sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ui
Issue: [bug]: Unable to install any component when a folder is restricted in the project
Labels: bug

### Describe the bug

I'm using docker-compose to run a postgres db in my project. This creates a postgres_data folder in my project that is causing a permission denied error when attempting to install any component. 

### Affected component/components

All

### How to reproduce

1. Configure docker-compose.yaml file in a folder called database at the root of your project, here's my file: 
`services:
  postgres:
    image: postgres:latest
    container_name: postgres
    restart: always
    environment:
      POSTGRES_DB: <dbname here>
      POSTGRES_USER: <username here>
      POSTGRES_PASSWORD: <password here>
    ports:
      - "5432:5432"
    volumes:
      - ./postgres_data:/var/lib/postgresql/data`

2. Start the container by running `docker-compose up -d`

3. Attempt to install any shadcn-ui component

### Codesandbox/StackBlitz link

https://stackblitz.com/edit/stackblitz-starters-battev?file=database%2Fdocker-compose.yaml

### Logs

```bash
npx shadcn@latest add accordion
✔ Checking registry.
✔ Updating tailwind.config.ts
✔ Installing dependencies.
⠋ Updating files.
Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

EACCES: permission denied, scandir '/home/user/Development/project/database/postgres_data'
```


### System Info

```bash
Arch Linux
Kernel Linux 6.11.5-arch1-1 x86_64
Node v20.18.0

package.json
{
  "name": "project",
  "version": "0.1.0",
  "private": true,
  "scripts": {
    "dev": "next dev --experimental-https",
    "build": "next build",
    "start": "next start",
    "lint": "next lint",
    "generate": "drizzle-kit generate",
    "migrate": "drizzle-kit migrate",
    "studio": "drizzle-kit studio"
  },
  "dependencies": {
    "@auth/drizzle-adapter": "^1.5.2",
    "@radix-ui/react-accordion": "^1.2.1",
    "@radix-ui/react-dialog": "^1.1.2",
    "@radix-ui/react-dropdown-menu": "^2.1.1",
    "@radix-ui/react-label": "^2.1.0",
    "@radix-ui/react-separator": "^1.1.0",
    "@radix-ui/react-slot": "^1.1.0",
    "@radix-ui/react-tooltip": "^1.1.3",
    "class-variance-authority": "^0.7.0",
    "clsx": "^2.1.1",
    "dotenv": "^16.4.5",
    "drizzle-orm": "^0.33.0",
    "lucide-react": "^0.445.0",
    "next": "14.2.13",
    "next-auth": "^5.0.0-beta.21",
    "next-themes": "^0.3.0",
    "postgres": "^3.4.4",
    "react": "^18",
    "react-dom": "^18",
    "tailwind-merge": "^2.5.2",
    "tailwindcss-animate": "^1.0.7"
  },
  "devDependencies": {
    "@types/node": "^20",
    "@types/react": "^18",
    "@types/react-dom": "^18",
    "drizzle-kit": "^0.24.2",
    "eslint": "^8",
    "eslint-config-next": "14.2.13",
    "postcss": "^8",
    "tailwindcss": "^3.4.1",
    "typescript": "^5"
  }
}
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: Enabling `keyword_idents` lints doesn't warn about violations in other files
Labels: A-lints,T-compiler,C-bug

Consider this tiny two-file crate:

```rust
// main.rs
#![deny(keyword_idents)]

mod submod;

fn main() {}
```

```rust
// submod.rs
fn async() {}
fn await() {}
fn try() {}
fn dyn() {}
fn gen() {}
```

Building this crate should fail with several violations of the `keyword_idents_2018` and `keyword_idents_2024` lints. But instead, building unexpectedly succeeds!

(This particular example requires Rust 2015, but the same issue can be observed in 2018/2021 regarding the `gen` keyword only.)
Repository: pytorch
Issue: Dependency management corrupted in pytorch 2.5.0
Labels: module: binaries,triaged

### 🐛 Describe the bug

### Expected behavior
When using a project still using python 3.8, the version of Pytorch used should be smaller than `2.5.0`. 

```toml
[tool.poetry.dependencies]
python = ">=3.8"
...
torch = ">=2.0.0, !=2.0.1, !=2.1.0"
```

## Bug description
Nevertheless, the installer (in this case `poerty`) will return an error verbosing the following:
```shell
              |   - Installing pyparsing (3.1.4)
              |   - Installing scikit-learn (1.3.2)
              |   - Installing torch (2.5.0)
              | 
              |   RuntimeError
              | 
              |   Unable to find installation candidates for torch (2.5.0)
              | 
              |   at /opt/poetry/venv/lib/python3.8/site-packages/poetry/installation/chooser.py:74 in choose_for
              |        70│ 
              |        71│             links.append(link)
              |        72│ 
              |        73│         if not links:
              |     →  74│             raise RuntimeError(f"Unable to find installation candidates for {package}")
              |        75│ 
              |        76│         # Get the best link
              |        77│         chosen = max(links, key=lambda link: self._sort_key(package, link))
              |        78│ 
              | 
              | Cannot install torch.
```



### Versions

This happened on a shared runner with Poetry version `1.6.X`, I was not able to reproduce it locally.

<img width="266" alt="image" src="https://github.com/user-attachments/assets/3765e225-54e3-4564-ac90-b3d1703f7c13">


cc @seemethere @malfet @osalpekar @atalman
Repository: ollama
Issue: ollama.com search no longer paginates
Labels: bug,ollama.com

### What is the issue?

If you search for models on the website, only one page is displayed. You can no longer find all the models.

### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

0.3.14
Repository: ant-design
Issue: 增强 Row/Col 布局组件以支持 ContainerQuery
Labels: 💡 Feature Request,👷🏻‍♂️ Someone working on it

### What problem does this feature solve?

目前 Row/Col 的布局虽说解决了些问题，但是比较局限和鸡肋，为什么呢？目前的响应式是根据整个屏幕的宽度来的，这个对于设计网站首页或以整个屏幕为基准的界面设计是没问题的，但是对于中后台页面不怎么适用，比如对于增删改查的表单，一般都是弹框式的，而这个弹框的宽度肯定只是有限的（一般小于屏幕的宽度，大于在40%-70%的屏幕宽度之间），而此时如果在Dialog中的表单上使用Row/Col 布局组件显然响应式断点整体的宽度应该相对于Dialog的宽度而不是整个屏幕的宽度。

### What does the proposed API look like?

可以在Row组件上增加一个属性：`responsiveMode: 'screen' | 'container'` 来控制响应式基于的对象模式（是屏幕宽度还是父级容器宽度）来解决这个问题。
这里可能还需要增加一个配置属性来配置 不同响应式断点的 **宽度**，虽说相对于屏幕的响应式断点可以通过ConfigProvider的形式全局配置，但是相对于容器的响应式断点就只能每次使用时单独配置（因为具体的父级容器宽度无法做事先的假定）

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: transformers
Issue: Beit image classification have different results compared from versions prior to 4.43.0
Labels: bug,Vision

### System Info

- `transformers` version: 4.43.0
- Platform: Windows-10-10.0.19045-SP0
- Python version: 3.10.9
- Huggingface_hub version: 0.26.1
- Safetensors version: 0.4.5
- Accelerate version: 0.23.0
- Accelerate config:    not found
- PyTorch version (GPU?): 1.13.1+cu117 (True)
- Tensorflow version (GPU?): not installed (NA)
- Flax version (CPU?/GPU?/TPU?): not installed (NA)
- Jax version: not installed
- JaxLib version: not installed
- Using distributed or parallel set-up in script?: No
- Using GPU in script?: Yes
- GPU type: NVIDIA GeForce RTX 3060 Ti

### Who can help?

@amyeroberts

### Information

- [ ] The official example scripts
- [X] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [X] My own task or dataset (give details below)

### Reproduction

Given the following image:
![image](https://github.com/user-attachments/assets/4c4cf99d-e5fc-40ff-adaf-13d3c1b3d337)

Running the following pipeline for versions prior to `4.43.0` (4.42.4)
```py
from PIL import Image
from transformers import pipeline
import transformers

pipeline_aesthetic = pipeline(
    "image-classification", "cafeai/cafe_aesthetic", device=0
)
with Image.open("F:\\Downloads\\Tower.jpg") as img:
    predictions = pipeline_aesthetic(img, top_k=2)
    predict_keyed = {}
    for p in predictions:
        # print(type(p))
        if not isinstance(p, dict):
            raise Exception("Prediction value is missing?")
        predict_keyed[p["label"]] = p["score"]
    print(predict_keyed,transformers.__version__)
```

For 4.42.4, it returns:
```
{'aesthetic': 0.651885986328125, 'not_aesthetic': 0.3481140434741974} 4.42.4
```
For 4.43.0:
```
{'aesthetic': 0.43069663643836975, 'not_aesthetic': 0.2877475321292877} 4.43.0
```

### Expected behavior

Expected results from 4.42.4 instead of 4.43.0.


### Addn Notes.

I narrowed it down to this commit being the cause: https://github.com/huggingface/transformers/blob/06fd7972acbc6a5e9cd75b4d482583c060ac2ed0/src/transformers/models/beit/modeling_beit.py but unsure where exactly it is changed.
Repository: neovim
Issue: Document how to defend against side effects of `nvim_get_option_value()` with `filetype` option
Labels: enhancement,documentation,api,lsp

### Problem

I found an attempt to call `vim.lsp.semantic_tokens.start()` on nonexisting buffer and then found that it was a dummy buffer created by `vim.api.nvim_get_option_value('lisp', { filetype = 'lua' })` called by some plugin. The following part

https://github.com/neovim/neovim/blob/25b53b593ef6f229fbec5b3dc205a7539579d13a/src/nvim/api/options.c#L103-L131 shows how such buffer is created. 

The user may not know about such workarounds. On the other side it is a documented behavior, not a bug. 

### Expected behavior

In this case it would be good to include some hint how to detect such buffer and filter it out in `FileType` autocommand (probably within `:h FileType`). I have no better idea than using something like

```lua
local function isDummyFileTypeBuffer(buf)
  local opts = vim.bo[buf]
  return opts.buftype == 'nofile' and opts.bufhidden == 'hide' and opts.swapfile == false and opts.modeline == false
end


vim.api.nvim_create_autocmd('FileType', {
  pattern = '*',
  callback = function (args)
    if args.file == args.match and isDummyFileTypeBuffer(args.buf) then
      return
    end
    vim.print(args)
  end,
})

vim.api.nvim_get_option_value('lisp', {filetype = 'php'})
```
but I am aware that it depends on probability that there is no other such buffer (and on undocumented internals).
Repository: rust
Issue: Missing documentation of `use` bounds
Labels: T-compiler,A-docs,T-libs

### Location

Concerns `rustc --explain E0700`, the Rust Book, and the Reference.

### Summary

I originally asked [this StackOverflow question](https://stackoverflow.com/questions/79129687/what-is-rusts-uselifetime-syntax?noredirect=1#comment139529892_79129687) and was advised to file a bug.

The new `use` keyword, apparently introduced in 1.82, is poorly documented. There are at least 3 documentation issues:

1. The rust error E0700 tells you to <code>add a `use<...>` bound to explicitly capture `'_`... For more information about this error, try `rustc --explain E0700`.</code> But running this command only talks about the older syntax and doesn't mention `use` at all.
2. The Rust Book doesn't mention this syntax at all, in stable or nightly, as far as I can tell.
3. The Reference nightly edition mentions it in [10.1.16](https://doc.rust-lang.org/nightly/reference/types/impl-trait.html?highlight=precise#precise-capturing) and [10.6](https://doc.rust-lang.org/nightly/reference/trait-bounds.html#use-bounds), but neither of these sections are included in the stable edition.

My specific questions about the syntax were answered by [the announcement blog post](https://blog.rust-lang.org/2024/09/05/impl-trait-capture-rules.html), I just didn't know how to find it, because "rust use lifetime" is a pretty terrible set of keywords to google for.
Repository: godot
Issue: When duplicating a node with property setters, changing either duplicate's or original's properties temporarily changes the other
Labels: bug,topic:editor,needs testing

### Tested versions

v4.3.stable.official.77dcf97d8 and also 4.2

### System information

Linux pop-os 6.9.3-76060903-generic

### Issue description

Duplicating a scene with properties, then trying to change those properties, can visually affect the original and duplicate scenes.  On reload of the parent scene, only the scene that you modified is actually modified, but this makes editing very annoying if you have to reload the parent scene every time you duplicate something.  This occurs even if "Local to scene" is set to true for each of the relevant subnodes in the scene.

Maybe the `@onready` variables in the scene don't get duplicated somehow until the parent scene reloads.

### Steps to reproduce

1. Open "world.tscn" in the editor.
2. Duplicate one of the `BoxZ` scenes, e.g., `Box2`.
3. Modify the original `Box2` size property (e.g., set size.y to 7 in the Inspector), and you'll see that it *looks* like it affects the duplicate as well.
4. Reload the "world" scene (above viewport in bar, click X, then open "world.tscn" again)
5. You'll see that the duplicate's size returns to what it was, and only the original's size was changed

you can also repeat and change the duplicate's properties instead of the original's in step 3, and the same thing happens.  the original and all duplicates look like they are affected by property changes.  however, when you reload the scene, only the scenes you changed were actually modified.  you can also try duplicating an object multiple times, and duplicating the duplicates, and any change of any property in any of the "working set" will affect the others.

### Minimal reproduction project (MRP)

[test-duplicate.zip](https://github.com/user-attachments/files/17534155/test-duplicate.zip)
Repository: godot
Issue: Keyframes added to animation from the animation panel occasionally change positions and replace other keyframes
Labels: bug,topic:editor,topic:animation

### Tested versions

Godot 4.3 Stable

### System information

Windows 10 x64, Godot 4.3 Stable, NVIDIA 3060 Ti + Ryzen 5600x

### Issue description

Keyframes, created from within the animation panel, can move around and replace other keyframes.
Also, this error message popped up:

![image](https://github.com/user-attachments/assets/9c59d548-83ce-42bf-b788-e6cbb59ac6c3)

As you see, I've tried to cancel the creation of the wrong frame, but instead it got placed over the next one (in the end of the animation), which is not the desirable outcome.

### Steps to reproduce

1. I've created the animation node in 3D scene
2. Changed duration to 20
3. Added two key frames to animate angle (0-360)
4. Made it automatically played
5. Selected a spot in between, right-clicked and created another KF
6. The frame was created not at the point of time or mouse cursors, but with offset
7. I've left-clicked on it to move, but it was gone
8. Apparently, it moved to the right and replaced my 360 cursor.

### Minimal reproduction project (MRP)

You can get this project, it has animation, try to select a spot in the middle and add a keyframe (not sure if it works every time though): https://github.com/ArseniyMirniy/Godot-4-Color-Correction-and-Screen-Effects (for clear testing you can use commits made BEFORE this report, since I've changed the animation now).
Repository: godot
Issue: FBX import issue with IK Bone animation. Character "floats".
Labels: bug,topic:import,topic:animation

### Tested versions

Reproducible in 4.3.Stable

### System information

Windows 11, Godot 4.3 stable, Blender 4.2.2

### Issue description

I have a walking animation made in Blender in which the body bumps up and down on the "up" axis of the Pelvis bone. Due to IK constraints the feet are always on the ground.

When I import this animation in Godot, it initially looks good in the Import window, but when I actually inherit the scene, this movement is not there anymore, and it looks as if the legs "float in the air", as if there is no more ground under the feet. The feet "break through the floor", as it were.

I hope the image below illustrates the issue better.

I have added a Godot repro project, and (just in case) also the Blender blend file.

![anim_compa_ss](https://github.com/user-attachments/assets/4ddbcc3a-b0f6-40b4-a1ba-0f7168b15778)


### Steps to reproduce

Create a walk animation in Blender, using a skeleton with IK applied. Keyframe a walk animation in which you move the body up and down on a hip/pelvis bone. Import the animation in Godot and conform it works in the Advanced Import Settings window. Inherit the imported file as a new scene, play the animation and confirm that the legs break through the floor and the "bump" is gone.

### Minimal reproduction project (MRP)

[repro_anim_import_issue.zip](https://github.com/user-attachments/files/17534331/repro_anim_import_issue.zip)
[soldier_lopoly_v1.zip](https://github.com/user-attachments/files/17534333/soldier_lopoly_v1.zip)
Repository: godot
Issue: [Tree] Relationship lines 1px wide draw incorrectly when MSAA anti aliasing is enabled
Labels: bug,topic:gui

### Tested versions

Reproducible in 4.3dev and previous versions.

### System information

MacOS 13.6.5, Windows

### Issue description

When Rendering->Anti Aliasing->Quality->MSAA 2D is enabled in the Project settings, `Tree` relationship lines 1px wide and at any odd width are anti antialiased and appear blurred. This happens both in the Editor (after re-opening a project with MSAA enabled) and in exported projects.

This issue is fixed by PR #98560

Before FIX NO MSAA:
![Screenshot 2024-10-27 at 9 11 01 AM](https://github.com/user-attachments/assets/c593abbd-0c23-4a87-a669-7745976fdfbf)

![Screenshot 2024-10-27 at 9 09 05 AM](https://github.com/user-attachments/assets/398b1821-4732-4969-8cc9-71fafa5c14ab)

Before FIX WITH MSAA
![Screenshot 2024-10-27 at 9 10 05 AM](https://github.com/user-attachments/assets/d3cbe921-25b6-4c34-9081-cf0e6f161b99)

Notice the defect at the corner of the highlighted parent line
![Screenshot 2024-10-27 at 9 10 15 AM](https://github.com/user-attachments/assets/641015b5-e132-474c-aa13-5324c2b17962)

With PR Fix:
![Screenshot 2024-10-27 at 9 14 03 AM](https://github.com/user-attachments/assets/791c2816-6dab-4d2e-8824-0f51f99a3ae7)

![Screenshot 2024-10-27 at 9 14 17 AM](https://github.com/user-attachments/assets/765b13e5-6cac-4a17-8719-b94a69b5568b)



### Steps to reproduce

Enable MSAA 2D for a project, then reopen it in the Editor. Any scene tree and the FileSystem tree will exhibit the issue.

### Minimal reproduction project (MRP)

See above.
Repository: godot
Issue: Animation wont play during runtime.
Labels: needs testing,topic:animation

### Tested versions

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

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 32.0.15.6094) - 13th Gen Intel(R) Core(TM) i7-13700KF (24 Threads)

### Issue description

For the last week I've been pulling my hair out on why this one state machine is broken. I've deleted it, remade it, renamed it, done everything I can and for some reason it will not play some animations. There is a player scene with an animation tree in it with a state machine. This state machine has two more state machines inside it, one is the moving state machine and the other is the attacking state machine. These systems have been removed from the MRP and are just traveled to and from using some basic code. Inside the attacking machine is where the problem lies. The attacking machine is supposed to play an attack animation, and then at the end, a returning animation in which the player can move to get out of it. Unfortunately, the two states in there play just one animation, if I switch it to anything but the "Baked_Player_Blunt_Wep_Small_Attack_1" animation, it will not play ( technically it does but it stays at frame 0, according to the playback). However, this only occurs after switching the animation of those states by code. Setting them in the editor prompts them to work just fine, as long as they aren't tampered by the code. BUT, this only applies to any other animation than the one I listed earlier, "Baked_Player_Blunt_Wep_Small_Attack_1". Setting both states to that animation via code works perfectly fine. This has been frustrating, to say the least.

### Steps to reproduce

In the MRP below, I've ripped out about 95% of the project and this still persists, yet for some reason, I can't get this situation to occur when creating a project from scratch. 

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/17534374/MRP.zip)
Repository: ant-design
Issue: -ms-high-constrast is in the process of being deprecated. Please see https://blogs.windows.com/msedgedev/2024/04/29/deprecating-ms-high-contrast/ for tips on updating to the new Forced Colors Mode standard.
Labels: Inactive

### Reproduction link

[https://antd@5.x](https://antd@5.x)

### Steps to reproduce

formitem

### What is expected?

关闭警报或者修复

### What is actually happening?

-ms-high-constrast is in the process of being deprecated. Please see https://blogs.windows.com/msedgedev/2024/04/29/deprecating-ms-high-contrast/ for tips on updating to the new Forced Colors Mode standard.

| Environment | Info |
| --- | --- |
| antd | 5.21.5 |
| React | react / react-native 版本 |
| System | win11 |
| Browser | edge |

---
-ms-high-constrast is in the process of being deprecated. Please see https://blogs.windows.com/msedgedev/2024/04/29/deprecating-ms-high-contrast/ for tips on updating to the new Forced Colors Mode standard.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Strange empty desktop overlay with TextExtractor active
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.85.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

TextExtractor

### Steps to reproduce

Start TextExtractor any way

### ✔️ Expected Behavior

Only the TextExtractor overlay with the whole desktop with all windows visible as it were before activating it



### ❌ Actual Behavior

On the focussed screen, a smaller copy (approx. 80%) of the content of the same screen appears, overlaying the original desktop, but missing all open windows/apps (basically an empty desktop overlaying the actual desktop). The menu of the TextExtractor appears twice, once on the edge of the original screen and once in the overlayed copy. Both menus are usable. But, as a result of that empty desktop overlay, anything in a window beneath it cannot be selected for OCR. Also, some elements of a different monitor are shown, see the HardwareMonitor Widget and Voicemeeter in the photo, both are actually on a different screen that is not visible in the photo. 

I just tried to make a screenshot of how that looks, but I cannot combine active text extractor and screenshot tool. I discovered, though, that if I click outside the empty desktop overlay, the overlay goes away and the TextExtractor is still active, so then I can select the text I want. Still, something is no right there. 

Snipping tool does not show that behavior, but for quick extraction of a small amount of text it is inferior due to the many clicks more that are necessary to get the text into the clipboard. Also, the snipping tool does not allow for small amounts of text, like a single row or a URL, resulting in even more steps until the result is usable. 

This is a photo of the screen showing the effect:

![Image](https://github.com/user-attachments/assets/6119b7b7-d838-4059-89e4-598d10cb107a)


### Other Software

Video driver is Studio Driver, current, with Nvidia RTX 3060