sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Having a folder named ".env" in the root of a project will cause a full reload when any component in the `app` directory is opened and saved
Labels: bug

### Link to the code that reproduces this issue

https://github.com/michaelcharles/nextjs-reload-bug

### To Reproduce

1. Create a new nextjs project using pages router
2. Add a folder named `.env`
3. Add a folder named `app`
4. Add a component to `app`, say a `Foobar.tsx` that just loads a div
5. Add a `.vscode/launch.json` file, and run the debugger
6. Open `Foobar.tsx` and save.

After saving a full reload will be performed.

### Current vs. Expected behavior

Currently, if you take the steps listed to reproduce and save `Foobar`, even if the component is not loaded anywhere on the page, a full reload will occur refreshing the page in the browser. 

I expect a fast refresh, a refresh that will not reload the page. Especially since this occurs even if the `Foobar` component is not explicitly used anywhere on the page. 

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:10:42 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 18.19.0
  npm: 10.2.3
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: 14.2.3
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


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

Not sure

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

next dev (local)

### Additional context

This occurred because we were storing example .env files in the `.env` folder. I simply have changed to saving example .env files as `example.env.local` and the problem has disappeared. So this isn't exactly a high priority, but it is an odd bug.
Repository: ollama
Issue: Ollama should prevent sleep when working.
Labels: feature request,good first issue,windows

I am using Ollama 0.1.32 on Windows 11. Ollama is set to provide LLMs on LAN. However, when I use it, sometimes the Windows goes sleep mode when I am waiting Ollama answering questions using API.

So I guess Ollama does not prevent Windows 11 into sleep even through Ollama is working.

Ollama is install natively, not docker.
Repository: godot
Issue: GDExtension libraries that use `std::call_once` during static initialization crash Godot editor with `harfbuzz` or `icu4c` as system-provided
Labels: bug,platform:linuxbsd,topic:buildsystem,confirmed,topic:gdextension,crash

### Tested versions

Reproducible in recent Godot 4.x version (latest attempt is v4.4.dev.custom_build [a52291fcb]) that uses system-provided `harfbuzz` libraries.

### System information

Godot v4.4.dev (a52291fcb) - Freedesktop SDK 24.08 (Flatpak runtime) on Wayland - Wayland display driver, Single-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 6650 XT (RADV NAVI23) - 12th Gen Intel(R) Core(TM) i5-12500 (12 threads)

The problem is found when developing GDExtension libraries on Linux. 

### Issue description

If Godot is using system-provided `harfbuzz` libraries instead of built-in, loading GDExtension libraries that uses `std::call_once` during static initialization will crash with signal 11.

While official Godot editor will work without problems as it has everything builtin, many custom builds including Linux distribution packages (for example [Arch](https://gitlab.archlinux.org/archlinux/packaging/packages/godot/-/blob/main/PKGBUILD) and [Flathub](https://github.com/flathub/org.godotengine.Godot/blob/master/org.godotengine.Godot.yaml)) configure Godot to use these libraries as system-provided, resulting in said GDExtension libraries unusable in custom Godot editor builds.

Building both `harfbuzz` and `icu4c` libraries as system-provided seems to solve the problem, but writing to stdout from GDExtension will crash Godot if `icu4c` is system-provided (see #100301)

### Steps to reproduce

1. Clone the MRP project.
2. Build example GDExtension library with `scons`.
3. Open the project with Godot editor that has every libraries builtin.
4. The project opens successfully, `once called` appear on stdout.
5. Build Godot editor with `builtin_harfbuzz=no`, and open the project.
6. Editor crashed with signal 11.
7. Build Godot editor again with `builtin_harfbuzz=no builtin_icu4c=no`
8. The project opens successfully.

### Minimal reproduction project (MRP)

https://github.com/j20001970/godot_static_call_once_crash
Repository: tauri
Issue: [bug] [v1][macos] _MASReceipt prevents bundle from being deleted
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

When using in-app store purchases in macOS a directory called _MASReceipt is created in the bundle with a receipt file. That directory and file are owned by root which causes `npm run tauri build` to fail.

"Error failed to bundle project: Failed to remove old Relative Motion.app"





### Reproduction

_No response_

### Expected behavior

Old bundle to be removed

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 14.4.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.77.2 (25ef9e3d8 2024-04-09)
    ✔ cargo: 1.77.2 (e52e36006 2024-03-26)
    ✔ rustup: 1.27.0 (bbb9276d2 2024-03-08)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.11.0
    - npm: 10.2.4

[-] Packages
    - tauri [RUST]: 1.6.2
    - tauri-build [RUST]: 1.5.1
    - wry [RUST]: 0.24.7
    - tao [RUST]: 0.16.8
    - @tauri-apps/api [NPM]: 1.5.4
    - @tauri-apps/cli [NPM]: 1.5.12

[-] App
    - build-type: bundle
    - CSP: default-src 'self'; script-src 'self'; connect-src 'self' server.relativemotion.app dev.server.relativemotion.app ws:; img-src https://* data:; frame-src *; child-src 'self'; font-src 'self'; style-src-elem 'self'; style-src 'self'; object-src 'none'; upgrade-insecure-requests;
    - distDir: ../src
    - devPath: ../src
    - bundler: Webpack
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: tauri
Issue: [bug] [v2] when enable unstable feature，the window just can resize from top bar.
Labels: type: bug,status: needs triage,scope: unstable flag

### Describe the bug

when enable unstable feature，the window just can resize from top bar.

### Reproduction

add this to `Cargo.toml`: `tauri = { version = "2.0.0-beta", features = ["unstable"] }` and run,you will find you just can resize the window from top bar even you have set the window config:resizable is true;
this is when i did't enable `unstable`  feature:

https://github.com/tauri-apps/tauri/assets/76581880/fb923543-01f2-4131-8a59-8e7e21d480e8

then i have not change any other config and code, just enable `unstable `  feature

https://github.com/tauri-apps/tauri/assets/76581880/3816105e-3be1-4bc5-af5b-1525d838e9a1

because i need to use https://beta.tauri.app/features/window-state/, i need to get the window by: `app.get_window("main").unwrap()` , It seems that the unstable function must be enabled to achieve this.



### Expected behavior

_No response_

### Full `tauri info` output

```text
PS F:\WorkSpace\Rust\RustRover\trade_tip> pnpm run tauri info

> trade_tip@0.0.0 tauri F:\WorkSpace\Rust\RustRover\trade_tip
> tauri "info"

WARNING: Only one package manager should be used, but found npm and pnpm.
         Please remove unused package manager lock files, will use npm for now!

[✔] Environment
    - OS: Windows 10.0.19045 X64
    ✔ WebView2: 124.0.2478.67
    ✔ MSVC: Visual Studio Community 2022
    ✔ rustc: 1.77.0 (aedd173a2 2024-03-17)
    ✔ cargo: 1.77.0 (3fe68eabf 2024-02-29)
    ✔ rustup: 1.27.0 (bbb9276d2 2024-03-08)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (default)
    - node: 20.11.1
    - pnpm: 8.15.3
    - yarn: 1.22.19
    - npm: 10.2.4

[-] Packages
    - tauri [RUST]: 2.0.0-beta.17
    - tauri-build [RUST]: 2.0.0-beta.13
    - wry [RUST]: 0.39.3
    - tao [RUST]: 0.27.0
    - tauri-cli [RUST]: 1.4.0
    - @tauri-apps/api [NPM]: 2.0.0-beta.7
    - @tauri-apps/cli [NPM]: 2.0.0-beta.12

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite

```
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: pytorch
Issue: Make the `sccache` cache easily available to all pytorch contributors in readonly mode
Labels: triaged,module: devx

### 🚀 The feature, motivation and pitch

Occasionally contributing a c++ or cuda PR could be a very daunting task cause the required computing resources and time to completely compile pytorch from scratch.

Can we find a way to share the nightly CI `sccache` [bucket](https://github.com/pytorch/pytorch/blob/main/.github/workflows/_linux-build.yml#L174) to the contributors for a reproducible compilation in our official docker image?

/cc @ZainRizvi @kit1980 @huydhn @clee2000 @malfet @atalman 

### Alternatives

_No response_

### Additional context

_No response_
Repository: yt-dlp
Issue: Populate fields for match-filter and in the json output
Labels: site-enhancement,triage

### 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 requesting a site-specific feature
- [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 checked that all provided URLs are playable in a browser with the same IP and same login details
- [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 issues **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)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

_No response_

### Example URLs

https://www.youtube.com/playlist?list=PLWHarrLXQlqmsKldQC9j9XIMpArq6-0iP

### Provide a description that is worded well enough to be understood

cf. https://github.com/yt-dlp/yt-dlp/issues/9614#issuecomment-2086354473

### Provide verbose output that clearly demonstrates the problem

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

### Complete Verbose Output

```shell
cf. https://github.com/yt-dlp/yt-dlp/issues/9614#issuecomment-2086354473
```
Repository: PowerToys
Issue: Can't remap CTRL (Left) + Shift (Right) to Disabled
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

v0.80.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

![remap](https://github.com/microsoft/PowerToys/assets/95440833/2d6ba6ef-4a51-49d1-a230-48a47ac143d7)


### ✔️ Expected Behavior

Expected it to work (as suggested by <https://answers.microsoft.com/en-us/windows/forum/all/disable-right-ctrlshift-switching-notepad-from/ecc6a23a-8e84-4987-ae16-1dd6a37978e1>, which was my exact motivation to try).

### ❌ Actual Behavior

Pressing OK leads to the popup:
> Some of the shortcuts could not be remapped.

I have no other key remappings that should collide, I have no shortcut remappings, made sure to try as admin, with and without target app. No combination of `CTRL` / `SHIFT` / `ALT` keys alone is working for me. Combinations like `CTRL + J`, `CTRL + ALT + ,` and so on can be remapped without issue. Tried on Windows 11, lenovo laptop, with no other programs open, and I'm pretty confident I don't have anything special running on the background. Weirdest setup I have is probably using both spanish and english for different configurations in my computer. The main UI in PowerToys appears in spanish, but the keyboard manager appears in english. Don't really think it would be related, but it's the only non-hardware related thing that comes to mind.

### Other Software

_No response_
Repository: excalidraw
Issue: [Feature Request] Frames with Multiple States
Labels: enhancement

I've found the opacity of Frame feature to be amazing while making explainers and to hide complexity

Is it possible to have something like frames, but with multiple states. Each state is a sub-diagram, but only one of them is visible at a time. Each state overlaps over the others, but since just one is visible, it allows easy swapping to show the changes

Sample mockup:
![image](https://github.com/excalidraw/excalidraw/assets/2657068/838199bb-3532-49bb-a7a3-907d7b2e6be2)
Repository: godot
Issue: ParticleProcessMaterial: Default curve range for particle angles of -360 to 360 is not very useful
Labels: bug,topic:editor,usability,topic:particles

### Tested versions

v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 31.0.15.5222) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

When you add a curve to the _Spawn_ > _Angle_ setting of a `ParticleProcessMaterial`, this is initialized with a range of -360 to to 360. Since the curve value is actually **multiplied** with the particle angle and not **replacing** it, I think this range does not make a lot of sense in most cases as it will just send all the particles heavily spinning if you multiply their angle with 360.  I think a default range of -1 to 1 would make more sense to me here.

https://github.com/godotengine/godot/assets/327257/54e8c7ec-fce1-4b4f-8656-7d6885a7f89a




### Steps to reproduce

- Create a `GPUParticles2D` Node
- Add a `ParticleProcessMaterial` to it.
- In the _Spawn_ > _Angle_ setting, add a curve.
- The curve has default values of -360 to 360.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: ERROR: Mono: FATAL ERROR '* Assertion: should not be reached at class-accessors.c:81
Labels: bug,topic:editor,topic:dotnet,crash

### Tested versions

Godot Engine v3.5.3.stable.mono.flathub.6c814135b

### System information

Linux - Linux Mint 

### Issue description

Hi,

These last few weeks I keep encountering unexpected Godot 3 crashes. Whenever I launch my game, only sometimes the game editor freezes in the background and crashes. After a lot of investigation, I'm completely stuck but very annoyed, as I feel I can't reliably use the engine at the moment.

I use C#, and unreliably it crashes. So naturally I start with running Godot 3 with the `verbose` option, `--v`:
```
Godot Engine v3.5.3.stable.mono.flathub.6c814135b - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2
Async. shader compilation: OFF
 
Mono: Log file is: '/home/main/.var/app/org.godotengine.Godot3Sharp/data/godot/mono/mono_logs/2024-05-01_12.49.10_564.log'
ERROR: Attempted to convert a managed array of unmarshallable element type to Variant.
   at: mono_object_to_variant_impl (modules/mono/mono_gd/gd_mono_marshal.cpp:1032)
[GameServer] Client connected: 12345
[GameClient] Connected
ERROR: Mono: FATAL ERROR '* Assertion: should not be reached at class-accessors.c:81
 (in domain , error)', ABORTING! Logfile: '/home/main/.var/app/org.godotengine.Godot3Sharp/data/godot/mono/mono_logs/2024-05-01_12.23.57_15.log'.
   at: mono_log_callback (modules/mono/mono_gd/gd_mono_log.cpp:91)
```

Here are the mono logs:
```
...
Assembly Ref addref GodotTools[0xa43a4d0] -> System[0x9df7f00]: 4 (in domain Mono, info)
Requesting loading reference 0 (of 2) of /app/bin/GodotSharp/Tools/GodotTools.IdeMessaging.dll (in domain Mono, info)
Loading reference 0 of /app/bin/GodotSharp/Tools/GodotTools.IdeMessaging.dll asmctx DEFAULT, looking for netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51 (in domain Mono, info)
Assembly Ref addref GodotTools.IdeMessaging[0x1ea0a420] -> netstandard[0x1ab2d440]: 4 (in domain Mono, info)
* Assertion: should not be reached at class-accessors.c:81
 (in domain , error)
```

I'm completely stuck on what to do and how to investigate further. Could you help me with any tips to make the crash more reproducible? Right now it's really "random", as 9 out of 10 times the game runs normally. 1 out of 10 times, the game crashes.

Kind regards,

### Steps to reproduce

I'm unable to reproduce the crash reliably, because it doesn't happen reliably.

### Minimal reproduction project (MRP)

I'm unable to reproduce the crash reliably, because it doesn't happen reliably.

Edit:
https://pastebin.com/ePC9zjHK I captured more logs here. I'm really not sure what to make out of it.. It's the Editor that crashes, not the game itself...
Repository: godot
Issue: Replacing a variable's name with "replace in files" causes some of the code I wrote before to disappear
Labels: bug,topic:editor

### Tested versions

4.2.2 stable

### System information

Windows10

### Issue description

When I use the ctrl+alt+F to replace a variable's name, some of the code I wrote before using the replace function in the currently open script disappears directly

### Steps to reproduce

1. create a script, and add some code like below:
```gdscript
extends Node

var g_test: int
var b_test: int

func start() -> void:
	if g_test:
		print(g_test)
```

2. write some additional code below the 'star()' function, any code (or comments), it doesn't matter, 
3. press ctrl+alt+F to replace for example, 'g_test' with 'a_test' and chose to replace them all.
4. then, what you just write in the 2th step will disappear~

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: An initializer in a Resource-extended class for an EditorImportPlugin can cause .is_empty() to report incorrectly
Labels: bug,topic:core,topic:plugin,crash

### Tested versions

- Found in v4.3.dev.custom_build [89850d553] built from the git.

### System information

Godot v4.3.dev (89850d553) - Debian GNU/Linux trixie/sid trixie - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (nvidia) - AMD Ryzen 5 1600 Six-Core Processor (12 Threads)

### Issue description

This a very confusing issue. Initializing a varaible in a Resource class meant to be used with EditorImportPlugin causes the `load()` function (and `ResourceLoader.load()`) to improperly load the Resource with no warning that anything was wrong, but then two contradictory things happen:
1. The loaded class is of the correct type and has the correct field.
2. The loaded field (in the tested case a PackedStringArray) is empty.
3. Comparing it to a fresh empty array returns they are equal.
4. The `.is_empty()` function on the loaded array returns `false`.

Not only was this behaviour very hard to pin down, but it can cause further editor crashes down the line when using the corrupted array, or at least out of bounds exceptions.
Removing this initialization fixes the problem, but the issue is there is no way to know what the problem is from the errors reported and the inconsistency or the array interface is very misleading. I don't know enough about Resource to offer a solution, but maybe it could check the script and warn if an initializer would case an issue.

### Steps to reproduce

In the MRP, open `resourcetest.gd` and run with C-S-X.
To confirm the correct beaviour, in `resourceclas.gd` remove the `= []` initializer and reload the project. The test will now be correct.

### Minimal reproduction project (MRP)

[importer_weird.zip](https://github.com/godotengine/godot/files/15176535/importer_weird.zip)
Repository: ollama
Issue:  About OLLAMA_PARALLEL split the max context length
Labels: bug

### What is the issue?

 I encountered this while testing SQL QA with extremely large table, and i put all DDL into  `system` .

When `OLLAMA_PARALLEL = 4,` I observed  that model appears to only understand the last 4000 tokens of the DDL. This is quite different from my previous experience. My webui is open webui , it can set `num_ctx` to 16000, but useless.

BUT changing `OLLAMA_PARALLEL=1`,  model can understand the whole DDL !

so , max_num_ctx = 16000 /  OLLAMA_PARALLEL ?   Even when the machine is free ?



### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.1.33-RC5
Repository: material-ui
Issue: [docs-infra] Demo toolbar buttons can't be accessed via keyboard
Labels: bug 🐛,accessibility,regression,scope: docs-infra

### Search keywords

demo toolbar

### Latest version

- [X] I have tested the latest version

### Steps to reproduce

Steps:
1. Go to any doc's page with a demo container
2. Try to navigate using only the keyboard


### Current behavior

https://github.com/mui/material-ui/assets/37222944/38aa4a8a-25b8-4cbb-b9b8-8188f65cb980

### Expected behavior

The toolbar needs to be accessible for keyboard users. Right now, if you're only using a keyboard, you can't expand, reset, or edit any demos. This is essential for ensuring all users can fully interact with the toolbar's features.

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
System:
    OS: macOS 14.3
    CPU: (10) arm64 Apple M1 Pro
    Memory: 125.86 MB / 16.00 GB
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 16.20.2 - ~/.nvm/versions/node/v16.20.2/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 8.19.4 - ~/.nvm/versions/node/v16.20.2/bin/npm
    pnpm: 8.14.0 - /usr/local/bin/pnpm
  Managers:
    Homebrew: 4.0.18 - /opt/homebrew/bin/brew
    pip3: 21.2.4 - /usr/bin/pip3
    RubyGems: 3.0.3.1 - /usr/bin/gem
  Utilities:
    Make: 3.81 - /usr/bin/make
    GCC: 15.0.0 - /usr/bin/gcc
    Git: 2.40.1 - /opt/homebrew/bin/git
    Clang: 15.0.0 - /usr/bin/clang
    Curl: 8.4.0 - /usr/bin/curl
  Servers:
    Apache: 2.4.56 - /usr/sbin/apachectl
  IDEs:
    VSCode: 1.86.0 - /usr/local/bin/code
    Vim: 9.0 - /usr/bin/vim
    Xcode: /undefined - /usr/bin/xcodebuild
  Languages:
    Bash: 3.2.57 - /bin/bash
    Perl: 5.30.3 - /usr/bin/perl
    Python3: 3.9.6 - /usr/bin/python3
    Ruby: 2.6.10 - /usr/bin/ruby
  Databases:
    SQLite: 3.43.2 - /usr/bin/sqlite3
  Browsers:
    Chrome: 124.0.6367.93
    Safari: 17.3
  Monorepos:
    Lerna: 8.1.2
```
</details>


**Search keywords**: demo toolbar