sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: Error while building the new docs in Windows 11
Labels: area: docs-infra

### Describe the problem that you experienced

I get the following error while trying to build adev.

### Enter the URL of the topic with the problem

_No response_

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

```true
[1,699 / 1,771] Action packages/platform-browser/platform-browser_docs_api.json;
 6s local ... (15 actions running)
ERROR: C:/users/bampa/documents/github/angular/packages/platform-browser/testing
/BUILD.bazel:28:18: Action packages/platform-browser/testing/platform-browser_te
sting_docs_api.json failed: (Exit 1): extract_api_to_json.bat failed: error exec
uting command bazel-out\x64_windows-opt-exec-2B5CBBC6\bin\adev\shared-docs\pipel
ine\api-gen\extraction\extract_api_to_json.bat ... (remaining 2 arguments skippe
d)
[link_node_modules.js] An error has been reported: [Error: ENOENT: no such file
or directory, unlink 'C:\Users\bampa\_bazel_bampa\b4ricovm\execroot\angular\baze
l-out\x64_windows-opt-exec-2B5CBBC6\bin\adev\shared-docs\pipeline\api-gen\extrac
tion\extract_api_to_json.bat.runfiles\angular\node_modules'] {
  errno: -4058,
  code: 'ENOENT',
  syscall: 'unlink',
  path: 'C:\\Users\\bampa\\_bazel_bampa\\b4ricovm\\execroot\\angular\\bazel-out\
\x64_windows-opt-exec-2B5CBBC6\\bin\\adev\\shared-docs\\pipeline\\api-gen\\extra
ction\\extract_api_to_json.bat.runfiles\\angular\\node_modules'
} Error: ENOENT: no such file or directory, unlink 'C:\Users\bampa\_bazel_bampa\
b4ricovm\execroot\angular\bazel-out\x64_windows-opt-exec-2B5CBBC6\bin\adev\share
d-docs\pipeline\api-gen\extraction\extract_api_to_json.bat.runfiles\angular\node
_modules'
```
```


### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: ollama
Issue: Respect the Access-Control-Allow-Private-Network in Chrome
Labels: bug

### What is the issue?

I'm testing ollama from an environment hosted on repl.it running in the browser. I have a local version of ollama running with the `OLLAMA_HOST=*, https://48a38c67-3eda-41cf-804b-e04fba963d55-00-14tthqngapcgy.worf.replit.dev` (other variations result in the same error).

It looks like the new `Access-Control-Allow-Private-Network` is starting to be enforced when accessing the ollama server from a non-localhost origin.

Chrome: 129.0.6668.58 - Works
Chrome: 131.0.6742.0  - Fails with the error `Access to fetch at 'http://127.0.0.1:11434/api/generate' from origin 'https://48a38c67-3eda-41cf-804b-e04fba963d55-00-14tthqngapcgy.worf.replit.dev' has been blocked by CORS policy: Response to preflight request doesn't pass access control check: No 'Access-Control-Allow-Private-Network' header was present in the preflight response for this private network request targeting the `local` address space.`

It looks like somewhere between these two versions, we (Chrome) started to enforce requiring the  response from locally hosted ollama servers to require `Access-Control-Allow-Private-Network: true` HTTP Header.



### OS

Linux, macOS, Windows

### GPU

Apple

### CPU

Apple

### Ollama version

0.3.12
Repository: vscode
Issue: Editor `z-index` challenges
Labels: debt,editor-core

We have seen a couple of bugs related to z-index and it time to (1) spell out all places and (2) assign values to features.

* minimap
* scrollbar slider
* sticky scroll
* zone widgets
* etc ...
Repository: transformers
Issue: Request for a clear documentation for .generate()
Labels: Feature request

### Feature request

The `.generate()` function has a lot of parameters, for example `length_penalty` and `diversity_penalty`. However, the [documentation](https://huggingface.co/docs/transformers/v4.45.1/en/main_classes/text_generation#transformers.GenerationMixin.generate) of this function does not document a full list of parameters, hiding them in **kwargs. It says that "For an overview of generation strategies and code examples, check out the [following guide](https://huggingface.co/docs/transformers/v4.45.1/en/generation_strategies)". However, this guide also do not document a full list of parameters. It only says that "For the complete list of the available parameters, refer to the [API documentation](https://huggingface.co/docs/transformers/v4.45.1/en/main_classes/text_generation.md)." However, the link is broken. So, could you please document all the available parameters?

UPD I found the [full documentation](https://huggingface.co/docs/transformers/v4.18.0/en/main_classes/text_generation#transformers.generation_utils.GenerationMixin.generate) through Google in the earlier version of Transformers. Why it was removed?

### Motivation

The full documentation for `.generate()` is either missing or hidden somewhere

### Your contribution

No, sorry, I can't write a doumentation, on the contrary, I need it to understand how the library works.
Repository: godot
Issue: Debug Breakpoint are not triggered in Web Exports
Labels: bug,platform:web,topic:editor,topic:porting,needs testing

### Tested versions

- 4.4 dev2

### System information

MacOS , Windows 11

### Issue description

When running a Godot project from the editor targeting a web export, the running game on the browser successfully connects with the debugger, but breakpoint functionality is not working.

All other debugging features (Profiling, Monitors) are supported and functioning correctly.
However, breakpoints are never triggered.



### Steps to reproduce

- Open a Godot project.
- Set a breakpoint in any script.
- Enable Remote Debug from the Debug menu.
- Run the project from the editor with a web export target.
- Observe that the game connects to the debugger, but breakpoints are not triggered.

### Minimal reproduction project (MRP)

[WebDebug.zip](https://github.com/user-attachments/files/17162815/WebDebug.zip)
Repository: kubernetes
Issue: Sidecar containers can be interpreted as init containers
Labels: sig/node,needs-triage

### Scenario

You're given a manifest (or template, etc) to run, and you try this, and the app doesn't work how you expect. When you investigate you see that a long-lived sidecar container is being run as an init container so the app never actually starts.

You wrongly conclude that the manifest (or template, etc) is wrong and that a sidecar it specifies should actually be defined as an app container. In fact, you have misunderstood that Kubernetes defines sidecars within a field named `initContainers`.

:information_source: At the time of writing, Kubernetes v1.31 was the most recent minor release of Kubernetes.

### Challenge

I think older `kubectl` and older Kubernetes (no longer supported) may treat a new-style sidecar as an init container because older Kubernetes defaults to ignoring unrecognized fields.

Also, [poorly implemented] mutating admission webhooks can strip out the unknown fields even with the latest Kubernetes releases.

Before graduating to GA, perhaps we can ensure that this doesn't happen. I am not sure how but it would be great if somehow manifests that specify sidecars can't ever be misunderstood as manifests that specify init containers.

See https://github.com/kubernetes/website/pull/48101 and https://github.com/kubernetes/website/pull/48014

I am not sure how, but several people have become convinced that the docs are wrong and that the sample manifest needs fixing. It is possibly a localization snag, but I also suspect that the particular way we're changing an existing API doesn't help.

Relevant to https://github.com/kubernetes/enhancements/issues/753

/sig node
Repository: godot
Issue: Object with "Distance Fade" enabled does not cast shadows.
Labels: bug,topic:rendering,needs testing,topic:3d

### Tested versions

- 4.3

### System information

Win 10

### Issue description

The wall has Distance Fade enabled. It stops to casting shadows.
![image](https://github.com/user-attachments/assets/8967800b-6c26-4e63-9ab8-827ecb9f7f33)

https://github.com/godotengine/godot/issues/69329#issuecomment-1330895397
>To resolve this, use the Pixel Dither or Object Dither transparency mode for Distance Fade. 

Pixel Dither does not resolve this.

Also if this is intended then the tooltip should say that the object will stop casting shadows.
![image](https://github.com/user-attachments/assets/317e4dad-5c4c-47ae-a985-ce713da34a1e)


But object still do cast shadows from direct light:
![image](https://github.com/user-attachments/assets/aa9c0743-7a3a-42ce-a988-67da5d89a248)

Which makes me think that light camera is affected by same shader and are just to close to object. Which means light camera pass should use different settings/different shader.

Changing distance to very small number solves the shadows but looses its usability meaning ofc:
![image](https://github.com/user-attachments/assets/cb8f3e12-2dda-42fe-bb51-d230e21df68c)

Another detail:
This is GridMap. Which means that material was assigned to mesh material slot and not to OverrideMaterial Slot of MeshInstance (because GridMap has no Override Material slot, but it should!)
![image](https://github.com/user-attachments/assets/d1add444-47e3-4a54-93cd-94ac273fc300)

### Steps to reproduce

Enable Distance Fade on material and put light close to object.

### Minimal reproduction project (MRP)

N/A
Repository: neovim
Issue: remote: "--server name" should connect to the "name" (as opposed to file/address)
Labels: enhancement,server

### Problem

--listen foo causes nvim to create a unix socket at `/run/user/<UID>/foo.<PID>.<COUNTER>`
--server foo causes nvim to try and connect to a unix socket `foo` in the current directory.

This means that starting a server called 'foo' and then trying to connect to it doesn't work.



### Steps to reproduce

nvim --headless --listen foo &
nvim --remote-ui --server foo
<observe connection refused error>

### Expected behavior

Rather than erroring out, if the servername passed to `--server` doesn't contain any slashes, if there is a single matching socket in `/run/<UID>/<NAME>.*`, connect to that, otherwise list the candidate servers and exit with an error.

This would improve the typical case (there's a single server called `foo`), and improve the (already erroring) invocation in other cases.

### Nvim version (nvim -v)

NVIM v0.11.0-dev-842+ga9287dd88

### Vim (not Nvim) behaves the same?

N/A 

### Operating system/version

Arch Linux

### Terminal name/version

wezterm

### $TERM environment variable

xterm-256color

### Installation

`neovim-nightly-bin` AUR package (installs nightly github release)
Repository: langchain
Issue: Bug: model Field Missing Error in Replicate Class Due to Misidentification in Validator
Labels: help wanted,🤖:bug,stale

### Checked other resources

- [X] I added a very descriptive title to this issue.
- [X] I searched the LangChain documentation with the integrated search.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I am sure that this is a bug in LangChain rather than my code.
- [X] The bug is not resolved by updating to the latest stable version of LangChain (or the specific integration package).

### Example Code

from langchain_community.llms import Replicate

replicate = Replicate(
    model="meta/meta-llama-3-405b-instruct",
    model_kwargs={"temperature": 0.7}
)

### Error Message and Stack Trace (if applicable)

pydantic_core._pydantic_core.ValidationError: 1 validation error for Replicate
model
  Field required [type=missing, input_value=..., input_type=..., ...]

### Description

When initializing the Replicate class, the model field is incorrectly treated as an extra field and moved into model_kwargs, resulting in a validation error. This happens due to the way the build_extra validator processes the field aliases. 
Suggested Fix:
In the build_extra method, replace the use of field.alias with field.name to ensure proper recognition of all fields:
`@model_validator(mode="before")
@classmethod
def build_extra(cls, values: Dict[str, Any]) -> Any:
    all_required_field_names = {field.name for field in get_fields(cls).values()}
    # Remaining logic...`
Or defining "model" as an alias in a Field can also solve the problem : 
`class Replicate(LLM):
     model: str = Field(..., alias="model")` 

### System Info

System Information
------------------
> OS:  Linux
> OS Version:  #1 SMP Fri Mar 29 23:14:13 UTC 2024
> Python Version:  3.12.6 (main, Sep 10 2024, 00:05:17) [GCC 11.4.0]

Package Information
-------------------
> langchain_core: 0.3.6
> langchain: 0.3.1
> langchain_community: 0.3.1
> langsmith: 0.1.129
> langchain_chroma: 0.1.4
> langchain_huggingface: 0.1.0
> langchain_ollama: 0.2.0
> langchain_openai: 0.2.0
> langchain_text_splitters: 0.3.0
> langserve: 0.3.0

Optional packages not installed
-------------------------------
> langgraph

Other Dependencies
------------------
> aiohttp: 3.10.5
> async-timeout: 4.0.3
> chromadb: 0.5.7
> dataclasses-json: 0.6.7
> fastapi: 0.114.2
> httpx: 0.27.2
> huggingface-hub: 0.24.7
> jsonpatch: 1.33
> numpy: 1.26.4
> ollama: 0.3.3
> openai: 1.45.1
> orjson: 3.10.7
> packaging: 24.1
> pydantic: 2.9.1
> pydantic-settings: 2.5.2
> PyYAML: 6.0.2
> requests: 2.32.3
> sentence-transformers: 3.1.0
> SQLAlchemy: 2.0.34
> sse-starlette: 1.8.2
> tenacity: 8.5.0
> tiktoken: 0.7.0
> tokenizers: 0.19.1
> transformers: 4.44.2
> typing-extensions: 4.12.2
Repository: ui
Issue: [bug]: NavigationMenuTrigger - Next.js: Error: React.Children.only expected to receive a single React element child
Labels: bug

### Describe the bug

When you use the `asChild` prop and pass your child to the `<NavigationMenuTrigger />` component I am receiving the `Next.js: Error: React.Children.only expected to receive a single React element child` error even though I am only passing one child, for example, the following triggers the error (as you can see there is only one child):

```ts
      <NavigationMenuTrigger asChild>
        <Button variant="ghost" className="relative h-10 w-10 rounded-full">
          <Avatar className="h-10 w-10">
              <AvatarImage src={image} alt="Avatar" />
              <AvatarFallback>{initials ? initials : "U"}</AvatarFallback>
          </Avatar>
        </Button>
      </NavigationMenuTrigger>
```

I have checked the source of what is added when I run `npx shadcn@latest navigation-menu` and I have located the issue to be the fact that the current form of the element doesn't take take the `asChild` prop into account when rendering children, as you can see here: 

```ts
  <NavigationMenuPrimitive.Trigger
    ref={ref}
    className={cn(navigationMenuTriggerStyle(), "group", className)}
    {...props}
  >
    {children}{" "}
    <ChevronDown
      className="relative top-[1px] ml-1 h-3 w-3 transition duration-200 group-data-[state=open]:rotate-180"
      aria-hidden="true"
    />
  </NavigationMenuPrimitive.Trigger>
```

I have fixed this by conditionally rendering the chevron icon as follows: 

```ts
  <NavigationMenuPrimitive.Trigger
    ref={ref}
    className={cn(navigationMenuTriggerStyle(), "group", className)}
    {...props}
  >
    {!props.asChild ? (
      <>
        {children}{" "}
        <ChevronDown
          className="relative top-[1px] ml-1 h-3 w-3 transition duration-200 group-data-[state=open]:rotate-180"
          aria-hidden="true"
        />
      </>
    ) : (
      children
    )}
  </NavigationMenuPrimitive.Trigger>
```

### Affected component/components

NavigationMenuTrigger

### How to reproduce

1. Setup a `<NavigationMenuItem />` component
2. Add a `<NavigationMenuTrigger asChild>` component
3. Add a single child to the `<NavigationMenuTrigger asChild>` component (as above)

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Don't think this is relevant as the issue is pretty standard, I have a fix and will make a PR
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: ui
Issue: [feat]: add a notice about outdated figma or remove the link completely
Labels: area: request

### Feature description

The Figma link provided in Shadcn UI's website is completely outdated, last update was two years ago. Would be good to add a notice that its outdated or at least remove it completely from the site to not cause any issues.

### Affected component/components

_No response_

### Additional Context

_No response_

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: opencv
Issue: Gemm layer handles inputs and blobs incorrectly with the new DNN engine
Labels: bug,category: dnn

### System Information

Platform: any
Reference: https://github.com/opencv/opencv/pull/26056

### Detailed description

TODO: With the new parser the function should be smart enough to figure out the operation mode from the number of 'inputs' and number of 'blobs'. Note, however, that 'inputs' may not be set yet in the constructor.


### Steps to reproduce

-

### 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: kubernetes
Issue: Add trace provide to device-plugin and dra in invoke gRPC server
Labels: sig/node,kind/feature,lifecycle/rotten,needs-triage

### What would you like to be added?

Add trace provide to device-plugin and dra in invoke gRPC server

### Why is this needed?

We can view the gRPC process called in the trace ui。
Repository: rust
Issue: [DESIGN BUG] declarative macros lack of neat way to simulate lookahead within rust grammer syntax `const X: Y`
Labels: A-macros,T-lang,C-discussion

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

macro match and echo non `const X: Y` pattern is fine.

```rust
    macro_rules! echo1 {
        (pub type $ident:ident<$($gi:ident),*> = $($tt:tt)*) => {
            pub type $ident<$($gi),*> = $($tt)*;
        };
    }

    echo1!(pub type Foo1<T, N> = (T, N));
```

But within current rust desgin, to let declarative macro match lookahead within rust grammer syntax `const X: Y`

- or input rust code, and do lookahead simulation

- or input lookahead free dsl, and output lookahead code

```rust
    macro_rules! echo2 {
        (@derive_foo pub type $ident:ident<$($gi:ident $(lookahead_qualifier=$gq:tt)? $(: $gt:ty)?),*> = $($tt:tt)*) => {
            pub type $ident<$($($gq)? $gi $(: $gt)?),*> = $($tt)*;
        };

        (@derive_bar pub type $ident:ident<$($gi:ident $(lookahead_qualifier=$gq:tt)? $(: $gt:ty)?),*> = $($tt:tt)*) => {
            pub type $ident<$($($gq)? $gi $(: $gt)?),*> = $($tt)*;
        };

        (@lookahead_workaround pub type $ident:ident<$($gi:ident $(lookahead_qualifier=$gq:tt)? $(: $gt:ty)?),*> = $($tt:tt)*) => {
            pub type $ident<$($($gq)? $gi $(: $gt)?),*> = $($tt)*;
        };

        (pub type $ident:ident<$($(const)? $gi:ident $(: $gt:ty)?),*> = $($tt:tt)*) => {
            pub type $ident<$($(const)? $gi $(: $gt)?),*> = $($tt)*;
        };
    }

    // // TODO: https://github.com/rust-lang/rust/issues/130928
    // echo2!(pub type Foo2<T, const N: usize> = [T; N]);

    echo2!(@lookahead_workaround pub type Foo2<T, N lookahead_qualifier=const: usize> = [T; N]);
```

I expected to see this happen:

- Neat way to match lookahead within rust grammer syntax `const X: Y`

Instead, this happened: 

- Need to simulate lookahead within rust grammer syntax `const X: Y`

- Leads to ugly simulation code.

- Thus I think it's a design bug.

### 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-nightly (9b72238eb 2024-09-14)
binary: rustc
commit-hash: 9b72238eb813e9d06e9e9d270168512fbffd7ee7
commit-date: 2024-09-14
host: x86_64-unknown-linux-gnu
release: 1.83.0-nightly
LLVM version: 19.1.0
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
<backtrace>
```

</p>
</details>

## related

Also found similar issue back to 2021 in `pin-project-lite`.

So, I guess there is no way yet.

https://github.com/taiki-e/pin-project-lite/issues/62
Repository: godot
Issue: Input.joy_connection_changed bug on disconnect joypad.
Labels: bug,topic:input

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Windows 10, v4.3.stable.official [77dcf97d8], Vulkan

### Issue description

When connecting and disconnecting joypads, information is transmitted via a signal to some function and the Array `Input.get_connected_joypads()` is also formed.
When 2 joypads are connected in series (!), each one triggers the signal `connected = true`.

When disconnecting joypads in series (!), the return signal `disconnected = true` **does not** trigger, if the first joypad#1 on `device 0` was disconnected first.
Thus, Joypad#2 on `device1` remains in `Input.get_connected_joypads()`, while all joypads are disconnected.

The description says that the signal is emitted every time a connection or disconnection occurs, which does not happen.

### Steps to reproduce

1) Create a simple 2D scene.
2) Attach a script with the code:
```
extends Node2D

func _ready() -> void:
	Input.joy_connection_changed.connect(_on_joy_connection_changed)

func _on_joy_connection_changed(device: int, connected: bool):
	if connected:
		prints("Joypad Array", Input.get_connected_joypads())
	else:
		prints("Joypad Array", Input.get_connected_joypads())
```

3) Run the scene and start connecting joypads
4) Then when we see Joypad Array [0, 1] in the console:

- a) Disconnect in reverse order - joypad#2, then joypad#1. Everything works, Joypad Array [] all joypads are excluded.

- b) Connect back, first joypad#1 then joypad#2. After that, first disconnect joypad#1 (`device0`) then disconnect joypad#2 (`device1`). Joypad Array [1] all joypads are excluded. The list of joypads should be Joypad Array [].

5) If after this you connect any joypad that gets to device0, then the `disconnected = true` signal is triggered and immediately `connected = true` is triggered. The list of devices becomes Joypad Array [0].

### Minimal reproduction project (MRP)

[Uploading Input bug Project.zip…]()
Repository: PowerToys
Issue: High amount of quick accent options results in some being rendered outside of the screen range
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.84.1

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

Use a vertical monitor / monitor orientation
Start typing on said vertical monitor or monitor with the vertical orientation
Initiate quick accent on the letter E or any other letter with a high amount of quick accent options

### ✔️ Expected Behavior

Wrap-over to new line or shifting of the shown range

### ❌ Actual Behavior

![image](https://github.com/user-attachments/assets/a40db932-ce8d-4074-af3b-aa564f55e91e)
Outer-more elements go off the screen

### Other Software

_No response_