sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ui
Issue: [bug]: Pagination - The requested module /src/components/ui/button.tsx does not provide an export named ButtonProps
Labels: bug

### Describe the bug

Pagination throws an error when attempting to import `ButtonProps` from `button.tsx` in Astro. The error occurs because `ButtonProps` is imported directly as: 
```js
import { ButtonProps, buttonVariants } from "@/components/ui/button";
```
While this may work in Next.js or vanilla React (not tested), it throws an error in Astro with React.

To resolve this, update the import statement to:
```js
import type { ButtonProps } from "@/components/ui/button";
import { buttonVariants } from "@/components/ui/button";
```

### Affected component/components

Pagination

### How to reproduce

1. Create a new Astro app.
2. Add Shadcn to the Astro app.
3. Run `npx shadcn@latest add button`.
4. Run `npx shadcn@latest add pagination` (replacing the button is optional).
5. Import Pagination into a React component.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Windows 11, Node v23.1.0, Astro 4.16.7, React 18.3.1, Typescript 5.6.3
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: deno
Issue: PEM Base64 Error while using mineflayer NPM Package
Labels: bug,crypto

Version: Deno 2.0.3
Hello.

I am interested in using Deno to build a Minecraft player bot. I used the minelayer package and the Deno runtime. I wrote simple code that should log in to the player using Microsoft authentication.
I am using Deno running on aarch64 Linux.
I am also running mineflayer version 4.23.0.

I am currently attempting to run this code:

```
import mineflayer from "mineflayer";

console.log("Hello, world!");
const bot = mineflayer.createBot({
    host: "[remote ip]",
    port: 25565,
    username: "[username]",
    auth: "microsoft",
    version: "1.20.4",
});

bot.on("login", () => {
    bot.chat("Hello, world!");
});
```

After authenticating with a Microsoft account. I get this strange error:
```
error: Uncaught (in promise) Error: ASN.1 error: PEM error: PEM Base64 error: invalid Base64 encoding
    at Object.publicEncrypt (ext:deno_node/internal/crypto/cipher.ts:221:10)
    at sendEncryptionKeyResponse (file:///home/[username]/.cache/deno/npm/registry.npmjs.org/minecraft-protocol/1.50.0/src/client/encrypt.js:49:52)
    at onJoinServerResponse (file:///home/[username]/.cache/deno/npm/registry.npmjs.org/minecraft-protocol/1.50.0/src/client/encrypt.js:36:11)
    at file:///home/[username]/.cache/deno/npm/registry.npmjs.org/yggdrasil/1.7.0/src/utils.js:73:15
    at Object.runMicrotasks (ext:core/01_core.js:672:26)
    at processTicksAndRejections (ext:deno_node/_next_tick.ts:57:10)
    at runNextTicks (ext:deno_node/_next_tick.ts:74:3)
    at eventLoopTick (ext:core/01_core.js:182:21)
```

This code works as intended using the latest version of node js, which is 23.0.0-1.
Steps to reproduce:

1. Install mineflayer package. deno add npm:mineflayer
2. Write above code.
3. Run script and authenticate. deno run main.ts
4. Observe error.
Repository: pytorch
Issue: Please implement batching rule for torch.nn.functional.multi_margin_loss
Labels: triaged,actionable,module: vmap,module: functorch

### 🚀 The feature, motivation and pitch

I'm working on a metric to measure the efficiency of a neural network. My approach requires computing per-example gradient using multi_margin_loss.
Like evaluating the test accuracy of a model, the more examples used, the better the estimation. I would like to measure the efficiency of a lot of models using their entire validation set, so a speed boost would save so much time.

### Alternatives

In fact, my original idea is really simple, the loss is simply the output with the additive inverse of argmax value:
```
  m = torch.ones_like(output)
  m[label] = -1
  loss = output * m + 2
```
I've tried every way I know (indexing, scatter, one_hot, arange) to do this: `m[label] = -1`. However, I always run into problems with indexing BatchedTensor.

If vmap apply a function over a batch of data, I think a per-example function shouldn't have to deal with BatchedTensor in the first place. I'm new to all of this so I don't know if I made a mistake, or what is needed in this case, maybe the ability to index, or batching rule for scatter? 

I don't know which is the solution, but I feel like solving this gives more flexibility than implementing batching rule for any other function.

### Additional context

_No response_

cc @zou3519 @Chillee @samdow @kshitij12345
Repository: three.js
Issue: Demo of reverse depth buffer
Labels: Enhancement

### Description

There are no demos that exercise Cory's new reversed Z functionality.

### Solution

One idea is forking or enhancing the existing [Logarithmic Depth Buffer](https://threejs.org/examples/#webgl_camera_logarithmicdepthbuffer) demo.

### Alternatives

The logarithmic depth buffer demo is super cool but it might be be more useful to have a demo that exercises reversed Z in combination with other features, like shadow mapping, SSAO, and raycaster picking. This would show that all the pieces still play well together.

### Additional context

https://github.com/mrdoob/three.js/pull/29445
https://github.com/mrdoob/three.js/pull/29579
Repository: PowerToys
Issue: Prevent White Flash When Opening Windows in Dark Mode
Labels: Idea-New PowerToy,Product-Tweak UI Design

### Description of the new feature / enhancement

Would it be possible for PowerToys to eliminate the white flash when opening a window in Dark Mode? For example, when launching Chrome, there’s always a brief white flash before the content appears. Perhaps PowerToys could replace this flash with a black or dark splash screen instead.

Alternatively, the feature could delay displaying a window until it’s fully rendered, similar to how macOS manages window loading. This enhancement would provide a smoother, fully dark-mode experience.

Here is a reddit post about it with video
https://www.reddit.com/r/Windows11/comments/12xbtrb/screen_flashes_white_when_opening_a_window_on/


### Scenario when this would be used?

Everywhere.

### Supporting information

_No response_
Repository: terminal
Issue: Ctrl or shift click the new tab button does not use the parent directory as working directory
Labels: Issue-Bug,Product-Terminal,Needs-Tag-Fix

### Windows Terminal version

1.21.2911.0

### Windows build number

10.0.19045.5011

### Other Software

_No response_

### Steps to reproduce

0. Set default profile CMD (or PS; but steps below are for CMD).
1. Set your CMD profile's "Starting directory" to "Use parent process directory".
3. Open a new window of WT at a non-default directory, say, `C:\files\`.
4. In this window, click the drop down button (V) next to new tab button (+), and shift or ctrl click the CMD option to create a new window or an administrator window.
5. Observe the new window is correctly using `C:\files\` as current working dir, as expected.
6. Back to the original window. Shift or ctrl click the new tab button (+) directly.
 

### Expected Behavior

 It should create a new window or a new administrator window with default profile, which should be CMD, so it should create a window using `C:\files\` as starting dir just like step 4-5.

### Actual Behavior

 It creates a window using `C:\WINDOWS\system32` as working dir, not parent process dir.
Repository: pytorch
Issue: Ban relative imports in test/
Labels: module: tests,triaged,better-engineering,module: testing

### 🐛 Describe the bug

If you want to make some library code for tests to share, put it in torch/

### Versions

main

cc @mruberry @ZainRizvi
Repository: flutter
Issue: Turn off NSAsserts in release mode on iOS and macOS
Labels: engine,P2,team-ios,triaged-ios

In a typical iOS and macOS project `NSAssert`s are off in release mode.  Here's the `ENABLE_NS_ASSERTIONS` build setting in a newly created project:

![Screenshot 2024-10-29 at 9 30 11 PM](https://github.com/user-attachments/assets/ef9b1069-e25d-4438-8aa0-6654f60b03d4)

> Controls whether assertion logic provided by NSAssert is included in the preprocessed source code or is elided during preprocessing. Disabling assertions can improve code performance.

https://github.com/flutter/buildroot/pull/860 attempted to turn off asserts in release mode, however there were some [analyzer errors](https://github.com/flutter/engine/pull/53005#issuecomment-2140975126) when it was rolled into the engine, so the buildroot commit was [reverted](https://github.com/flutter/buildroot/pull/864).

clang tidy:
https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8746478531016733745/+/u/test:_test:_lint_host_debug/stdout

Fix the analyzer errors, then reland https://github.com/flutter/buildroot/pull/860 to turn off `ENABLE_NS_ASSERTIONS` in Release mode.

Examples of NSAssert crashes that probably shouldn't be happening in https://github.com/flutter/flutter/issues/148279
Repository: godot
Issue: Modifying material properties on external material do not update view in-game
Labels: bug,topic:core

### Tested versions

v4.4.dev.custom_build [8004c7524]

### System information

macOS

### Issue description

Material property setters that don't call notify_property_list_changed will not see the change reflected in the viewport.

### Steps to reproduce

Change a material property like cull mode.

### Minimal reproduction project (MRP)

Create a material and try modifying cull mode. Notice nothing appears to change.
Repository: three.js
Issue: Support shadow mapping with reverse Z
Labels: Enhancement

### Description

To repro, modify `examples/webgl_shadowmap.html` by passing `reverseDepthBuffer: true` into the `WebGLRenderer` constructor.

To get anything to render at all, you will also need to add `renderer.getContext().clearDepth(0)` (see my comment in #29579).

After these modifications, the demo looks okay except that there are no shadows.

### Solution

Ideally shadow mapping is supported without requiring clients to write any extra code, since `DepthBuffer` in `WebGLState` already flips the depth function & depth clear value at a low level.  I have not yet been able to find the missing piece.

### Alternatives

Alternatively, maybe the onus is on the applications to handle this in the onBeforeShadow hook?

### Additional context

_No response_
Repository: next.js
Issue: router.asPath is wrong on vercel
Labels: bug,Navigation,Internationalization (i18n)

### Link to the code that reproduces this issue

https://github.com/mrbirddev/fontsensei/commit/5a04164bc78771cad30fee3408ad38f93fd43e2b

### To Reproduce

1. deploy this commit on vercel
https://github.com/mrbirddev/fontsensei/commit/5a04164bc78771cad30fee3408ad38f93fd43e2b

--> vercel URL
https://fontsensei-4tsd0b9mj-mr-birds-projects.vercel.app

2. Visit the path `/ja/tags/groovy`

3. Check the rendering results of these lines 
https://github.com/mrbirddev/fontsensei/blob/5a04164bc78771cad30fee3408ad38f93fd43e2b/src/browser/i18n/ChooseLocaleModal.tsx#L26-L29


### Current vs. Expected behavior

#### Expected
It works fine locally after `yarn build` & `yarn start`. SSR on localhost
```
<a class="link link-ghost" href="/tag/groovy">English</a>
<a class="link link-ghost" href="/es/tag/groovy">Español</a>
<a class="link link-ghost" href="/pt-br/tag/groovy">Português do Brasil</a>
<a class="link link-ghost" href="/de/tag/groovy">Deutsch</a>
...
```

#### Not expected
SSR on vercel.
```
<a class="link link-ghost" href="/ja/tag/groovy?nxtPslugList=groovy">English</a>
<a class="link link-ghost" href="/es/ja/tag/groovy?nxtPslugList=groovy">Español</a>
<a class="link link-ghost" href="/pt-br/ja/tag/groovy?nxtPslugList=groovy">Português do Brasil</a>
<a class="link link-ghost" href="/de/ja/tag/groovy?nxtPslugList=groovy">Deutsch</a>
...
```

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:42:42 PDT 2023; root:xnu-10002.1.13~1/RELEASE_X86_64
  Available memory (MB): 65536
  Available CPU cores: 16
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: 1.22.21
  pnpm: N/A
Relevant Packages:
  next: 15.0.3-canary.1
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Internationalization (i18n), Navigation

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

_No response_
Repository: excalidraw
Issue: excalidrawApi don't execute on update for work HMR
Labels: support

As the useRef works in the react, we need to call the function for each call to didUpdate to put the api back. This need for HMR. 
I can send mr if you agree

One of the possible solutions
```js
  componentDidUpdate(prevProps: AppProps, prevState: AppState) {
    this.props.excalidrawAPI?.(this.api)
    ....
```
Repository: material-ui
Issue: [icons-material] Importing from `@mui/icons-material` throws error in Remix/Vite
Labels: bug 🐛,package: icons

### Search keywords

module, cjs, mjs, icons, vite, remix

### Latest version

- [x] I have tested the latest version

### Steps to reproduce

1. Open [reproduction](https://stackblitz.com/edit/remix-run-remix-dvi4ts?file=app%2Froutes%2F_index.tsx)
2.  Notice error 


### Current behavior

Importing an icon from `@mui/icons-material` throws the following warning and error.

`Warning: To load an ES module, set "type": "module" in the package.json or use the .mjs extension.`

<img width="1020" alt="Screenshot 2024-10-30 at 3 43 40 PM" src="https://github.com/user-attachments/assets/19b7a1fc-bc98-4e85-b27b-a43b32ec1ccd">

`SyntaxError: Cannot use import statement outside a module`

![Screenshot 2024-10-30 at 3 38 25 PM](https://github.com/user-attachments/assets/a94a89cc-7a37-45a7-ac70-3e6c89481c95)



### Expected behavior

Importing an icon from `@mui/icons-material` shouldn't throw an error.

### Context

We're trying to use `@mui/icons-material` in a Remix project.

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
System:
    OS: macOS 14.5
  Binaries:
    Node: 22.2.0 - ~/.nvm/versions/node/v22.2.0/bin/node
    npm: 10.7.0 - ~/.nvm/versions/node/v22.2.0/bin/npm
    pnpm: Not Found
  Browsers:
    Chrome: 130.0.6723.91
    Edge: Not Found
    Safari: 17.5
  npmPackages:
    @mui/core-downloads-tracker:  6.1.5 
    @mui/icons-material: ^6.1.5 => 6.1.5 
    @mui/material:  6.1.5 
    @mui/private-theming:  6.1.5 
    @mui/styled-engine:  6.1.5 
    @mui/system:  6.1.5 
    @mui/types:  7.2.18 
    @mui/utils:  6.1.5 
    @types/react: ^18.2.20 => 18.3.10 
    react: ^18.2.0 => 18.3.1 
    react-dom: ^18.2.0 => 18.3.1 
    typescript: ^5.1.6 => 5.6.2
```
</details>
Repository: PowerToys
Issue: Shotcuts on Dashboard screen changes based on the current keyboard layout
Labels: Issue-Bug,Product-Settings,Priority-1

### Microsoft PowerToys version

0.85.1

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

I'll be using Thai keyboard layout (Kedmanee, to be exact) to reproduce the issue. Not 100% sure if other non-English would exhibit the same behavior or not.

1. Switch to Thai keyboard layout on Windows.
2. Open the Dashboard screen by either
2.1 Open PowerToys Settings from the PowerToys icon inside Windows' notification area, or
2.2 From any page on PowerToys Settings, switch to Dashboard screen.

### ✔️ Expected Behavior

Shortcut key should remains the same regardless of the current keyboard layout. 

For example, "Always On Top" should display "⊞ Ctrl T" or "Screen Ruler" should be "⊞ Ctrl Shift M".

![Image](https://github.com/user-attachments/assets/f6429c5c-8ade-409f-afd4-b99c5af68bbd)


### ❌ Actual Behavior

Shortcut key (except the modifier) is different when different keyboard layout is active.

"Always on Top" becomes "⊞ Ctrl ธ" or "Screen Ruler" becomes "⊞ Shift ?".
![Image](https://github.com/user-attachments/assets/fe7a08e9-f9af-4226-8108-e801cc1c03a0)

### Other Software

_No response_
Repository: vscode
Issue: Error: Trying to add a disposable to a DisposableStore that has already been disposed of. The added object will be leaked!
Labels: debt

Running vscode-test on 1.95.0 occurred this issue, working well on 1.94.2.

```
Error: Trying to add a disposable to a DisposableStore that has already been disposed of. The added object will be leaked!
    at H3.add (file:///home/vsts/work/1/s/.vscode-test/vscode-linux-x64-1.95.0/resources/app/out/vs/workbench/api/node/extensionHostProcess.js:24:1439)
    at yw.n (file:///home/vsts/work/1/s/.vscode-test/vscode-linux-x64-1.95.0/resources/app/out/vs/workbench/api/node/extensionHostProcess.js:120:1748)

```
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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.95.0
- OS Version:  MasOS, Windows, Linux

Steps to Reproduce:

1. Execute unit test via test-electron in EH.
Repository: next.js
Issue: OPTIONS request stuck when using edge runtime
Labels: bug,Navigation,Performance,Runtime,Pages Router,Parallel & Intercepting Routes,Partial Prerendering (PPR)

### Link to the code that reproduces this issue

https://github.com/yuluyi/edge-runtime-stuck-on-options

### To Reproduce

```
pnpm run dev
curl 'http://localhost:3000' -X 'OPTIONS'
```

### Current vs. Expected behavior

It should work.


### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 24.0.0: Tue Sep 24 23:37:13 PDT 2024; root:xnu-11215.1.12~1/RELEASE_ARM64_T8112
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 20.2.0
  npm: 9.6.6
  Yarn: N/A
  pnpm: 9.5.0
Relevant Packages:
  next: 15.0.2-canary.9 // There is a newer canary version (15.0.3-canary.1) available, please upgrade!
  eslint-config-next: 15.0.1
  react: 19.0.0-rc-69d4b800-20241021
  react-dom: 19.0.0-rc-69d4b800-20241021
  typescript: 5.6.3
Next.js Config:
  output: N/A
 ⚠ There is a newer canary version (15.0.3-canary.1) available, please upgrade!
   Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.
   Read more - https://nextjs.org/docs/messages/opening-an-issue
```


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

Developer Experience, Navigation, Pages Router, Parallel & Intercepting Routes, Partial Prerendering (PPR), Performance, Runtime

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

next dev (local), Vercel (Deployed), Other (Deployed)

### Additional context

OPTIONS request stuck when using edge runtime. I occasionally found some timeout logs of my project deployed on Vercel. All caused by an OPTIONS request to my root page. After some experiment, I found even I run: next dev, I can still reproduce the issue, as long as I add
```
export const runtime = 'edge'
```
to my page.tsx.

If I use node runtime, everything is fine.
Repository: godot
Issue: Support the IOR attribute of glass material
Labels: topic:rendering,needs testing,topic:3d

### Tested versions

4.0.4

### System information

macos 14.4 (23E214) godot 4.0.4

### Issue description

![image](https://github.com/user-attachments/assets/7c07c362-2d1a-43d7-869b-13395c4a0d94)

Set the ior property of Threejs material and change the refractive index of transparent material. The effect is as follows:
![image](https://github.com/user-attachments/assets/34d3c513-2def-4c6d-96ef-e678c553e342)

However, in Godot's StandMaterial3D, after setting Refraction, regardless of the scale value, the previously transparent material becomes opaque, and the objects that are blocked behind do not refract on the sphere, as shown in the following figure:
![image](https://github.com/user-attachments/assets/2f64af12-0cab-46ce-a040-ac8c79477986)
![image](https://github.com/user-attachments/assets/c4e98a3e-f695-48d4-8391-5792e45fc701)

Referring to the refraction property of StandardMaterial3D, the godot shader script code written is as follows：
![image](https://github.com/user-attachments/assets/0d0e590c-89cf-4ccd-a46f-a9adba30335b)
![image](https://github.com/user-attachments/assets/2fbef465-9800-45ac-b07f-871ef924be4c)
![image](https://github.com/user-attachments/assets/9be8439c-adfc-4937-95f6-7d2e7d25f2a9)

The effect shown above is very different from IOR. Do you have a plan to adapt to IOR, or do you have any good suggestions to solve this problem?



### Steps to reproduce

none

### Minimal reproduction project (MRP)

[Test0520.zip](https://github.com/user-attachments/files/17567659/Test0520.zip)
Repository: rust
Issue: compiletest: `//@ needs-dynamic-linking` should rule out musl since it supports neither dylibs nor cdylibs
Labels: T-bootstrap,E-medium,C-bug,A-compiletest,E-needs-investigation

Noticed in #130860. Should double-check the detection mechanism to determine *why* we thought `musl` targets supported dynamic linking in the first place.
Repository: kubernetes
Issue: Implement caching for resolved OIDC distributed claims
Labels: kind/feature,sig/auth,needs-triage

### What would you like to be added?

The oidc distributed claims feature was implemented (see [PR #63213](https://github.com/kubernetes/kubernetes/pull/63213)), but caching for resolved claims was left as a TODO (see [code reference](https://github.com/kubernetes/kubernetes/blob/daef8c2419a638d3925e146d0f5a6b217ea69b74/staging/src/k8s.io/apiserver/plugin/pkg/authenticator/token/oidc/oidc.go#L626)).

I am interested in implementing this caching feature but would like to discuss the approach before proceeding.

### Why is this needed?

Tokens are evaluated on every HTTP request, which makes the process slow
Repository: pytorch
Issue: Torch Inductor should have a way for new backend to provide build options
Labels: triaged,oncall: pt2,module: inductor

### 🚀 The feature, motivation and pitch

Currently, to compile the code generated by a backend, build options are collected by CppTorchDeviceOptions, there are 2 issues here. First, it covers cpu, cuda and xpu for now, all the codes for different backends are put together with branches. This is an anti pattern. Each should have their own implementation/subclass.
Second, new backends always need to customize the build options, e.g., backend specific include dirs and lib dirs. There should be a way for each backend to provide such information. E.g., in DeviceCodegen, we can add a new fields like build_options. 

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @aakhundov