sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: Storybook and `next-dynamic` not resolving suspense
Labels: bug,help wanted,nextjs

### Describe the bug

Creating this issue on behalf of GoodRx. They provided a repro [here](https://github.com/dmytrobondarchukGoodRx/storybook-dynamic), including the steps to reproduce below from their readme for quick reference.

### Reproduction link

https://github.com/dmytrobondarchukGoodRx/storybook-dynamic

### Reproduction steps

## Steps to reproduce

1. Clone the repo
2. Run `yarn`
3. Run `yarn storybook`
   or `yarn build-storybook && npx http-server ./storybook-static`
4. Open the provided storybook url and open **NextJs dynamic issue** story folder

There are four stories here:

One is using the default `CheckUserSession` component (**Not dynamic** story) and others use the `next-dynamic` wrapper of that component called `CheckUserSessionDynamic`:

1. **Dynamic** - parent and child components use `fetch` to get data
2. **Dynamic Child Non Async** - child components don't make async calls (mock data)
3. **Dynamic All Aon Async** - child and parent components don't make async calls (mock data)

During each story open the _Network_ tab in browser tools

You will get two behaviors:

### Not dynamic behavior

The page will show one main spinner from the _Story_'s suspense and then shortly a lot of spinners for each post after resolving `/posts` route and will execute each HTTP request once and will show the content in a few seconds

### Dynamic behavior

The page will show only the main spinner from _Story_'s suspense and will keep spaming HTTP calls to `/posts` route from the `<Posts />` component (except **Dynamic All Aon Async** story)

The same behavior was confirmed on prod environment with infinite calls to HTTP endpoint (which was added to check if re-render _(?)_ was happening)

### System

```bash
"@chromatic-com/storybook": "^1.6.1",
    "@storybook/addon-essentials": "^8.2.9",
    "@storybook/addon-interactions": "^8.2.9",
    "@storybook/addon-links": "^8.2.9",
    "@storybook/addon-onboarding": "^8.2.9",
    "@storybook/addon-styling-webpack": "^1.0.0",
    "@storybook/blocks": "^8.2.9",
    "@storybook/nextjs": "^8.2.9",
    "@storybook/react": "^8.2.9",
    "@storybook/test": "^8.2.9",
    "storybook": "^8.2.9",
```


### Additional context

_No response_
Repository: ollama
Issue: Support setting `num_ctx` in openai api via extra query parameter
Labels: feature request,api

Hi thanks for the package! It would be great if num_ctx can be set in openai api. It seems openai api allows extra query parameter, and other packages like vllm can make use of it to support custom args.
Repository: PowerToys
Issue: "Run" component uses already existing Windows keybind, also, searchbar lacks "PowerToys Run" branding of any kind
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

enable Run component, then switch to any Windows program that is not maximized, press LAlt+Spacebar.

### ✔️ Expected Behavior

The current window's menu should open, so that only "X" must be pressed next to maximize the window without using the mouse (or touchpad) at all.

### ❌ Actual Behavior

Some search bar opened in center of screen, not even having the branding "_PowerToys Run_" anywhere around that new search-bar, making it very hard for new users for even finding out that PowerToys is causing that issue.

### Other Software

_No response_
Repository: node
Issue: build: configure path refactoring broke ICU download on windows
Labels: build,python,icu

### Version

main

### Platform

_No response_

### Subsystem

build

### What steps will reproduce the bug?

on windows git bash:

```shell
./configure --with-intl=full-icu --with-icu-source=https://github.com/unicode-org/icu/releases/download/release-76-rc/icu4c-76_1-src.tgz
```

### How often does it reproduce? Is there a required condition?

always

### What is the expected behavior? Why is that the expected behavior?

successful configure


### What do you see instead?

```
Traceback (most recent call last):
  File "C:\Users\srl29\src\node\configure", line 28, in <module>
    import configure
  File "C:\Users\srl29\src\node\configure.py", line 2204, in <module>
    configure_intl(output)
  File "C:\Users\srl29\src\node\configure.py", line 1939, in configure_intl
    elif with_icu_source and Path(icu_full_path).resolve() == Path(with_icu_source).resolve():
  File "C:\Users\srl29\.pyenv\pyenv-win\versions\3.9.13\lib\pathlib.py", line 1215, in resolve
    s = self._flavour.resolve(self, strict=strict)
  File "C:\Users\srl29\.pyenv\pyenv-win\versions\3.9.13\lib\pathlib.py", line 215, in resolve
    s = self._ext_to_normal(_getfinalpathname(s))
OSError: [WinError 123] El nombre de archivo, el nombre de directorio o la sintaxis de la etiqueta del volumen no son correctos: 'https:\\github.com\\unicode-org\\icu\\releases\\download\\release-76-rc\\icu4c-76_1-src.tgz'
```

### Additional information

broke in #47581
Repository: kubernetes
Issue: [Compatibility Version] Resource Lifecycle n+3
Labels: sig/api-machinery,triage/accepted

We have prerelease-lifecycle tags that tags the releases when a resource is introduced, deprecated, and removed. With the introduction of compatibility versions, these versions become a bit more tricky. 

We currently use binary version to warn kubectl on with deprecation policies and this will need to be fixed to use emulation version: https://github.com/kubernetes/kubernetes/blob/master/staging/src/k8s.io/apiserver/pkg/endpoints/installer.go#L770

Because emulation can be 3 versions less than the binary version, one additional caveat is that we need to keep removed resources an extra 3 releases to be able to fully emulate the range of versions.

A resource available in 1.30, deprecated in 1.33 and removed in 1.36 (per resource lifecycle) must keep the resource in code until 1.39 because a 1.38 cluster can still emulate 1.35 when the resource is still available in the cluster.

One other point of consideration is testing. In the above example, if a resource is still able to be served with an emulation version toggle, it makes sense that tests should be kept. However,  the tests will fail if the resource is already removed for the latest emulation version. Upon an API being removed, would we lock the tests to the emulation version before the removal? These would then be removed 3 releases later when the resource is finally able to be removed?  We would need to communicate to feature owners not to delete tests and preserve them with a fixed compatibility version. Logically this solves our problems but the chore of bumping the compatibility version will have more nuanced things we need to do. (https://github.com/kubernetes/kubernetes/pull/126977 was already quite involved with pushing removal back one release via `KUBE_APISERVER_SERVE_REMOVED_APIS_FOR_ONE_RELEASE`)

/cc @jpbetz @deads2k @aaron-prindle 
/sig api-machinery
/triage accepted
Repository: deno
Issue: Poor dynamic route syntax results in less-than-perfect error message
Labels: bug,ext/url

I've found that if you create a dynamic route in the form of `[:myparam].tsx` rather than `[myparam].tsx` the error message is
 
```
error: Uncaught (in promise) TypeError: tokenizer error: invalid name; must be at least length 1 (at char 1)
        path: new URLPattern({ pathname }),
              ^
    at new URLPattern (ext:deno_url/01_urlpattern.js:190:24)
    at UrlPatternRouter.add (https://jsr.io/@fresh/core/2.0.0-alpha.20/src/router.ts:55:15)
    at App.#addRoutes (https://jsr.io/@fresh/core/2.0.0-alpha.20/src/app.ts:166:18)
    at App.get (https://jsr.io/@fresh/core/2.0.0-alpha.20/src/app.ts:106:27)
    at fsRoutes (https://jsr.io/@fresh/core/2.0.0-alpha.20/src/plugins/fs_routes/mod.ts:316:21)
```

If this is sufficient and you aren't interested in more friendly debugging output feel free to close, it isn't all that hard to figure out, but I just hit it twice in a row and figured I'd call it out.

https://github.com/denoland/fresh/blob/b5389f69a384280319d815d6f35dd9743f0738b2/src/router.ts#L55
Repository: pytorch
Issue: Use SymInt instead of sympy.Expr uniformly in Inductor
Labels: triaged,oncall: pt2,module: dynamic shapes,module: inductor

### 🐛 Describe the bug

Sympy passes sympy.Expr around directly but this makes a lot of manipulations annoying. For example,

```
V.graph.sizevars.guard_equals(sympy_product(old_size), sympy_product(new_size))
```

This doesn't install a deferred runtime assert when there are unbacked SymInts. If you had done the equivalent torch._check it would have done so.

Similarly, guard size oblivious has to be spelled specially

```
V.graph.sizevars.shape_env.evaluate_expr(
                sympy.Eq(old_size[i], 1), size_oblivious=True
            )
```

See also @bdhirsh's recent PR https://github.com/pytorch/pytorch/pull/136670

So how can we do this port? It would be nice to do it incrementally.

* As a start, let's have easy APIs for converting between sympy.Expr and SymInt
* A good start is in lowering.py; specifically, without changing the external facing API, let's write a decorator that wraps sympy.Expr into SymInt on entry to the lowering function, and unwraps them when they exit. 
* We also want to change IR nodes so that they accept SymInt instead of sympy.Expr... maybe there can be some intermediate state where they accept either
* More typing in Inductor would help do the porting without having to do a full test suite run...

cc @chauhang @penguinwu @bobrenjc93 @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @zou3519 @jansel 

### Versions

main
Repository: PowerToys
Issue: With Keyboard Remapping, source keys are also triggered
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

1. Define any keymaps. e.g.
![image](https://github.com/user-attachments/assets/e7247579-5ef8-42cd-9ff4-9e26fbd9b4be)


3. Open Text Editor

4. Type key which was mapped in Step 1

### ✔️ Expected Behavior

Only see target key.

### ❌ Actual Behavior

We see sometimes source keys as well. e.g.
![image](https://github.com/user-attachments/assets/28850536-29d8-4176-af59-d20cf72ba22d)

This case I only used "3" key, which I expect to see only "4".


### Other Software

_No response_
Repository: godot
Issue: Drag'n'dropping a node onto its parent node in the scene tree selects it in the (2D) Editor, but not the Inspector
Labels: bug,topic:editor,topic:2d

### Tested versions

- Reproducible in 4.3-stable

### System information

Godot v4.3.stable - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 580 Series (RADV POLARIS10) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

When a node is selected in the scene tree, this updates the view in the 2D Editor and the Inspector to highlight the node there as well.
Under very specific circumstances, this update does not happen fully. In this case: drag'n'dropping a node onto its parent to put it as the lowest of the children highlights the node to be highlighted in the 2D Editor, but the Inspector does not update accordingly.

### Steps to reproduce

1. Create a scene with a root node and two distinguishable child nodes (eg. a Container with a label and a button)
2. Select the lower node in the scene tree
3. drag the upper node onto its parent in the scene tree

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: Expressions involving Min/Max don't simplify with value ranges information
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

Repro:

```
import torch

torch._dynamo.config.capture_scalar_outputs = True

@torch.compile(fullgraph=True)
def f(x):
    x0, x1 = x.tolist()
    torch._check(x0 <= 5)
    if torch.sym_min(x0, 5) == x0:
        return torch.tensor(True)
    else:
        return torch.tensor(False)

f(torch.tensor([3, 5]))
```

Here, because we know that x0 <= 5, we can simplify Min(x0, 5) to just x0. However, it is a little awkward to actually implement this, because today Sympy expressions don't necessarily have access to the ShapeEnv, so we can't actually put the simplification there. We could add a dedicated simplification algorithm in ShapeEnv.simplify to do this, I guess. I kind of wish I did have access to these ranges inside the Sympy simplification rules though.

This is similar to https://github.com/pytorch/pytorch/issues/125914 but it is in some sense simpler, as no size oblivious is involved (so it would be valid to unconditionally do the simplification here; in the other case, we must not simplify ahead of time and only apply the simplification when a size oblivious test is done.)

### Versions

main

cc @chauhang @penguinwu @bobrenjc93
Repository: PowerToys
Issue: 快速访问中的工具自定义
Labels: Needs-Triage

### Description of the new feature / enhancement

希望能够自定义快速访问中的工具
![Clip_2024-10-01_23-32-22](https://github.com/user-attachments/assets/c59b3b3b-7cc0-4c9d-a187-208e92f6f54d)


### Scenario when this would be used?

希望提供自定义此页面中的工具的方式

### Supporting information

_No response_
Repository: PowerToys
Issue: Icon Management
Labels: Needs-Triage

### Description of the new feature / enhancement

The feature should permit modification (editing) of program icons that can otherwise not be modified. This feature could further be extended for more detailed control over the details of executables, but primarily, the ability to upload a new image for the icon and a 'recolor' tool for icons would be appreciated.

As an aside, if this feature could be utilized through RDP or ConnectWise remote sessions without needing to install it on a target computer, that'd be amazing. Though I imagine that would be beyond the scope of this feature, if it is even a possibility.

### Scenario when this would be used?

Primarily, I see this utilized in personalization of a client's workspace. However, it also has some use in enterprise environments where there may be multiple variations of the same application that SHOULD have different icons, but utilize a centralized icon instead, leading to confusion.

### Supporting information

Although software that does similar already exists (see Resource Hacker), the software that mimics this capability isn't terribly trustworthy. This limits the spaces in which it can be utilized to a great degree. Having this feature available from a more trustworthy and verifiable source such as PowerToys would be an amazing boon.
Repository: PowerToys
Issue: Fancy Zones takes over Shift and Shift-lock keys on startup
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Bootup, attempting to logon to Google Chrome profile, mini browser window pops up for MFA (Duo) logon.   Cannot use Shift or Shift-lock key while entering password.  Entire screen shows grey 1,2,3 zones.  Not sure why this is activating only on the MFA logon prompt, and only with the Shift key.  Reboot stops the behavior.  Turning off Fancy Zones stops the behavior.  Choosing to disable this feature.

### ✔️ Expected Behavior

No intereference.  Have been able to logon with no trouble until this past week.

### ❌ Actual Behavior

Entire screen taken over by 1,2,3 zone overlay.  Multiple bad password entries are locking out accounts.

### Other Software

Chrome 128, 129
Repository: kubernetes
Issue: Document stability guarantees for API query strings
Labels: kind/documentation,sig/docs,lifecycle/stale,wg/api-expression,needs-triage

We support query strings in the API. Do we have any stability guarantees about these? I don't think they are documented - https://kubernetes.io/docs/reference/using-api/deprecation-policy/#deprecating-parts-of-the-api isn't clear on this.

For example, we currently support `GET /api/v1/namespaces/test/pods?watch=1&resourceVersion=42` but could we drop support for `resourceVersion`?

I think the answer is “Heck no!” - but let's get that in writing.

/kind documentation
/sig docs
/wg api-expression
Repository: node
Issue: build: vcbuild format-md doesn't hit all the things
Labels: windows,build

## Summary

`vcbuild.bat format-md` did not reformat `.\doc\contributing\maintaining\maintaining-icu.md`

## Repro

My PR said to run `format-md`, so:

```shell
PS C:\Users\srl29\src\node> .\vcbuild.bat format-md
Running Markdown formatter on docs...
PS C:\Users\srl29\src\node> git status
On branch fix-icu-windows-configure-55214
Your branch is up to date with 'srl295/fix-icu-windows-configure-55214'.

nothing to commit, working tree clean
```

Investigating, found that `format-md` only hits `doc\*.md`.


## Workaround

```shell
PS C:\Users\srl29\src\node> out\release\node.exe .\tools\lint-md\lint-md.mjs --format .\doc\contributing\maintaining\maintaining-icu.md             
```
Repository: godot
Issue: Glow behaving weirdly when the color is set by multiplication and the items superposed.
Labels: discussion,topic:gdscript,topic:rendering

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 520 (Intel Corporation; 31.0.101.2115) - Intel(R) Core(TM) i5-6300U CPU @ 2.40GHz (4 Threads)

### Issue description

![image](https://github.com/user-attachments/assets/aeb6940c-58f7-4dbe-8cd6-9ad57ac4f594)

When you set 2 objects color by using multiplication ( Exple : `Color(1., 0., 0.) * 10` instead of `Color(10., 0., 0.)`) and then superpose them, the glow effect is glitched in the zone of superposition.

### Steps to reproduce

1. Add 2 `Sprite2D` to the scene
2. Set both modulate color as `Color(1., 0., 0.) * 5` by code
3. Superpose them.

### Minimal reproduction project (MRP)

[bloomissue.zip](https://github.com/user-attachments/files/17213357/bloomissue.zip)
Repository: godot
Issue: Double-click to rename in scene tree sometimes renames without double-click
Labels: bug,topic:editor,topic:input

### Tested versions

Reproducible in 4.3-stable

### System information

Godot v4.3.stable - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 580 Series (RADV POLARIS10) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

When selecting multiple items in the scene tree, there are two methods I'm aware of:

- click, shift+click, and
- hold ctrl, click click click
(also the combination of both, but let's not get ahead of ourselves)

The latter puts the last clicked node in focus, while the former puts the highest node in focus.

Double clicking a node opens the rename-popup(?). The way this appears to be implemented is by just checking whether the clicked node was already in focus,  
(with some safeguards that trip when another part of the UI is clicked or the cursor is moved over the 2D/3D Editor.)
and not whether a double-click action was performed.

This bug causes clicking the focused node in a multi-selection to open the rename-popup, even when it was single clicked and not double clicked.

Put differently: Shift+click select then click behaves differently for the highest item in the scene tree selection vs others.

### Steps to reproduce

Method A:

1. have some nodes in your scene.
2. click one in the scene tree
3. wait a while, move your  mouse around, shift+tab into another application, shift+tab back
4. click the node again

Method B:
1. have some nodes in your scene
2. click something in the 2D/3D Editor
3. shift+click a lower node in the scene tree
4. click the node from step 2 in the scene tree

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Moving platforms and CharacterBody2Ds are a bit buggy
Labels: documentation,topic:physics

### Tested versions

4.3

### System information

Godot v4.3.stable - Windows 10.0.19044 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3770) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

When putting a CharacterBody2D onto a moving platform, it doesn't stay perfectly on it, instead lagging behind.

### Steps to reproduce

-Make the default player controller, complete with nodes to have a working 2D character
-Make any type of moving platform (it has to be moving rather quickly)
-Stand on it

https://github.com/user-attachments/assets/552ff634-9dcb-4205-856a-21082a645016



### Minimal reproduction project (MRP)

[newGameProject.zip](https://github.com/user-attachments/files/17213449/newGameProject.zip)
Repository: godot
Issue: AudioStreamPlayer pitch_scale ignored in Web unless tweened
Labels: bug,platform:web,topic:audio

### Tested versions

v4.3.stable.official [77dcf97d8]
Chrome and Safari stable on M1 Mac.
Brave on Android.

### System information

Godot v4.3.stable - macOS 13.0.1 - Vulkan (Mobile) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

Setting `AudioStreamPlayer.pitch_scale` has no effect on Web.  Tweening it causes it to work, including tweening to the same value you just set it to, like

```swift
player.pitch_scale = 1.5 # optional
create_tween().tween_property(player, "pitch_scale", 1.5, .01)
```

`AudioStreamPlayer2D` does not have this bug.

### Steps to reproduce

1. Open attached test project
2. Run in Godot, click each of the buttons.  Each causes a normal ding and a high ding.
3. Export to Web and run in a browser (e.g. via Remote Debug), or test at https://sorryrobot.com/pitchey .

Expected behavior:
All buttons play a low ding then a high ding on Web.

Actual behavior:
All buttons work except for the first, which plays 2 normal dings.  (This button is setting `.pitch_scale` on an `AudioStreamPlayer` and not tweening.)


### Minimal reproduction project (MRP)

[test.zip](https://github.com/user-attachments/files/17213484/test.zip)
Repository: godot
Issue: GDExtension: Static code attempting to manage memory before GDExtension is initialized results in a crash.
Labels: bug,topic:gdextension

### Tested versions

4.x

### System information

N/A

### Issue description

Applies to anything using GDExtension.

Attempting to initialize objects before GDExtension starts that manage memory (such as String, Dictionary, etc.) would result in a crash.

### Steps to reproduce

```cpp
static Dictionary d; // crash
static String s; // crash
```

### Minimal reproduction project (MRP)

N/A