sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: animate.css
Issue: When added an animation on hover effect it starts the animation BUT restarts the other animation (not on hover)
Labels: bug

### Describe The Bug

i just found this AWESOME css library and I LOVE it! A big thank you to the contributors and builders!!!
I think its a bug or a problem I dont understand, but I added a animation for the hover effect and another when the page loads (no js just added the class in HTML) and when i hover over the image it does that animation but then after its done it starts the animation i added when the page first loads...


### Steps To Reproduce

_No response_

### Expected Behavior

_No response_

### Screenshots

_No response_

### Desktop

_No response_

### Smartphone

_No response_

### Additional Context

_No response_
Repository: next.js
Issue: Route group as a root of dynamic route shows 404 
Labels: bug,Module Resolution,Parallel & Intercepting Routes

### Link to the code that reproduces this issue
https://codesandbox.io/p/devbox/smoosh-cookies-l4r78l
### To Reproduce

1. Open codesandbox
2. Navigate to `/some-parameter`
3. See 404.

### Current vs. Expected behavior

#### Current behavior:
Error "Error: The default export is not a React Component in page: "/[param]"" is thrown.

#### Expected behavior:
`page.tsx` being put in the route group that doesn't introduce any path changes should act as the default page for `/[param]`.
![Screenshot 2024-06-21 at 02 54 52](https://github.com/vercel/next.js/assets/35642018/3ea099cb-9971-4572-9d89-13067e609c22)

#### Use-case
Root page leverages parallel route slots for parallel rendering, but having `/another` page present, needs a completely different layout that doesn't inject slots for the root page.

### Provide environment information

```bash
Ran in codesandbox, not sure if I can provide anything here.
```


### Which area(s) are affected? (Select all that apply)

Module Resolution, Parallel & Intercepting Routes

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Vercel (Deployed)

### Additional context

Tested against latest canary.
Repository: rust
Issue: Tracking Issue for `substr_range` and related methods
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(substr_range)]`

This is a tracking issue for `str::substr_range`, `slice::subslice_range`, and `slice::elem_offset` as described in [this ACP](https://github.com/rust-lang/libs-team/issues/382).

These methods can be used for error handling and to extend [`str::lines`](https://doc.rust-lang.org/std/primitive.str.html#method.lines), [`str::split`](https://doc.rust-lang.org/std/primitive.str.html#method.split), [`slice::split`](https://doc.rust-lang.org/std/primitive.slice.html#method.split), and other related methods.

### Public API

```rust
impl str {
    fn substr_range(&self, substr: &str) -> Option<Range<usize>>;
}

impl<T> [T] {
    fn subslice_range(&self, subslice: &[T]) -> Option<Range<usize>>;
    fn element_offset(&self, elem: &T) -> Option<usize>;
}
```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [X] [ACP](https://github.com/rust-lang/libs-team/issues/382)
- [x] Implementation: #126770
- [x] #132830
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

<!--
Once the feature has gone through a few release cycles and there are no
unresolved questions left, the feature might be ready for stabilization.

If this feature didn't go through the RFC process, a final comment period
(FCP) is always needed before stabilization. This works as follows:

A library API team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
comment period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilization PR can be opened by anyone.
-->

### Unresolved Questions

<!--
Include any open questions that need to be answered before the feature can be
stabilised. If multiple (unrelated) big questions come up, it can be a good idea
to open a separate issue for each, to make it easier to keep track of the
discussions.

It's useful to link any relevant discussions and conclusions (whether on GitHub,
Zulip, or the internals forum) here.
-->

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: go
Issue: x/net/http2: cancel stream context more proactively when closing or resetting stream
Labels: NeedsInvestigation

### Go version

go version go1.22.4 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GOARCH='amd64'
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOVCS=''
GOVERSION='go1.22.4'
GCCGO='gccgo'
GOAMD64='v1'
[... trimmed, does not seem relevant]
```


### What did you do?

When the server closes or resets a stream, in some cases my handler is still running. The handler may be performing an expensive operation or using a lot of memory. Canceling the context as soon as possible means the handler can detect that it's no longer doing useful work and stop wasting resources.

### What did you see happen?

In some cases, the handler context is not canceled until later than I'd expect. For example, the scheduler might do a lot of work to wrap up http2 state for a stream reset before cancelling the context.

### What did you expect to see?

As soon as the server knows that continuing to run the handler won't do any useful work, the context should be cancelled.

I wrote a CL to cancel earlier in a few cases, but I had trouble writing tests for it: https://go-review.googlesource.com/c/net/+/536515. I'm filing this as an issue in case someone more familiar with x/net/http2 wants to work on it. 🙂
Repository: pytorch
Issue: RuntimeError when using torch.ops.aten._jagged_to_padded_dense_forward with large jagged tensors
Labels: module: sparse,triaged,module: nestedtensor

### 🐛 Describe the bug

```python
import torch

size = 1024

lengths = torch.randint(10000, 16000, (size,), device="cpu")
offsets = torch.zeros((size + 1,), device="cpu", dtype=torch.int32)
torch.cumsum(lengths, dim=0, out=offsets[1:])

values = torch.randn(
    (offsets[-1].item(), size), device="cpu", requires_grad=True
)

torch.ops.aten._jagged_to_padded_dense_forward(
    values,
    [offsets],
    max_lengths=[16000],
)
```

errors with the following error message:

```
RuntimeError: numel needs to be smaller than int32_t max; otherwise, please use packed_accessor64
```

### Versions

fbcode H100 6/20/24

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer @jcaip @jbschlosser @drisspg @soulitzer
Repository: PowerToys
Issue: Alright, if no support for multiple keyboards, why not, able to have presets, 
Labels: Needs-Triage

### Description of the new feature / enhancement

where I can enable, between two shortcut sets, like the picture below

### Scenario when this would be used?

using multiple keyboards

### Supporting information

If no support for multiple keyboard, I always manually set everything back and forth, and remap everything, why not able to pull out and immediately apply sets of shortcuts like these and not manually setting them up?
![448540136_441844532079949_5425674288918001641_n](https://github.com/microsoft/PowerToys/assets/164487126/da983dfa-4be4-497e-a585-e936653af6ad)
![448759250_462539463175532_6959068414101901911_n](https://github.com/microsoft/PowerToys/assets/164487126/c6ad24f4-2228-4518-9080-d694751f72ac)
Repository: kubernetes
Issue: Node Lifecycle Controller does not mark pods not ready when node becomes Ready=False
Labels: kind/bug,sig/node,priority/important-longterm,triage/accepted

### What happened?

The node lifecycle controller is responsible for marking the ready condition on pods with Ready=False when the node becomes unhealthy. See https://github.com/kubernetes/kubernetes/blob/6d0ac8c561a7ac66c21e4ee7bd1976c2ecedbf32/pkg/controller/nodelifecycle/node_lifecycle_controller.go#L757

It's not document clearly today, but the behavior appears to be that the only time when the node lifecycle controller will mark pods not ready is if the **kubelet failed to renewed it's lease for more than `nodeMonitorGracePeriod`**.  The node lifecycle controller will **not** mark pods as Ready=False, if the kubelet continues to updates it's lease but reports Ready=False.

This is because for `MarkPodsNotReady` to be called [this expression](https://github.com/kubernetes/kubernetes/blob/6d0ac8c561a7ac66c21e4ee7bd1976c2ecedbf32/pkg/controller/nodelifecycle/node_lifecycle_controller.go#L752) must be evaluated where `currentReadyCondition != observedReadyCondition`. The only situation where this will be true is if the lease was [not renewed](https://github.com/kubernetes/kubernetes/blob/master/pkg/controller/nodelifecycle/node_lifecycle_controller.go#L936-L987). 

This has also been raised in this discussion thread -- https://github.com/kubernetes/kubernetes/pull/112928#discussion_r992874302

### What did you expect to happen?

I think it's worth to consider if this behavior should be changed -- if nodes report `Ready=False`, should the node-lifecycle-controller mark the pods as not ready?

One of the motivations of the change is for the Graceful Node Shutdown feature. As was discussed in https://github.com/kubernetes/kubernetes/issues/116965, in some cases, Graceful Shutdown is not able to fully complete and shutdown all the pods on the node (for example on a short emergency shutdown or if kubelet was unable to make the status update). Graceful node shutdown does set the node ready condition as false prior to the shutdown. If the node lifecycle controller would mark pods as not ready in this case, it would help https://github.com/kubernetes/kubernetes/issues/116965 and remove pods from endpoints (by marking them as non ready).

### How can we reproduce it (as minimally and precisely as possible)?

n/a

### Anything else we need to know?

_No response_

### Kubernetes version

n/a

### Cloud provider

n/a

### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: godot
Issue: The built-in script editor opens scripts in external editor
Labels: enhancement,discussion,topic:editor,usability

### Tested versions

- Reproducible in 4.2 stable

### System information

N/A

### Issue description

If the ''Use External Editor" setting is toggled on, scripts are open in the external editor when double clicking on them. This is expected. 

But dragging and dropping scripts into the built-in script editor, or trying to open using the File > Open... menu option in the built-in editor also opens them in the external editor. From these actions it's clear that the user's intention is to use the built-in editor, so I believe this behavior is incorrect.

### Steps to reproduce

Go to Editor Settings > Text Editor > Internal and Toggle ''Use External Editor" on and configure a valid external editor.
Create a new script (gdscript or C#, doesn't matter) and drop it into the built-in script editor area. Observe the external editor opens instead.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Crash loading godot-demo-projects/2d/dodge_the_creeps
Labels: bug,platform:macos,needs testing,crash

### Tested versions

Reproducible in: Godot v4.2.2.stable
Not reproducible in: Godot v4.3.beta2

### System information

macOS 14.5.0 - Apple M3 (8 Threads)

### Issue description

When trying to load godot-demo-projects/2d/dodge_the_creeps (cloned today, master, hash fbb7cb442) Godot crashes with:

[godot crash dump.txt](https://github.com/user-attachments/files/15921638/godot.crash.dump.txt)

I have loaded it three ways, with the same result each time (crash dump is from the second):
• Run Godot and use the Project Manger. Select Import and choose the godot.project file.
• Run Finder and double-click the project file in the dodge_the_creeps directory
• Run Terminal and type `$ open path-to-godot.project`

### Steps to reproduce

$ git clone https://github.com/godotengine/godot-demo-projects.git
$ open godot-demo-projects/2d/dodge_the_creeps
double-click godot.project


### Minimal reproduction project (MRP)

I have no idea what's wrong, so I can't provide anything smaller.
Repository: godot
Issue: The issue of transmittance and refractive index of glass materials for mobile devices
Labels: feature proposal,topic:rendering,topic:3d

### Tested versions

4.0,4.0.4,4.2 

### System information

14.4 (23E214)

### Issue description

Does Godot 3D Shader Script have transmission and ior parameters for materials like Threejs?
I only found (subsurf_scatter_transmittance_boost) and (vec3 extract (vec3 I, vec3 N, float eta))， The previous one has no effect on the mobile end, and the latter one has no instructions on how to use it. I don't know how to use it. The transmission and ior parameters of threejs are two float parameters that can be easily set to module glass materials.

Threejs:
![image](https://github.com/godotengine/godot/assets/134466716/0895d11e-96f6-4995-a443-ea9e152df586)
![image](https://github.com/godotengine/godot/assets/134466716/7f12b243-f393-407d-a65c-005fb969f334)

Blender:
![image](https://github.com/godotengine/godot/assets/134466716/6deb6176-9ee0-437b-a89e-5d41c0eaa9dc)



### Steps to reproduce

Use transmission and IOR to control the transparency of glass

### Minimal reproduction project (MRP)

none
Repository: ollama
Issue: run quwen2-instruct-70b error
Labels: bug

### What is the issue?

modelUrl:
https://hf-mirror.com/Qwen/Qwen2-72B-Instruct-GGUF/blob/main/
convert qwen2-70b-instruct-q8_0.gguf model success
but run model error
errorMsg
llama runner process has terminated:signal:aborted error::failed to create context with model '/usr/share/ollama/.ollama/models/blobs/sha256-431f167fa6cafb36626a7a37f869833

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.1.44
Repository: yt-dlp
Issue: Some JioCinema downloads are corrupted or fail with HTTP Error 400
Labels: external issue,site-bug

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Please make sure the question is worded well enough to be understood

Please identify the problem why the urls are not downloading properly? :

1. https://www.jiocinema.com/tv-shows/bene-bou/1/agnidev-requests-ajanta-to-stop/3157576   At this url,  The URL downloaded successfully but after merging video segments The video is encrypted. not playing

2. https://www.jiocinema.com/tv-shows/bene-bou/1/chutki-credits-polok-for-shapla-s-hardwork/3220433   At this url, yt-dlp cannot download all segments.

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: godot
Issue: 9 Patch editor in StyleBoxTexture does not work as expected
Labels: discussion,topic:editor,documentation,topic:gui

### Tested versions

Godot v4.2.2.stable 

### System information

macOS 14.5.0 - GLES3 (Compatibility) - Apple M1 Pro - Apple M1 Pro (10 Threads)

### Issue description

When trying to create a 9-Patch texture for a button, I have run into a difficulty in actually getting the texture to behave as a 9-Patch. When you click on the "Edit Region" button in the Sub-Region section of the style box editor, you are presented with your texture and four lines. (I am using a 32x32 pixelated texture). I did the natural thing, turned "Snap to Grid" on, drug all 4 lines 8 pixels inward (splitting the image into 9 slices) and find out only the center slice of the image is drawn onto the buttons.

I messed with every setting I could, until I finally came across this video: https://www.youtube.com/watch?v=zHXzlz4T9qE
Following his steps exactly, I was able to get the button to work the way one would expect a 9 Patch texture to work. I was curious what I did wrong, and it seems that where I went wrong was to drag the lines inside the image. From the presentation of the UI and what I expected those lines were for, I assumed that was how you delineated where you wanted your slices to happen. But the *actual* functionality of those lines seems to be to allow someone to upload a sprite sheet, and pick out which sprite they want to slice using those lines. And then, you must use the Texture Margin settings to actually draw your slices.

This may not be a bug and may be the intended behavior, but neither the UI nor the documentation seems to try to communicate how to exactly draw the slices. The documentation describes how the patch_margin fields work, but in the editor there are no fields for patch margin, only Texture Margin and Expand Margins.

Ideally, the GUI Edit Region would allow the user to drag their slice points to the desired location, because it (1) Provides instant feedback as to where the slices will occur, and (2) Eliminates guesswork with trying to put in the margins numerically in the editor. Also, and this may just be due to my prior experiences, but it is the "obvious" way to slice a texture.


### Steps to reproduce

1. Create button
2. Create new StyleBoxTexture
3. Add any texture to the StyleBox
4. Click on Texture -> Sub Region -> Edit Region
5. Drag the lines so that they cross into the texture
6. Observe that the button is only showing and stretching or tiling the center slice, and not all nine slices.

### Minimal reproduction project (MRP)

[StyleBoxErrorMRP.zip](https://github.com/user-attachments/files/15922560/StyleBoxErrorMRP.zip)
Repository: ui
Issue: [bug]: client side exception at combobox component
Labels: bug

### Describe the bug

when user navigates through this link: https://ui.shadcn.com/docs/components/combobox
The last example given at the end of the page, when we click on that dropdown, The client side exception appears

### Affected component/components

Combobox Example Component

### How to reproduce

1. https://ui.shadcn.com/docs/components/combobox
2. click on the last example of combobox

### Codesandbox/StackBlitz link

https://ui.shadcn.com/docs/components/combobox

### Logs

_No response_

### System Info

```bash
Ubuntu, Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: flutter
Issue: [in_app_purchase] support for  old version of PlayStore request
Labels: platform-android,p: in_app_purchase,package,c: proposal,P2,team-android,triaged-android

### Use case

After upgrading to [in_app_purchase] 3.2.0, queryProductDetails Returning an empty list on a phone with an old version of the PlayStore(24.4.23) installed.   But new version PlayStore(41+) works fine.
It seems that we need to call the querySkuDetailsAsync instead on old version Playstore.
Reference:   https://developer.android.com/google/play/billing/migrate-gpblv6

### Proposal

Hope to support older versions of PlayStore
Repository: go
Issue: proposal: x/net/html: ParseOption to set maxBuf
Labels: Proposal

### Proposal Details

## Abstract

This proposal suggests introducing an option to set the `MaxBuf` parameter in the `html.Parse` function to control memory usage when parsing large HTML documents.

## Background

Currently, `html.Parse` in the Go standard library calls `ParseWithOptions` internally, leading to a chain of function calls: `html.Parse -> ParseWithOptions -> p.parse() -> p.tokenizer.Next() -> readByte()`. Within `readByte()`, there is a logic block:

```go
if z.maxBuf > 0 && z.raw.end-z.raw.start >= z.maxBuf {
    z.err = ErrBufferExceeded
    return 0
}
```

This logic is activated only if `maxBuf` is set. However, there is no way to set `MaxBuf` when using `html.Parse` or `ParseWithOptions`.

## Problem

When parsing very large HTML documents, such as [this page](http://vod.culture.ihns.cas.cn), memory usage can increase significantly due to the inability to set `MaxBuf`.

## Solution

To address this, I propose introducing a function similar to `ParseOptionEnableScripting` to allow users to set `MaxBuf`.

## Implementation

A sample implementation using reflection is provided below. This implementation, though functional, uses unsafe methods and reflection, which are not ideal for production code:

```go
func ParseOptionSetMaxBuf(maxBuf int) html.ParseOption {
    funcValue := reflect.MakeFunc(
        reflect.FuncOf([]reflect.Type{reflect.TypeOf((*html.ParseOption)(nil)).Elem().In(0)}, nil, false),
        func(args []reflect.Value) (results []reflect.Value) {
            parserValue := args[0].Elem()
            tokenizerField := parserValue.FieldByName("tokenizer")
            tokenizerPtr := reflect.NewAt(tokenizerField.Type(), unsafe.Pointer(tokenizerField.UnsafeAddr())).Elem().Interface()
            if tokenizer, ok := tokenizerPtr.(interface { SetMaxBuf(int) }); ok {
                tokenizer.SetMaxBuf(maxBuf)
            }
            return nil
        },
    )
    var option html.ParseOption
    reflect.ValueOf(&option).Elem().Set(funcValue)
    return option
}
```

This implementation can be used as follows:

```go
html.ParseWithOptions(bytes.NewReader(data), util.ParseOptionSetMaxBuf(len(data)*3))
```

To properly address the issue, I propose the following function to be added to the standard library:

```go
func ParseOptionSetTokenizerMaxBuf(maxBuf int) ParseOption {
    return func(p *parser) {
        p.tokenizer.SetMaxBuf(maxBuf)
    }
}
```

Testing has shown that setting `maxBuf` to at least 1.04 times the body length ensures normal operation.

## Feasibility

Adding a function similar to `ParseOptionEnableScripting` to allow users to set `MaxBuf` would provide a safe and efficient way to control memory usage when parsing large HTML documents, avoiding the use of unsafe methods and reflection.

## Environment

- Go version: 1.21
- OS: Tested on Ubuntu 22.04 and Windows 11
Repository: storybook
Issue: [Bug]: Small visual bug in Controls UI loading state
Labels: bug,ui

### Describe the bug

As seen in this gif:
![2024-06-20 23 21 00](https://github.com/storybookjs/storybook/assets/1671563/22c1ba69-d413-4c01-a04c-01ea1b1b0fd2)


### Reproduction link

https://stackblitz.com/edit/github-qu4pmw

### Reproduction steps

Check the repro link, then open any story and open the controls panel. It has an intentional crash that makes Storybook load forever, showing the bug in the controls panel.

### System

```bash
-
```


### Additional context

_No response_