sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Next.js bundles libraries only used in Server Components into the Client Bundle Chunks
Labels: bug,SWC

### Link to the code that reproduces this issue

https://github.com/phryneas/apollo-client-nextjs-reproduction-341

### To Reproduce

The reproduction is a blank create repo created with `yarn create next-app` - all differences to a new repo are [in this commit](https://github.com/phryneas/apollo-client-nextjs-reproduction-341/commit/8b39385ac546e1e3d5b5921bd758ef3bbe237724)

1. `npm install`
2. `npm run build`
3. `grep -rl watchQuery .next/static/chunks` -> `.next/static/chunks/959-17277ce4ae2a5d3b.js` (`watchQuery` is an Apollo Client api, so it's easily identifiable by that even when class names are mangled)
4. `npm run start`
5. open  http://localhost:3000 in the browser
6. verify that `959-17277ce4ae2a5d3b.js` is indeed sent to the browser

### Current vs. Expected behavior

Apollo Client should not end up in the Client Chunks when only referenced from Server Components.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:12:58 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 22.6.0
  npm: 10.8.2
  Yarn: 1.22.22
  pnpm: N/A
Relevant Packages:
  next: 14.2.5 // Latest available version is detected (14.2.5).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: N/A
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

SWC

### Which stage(s) are affected? (Select all that apply)

next build (local), next start (local)

### Additional context

This was brought to our attention in https://github.com/apollographql/apollo-client-nextjs/issues/341
Repository: tauri
Issue: [bug] Cross-platform compilation from linux to Windows doesn't work
Labels: type: bug,priority: 3 low,status: needs triage

### Describe the bug

Cross-platform compilation does not work:  
```bash
cargo tauri build --runner cargo-xwin --target x86_64-pc-windows-msvc
```

The script keeps giving an error:
```bash
warning 5202: -OUTPUTCHARSET is disabled for non Win32 platforms.
    Error failed to bundle project:
    - `Invalid cross-device link (os error 18)
```

### Reproduction

0. Linux debian:bookworm-slim

1. Create a fresh project as discribed here https://v2.tauri.app/start/create-project/
2. Install required packages as described here https://tauri.app/v1/guides/getting-started/prerequisites#1-system-dependencies and here https://tauri.app/v1/guides/building/cross-platform#experimental-build-windows-apps-on-linux-and-macos
3. Try to build Windows .exe file from linux using script `cargo tauri build --ci --runner cargo-xwin --target x86_64-pc-windows-msvc`

### Expected behavior

Build must be successfully created

### Full `tauri info` output

```text
[✔] Environment
     - OS: Debian 12.0.0 X64
     ✔ webkit2gtk-4.1: 2.44.2
     ✔ rsvg2: 2.54.7
     ✔ rustc: 1.80.1 (3f5fd8dd4 2024-08-06)
     ✔ cargo: 1.80.1 (376290515 2024-07-16)
     ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
     ✔ Rust toolchain: 1.80.1-x86_64-unknown-linux-gnu (environment override by RUSTUP_TOOLCHAIN)
     - node: 18.19.0
     - npm: 9.2.0
 
 [-] Packages
     - tauri [RUST]: 2.0.0-rc (no lockfile)
     - tauri-build [RUST]: no manifest (no lockfile)
     - wry [RUST]: no manifest (no lockfile)
     - tao [RUST]: no manifest (no lockfile)
     - tauri-cli [RUST]: 2.0.0-rc.3
     - @tauri-apps/api [NPM]: 2.0.0-rc.0
     - @tauri-apps/cli [NPM]: 2.0.0-rc.3
 
 [-] App
     - build-type: bundle
     - CSP: unset
     - frontendDist: ../dist
     - devUrl: http://localhost:1420/
     - framework: React
     - bundler: Vite
```
```


### Stack trace

```text
Running makensis.exe to produce /app/src-tauri/target/x86_64-pc-windows-msvc/release/bundle/nsis/myapp.x.x.x_x64-setup.exe
 warning 5202: -OUTPUTCHARSET is disabled for non Win32 platforms.
     Error failed to bundle project:
     - `Invalid cross-device link (os error 18)`
```


### Additional context

1. The Linux build runs correctly and works as expected, which is great
2. I am using rust 1.80.1 and also checked manually, that `TMPDIR=/var/tmp` (as was discussed here - https://github.com/tauri-apps/tauri/issues/4500).
Repository: node
Issue: Allow shake128/256 to produce outputs of unlimited length
Labels: crypto,feature request

### What is the problem this feature will solve?

SHAKE128 is essentially a hash algorithm that can output an infinite-length stream. Rather than being just a hash algorithm, it's more like a stream cipher such as RC4. Support for SHAKE128/256 is currently available, but the implementation requires specifying an `outputSize` in advance, which is fixed and limited. This doesn't meet my needs, so I have to rely on third-party libraries.

### What is the feature you are proposing to solve the problem?

Support for SHAKE was first introduced in 2019, but I believe this support is incomplete.

https://github.com/nodejs/node/issues/28757
https://github.com/nodejs/node/pull/28805

### What alternatives have you considered?

_No response_
Repository: godot
Issue: Weird shadows on specific camera rotation degrees
Labels: bug,topic:rendering,confirmed,topic:3d

### Tested versions

Godot 4.3 stable, Godot 4.3 rc3

### System information

Windows 11 - Godot v4.3.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060ti (552.12 game ready driver) - AMD Ryzen 5 5600X CPU @ 4.00GHz (12 Threads)

### Issue description

I built a simple level with plane as a floor and cube as an object, added omni light and enabled shadows. I noticed, that when camera rotation is set about -90 degress, shadows become weird. If I rotate camera a few degress left or right, shadows become normal, but if I return camera rotation back to about -90 degrees, shadows become weird again.

### Steps to reproduce

Start MRP project 
Using keyboard arrows rotate camera. (By default rotation degrees of camera is set to -90, weird shadow changes can be seen if the camera rotates a few degrees to the left or right)

### Minimal reproduction project (MRP)

[weird_shadows_MRP.zip](https://github.com/user-attachments/files/16635288/weird_shadows.zip)
Repository: go
Issue: proposal: x/sync/errgroup: add `(Try?)Go` variants that return channel closed after `f` terminates
Labels: Proposal

### Proposal Details

Add the following to `errgroup.Group` (note: I don't really like the names, bikeshedding is welcome):

```
// GoChan is like Go, but returns a channel that is closed after f has returned.
func (g *Group) GoChan(f func() error) <-chan struct{}

// TryGoChan is like TryGo but, if f was started, it returns a non-nil channel like GoChan.
func (g *Group) TryGoChan(f func() error) <-chan struct{}
```

The channel returned by these variants is closed after `f` terminates and, crucially, *after* `cancel` has been called on the context (if necessary).

I just sketched out the idea [here](https://github.com/golang/sync/commit/b3f13a47390c12f17aab32df1d17f9a1feca17e1) (untested! it's just to discuss the potential semantics).

My main usecase for this is in the following (simplified) scenario:

```go
ch := eg.GoChan(func() error {
  // ...
})

eg.Go(func() error {
  // do something ...

  select {
  case <-ctx.Done():
    return ctx.Err()
  case <-ch:
  }

  // do something else, but only after the first function has completed
})
```

(this example above is extremely simplified, in reality there are often many more calls, sometimes not even known statically, and with more complex relationships between functions, so manually finding an order becomes unwieldy fast - and especially maintaining that code becomes much harder)
Repository: material-ui
Issue: [joy-ui][Autocomplete] autoComplete, autoHighlight, autoSelect, includeInputInList and selectOnFocus are not working
Labels: on hold,component: autocomplete,package: joy-ui

### Steps to reproduce

Link to live example: (required)
https://codesandbox.io/p/sandbox/autocomplete-bugs-3klkc2

Steps:
1.Go to sandbox link and try


### Current behavior

`autoComplete`, `autoHighlight`, `autoSelect`, `includeInputInList` and `selectOnFocus` are not working that are described.

Edit: In addition `disabledItemsFocusable` and `disablePortal ` prop.

[autocomplete-bugs.webm](https://github.com/user-attachments/assets/bc6ff4a5-2637-4d0e-8a90-b9fc2c550ac4)


### Expected behavior

_No response_

### Context

_No response_

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: AutoComplete  autoComplete autoHighlight autoSelect includeInputInList selectOnFocus
Repository: transformers
Issue: split head_dim from hidden_size for llama like gemma or mistral
Labels: Feature request

### Feature request

split head_dim from hidden_size like gemma or mistral

### Motivation

make not to align head_dim with hidden_size

### Your contribution

slightly revise modeling code and submit PR.
Repository: godot
Issue: Godot scrolls the script editor annoyingly.
Labels: bug,topic:editor,confirmed

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

w10 64

### Issue description
Watch the video, every time I switch between the 2D editor and the script editor I have to reposition the scroll in the script editor.
When I switch to the 2D editor and back to the script editor, Godot moved the scroll in the script editor and now I have to reposition the scroll in the script editor to have it the way I decide.




https://github.com/user-attachments/assets/7f09127d-0638-420e-8a0c-15fadf226f15




### Steps to reproduce

watch the video

### Minimal reproduction project (MRP)

...
Repository: tensorflow
Issue: tritonserver preload trt plugin got warning message and many core files : Failed to compile generated PTX with ptxas. Falling back to compilation by driver.
Labels: stat:awaiting tensorflower,type:bug,TF 2.16

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

tf 2.16.2

### Custom code

No

### OS platform and distribution

linux Ubuntu 22.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

tritonserver preload trt plugin got warning message and many core  dump files
`
2024-08-16 10:09:14.975649: W tensorflow/compiler/mlir/tools/kernel_gen/transforms/gpu_kernel_to_blob_pass.cc:190] Failed to compile generated PTX with ptxas. Falling back to compilation by driver.
2024-08-16 10:09:16.033970: W tensorflow/compiler/mlir/tools/kernel_gen/transforms/gpu_kernel_to_blob_pass.cc:190] Failed to compile generated PTX with ptxas. Falling back to compilation by driver.
2024-08-16 10:09:16.701031: W tensorflow/compiler/mlir/tools/kernel_gen/transforms/gpu_kernel_to_blob_pass.cc:190] Failed to compile generated PTX with ptxas. Falling back to compilation by driver.
2024-08-16 10:09:17.498157: W tensorflow/compiler/mlir/tools/kernel_gen/transforms/gpu_kernel_to_blob_pass.cc:190] Failed to compile generated PTX with ptxas. Falling back to compilation by driver.
2024-08-16 10:09:18.328719: W tensorflow/compiler/mlir/tools/kernel_gen/transforms/gpu_kernel_to_blob_pass.cc:190] Failed to compile generated PTX with ptxas. Falling back to compilation by driver.
`

![image](https://github.com/user-attachments/assets/c9cf824b-f27e-456d-aa43-af501aae0694)

I have an ensmble model, the first part is the tf model, the second part is the trt model. I have a trt plugin, and I load it as LD_PRELOAD. It won't be a problem if I load the two models separately. But when I load them at the same time this warning comes up and produces a lot of coredump files. Why is that? I don't understand how the trt plugin will affect tf

### Standalone code to reproduce the issue

```shell
LD_PRELOAD=/app/lib/ops/libtrtplugin.so --model-repository=/opt/model-repo-copy --model-control-mode=explicit --load-model=first_model --load-model=second_model  --load-model=ensmble_model  --log-verbose=0 --http-port=xxx--grpc-port=xxx --metrics-port=xxx --backend-config=tensorflow,version=2 --backend-config=tensorrt,version-compatible=true --disable-auto-complete-config 
```


### Relevant log output

_No response_
Repository: opencv
Issue: is:issue is:open I have a Java Service running in Windows, the program used the dependency of "opencv_java455.dll",but now I want to deployee the service on ubantu, How do I do? 
Labels: question (invalid tracker),incomplete

### Describe the feature and motivation

I want compare two png picture similarity, I use the file "opencv_java455.dll" , but now I want to deployee the Java service in Ubantu System, How to replace it?


### Additional context

If you have the same problem, How to resolve it?
Repository: flutter
Issue: `ResidentWebRunner::attach` calls `ChromeTab::connect` without providing an error handler, risking top-level errors without stack traces
Labels: P2,team-tool,triaged-tool

From https://github.com/flutter/flutter/issues/153298#issuecomment-2290900158 (shortened version):

> Looking at this code I also noticed that ResidentWebRunner neglects to pass onError callback to ChromeTab.connect. This seems like an oversight...This callback is used as an onError callback on the WebSocket [stream](https://github.com/google/webkit_inspection_protocol.dart/blob/119b877ae82bd2ca4cf7e5144d3a5ec104055164/lib/webkit_inspection_protocol.dart#L248-L252) once connection is established. Not passing onError means that all exceptions which occur later (after connection was established and upgraded to WebSocket) are going to be uncaught and will crash Flutter tool as well.

Said another way, we should pass an error handler in this `ChromeTab::connect` call:

https://github.com/flutter/flutter/blob/d23be7a07de3bd7f02db367fce52eff79021df24/packages/flutter_tools/lib/src/isolated/resident_web_runner.dart#L613

This error handler could simply rethrow the provided error using the provided stack trace using `Error.throwWithStackTrace(error, stackTrace)`.
Repository: godot
Issue: Renaming the Skeleton3D does not correct fix track paths in AnimationPlayer
Labels: bug,topic:editor,regression,topic:animation

### Tested versions

Reproducible: 4.3 stable mono
Working: 4.1.1 stable mono

### System information

Godot 4.3 mono - Windows 7

### Issue description

Renaming the Skeleton3D while AnimationPlayer was configured to use it (correct rootnode) did rename-fix track paths to point to the renamed skeleton. In 4.3 this functionality is missing.

### Steps to reproduce

Import .glb file with some animations.
Place it into a scene.
Rename the Skeleton3D node.

### Minimal reproduction project (MRP)

[animation rename broken.zip](https://github.com/user-attachments/files/16636499/animation.rename.broken.zip)
Repository: godot
Issue: Creating a signal with an argument tries to link it before automatically making the function.
Labels: bug,topic:editor,needs testing

### Tested versions

Occurred in:
- v4.2.2-stable
- v4.3-stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - Intel(R) HD Graphics 620 (Intel Corporation; 31.0.101.2111) - Intel(R) Core(TM) i5-7300U CPU @ 2.60GHz (4 Threads)

### Issue description

When creating a signal with an argument and letting it automatically create the function in the linked script it gives this error right before creating the function.
`Cannot connect to 'focus_entered': the provided callable is not valid: Node2D(node_2d.gd)::_on_button_focus_entered`
- This occurs on any signal type.
- After this error it creates the function in the script.
- This error stops the signal from being created.

Upon attempting to make the signal again it wont give the error and correctly adds the signal, My guess is something is making it check if the function exists before it makes it.

Attached is a video of me recreating this bug but i forgot to record the signal creation screen, in the screen all i do is add a `bool` argument.


https://github.com/user-attachments/assets/678d0a19-4747-4d2a-8ded-cdba77dea08e



### Steps to reproduce

1. Create something a signal can be added to.
2. Link a script to your node.
3. Create a signal with an argument of any kind.

### Minimal reproduction project (MRP)

N/A
Repository: ant-design
Issue: Customize overall icons
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

End-user experience could be improved if icons for following components could be replaced: Select, Time / Date Pickers, Pagination etc. any component that has icon

### What does the proposed API look like?

I guess the components could have icon properties such as: customIcon: React.ReactNode

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ollama
Issue: OLLAMA_ORIGINS environment variables appends instead of sets
Labels: bug

### What is the issue?

Setting "OLLAMA_ORIGINS=*://localhost,*://127.0.0.1" will result in these entries being **added** the the allowed origins. Is this intended? I thought it should be overridden.

Before:
`OLLAMA_ORIGINS:[http://localhost https://localhost http://localhost:* https://localhost:* http://127.0.0.1 https://127.0.0.1 http://127.0.0.1:* https://127.0.0.1:* http://0.0.0.0 https://0.0.0.0 http://0.0.0.0:* https://0.0.0.0:* app://* file://* tauri://*]`

After:
`OLLAMA_ORIGINS:[*://localhost *://127.0.0.1 http://localhost https://localhost http://localhost:* https://localhost:* http://127.0.0.1 https://127.0.0.1 http://127.0.0.1:* https://127.0.0.1:* http://0.0.0.0 https://0.0.0.0 http://0.0.0.0:* https://0.0.0.0:* app://* file://* tauri://*]`

Looking into https://github.com/ollama/ollama/blob/d29cd4c2ed104a1f6fba16a264c3cc7785a7d82f/envconfig/config.go#L66 it also clear why: "0.0.0.0" is iterated every time.

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.3.6
Repository: ollama
Issue: model xe/hermes3 doesn't correctly parse tool call tokens
Labels: bug

### What is the issue?

I uploaded Hermes3 to Ollama [here](https://ollama.com/xe/hermes3/blobs/afa6d473672a). The problem is that it isn't parsing the tool call syntax.

Hermes tool call syntax roughly looks like this:

```
<tool_call>
{"name": "code_interpreter", "arguments": {"code": "def reverse_list(lst):\n    return lst[::-1]\n\noriginal = [1, 2, 3, 4, 5]\nreversed_list = reverse_list(original)\nprint('Original:', original)\nprint('Reversed:', reversed_list)"}}
</tool_call>
```

The raw response I get from ollama when doing a tool call for a code_interpreter tool that runs Python code looks like this:
```json
{"model":"xe/hermes3","created_at":"2024-08-16T12:38:56.878759Z","message":{"role":"assistant","content":"\n\u003ctool_call\u003e\n{\"name\": \"code_interpreter\", \"arguments\": {\"code\": \"def reverse_list(lst):\\n    return lst[::-1]\\n\\noriginal = [1, 2, 3, 4, 5]\\nreversed_list = reverse_list(original)\\nprint('Original:', original)\\nprint('Reversed:', reversed_list)\"}}\n\u003c/tool_call\u003e"},"done_reason":"stop","done":true,"total_duration":2015048833,"load_duration":28571000,"prompt_eval_count":447,"prompt_eval_duration":490176000,"eval_count":77,"eval_duration":1492265000}
```

It looks like it's just literally returning the tool call tokens without parsing them. Here's the operative bit of [the template](https://ollama.com/xe/hermes3/blobs/afa6d473672a):

```jinja

{{ .Role }}
{{- if and (eq .Role "assistant") .ToolCalls }}
{{- range .ToolCalls }}
<tool_call>
{"name": "{{ .Function.Name }}", "arguments": {{ .Function.Arguments }}}
</tool_call>
{{- end }}
{{- else }}
{{ .Content }}
{{- end }}

```

What am I doing wrong here?

### OS

Linux, macOS

### GPU

Nvidia, Apple

### CPU

AMD, Apple

### Ollama version

0.3.6
Repository: PowerToys
Issue: At the startup, auto launch a workspace 
Labels: Idea-Enhancement,Status-In progress,Tracker,Product-Workspaces

### Description of the new feature / enhancement

With the new feature call [app layout](https://www.theverge.com/2024/8/16/24221639/microsoft-powertoys-workspaces-feature-demo) that you can save and launch quickly a bunch of app place were you want, I think it would be great to have the possibility to setup one by default that will open automatically at the startup of your PC.

### Scenario when this would be used?

Every time that you boot up your PC. That will help every body that will work always with the same setup to access to it quickly and be more productive.

### Supporting information

_No response_
Repository: godot
Issue: Corrupted scene when moving a GLB file and its animation files
Labels: bug,needs testing,topic:import,topic:animation,topic:3d

### Tested versions

4.3 stable

### System information

Windows 11

### Issue description

I have put all the files related to my character in a folder; that is a .tscn, a .glb and extracted animation.
After moving this folder to another folder, I get all the scenes that uses this character tagged as corrupted.

After some research, I can see that the `.import` did not update the  `save_to_file/path` for extracted animation:

```
[remap]

importer="scene"
importer_version=1
type="PackedScene"
uid="uid://duds002tisele"
valid=false

[deps]

source_file="res://characters/enemies/melee/minion/small_ennemy_animated.glb"

[params]

nodes/root_type=""
nodes/root_name="Skin"
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
_subresources={
"animations": {
"Attack": {
"save_to_file/enabled": true,
"save_to_file/keep_custom_tracks": true,
"save_to_file/path": "res://enemies/melee/minion/Attack.res",
```

`res://enemies/melee/minion/Attack.res` should now be `res://characters/enemies/melee/minion/Attack.res`
To correct these paths fixed the issue.

Also, note that it might be good to give more details on why a scene is corrupted and tell the user that this is the glb import being corrupted.

### Steps to reproduce

- Import a GLB into a folder
- Save an inherited scene
- extract the animation using the Advanced Import, into the same folder or a child folder
- move the parent folder to a new place

### Minimal reproduction project (MRP)

NA
Repository: PowerToys
Issue: Fancy Zones when restoring from "maximize window"
Labels: Needs-Triage

### Description of the new feature / enhancement

I like to arrange multiple windows with fancy zones. When I need to view one of these windows with more details, I maximize it. Then restoring the window, it doesn't snap back to the fancy window layout, but to the position before fancy window positioning was used.

### Scenario when this would be used?

It would be great to have the option that the fancy window positioning is actually stored as current window position, so the window will snap back to this after maximizing.

### Supporting information

_No response_