100% ▕███████████████████████████████████████████████████████████████████████████████████████████████▏ 1.4 KB                         
pushing fcc5a6bec9da... 100% ▕███████████████████████████████████████████████████████████████████████████████████████████████▏ 7.7 KB                         
pushing a70ff7e570d9... 100% ▕███████████████████████████████████████████████████████████████████████████████████████████████▏ 6.0 KB                         
pushing 56bb8bd477a5... 100% ▕███████████████████████████████████████████████████████████████████████████████████████████████▏   96 B                         
pushing 34bb5ab01051... 100% ▕███████████████████████████████████████████████████████████████████████████████████████████████▏  561 B                         
pushing manifest 
Error: you are not authorized to push to this namespace, create the model under a namespace you own
```

# Proposed Behavior
We should either:
1. Automatically prefix the push with the username.
or
2. Provide a more helpful error message explaining how to name the model correctly.
Repository: ollama
Issue: add code to enable ollama cli cmd logging , or disable the new ' if not tty exit ' code PLZZ
Labels: bug

### What is the issue?

i have .bashrc like to log ollama cmds

newly , this completly stopped working ..
neither 

tee -a $somelog < <( ollama .. )
nor

ollama |& tee -a $log
nor

ollama > >( cat )

.. stay alive

.. they exit after ai answers , .. or exit after loading model if no text as cli arguments are given

.. before it wasnt perfect but now .. :))

my solution is make tty check either somehow optional , or throw it away .. ..

greets ..

btw this is on android phone on termux compiled
.. i suppose that tty check is a general one , 
. eg same on debian and else ...

### OS

Linux

### GPU

Other

### CPU

Other

### Ollama version

0.0.0 ( 0.4.5 or so via git )
Repository: tauri
Issue: [feat] binary diff updater for tiny updates
Labels: type: feature request

### Describe the problem

Currently, the updater downloads the entire binary file for updates. Consider implementing a system to download only the patched updates.

### Describe the solution you'd like

For example, walk through the files in the installation directory, compare each binary, and generate a patch for each.
The updater would then apply these patches, reducing update sizes from 20–50 MB to just a few KB in most cases.

### Alternatives considered

_No response_

### Additional context

https://man.freebsd.org/cgi/man.cgi?query=bsdiff
https://electrondelta.com/
Repository: kubernetes
Issue: FIPS 140-3 Compliance K8s Release 
Labels: kind/feature,sig/auth,sig/release,needs-triage

### What would you like to be added?

This issue is for being consensus on building a [FIPS 140-3](https://csrc.nist.gov/pubs/fips/140-2/upd2/final) compliant flavor/variant of k8s within the kubernetes project or CNCF organization. 

While not important to all users, there are a significant number of users in the US Government/public sector that require FIPS 140-3 compliance for k8s. Given that golang is adding [FIPS 140-3 compliant native libs](https://github.com/golang/go/issues/70123), this would be a good time to evaluate what a FIPS compliant k8s release would look like.

### Why is this needed?

No FIPS compliant k8s releases are done today through the kubernetes project. While not a universal requirement, there are a significant number of users who do have 140-3 requirements who would benefit from a FIPS compliant k8s release thats not tied to a specific vendor.
Repository: flutter
Issue: How can I tell if code is running in a unit test?
Labels: a: tests,c: new feature,framework,d: api docs,c: proposal,P3,team-framework,triaged-framework

### Use case

Code that doesn't work in tests should explicitly report that as an error, not silently hang (#159597).

### Proposal

Method somewhere that returns a Boolean. This needs to be supported by the framework and not rely on the user to set a global at the start of a test.
Repository: deno
Issue: bad error message in `deno lint` when workspace member version is missing patch component
Labels: dx

Repro:

```
// deno.jsonc
{
  "workspace": [
    "./foo"
  ]
}

// foo/deno.jsonc
{
  "name": "@test/foo",
  "version": "1.0"
  "exports": "./mod.ts",
}

// foo/mod.ts
export const hi: string = "hi";
```

```
❯ deno lint
error: Invalid version: Unexpected character.
  1.0
  ~
```

The actual issue is that the version `1.0` is missing the patch component.

At a minimum, this should show what file the error is in or give some more context. Ideally, we could give a better diagnostic than this though (improving the error message itself would likely have to happen in deno_semver)
Repository: godot
Issue: get_vertex_uv seems to return improper values
Labels: bug,needs testing,topic:3d

### Tested versions

4.3 stable

### System information

Godot v4.3.stable - Linux Mint 22 (Wilma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Laptop GPU - AMD Ryzen 9 5900HX with Radeon Graphics (16 Threads)

### Issue description

A lot of copy/paste from godot forums, but as there was no reply, and the more I dig into this, the more I'm thinking it's potentially a bug:

I’ve been trying to utilize “live” painting effects in the game I’m working on, and am running into some trouble. I found this useful project someone worked on a while back, but it’s unfortunately in Godot 3, which I’m working in 4.3 ( Project: [Godot Engine In-game Splat Map Texture Painting (Dirt Removal Effect) - Alfred Reinold Baudisch 1](https://alfredbaudisch.com/blog/gamedev/godot-engine/godot-engine-in-game-splat-map-texture-painting-dirt-removal-effect/) )

I managed to convert the shader and scripts over to Godot 4 compatible format, and the game works and shader looks correct in all the ways - even confirmed w/ a custom mask on it. However, I’m running into one issue: Clicking doesn’t seem to paint on the object. I was able to narrow it down to get_vertex_uv, and found something super confusing, in which I’m seeing no other people mention - so wondering if this is something I’m doing wrong in my conversion of this code, or if it's a unique enough scenario that no one's noticed until now(?)

Basically, I’ve got the get_uv_coords method that was written, as the following:

```
func get_uv_coords(point, normal, transform = true) -> Vector2:
	# Gets the uv coordinates on the mesh given a point on the mesh and normal
	# these values can be obtained from a raycast
	transform_vertex_to_global = transform
	
	var face = get_face(point, normal)
	if face.is_empty():
		return -Vector2.ONE
	
	var bc = face[2]
	
	var uv1 = meshtool.get_vertex_uv(_local_face_vertices[face[0]][0])
	var uv2 = meshtool.get_vertex_uv(_local_face_vertices[face[0]][1])
	var uv3 = meshtool.get_vertex_uv(_local_face_vertices[face[0]][2])
	
	return (uv1 * bc.x) + (uv2 * bc.y) + (uv3 * bc.z)
```

I added some debug statements and all that to right before get_vertex_uv, and compared the conversion to the original project in a separate installation of Godot 3… And I verified the face values and all that are exactly the same, however, get_vertex_uv in Godot 4 keeps returning values like the following to me:

image
![](https://forum.godotengine.org/uploads/default/original/3X/3/8/38846349112cc43789e42fe0089c44ad5d004d4e.png)

What reasons would this method result in such crazy values, and is there a different way I should be doing this check to get the uv coordinate in Godot 4 vs. 3? Or is this just a bug no one’s reported (and if so - any suggestions on a way around it?)

### Steps to reproduce

See post above, try to call get_vertex_uv on valid coordinates to see it potentially fail

### Minimal reproduction project (MRP)

[GodotRuntimeTextureSplatMapPainting.zip](https://github.com/user-attachments/files/18002123/GodotRuntimeTextureSplatMapPainting.zip)
Repository: godot
Issue: Viewport Texture doesn't work with output override (OpenXR)
Labels: bug,topic:rendering,topic:xr

### Tested versions

- Unreproducible in 3.5
- Reproducible since 4.1.3 (maybe earlier)
- Reproducible in 4.4 master (47bc374edf6d2e775a5e6b937dc3fd73cdc6f59b)

### System information

Windows 11 - NVidia 4070ti - Quest 3 with SteamLink

### Issue description

This issue seems to have been introduced early in Godot 4's development but as this is a bit of a niche use case it hasn't gotten much attention especially as it seems to specifically be broken for OpenXR.

I decided to look into this again after someone reported the issue on Discord since I wanted to create a demo project for the setup anyway. Also initially I thought this was a Vulkan issue but it happens on OpenGL as well.

Basically, when grabbing a `ViewportTexture` from the `SubViewport` that is rendering content to the HMD, Godot renders a black screen.

Using the `MobileVRInterface` to create a similar scenario, rendering HMD output to a `SubViewport` and using a `ViewportTexture` to show the left and right eye output works fine

### Steps to reproduce

- Create a `SubViewport` for XR output, add a standard XR rig and enable `use_xr` on this viewport
- Create a ColorRect for the output to screen (so outside of the `SubViewport`) and add a `ShaderMaterial` like so:
```
shader_type canvas_item;

uniform sampler2DArray xr_texture : source_color;
uniform float layer;

void fragment() {
	COLOR.rgb = texture(xr_texture, vec3(UV, layer)).rgb;
	COLOR.a = 1.0;
}
```
- In a script set the `xr_texture` shader parameter to `SubViewport.get_texture()`

### Minimal reproduction project (MRP)

For reproducing this issue:
[openxr_spectator_view_demo.zip](https://github.com/user-attachments/files/18002150/openxr_spectator_view_demo.zip)

For a working example using the `MobileVRInterface`:
[teststereo.zip](https://github.com/user-attachments/files/18002159/teststereo.zip)
Repository: rust
Issue: #![debugger_visualizer] arbitrary file access & storing of file in debug binary
Labels: T-compiler,C-discussion,F-debugger_visualizer


I tried this code:

```rust
#![debugger_visualizer(gdb_script_file = "/etc/passwd")]
#![debugger_visualizer(gdb_script_file = "/proc/self/environ")]
```

I expected to see this happen:  Error: Invalid GDB Python Script

Instead, this happened: 

Both files `/etc/passwd` and `/proc/self/environ` were added to the rust debug binary file.

```
$ objdump  target/debug/myapp -j .debug_gdb_scripts -s

target/debug/myapp:     file format elf64-x86-64

Contents of section .debug_gdb_scripts:
 4914b 01676462 5f6c6f61 645f7275 73745f70  .gdb_load_rust_p
 4915b 72657474 795f7072 696e7465 72732e70  retty_printers.p
 4916b 79000470 72657474 792d7072 696e7465  y..pretty-printe
 4917b 722d6d79 6170702d 300a726f 6f743a78  r-myapp-0.root:x
 4918b 3a303a30 3a3a2f72 6f6f743a 2f62696e  :0:0::/root:/bin
 4919b 2f626173 680a6269 6e3a783a 313a313a  /bash.bin:x:1:1:
 491ab 3a2f3a2f 7573722f 62696e2f 6e6f6c6f  :/:/usr/bin/nolo
 491bb 67696e0a 6461656d 6f6e3a78 3a323a32  gin.daemon:x:2:2
 491cb 3a3a2f3a 2f757372 2f62696e 2f6e6f6c  ::/:/usr/bin/nol
 491db 6f67696e 0a6d6169 6c3a783a 383a3132  ogin.mail:x:8:12
 491eb 3a3a2f76 61722f73 706f6f6c 2f6d6169  ::/var/spool/mai
 491fb 6c3a2f75 73722f62 696e2f6e 6f6c6f67  l:/usr/bin/nolog
 4920b 696e0a66 74703a78 3a31343a 31313a3a  in.ftp:x:14:11::
 4921b 2f737276 2f667470 3a2f7573 722f6269  /srv/ftp:/usr/bi
 4922b 6e2f6e6f 6c6f6769 6e0a6874 74703a78  n/nologin.http:x
 4923b 3a33333a 33333a3a 2f737276 2f687474  :33:33::/srv/htt
 4924b 703a2f75 73722f62 696e2f6e 6f6c6f67  p:/usr/bin/nolog
 4925b 696e0a6e 6f626f64 793a783a 36353533  in.nobody:x:6553
 [..]
``` 



### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.83.0 (90b35a623 2024-11-26) (Arch Linux rust 1:1.83.0-1)
binary: rustc
commit-hash: 90b35a6239c3d8bdabc530a6a0816f7ff89a0aaf
commit-date: 2024-11-26
host: x86_64-unknown-linux-gnu
release: 1.83.0
LLVM version: 18.1.8
```

originally reported in https://github.com/bf/rust-security-problems