sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Dynamic Modal Interception is Greedy
Labels: bug,Parallel & Intercepting Routes

### Link to the code that reproduces this issue

https://github.com/khuezy/next-modal-bug

### To Reproduce

1. npm install
2. npm run dev
3. Go to localhost:3000/gallery
4. Click on /gallery/dynamic
5. See dynamic route modal interception
6. Go back
7. Click /gallery/static
8. See that the static route is intercepted when it shouldn't

### Current vs. Expected behavior

Modal Interception intercepts static routes as dynamic.

```
/app
  /gallery
    /[dynamic]
      page.tsx
    /static
      page.tsx
    /@modal
      /[dynamic]
        page.tsx
```

When linking to `/gallery/static`, the modal interceptor intercepts it as `/gallery/[dynamic]`.

Without "@modal", the `/gallery/static` is processed before the `/gallery/[dynamic] `route. But with "@modal" interception, it is intercepting the `/gallery/static` path as `[dynamic]`

So with that, the expectation of "@modal" route interception is the same. "@modal" should not intercept static routes.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:41:43 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6000
  Available memory (MB): 32768
  Available CPU cores: 10
Binaries:
  Node: 22.6.0
  npm: 10.8.2
  Yarn: N/A
  pnpm: 9.7.0
Relevant Packages:
  next: 15.0.0-canary.173 // Latest available version is detected (15.0.0-canary.173).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.6.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Parallel & Intercepting Routes

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

_No response_
Repository: pytorch
Issue: [export] int(x.item()) fails only in strict=False
Labels: triaged,oncall: pt2,module: dynamic shapes,export-triaged,oncall: export

### 🐛 Describe the bug

Here's a case where strict=True succeeds but strict=False fails. 
```python
    def test_mul_symint(self):
        class M(torch.nn.Module):
            def forward(self, x):
                return int(x.item())
        
        print(torch.export.export(M(), (torch.tensor(2),))
```

With `strict=True`, we get the following graph:
```
ExportedProgram:
    class GraphModule(torch.nn.Module):
        def forward(self, x: "i64[]", y: "i64[]"):
             # File: /data/users/angelayi/pytorch/moo.py:2677 in forward, code: return int(x.item())
            item: "Sym(u0)" = torch.ops.aten.item.default(x);  x = None
            return (item,)
```

However with `strict=False`, this fails with `GuardOnDataDependentSymNode: Could not extract specialized integer from data-dependent expression u0.` which we have encountered before. The workaround is to rewrite it to `x.to(dtype=torch.int32).item()`. 

But it seems like dynamo can now handle this code now? Or is it something within dynamic shapes?

### Versions

main

cc @ezyang @chauhang @penguinwu @bobrenjc93 @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @suo @ydwu4
Repository: node
Issue: stream: `readable.compose` fails to return a Duplex
Labels: stream

The intention of `readable.compose()` is that the method returns the Duplex from the internals/streams/compose function unscathed.

Unfortunately, because it's merged onto `Readable.prototype` as a "stream-returning operator":
https://github.com/nodejs/node/blob/8a3482ec5e4cbba5b4ba3f7d6f83c829612f6976/lib/stream.js#L64-L83

...its return value is passed via `Readable.from()`, clobbering the Duplex into a Readable.

The `.compose()` operator needs specifically to bypass this mechanism.

Refs: #44937
Repository: PowerToys
Issue: UTF-8 characters incorrectly displayed
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

GitHub, PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Peek

### Steps to reproduce

Microsoft PowerToys preview handler is not picking UTF-8 correctly in some cases like in the attached file
[Example.txt](https://github.com/user-attachments/files/17197819/Example.txt)


### ✔️ Expected Behavior

to show:
![in notepad](https://github.com/user-attachments/assets/9681a136-17b8-421e-85d1-e9c45b1f4cb3)


### ❌ Actual Behavior

It shows:
![ExplorerPeekEverything](https://github.com/user-attachments/assets/cfe6b602-79c8-4229-be83-f2a50f201a58)


### Other Software

Everything v1.4.1.1026 as described [HERE](https://www.voidtools.com/forum/viewtopic.php?t=15633)
Repository: ollama
Issue: Capability checking does not consider custom templates
Labels: bug

### What is the issue?

When sending a completion request to a model that supports FIM tasks - e.g Qwen 2.5 Coder 7B base - Ollama rejects the request because the "model does not support insert".

Passing `raw` with the necessary prompt format to the model does work for completion, so the issue is not with the model, it is with Ollamas acceptance of the non-raw prompt.

I found the issue is that the Modelfile template does not contain `{{.Suffix}}` since the instruct version of the same model, which does include suffix does work for completions, in raw mode and otherwise.

Passing a custom template in the request to the base mode however does not work. Ollama gives the same "model does not support insert" error.

The server code shows that only the modelfile template is considered for compatability checking.



### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

0.3.12
Repository: godot
Issue: Animated CanvasMaterials in Particles2D do not play nicely together with trails.
Labels: bug,topic:particles

### Tested versions

- Reproducible in: 4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Ti (NVIDIA; 32.0.15.6109) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

When enabling trails, while using `CanvasMaterial` animation the entire particle effect will be stretched vertically.

Example Video:
https://github.com/user-attachments/assets/0cae32cb-185c-4e31-96fc-fbe98acdb59f

It's worth mentioning this does not seem to occur when using `AnimatedTexture` which is now deprecated. When using `AnimatedTexture` it acts in a more expected manner.

### Steps to reproduce

1. Enable trails while using CanvasMaterial animation on a particle effect.

### Minimal reproduction project (MRP)

Effect used from here: https://ragnapixel.itch.io/particle-fx
[ParticleMRP.zip](https://github.com/user-attachments/files/17198115/ParticleMRP.zip)
Repository: TypeScript
Issue: `isolatedModules` does not generate the same code
Labels: Docs

### 🔎 Search Terms

isolatedModules
const enum
inlining
generated code

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play/?preserveConstEnums=true&module=5&isolatedModules=true&ts=5.7.0-dev.20240930#code/FAYw9gdgzgLgBAUwgVwLZwHJhgZTAQQHcEoxUEBhSWAURXQG9g449yA1AQwBtkEAaZnHwRsACwQAnAPIQEwAL7BlAM2QQQMAJaQ4AEzClyMMVogBzABSxOMBAC5M2PERJlK1GHTQBKRwDcwLT04JhYoQi0YEDE4axhbBB9QoRYQTigEJ1wCYiMPaC96ADo2BC5eB1SWOHBoMG4EYu4wKwByMoq+Np8AbmqWACNJBE4Aa36a2oysrBzXfKpC71RikXEpWSqptOoGppb29ZNNuR7JneHRiaElBSA

### 💻 Code

```ts
const enum NotSoAwesomeConstEnum {
  SomeValue,
  AnotherOne
}


function dosomething(state: NotSoAwesomeConstEnum): void {
  switch (state) {
    case NotSoAwesomeConstEnum.SomeValue:
      console.log('SomeValue');
      break;
    case NotSoAwesomeConstEnum.AnotherOne:
      console.log('AnotherOne');
      break;
  }
}
```


### 🙁 Actual behavior

The emitted code is not the same when using `isolatedModules`.

### 🙂 Expected behavior

The emitted code should be the same when using `isolatedModules` as it is described as nothing else but a check
> Setting the isolatedModules flag tells TypeScript to warn you if you write certain code that can’t be correctly interpreted by a single-file transpilation process.

const enum values should be inlined even when using this flag. (Or an error should be emitted).

### Additional information about the issue

From the documentation:

> It does not change the behavior of your code, or otherwise change the behavior of TypeScript’s checking and emitting process.

Which is not true, at least for `const enum` as this prevents inlining.
See the playground link and https://github.com/microsoft/TypeScript/issues/16671#issuecomment-1686858424
Repository: godot
Issue: Tileset Physics Layer Painting doesn't update moved points
Labels: bug,topic:editor,topic:2d

### Tested versions

- v4.3.stable.official [77dcf97d8]    


### System information

Windows 7 (6.1.7601) - GLES3 (Compatibility) - GeForce 8600 GTS () - Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz (4 Threads)

### Issue description

When editing physics layers collision shapes zoomed, if you move a point the point is not updated on the tile.   
Un-zooming the tile and then re-zooming in shows that changes to points placed were not updated.    
After reselecting the tile and re-zooming you can edit points and those edits stick.     
Images to show the issue:  
First the zoomed tile showing the original points placed: 
![bug1](https://github.com/user-attachments/assets/2df72344-f1b5-4909-8684-b0fbbe9afed0)
Next: physics layer with points edited: 
![bug2](https://github.com/user-attachments/assets/bf8153bd-0e23-4a37-a61a-d1fd4c535357)
Notice that the tile image has not updated its points.    
Un-zooming (or un-expanding) at this point will lose those changes in points.   
When the tile is reselected and re-expanded then the points can be edited and those changes kept.  

### Steps to reproduce

1. Select a tile from a tileset. Make sure there exists a physics layer.     
2. Select the physics layer and expand the editor.   
3. Select original points to make a polygon.   
4. Edit/move the original points.   
5. Un-expand the editor.   
6. Re-expand the editor and you will notice the edits/moves have been lost. 

### Minimal reproduction project (MRP)

No MRP.
Repository: ollama
Issue: Support for Zamba2
Labels: model request

Zamba2 is a really cool model that uses a hybrid Mamba-Transformer system.
https://huggingface.co/Zyphra/Zamba2-2.7B
https://www.zyphra.com/post/zamba2-small

I have been wanting to use this for a while and I would love if ollama could add this model soon.
Repository: vscode
Issue: Enable notebook serialization in background thread
Labels: debt,notebook,notebook-ipynb,notebook-perf

See https://github.com/microsoft/vscode/pull/226632 & https://github.com/microsoft/vscode/issues/214040#issuecomment-2371815210


```[tasklist]
### Tasks
- [ ] Enable the setting `ipynb.experimental.serialization`
- [x] Worker serialization in web
```
Repository: godot
Issue: Switching fullscreen mode in Godot 4.3 crashes the entire laptop in Fedora 40
Labels: bug,platform:linuxbsd,needs testing,crash

### Tested versions

- Latest Godot Engine version for Fedora 40 [v4.3.stable.fedora 77dcf97d8]

### System information

Fedora 40

### Issue description

I followed this tutorial or project in youtube, which was working completely fine in Godot 4.2 (https://www.youtube.com/watch?v=dMYv6InQgno&list=PLcZp9zrMgnmOOQXevC-2CfH67QP3mB4wv - Godot 3 Inventory Tutorial | Modular Inventory).

However, in Godot 4.3 it's an absolute mess regarding the fullscreen mode. For no reason, it's always true, the _emit_changed signal executes three times, with two of them using wrong variables, and the worst part is, when launching the game and switching fullscreen mode about 4 times, the entire laptop crashes. At first all my applications got closed, Brave and Godot, except OBS. I tried it a second time and my entire screen froze, went dark, and said "Booting Fedora 40". It's incredible.

Extra: The project is also printing 15 blank lines for no reason. I don't have any print("") or print() anywhere in the code, it makes no sense. I also get errors about animations not named "", which didn't occur in Godot 4.2 and they don't break the game, but they also make no sense, because function play() from AnimatedSprite2D can accept no name as a parameter. It's just a tiny script I use to autoplay AnimatedSprite2Ds once they are ready.

### Steps to reproduce

Open the MRP, execute the game, click on the settings button and switch fullscreen mode a few times until it crashes your entire pc. I have a live stream video of me going through this whole problem from beginning to end (AT HOUR, MINUTE, SECOND 19:21:30 for the first encounter, and the last seconds of the entire stream for the full crash. The whole fullscreen problem begins at minute 18:50:00): https://www.twitch.tv/videos/2264047277

NOTE: I am working on my game, which is using the Modular Inventory as it is, I have not edited a single line in it. The MRP should suffer the same error, I will test it after posting this in case it crashes my computer again.

### Minimal reproduction project (MRP)

[Modular-Inventory-Part-12-main.zip](https://github.com/user-attachments/files/17198967/Modular-Inventory-Part-12-main.zip)
Repository: deno
Issue: ignoreCase option on URLPattern not working
Labels: bug,web,ext/url

Version: Deno 1.46.3

Considering the following example looks like Deno is not honoring the `ignoreCase` option in URLPattern.

```typescript
let p = new URLPattern({ pathname: '/test' }, { ignoreCase: true })
p.test('/test', 'http://localhost') // returns true on Deno and Chrome
p.test('/TeSt', 'http://localhost') // returns false on Deno and true on Chrome
```

Is this a bug or expected behavior?
Repository: storybook
Issue: Bug: Elements > Modal> Screen fading issue
Labels: bug,good first issue,ui,sev:S3

### Describe the bug

1)Elements > Modal> Default > Click on DEFAULT Button Open Modal Without close modal click on other any element (ex - Label,Navbar etc)  screen  is fade or click on Modal Storys Anyone it will be happened. 

**I am unable click or do any functionality**

OR

2) Elements >> Modal> having different Storys so any one story open click on button then open modal without close modal out side any element open that time screen is fade 

**I can't click or use any other functionality. **

OR

3) Elements >> Modal> having different Storys so any one story open click on button then open modal without close modal open
Other storys (Static Backdrop Modal, Scrollable Content Modal, Modal Vertically Centered) that time screen is fade 

**When work:-  That worked perfectly when I refreshed Page**

Expectation: - The screen should not fade when you click on other elements or stories.

![image](https://github.com/user-attachments/assets/e664b9fa-233f-4c0f-97df-9e2a95c23ba3)

![image](https://github.com/user-attachments/assets/d3841c62-8814-47bd-b482-cbcab9eb61bf)



### Reproduction link

https://stage-react.raaghu.ai/

### Reproduction steps

1)Elements > Modal> Default > Click on DEFAULT Button Open Modal Without close modal click on other any element (ex - Label,Navbar etc)  screen  is fade or click on Modal Storys Anyone it will be happened. 

**I am unable click or do any functionality**

OR

2) Elements >> Modal> having different Storys so any one story open click on button then open modal without close modal out side any element open that time screen is fade 

**I can't click or use any other functionality. **

OR

3) Elements >> Modal> having different Storys so any one story open click on button then open modal without close modal open
Other storys (Static Backdrop Modal, Scrollable Content Modal, Modal Vertically Centered) that time screen is fade 

**When work:-  That worked perfectly when I refreshed Page**

Expectation: - The screen should not fade when you click on other elements or stories.

![image](https://github.com/user-attachments/assets/e664b9fa-233f-4c0f-97df-9e2a95c23ba3)

![image](https://github.com/user-attachments/assets/d3841c62-8814-47bd-b482-cbcab9eb61bf)



### System

```bash
Use this command to latest project 
npx storybook@latest init
```


### Additional context

_No response_
Repository: ollama
Issue: Logic in the Error Message Detection llm/status.go
Labels: bug

### What is the issue?

The way the error message is being set in the Write method is a bit problematic. Specifically, the bytes.Cut function only finds the first occurrence of the prefix in the slice, and the error message is built only for that specific occurrence. If there are multiple error messages or prefixes, only the last match will be recorded in w.LastErrMsg.

The current logic doesn't break out of the loop once an error prefix is found. Instead, it continues checking, which is unnecessary once an error has already been detected.

**Improvement**: Add a break to stop after the first error match.

### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

3.1
Repository: react-native
Issue: Using `contentOffset` causes invalid scroll events to fire when ScrollView is first mounted
Labels: Component: ScrollView,Needs: Triage :mag:

### Description

When using the `contentOffset` prop on ScrollView, we've observed that this causes extra scroll events to fire when the component is mounted. Specifically, it sends an event with the `contentOffset` equal to the value passed to the prop, then sends a second one - if the contentOffset is positive, it's the same value again, and if it's negative, it's 0.

We're trying to use a negative `contentOffset.y` value in conjunction with a paddingTop style so that the scrollview content can be offset from the top a certain distance. 

Expected behaviour: no scroll events are fired until the scrollview is actually scrolled

It appears to be iOS only, but I have only tried android on the emulator so I can't be completely certain

### Steps to reproduce

1. Create a ScrollView that has an `onScroll` handler that logs `contentOffset`
2. Add a `contentOffset` of `{ x: 0, y: -100 }`
3. Observe the logs look like this:
```
-100
0
```

### React Native Version

0.74.5

### Affected Platforms

Runtime - iOS

### Output of `npx react-native info`

```text
System:
  OS: macOS 15.0
  CPU: (8) arm64 Apple M1
  Memory: 169.59 MB / 16.00 GB
  Shell:
    version: 3.7.1
    path: /opt/homebrew/bin/fish
Binaries:
  Node:
    version: 22.5.1
    path: /opt/homebrew/bin/node
  Yarn:
    version: 1.22.22
    path: ~/.yarn/bin/yarn
  npm:
    version: 10.2.5
    path: /opt/homebrew/bin/npm
  Watchman:
    version: 2024.07.29.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.15.2
    path: /opt/homebrew/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 24.0
      - iOS 18.0
      - macOS 15.0
      - tvOS 18.0
      - visionOS 2.0
      - watchOS 11.0
  Android SDK:
    API Levels:
      - "33"
      - "34"
    Build Tools:
      - 30.0.3
      - 33.0.0
      - 33.0.1
      - 34.0.0
    System Images:
      - android-34 | Google APIs ARM 64 v8a
      - android-35 | Google Play ARM 64 v8a
    Android NDK: Not Found
IDEs:
  Android Studio: 2023.1 AI-231.9392.1.2311.11330709
  Xcode:
    version: 16.0/16A242d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 11.0.24
    path: /opt/homebrew/opt/openjdk@11/bin/javac
  Ruby:
    version: 2.6.10
    path: /usr/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.74.5
    wanted: 0.74.5
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: Not found
  newArchEnabled: Not found
iOS:
  hermesEnabled: Not found
  newArchEnabled: Not found
```


### Stacktrace or Logs

```text
n/a
```


### Reproducer

https://snack.expo.dev/@mozzius/contentoffset-causing-incorrect-scroll-events-repro

### Screenshots and Videos

<img src="https://github.com/user-attachments/assets/a725fc95-a82c-449a-b8d7-44720a533e74" width="200">
Repository: godot
Issue: GPUParticle3D stops rendering in editor under specific circumstances
Labels: bug,needs testing,topic:particles

EDIT: more information as to how to properly reproduce this bug have been discovered, and as such updating the reproduction steps.

### Tested versions

4.4.dev

### System information

Godot v4.4.dev (76a135926) - Windows 10.0.19045 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 6650 XT (Advanced Micro Devices, Inc.; 31.0.24033.1003) - AMD Ryzen 7 3800X 8-Core Processor (16 threads)

### Issue description

When the Fixed FPS is set to 0 for a GPUParticle3D, the material assigned to it's mesh has billboarding with the keep scale flag enabled, and lastly the ParticleProcessMaterial's Display->Scale setting is set to use a curve which starts with a value of 0, new particles are no longer emitted. Changing between nodes will briefly cause a burst of particles. New particles also seem to spawn while the editor is minimized or briefly whenever a tooltip on any GUI component appears.

Is related to #97621 as the default for a CPUParticle3D's Fixed FPS is 0, so on swapping to a GPUParticle3D, and having a mesh material that has scaled billboarding enabled, the already emitted particles will render as normal but no new particles will be added to the system, which may briefly appear as if the wrong amount of particles are being generated.


### Steps to reproduce

As described above:

- Make a GPUParticle3D node.
- set a quadmesh and create a material for it
- have that material be set to use any of the billboarding options
- enable the keep scale flag.
- In the ParticleProcessMaterial, set the Display scale field to use a curve
- Make the initial value for that scale curve 0

### Minimal reproduction project (MRP)

I have been using the same MRP as was submitted on #97621, which I will include here again.
[New.Compressed.zipped.Folder.zip](https://github.com/user-attachments/files/17201033/New.Compressed.zipped.Folder.zip)
Repository: rust
Issue: Box sometimes forgets to drop its allocator when the Box is conditionally initialized.
Labels: A-allocators,T-compiler,A-MIR,C-bug,A-box

I tried this code:

```rust
#![feature(allocator_api)]

use std::alloc::{Allocator, AllocError, Layout, Global};
use std::ptr::NonNull;

struct LoudDropAllocator;

unsafe impl Allocator for LoudDropAllocator {
    fn allocate(&self, layout: Layout) -> Result<NonNull<[u8]>, AllocError> {
        Global.allocate(layout)
    }
    unsafe fn deallocate(&self, ptr: NonNull<u8>, layout: Layout) {
        Global.deallocate(ptr, layout);
    }
}
impl Drop for LoudDropAllocator {
    fn drop(&mut self) {
        println!("dropping allocator...");
    }
}

struct HasDrop;
impl Drop for HasDrop {
    fn drop(&mut self) {}
}

fn foo() {
    println!("foo()");
    let b = Box::new_in(HasDrop, LoudDropAllocator);
    if true {
        drop(*b);
    } else {
        drop(b);
    }
}

fn bar() {
    println!("bar()");
    let b = Box::new_in(HasDrop, LoudDropAllocator);
    if true {
        drop(*b);
    } else {
        // drop(b);
    }
}

fn main() {
    foo();
    bar();
}
```

I expected the program to output:
```
foo()
dropping allocator...
bar()
dropping allocator...
```

Instead it output:
```
foo()
bar()
dropping allocator...
```

Seems like there's something wrong with the drop flags.

Making `HasDrop` not implement `Drop` causes the program to behave as expected.

### 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.
-->

Reproducible on the playground with version `1.83.0-nightly (2024-09-30 fb4aebddd18d258046dd)`


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