sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Assertion failed: (reconstituted == accumulator), function setFixup64, file OutputFile.cpp
Labels: waiting for customer response,in triage

### Steps to reproduce

Failed to build iOS app
Could not build the precompiled application for the device.
Error (Xcode): Assertion failed: (reconstituted == accumulator), function setFixup64, file OutputFile.cpp, line 2975.


Error (Xcode): Linker command failed with exit code 1 (use -v to see invocation)




### Expected results

The Aplication should run in iOS on flutter run command

### Actual results

Getting ErrorL


Failed to build iOS app
Could not build the precompiled application for the device.
Error (Xcode): Assertion failed: (reconstituted == accumulator), function setFixup64, file OutputFile.cpp, line 2975.


Error (Xcode): Linker command failed with exit code 1 (use -v to see invocation)




### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: godot
Issue: Project manager window dissappear when launching from Hyprland, but works fine from VSCode
Labels: bug,platform:linuxbsd,needs testing,regression

### Tested versions

Reproductible in 7b1ed520b and #99119
Not reproductible in `4.3` branch

### System information

Godot v4.4.beta (7b1ed520b) - CachyOS Linux #1 SMP PREEMPT_DYNAMIC Thu, 09 Jan 2025 20:57:06 +0000 on Wayland - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - integrated AMD Radeon Graphics (RADV GFX1103_R1) (Radeon 780M) - AMD Eng Sample (16 threads) (Ryzen 7 8845HS)

### Issue description

Recently I tried to compile the #99119 PR on my new mini PC with CachyOS and Hyprland. Compilation went successful, but for some reason project manager window just dissappear after the loading screen (even when launching it from the Editor by executing the binary with the `--editor` flag and pressing the "Quit to Project List" button). Then I tried to compile `master` (which is currently `7b1ed52`) and the result was the same. The same issue applies to precompiled binary of the [4.4 Beta 1](https://godotengine.org/article/dev-snapshot-godot-4-4-beta-1/#downloads).
Then I tried to debug it from VSCode. I created `launch.json` file, launched the executable and, surprisingly, the project manager appears on my screen. Then I tried to execute it from the GNOME shell, which also was successful.
Also, I figured out that enabling "Prefer Wayland" in the Editor settings fixes the bug.

For me, it looks more like a Hyprland and/or XWayland issue, but why is it reproductible only in 4.4 then? And why can it be so easily fixed by just launching the Godot Project Manager from VSCode? Maybe it also can be fixed by Godot itself?

P.S. I recompiled again, but this time it doesn't work correctly even from VSCode.

### Steps to reproduce

1. Download or compile 4.4
2. Launch it NOT from VSCode.

### Minimal reproduction project (MRP)

No project needed.
Repository: deno
Issue: deno --init serve:  `http://0.0.0.0:8000` does not work with Safari
Labels: bug,good first issue,serve

Version: Deno 2.1.6 (and 2.1.4)

I tried to create and run a new project on my ARM Mac:

`deno --init serve`

When I pasted `http://0.0.0.0:8000/` into Safari, I just got "about:blank".

I discovered it works correctly on Chrome.

Surprisingly, `http://127.0.0.1:8000` (and `localhost`) work on Safari.   Would it make more sense to tell people that?
Repository: next.js
Issue: Browser back button fails after navigation with URL anchor fragment
Labels: create-next-app

### Link to the code that reproduces this issue

https://github.com/sgarrity/nextjs-anchor-link-testcase

### To Reproduce

1. Run the simple create-next-app example  at https://github.com/sgarrity/nextjs-anchor-link-testcase
2. Click on the "Anchor Example" link (or manually add a `#example` fragment at the end of the home page URL
3. Click the "Go to Foobar" link (to /foobar)
4. Click the browser Back button

### Current vs. Expected behavior

Note how the URL shows the home URL with the fragment (`http://localhost:3000/#anchor`) but the Foobar (`/foobar`) page is still rendered in the browser, not the home page as intended.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 24.2.0: Fri Dec  6 19:01:59 PST 2024; root:xnu-11215.61.5~2/RELEASE_ARM64_T6000
  Available memory (MB): 32768
  Available CPU cores: 10
Binaries:
  Node: 20.11.1
  npm: 10.2.4
  Yarn: 1.22.22
  pnpm: 9.15.4
Relevant Packages:
  next: 15.1.5 // Latest available version is detected (15.1.5).
  eslint-config-next: N/A
  react: 19.0.0
  react-dom: 19.0.0
  typescript: N/A
Next.js Config:
  output: N/A
```

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

Not sure, create-next-app

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

next dev (local), next start (local)

### Additional context

If I replace the example anchor fragment link with a next/link `Link` component instead of a stock <a> tag, the browser back button works as intended. However, someone could always end up on a page with a URL fragment already there from an external link beyond your controle.
Repository: godot
Issue: Godot Editor stopped with exit code: 134
Labels: bug,crash

### Tested versions

- Reproducible in: 4.4beta1, 4.4dev7 and probably previous versions. 
- I don't know if it's a problem specific to version 4.4, because I'm using it since the first alpha came out and in the meantime I switched to a different OS. I don't remember if it was happening even before on Windows 11.

### System information

Godot v4.4.beta1 - Ubuntu 24.04.1 LTS 24.04 on Wayland - X11 display driver, Multi-window, 2 monitors - OpenGL 3 (Compatibility) - Mesa Intel(R) Xe Graphics (TGL GT2) - 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz (8 threads)

### Issue description

My editor has been crashing all of a sudden for a while now. I don't know what's causing it or what could be causing it, it seems pretty random.
I don't even know what version it started with and if it started only when I started using the Linux version (I switched to Ubuntu 24.04 about a month ago).

This is what the terminal prints to me:

```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.4.beta1.official (d33da79d3f8fe84be2521d25b9ba8e440cf25a88)
Dumping the backtrace. Please include this when reporting the bug to the project developer.

[1] /lib/x86_64-linux-gnu/libc.so.6(+0x45320) [0x7d5820845320] (??:0)
[2] /home/stef/Desktop/Dev/Godot/Godot_v4.4-beta1_linux.x86_64() [0x4c0c050] (??:0)
[3] /home/stef/Desktop/Dev/Godot/Godot_v4.4-beta1_linux.x86_64() [0x1c924c1] (??:0)
[4] /home/stef/Desktop/Dev/Godot/Godot_v4.4-beta1_linux.x86_64() [0x4cbc60d] (??:0)
[5] /home/stef/Desktop/Dev/Godot/Godot_v4.4-beta1_linux.x86_64() [0x46c7f64] (??:0)
[6] /home/stef/Desktop/Dev/Godot/Godot_v4.4-beta1_linux.x86_64() [0x2904acc] (??:0)
[7] /home/stef/Desktop/Dev/Godot/Godot_v4.4-beta1_linux.x86_64() [0x51aaee] (??:0)
[8] /home/stef/Desktop/Dev/Godot/Godot_v4.4-beta1_linux.x86_64() [0x4208d3] (??:0)
[9] /lib/x86_64-linux-gnu/libc.so.6(+0x2a1ca) [0x7d582082a1ca] (??:0)
[10] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x8b) [0x7d582082a28b] (??:0)
[11] /home/stef/Desktop/Dev/Godot/Godot_v4.4-beta1_linux.x86_64() [0x44347a] (??:0)
-- END OF BACKTRACE --
                                                                                                                                                  ================================================================

Aborted (core dumped)

Godot Editor stopped with exit code: 134
```

As you can see the error isn't telling me anything.

### Steps to reproduce

I don't know the steps to reproduce, it happens randomly while I'm in the Godot editor.

### Minimal reproduction project (MRP)

I don't think it's releated to the project. Maybe to the version or the OS.
Repository: ant-design
Issue: DatePicker does not allow manual clear
Labels: unconfirmed

### Reproduction link

[https://ant.design/components/date-picker](https://ant.design/components/date-picker)

### Steps to reproduce

- Choose a date
- Select the input date string and try to remove it with the remove key

### What is expected?

- `onChange` should be triggered
- It should work exactly behave like pressing the clear button

### What is actually happening?

- `onChange` in NOT triggered
- it is not possible to remove the value manually
- the date is re-appearing after removing it manually

https://github.com/user-attachments/assets/19ec0c05-d6a6-4aa1-aad4-725e22626770


| Environment | Info |
| --- | --- |
| antd | 5.23.1 |
| React | 18.2.0 |
| System | Windows 11 |
| Browser | Latest Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: deno
Issue: Add support for zstd response encoding
Labels: web,serve

Deno currently supports gzip and brotli response encoding/compression. It would be great if it could also support zstd - with zstd > br > gz being the preference. 73% of browsers now support zstd. 

https://caniuse.com/zstd
Repository: deno
Issue: Support compression on text/event-stream
Labels: suggestion,help wanted,serve

Currently Deno [compresses responses](https://docs.deno.com/deploy/api/compression/) based on [this database](https://github.com/jshttp/mime-db/blob/master/db.json) of content types. It doesn't include text/event-stream, which is very commonly used for Server-Sent Events (which is really just a normal http response with text/string content of a specific format). 

Ive successfully compressed event-stream responses with Caddy with its normal [compression encoding directive](https://caddyserver.com/docs/caddyfile/directives/encode). Nothing fancy needs to happen to make this work. 

It would be great if Deno could support this as well, so that we don't need to implement it in the application or use a proxy like Caddy.
Repository: rust
Issue: DW_AT_name is always (indirect string, offset: 0x0)
Labels: A-debuginfo,T-compiler,C-bug,requires-custom-config,S-needs-repro

<!--
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:

```
~/tmp main
$ git clone --branch polkavm-test-data --depth 1 https://github.com/paritytech/polkavm.git

Cloning into 'polkavm'...
remote: Enumerating objects: 973, done.
remote: Counting objects: 100% (973/973), done.
remote: Compressing objects: 100% (558/558), done.
remote: Total 973 (delta 398), reused 755 (delta 377), pack-reused 0 (from 0)
Receiving objects: 100% (973/973), 26.85 MiB | 25.41 MiB/s, done.
Resolving deltas: 100% (398/398), done.

~/tmp main
$ cd polkavm 

~/tmp/polkavm polkavm-test-data
$ cargo b -p polkavm-test-data &> build.log.txt || echo FAILED

~/tmp/polkavm polkavm-test-data*
$ rz-bin -d ./guest-programs/target/riscv64emac-unknown-none-polkavm/no-lto/test-blob|grep DW_AT_name|tail  
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap
	DW_AT_name [DW_FORM_strp]	: (indirect string, .debug_str+0x0): cap

$ ls crates/polkavm-linker/*.json
crates/polkavm-linker/riscv32emac-unknown-none-polkavm.json
crates/polkavm-linker/riscv64emac-unknown-none-polkavm.json
```

Remarks: 
- An issue resembling of this: https://groups.google.com/g/llvm-dev/c/gwF2kzODNzc/m/gJPon-QYAgAJ
- The original issue: https://github.com/paritytech/polkavm/issues/208
- Wanted to query upstream because the issue is so weird after tweaking this many weeks.

I expected to see this happen: names in DWARF should point to different strings.

Instead, this happened: all point to the same string at offset zero.

### 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 1.75.0 (82e1608df 2023-12-21)
binary: rustc
commit-hash: 82e1608dfa6e0b5569232559e3d385fea5a93112
commit-date: 2023-12-21
host: x86_64-unknown-linux-gnu
release: 1.75.0
LLVM version: 17.0.6
```

<!--
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>
Repository: electron
Issue: dialog openFile does not select multiple directories in Linux, when using 'openDirectory' and 'multiSelections'
Labels: platform/linux,bug :beetle:,component/dialog,status/confirmed,34-x-y

### Preflight Checklist

- [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [x] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

34.0.0

### What operating system(s) are you using?

Ubuntu

### Operating System Version

Ubuntu 24.04

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

When opening a dialog with `dialog.showOpenDialog(mainWindow, {properties: 'openDirectory','multiSelections})`, after selecting multiple folders, the result.filePaths array should have multiple strings, each representing the full path for each selected folder.

### Actual Behavior

When opening a dialog with `dialog.showOpenDialog(mainWindow, {properties: 'openDirectory','multiSelections})`, the dialog opens and allows to select multiple folders, but the result object (result.filePaths) only contains one element (sometimes the first or the last selection)

### Testcase Gist URL

_No response_

### Additional Information

_No response_
Repository: godot
Issue: Canvas Items Stretch Scale Mode breaks Unicode Fonts
Labels: bug,topic:gui

### Tested versions

Reproducible in 4.3dev

### System information

Godot v4.3.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 32.0.15.6070) - Intel(R) Core(TM) Ultra 7 155H (22 Threads)

### Issue description

Some unicode text doesn't render when you fullscreen or when you change the content scale factor and if you have `display/window/stretch/mode` set to `canvas_items`.

I'm providing a simple self-contained reproducible below. I basically just have a button with two play symbols `▶️▶️` and a font size of 18 pts that when you toggle fullscreen the 2nd play button will disappear.

When you go back to Windowed mode, it will appear again, no issues.

Display resolution tested: 2560x1600
Game target hud/window size: 1920x1200
Font size of Unicode text: 18 pts
**Project settings stretch mode**: `canvas_items`

![Image](https://github.com/user-attachments/assets/533ab4f6-2021-4220-b0a5-3d6312c714f8)

### Steps to reproduce

N/A (see below, press toggle fullscreen in example)

### Minimal reproduction project (MRP)

Here is a zip of the self-contained tscn file I made to repro it as explained above.
[unicode_test.zip](https://github.com/user-attachments/files/18466210/unicode_test.zip)

NOTE: Be sure to change project settings stretch mode to `canvas_items`.
Repository: pytorch
Issue: Pytorch  matmul for nested 4D tensors in jagged layout doesn't work
Labels: triaged,module: nestedtensor

### 🐛 Describe the bug

Why this code doesn't work, even though is suggested to use the jagged layout:

```python
x = torch.nested.nested_tensor([torch.randn(4, 100, 16),
	                                torch.randn(4, 150, 16)], layout=torch.jagged)
y = torch.nested.nested_tensor([torch.randn(4, 16, 100),
	                                torch.randn(4, 16, 150)], layout=torch.jagged)
v = torch.matmul(x, y)
```

reporting this error:

```bash
RuntimeError: matmul(): not supported between inputs of shapes (2, 4, j1, 16) and torch.Size([2, 4, 16, j2])
```

Instead with the strided layout works perfectly?

The "j1" and "j2" suggests a wrong arrangement of the tensors?

Thank you to everyone!


### Versions

PyTorch version: 2.6.0+cu124
Is debug build: False
CUDA used to build PyTorch: 12.4

OS: Ubuntu 24.04.1 LTS (x86_64)
GCC version: (Ubuntu 13.3.0-6ubuntu2~24.04) 13.3.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.39

Python version: 3.9.21 (main, Dec  4 2024, 08:53:34)  [GCC 13.2.0] (64-bit runtime)
Versions of relevant libraries:
[pip3] numpy==2.0.2
[pip3] nvidia-cublas-cu12==12.4.5.8
[pip3] nvidia-cuda-cupti-cu12==12.4.127
[pip3] nvidia-cuda-nvrtc-cu12==12.4.127
[pip3] nvidia-cuda-runtime-cu12==12.4.127
[pip3] nvidia-cudnn-cu12==9.1.0.70
[pip3] nvidia-cufft-cu12==11.2.1.3
[pip3] nvidia-curand-cu12==10.3.5.147
[pip3] nvidia-cusolver-cu12==11.6.1.9
[pip3] nvidia-cusparse-cu12==12.3.1.170
[pip3] nvidia-cusparselt-cu12==0.6.2
[pip3] nvidia-nccl-cu12==2.21.5
[pip3] nvidia-nvjitlink-cu12==12.4.127
[pip3] nvidia-nvtx-cu12==12.4.127
[pip3] pytorch-lightning==2.5.0.post0
[pip3] torch==2.6.0+cu124
[pip3] torchmetrics==1.6.1
[pip3] triton==3.2.0
[conda] Could not collect


cc @cpuhrsch @jbschlosser @bhosmer @drisspg @soulitzer @davidberard98 @YuqingJ
Repository: ollama
Issue: Downloading models slowing down the whole internet network
Labels: bug

### What is the issue?

I noticed that whenever I am downloading a model through `ollama run <model-name>` the internet slows down significantly, not only on the device downloading the model, but also over my network.

I am wondering if this issue is due to an issue in my network, or something due to an issue in the software itself.

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.5.5
Repository: godot
Issue: [4.4] SpriteFrames Editor, FPS display is incomplete
Labels: bug,topic:editor,needs testing,regression,topic:animation

### Tested versions

Godot 4.4 dev 4 - Godot 4.4 beta 1

### System information

Godot v4.4.beta (7b1ed520b) - Windows 10 - Multi-window

### Issue description

![Image](https://github.com/user-attachments/assets/a2591ca5-38a8-40cc-86a0-d030cb9a20bc)

### Steps to reproduce

new resource,  SpriteFrames
switch the bottom panel [SpriteFrames]
change fps

### Minimal reproduction project (MRP)

null
Repository: storybook
Issue: [Bug]: Upgrade fails with `npx storybook@latest upgrade`
Labels: bug,npm,sev:S2,upgrade:8.5

### Describe the bug

Trying to upgrade from `v8.4.7` to `v8.5.0` and get this error. Something is wrong with dependecnies. There is already closed similar issue (#29169).

```bash
$ npx storybook@latest upgrade
WARN An issue occurred while trying to find dependencies metadata using npm.
╭───────────────────────────────────────────────────────────────╮
│                                                               │
│   Upgrading Storybook from version 0.0.0 to version 8.5.0..   │
│                                                               │
╰───────────────────────────────────────────────────────────────╯
info Checking for upgrade blockers...
No blockers found.

info Updating dependencies in package.json..
Installing dependencies...

npm ERR! code ERESOLVE
npm ERR! ERESOLVE could not resolve
npm ERR!
npm ERR! While resolving: my-package@1.0.11
npm ERR! Found: @storybook/react@8.4.7
npm ERR! node_modules/@storybook/react
npm ERR!   dev @storybook/react@"^8.5.0" from the root project
npm ERR!   @storybook/react@"8.4.7" from @storybook/react-vite@8.4.7
npm ERR!   node_modules/@storybook/react-vite
npm ERR!     dev @storybook/react-vite@"^8.5.0" from the root project
npm ERR!
npm ERR! Could not resolve dependency:
npm ERR! dev @storybook/react@"^8.5.0" from the root project
npm ERR!
npm ERR! Conflicting peer dependency: @storybook/test@8.5.0
npm ERR! node_modules/@storybook/test
npm ERR!   peerOptional @storybook/test@"8.5.0" from @storybook/react@8.5.0
npm ERR!   node_modules/@storybook/react
npm ERR!     dev @storybook/react@"^8.5.0" from the root project
npm ERR!
npm ERR! Fix the upstream dependency conflict, or retry
npm ERR! this command with --force or --legacy-peer-deps
npm ERR! to accept an incorrect (and potentially broken) dependency resolution.
```

### Reproduction link

https://stackblitz.com/edit/vitejs-vite-izegxbtn

### Reproduction steps

_No response_

### System

```bash
$ npx storybook@latest info

Storybook Environment Info:

  System:
    OS: Windows 11 10.0.26100
    CPU: (24) x64 AMD Ryzen 9 3900XT 12-Core Processor
  Binaries:
    Node: 22.10.0 - C:\Program Files\nodejs\node.EXE
    npm: 9.7.2 - C:\Program Files\nodejs\npm.CMD <----- active
  Browsers:
    Edge: Chromium (131.0.2903.86)
  npmPackages:
    @storybook/addon-essentials: ^8.4.7 => 8.4.7
    @storybook/addon-interactions: ^8.4.7 => 8.4.7
    @storybook/addon-onboarding: ^8.4.7 => 8.4.7
    @storybook/blocks: ^8.4.7 => 8.4.7
    @storybook/react: ^8.4.7 => 8.4.7
    @storybook/react-vite: ^8.4.7 => 8.4.7
    @storybook/test: ^8.4.7 => 8.4.7
    eslint-plugin-storybook: ^0.11.0 => 0.11.0
    storybook: ^8.4.7 => 8.4.7
```

### Additional context

_No response_