sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: nvm
Issue: Nvm slow down Msys2
Labels: OS: windows

After installing nvm in a Msys2 environment, msys takes more than 10 seconds to start. After remove nvm from .bash_profile, Msys works again as expected. Fnm works without problems.

How to reproduce:

Install Msys2 in windows https://www.msys2.org/wiki/MSYS2-installation/

Try to install nvm with `curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.40.1/install.sh | bash`

Use `pacman -S` to install required packages.

Try again to install nvm.

Close Msys2 and open again a Msys2 command line. It takes a lot of seconds now.
Remove nvm from ~/.bash_profile 
Close Msys2 and open again. Now Msys works correctly.
Repository: ollama
Issue: qos, serving websites with the server, but when downloading a model...
Labels: feature request

if a big model gets loaded, it loads at full speed, slowing down other services. can you make a throttle to only allow a certain amount of bandwidth consumed by downloading the model.

I try to have websites running on that server, and they become unresponsive due to the model download (tested it with llama3.1:70b)
Repository: rust
Issue: Permitting "foreign" languages to dispose of Rust panics
Labels: T-lang,T-libs-api,C-discussion,A-panic

It is currently undefined behavior for a "foreign" language (such as C++) to catch a Rust panic, regardless of what the "foreign" code then does with the exception. That is, either disposing of or rethrowing the panic are both unconditional undefined behavior.

Permitting other languages to rethrow the panic, and permitting them to dispose of the panic, are separate "features" Rust could provide. This issue is only for safe disposal.

Note that Rust can document a function that a different runtime must call in order to safely dispose of a Rust panic. Per @chorman0773, Itanium specifies this cross-language mechanism this way:

> [the runtime catching the exception is] supposed to call the `unwind_cleanup` function stored in the `_Unwind_Exception` struct with `_URC_FOREIGN_EXCEPTION_CAUGHT`.

Currently, the main thing that the Rust runtime would need to do when notified that a panic has been disposed of by a foreign runtime is to decrement the panic count. @bjorn3, @nbdd0121, @workingjubilee, and @Amanieu may have additional context on what would be required for foreign languages to safely dispose of Rust panics.

Original discussion: https://github.com/rust-lang/reference/pull/1226#discussion_r1739926327

CC @rust-lang/libs-api ; CC @rust-lang/lang
Repository: flutter
Issue: [go_router] Add simple way to check if a dialog is shown
Labels: c: new feature,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

### Use case

Currently, there is no straightforward way to determine if a dialog is displayed when using go_router (as per my research), unlike Navigator 1.0, where we could easily check the displayed route using the RouteSettings.name parameter. This functionality is critical for developers managing complex navigation flows that involve dialogs or modal routes. The lack of an equivalent in go_router complicates state management and user experience control.

Use Case: In many apps, dialogs are used for confirmation prompts, error messages, or alerts. A common challenge is preventing multiple dialogs from being opened simultaneously. For example, if an error occurs while a confirmation dialog is already shown, the app should avoid opening a second dialog until the first one is dismissed. In Navigator 1.0, developers could use RouteSettings.name to check if a dialog is already open, but with go_router, there is no simple way to make this determination. This makes it difficult to ensure that only one dialog is displayed at a time, potentially leading to overlapping dialogs and a poor user experience.

### Proposal

Although there are workarounds, such as the solution described in [this article](https://croxx5f.hashnode.dev/adding-modal-routes-to-your-gorouter) where dialogs are added to the go_router configuration, this method is overly complicated and introduces unnecessary complexity into the codebase. Developers need a more straightforward and efficient way to manage dialogs in go_router, similar to how it was done with Navigator 1.0. This could be achieved by providing an easy mechanism to check if a dialog is currently shown, allowing developers to prevent multiple dialogs from being opened at the same time without the need for complex configurations.
Repository: yt-dlp
Issue: Progress also displays x-factor (Download speed / playback speed = X) e.g. Downloading at 1.35MiB/s (= 3.4x)
Labels: enhancement,triage,core:downloader

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

#### Download Progress is currently shown like this

```
[download] Destination: My Movie.fdash-p0va0br3001270-1.mp4
[download]  58.8% of ~ 976.12MiB at 1.35MiB/s ETA 07:24 (frag 161/274)
```

#### Proposal: Add X-factor in brackets of download speed


```
[download] Destination: My Movie.fdash-p0va0br3001270-1.mp4
[download]  58.8% of ~ 976.12MiB at 1.35MiB/s (= 3.4x) ETA 07:24 (frag 161/274)
```

- Download speed / Playback speed = X-Factor
  - Below 1 means that your bandwidth is not enough for streaming, because the download speed is slower than the necessary playback speed.
  - Above 1 tells you how much faster you can download than watching in real time.
- From the streaming manifest and/or the media container header the overall bit rate of the media container is known.
  - E.g. 3200 kb/s divided by 8 = 0.4MiB/s
  - Download speed 1.35 / Playback speed 0.4 = 3.4x
  - Which means it downloads 3.4x times faster than it plays back
- Do we really need this?
  - The ETA is already a good metrics.
  - Nevertheless the x-factor gives you an estimate of a factor/proportion.
  - I propose it's off by default, so that default output does not get too noisy, but can be enabled with some kind of `--progress-*` argument, for those use cases which benefit from this metric.

### Provide verbose output that clearly demonstrates the problem

Not applicable. 

### Complete Verbose Output

_No response_
Repository: rust
Issue: Real cross-compiling tests instead of `#![no_core]` silliness
Labels: A-testsuite,C-enhancement,A-cross,T-compiler,T-bootstrap,E-medium,A-compiletest

We have a zillion tests that use the `#![no_core]` hack, like this one: https://github.com/rust-lang/rust/blob/5e3ede22ef6fd23197629c22b9f466b3734e19f1/tests/ui/asm/bad-template.rs#L10

A given test involves:
- Host A
- Target B
- Some Rust source (compiled for Target B)
- Test tooling (run on Host A)

Most of our test infra assumes that Host A and Target B are the same thing. This greatly simplifies a lot of assumptions. But this hack we have introduced in so many tests essentially exists so that we can be sure the test runs even when cross-compiling from Host A to Target B. It's possible there's some weird finagling of test flags that can enable this without the hack, but that would be another hack itself. Cross-compiled tests should be relatively easy, like just writing something like:
```rust
//@ cross-compile-targets: arch_1-unknown-os_3-env_5 arch_2-unknown-os_4-env_6 arch_1-unknown-os_4-env_5 arch_2-unknown-os_3-env_7
```
Repository: rust
Issue: Making a mistake in a match can lead to infinite recursion without any hint to what is going on
Labels: A-diagnostics,T-compiler

### Code

```Rust
pub struct SubMenu;

impl SubMenu {
    pub fn test(&self) {
    }
}

pub enum Item {
    Back,
    SubMenu(SubMenu)
}

impl Item {
    pub fn test(&self) {
        match self {
            Item::Back => (),
            // This recurses because I messed up the match
            // I really want Item::SubMenu(x) but there is 
            // no warning at all that this can cause an issue
            sub => sub.test()
        }
    }
}

fn main() {
    let itm = Item::SubMenu(SubMenu{});
    itm.test();
}
```


### Current output

```Shell
(Running in rust playground)
Compiling playground v0.0.1 (/playground)
Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.46s

(Clippy output in rust playground)
Checking playground v0.0.1 (/playground)
Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.88s
```


### Desired output

```Shell
Anything that tells the user that there is an infinite loop waiting to happen

Something like:
sub => sub.test()
       ^^^^^^^^^^ this will recurse infinitely
```


### Rationale and extra context

I made a mistake while writing the match seen above. I really wanted `Item::SubMenu(sub) => sub.test()` but mistakenly thought `sub => sub.test()` will be enough. While the error was of course made by me, after I found it I was surprised that neither rustc, clippy nor rust-analyzer will warn me that this will cause infinite recursion.
I ran the code on an embedded target which made the error search very hard, since any debug connection died when the stack overflowed without any error message, leading to a two day search for the cause

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.81.0 (eeb90cda1 2024-09-04)
binary: rustc
commit-hash: eeb90cda1969383f56a2637cbd3037bdf598841c
commit-date: 2024-09-04
host: x86_64-pc-windows-msvc
release: 1.81.0
LLVM version: 18.1.7

(The exact same issue/missing diagnostic is also true on the beta and nightly channels)
```


### Anything else?

_No response_

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Repository: stable-diffusion-webui
Issue: [Bug]: ERROR: HTTP error 404 while getting CLIP
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [x] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [X] The issue has been reported before but has not been fixed yet

### What happened?

Clean install of sd.webui on windows 11. Receiving this error with CLIP install 404 error.
![image](https://github.com/user-attachments/assets/d26cb901-02ce-4289-b2d0-2683f2de0f39)


### Steps to reproduce the problem

download sd.webui v1.0.0 
run environment.bat
run update.bat 

Run run.bat

### What should have happened?

start up normally

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

not available

### Console logs

```Shell
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.10.1
Commit hash: 82a973c04367123ae98bd9abdf80d9eda9b910e2
Installing clip
Traceback (most recent call last):
  File "D:\sd.webui\webui\launch.py", line 48, in <module>
    main()
  File "D:\sd.webui\webui\launch.py", line 39, in main
    prepare_environment()
  File "D:\sd.webui\webui\modules\launch_utils.py", line 394, in prepare_environment
    run_pip(f"install {clip_package}", "clip")
  File "D:\sd.webui\webui\modules\launch_utils.py", line 144, in run_pip
    return run(f'"{python}" -m pip {command} --prefer-binary{index_url_line}', desc=f"Installing {desc}", errdesc=f"Couldn't install {desc}", live=live)
  File "D:\sd.webui\webui\modules\launch_utils.py", line 116, in run
    raise RuntimeError("\n".join(error_bits))
RuntimeError: Couldn't install clip.
Command: "D:\sd.webui\system\python\python.exe" -m pip install https://github.com/openai/CLIP/archive/d50d76daa670286dd6cacf3bcd80b5e4823fc8e1.zip --prefer-binary
Error code: 1
stdout: Collecting https://github.com/openai/CLIP/archive/d50d76daa670286dd6cacf3bcd80b5e4823fc8e1.zip

stderr:   ERROR: HTTP error 404 while getting https://github.com/openai/CLIP/archive/d50d76daa670286dd6cacf3bcd80b5e4823fc8e1.zip
ERROR: Could not install requirement https://github.com/openai/CLIP/archive/d50d76daa670286dd6cacf3bcd80b5e4823fc8e1.zip because of HTTP error 404 Client Error: Not Found for url: https://github.com/openai/CLIP/archive/d50d76daa670286dd6cacf3bcd80b5e4823fc8e1.zip for URL https://github.com/openai/CLIP/archive/d50d76daa670286dd6cacf3bcd80b5e4823fc8e1.zip

Press any key to continue . . .
```


### Additional information

There was more info in the terminal the very first time I ran it, but the other packages installed successfully.
Repository: godot
Issue: Looping 2D animation flickers when physics interpolation is enabled
Labels: topic:physics,topic:animation,topic:2d

### Tested versions

4.3 stable

### System information

macOS Monterey, iMac (Retina 4K, 21.5-inch, 2017), 3.4 ghz quad-core intel core i5, Radeon Pro 560 4 GB

### Issue description

I have several Sprite2Ds animated with AnimationPlayer (changing their position, rotation, scale and skew). The animation is set to a linear loop. When physics interpolation is enabled, the animation flickers at runtime at the start of the cycle. This doesn't happen in the editor, doesn't happen after changing the loop mode to Ping Pong, and, most importantly, doesn't happen when physics interpolation is disabled.

### Steps to reproduce

Open MRP, ensure that physics interpolation is enabled, run the project and observe. Then disable physics interpolation and run the project again to compare results.

### Minimal reproduction project (MRP)

[looping-animation-issue.zip](https://github.com/user-attachments/files/17004168/looping-animation-issue.zip)
Repository: PowerToys
Issue: 增加鼠标右键菜单管理
Labels: Needs-Triage

### Description of the new feature / enhancement

能够删除或增加右键菜单中的项目，增加二级或多级菜单，高度自定义项目

### Scenario when this would be used?

可以集成到鼠标右键，使截图等一系列操作更加方便，如果使用快捷键，数目繁多难以记忆

### Supporting information

_No response_
Repository: tensorflow
Issue: Encountering a `Segmentation fault` when using `data_flow_ops.FIFOQueue` in TensorFlow
Labels: stat:awaiting tensorflower,type:bug,comp:ops,2.17

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf-nightly 2.18.0.dev20240817

### Custom code

Yes

### OS platform and distribution

Ubuntu 20.04.3 LTS (x86_64)

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

 A `Segmentation fault`  could be raised in TensorFlow when using `data_flow_ops.FIFOQueue` . The following code is confirmed to crash on `tf-nightly 2.18.0.dev20240817` (nightly-build)

### Standalone code to reproduce the issue

```shell
from tensorflow.python.framework import dtypes as dtypes_lib
from tensorflow.python.ops import data_flow_ops
import tensorflow as tf

q = data_flow_ops.FIFOQueue(10, dtypes_lib.float32, ())
elems = [10.0, 20.0, 30.0, 40.0, 50.0, 60.0, 70.0, 80.0, 90.0, 100.0]
tmp_var64 = elems[4:8]

sess = tf.compat.v1.Session()
with sess.as_default():
    q.dequeue_up_to([])
```


### Relevant log output

```shell
> Segmentation fault (core dumped)
```
Repository: ui
Issue: [bug]: During the installation getting error
Labels: bug

### Describe the bug

I am installing Shadcn in Next.js and encountering this error. Before this, I was facing issues while installing it, so I created a fresh project using npx create-next-app@latest. Then, I ran the command npx shadcn@latest init. After selecting the options, I received this error. My operating system is Windows 10.

![image](https://github.com/user-attachments/assets/0c26ff71-fdd0-4222-8c25-3bae5ec277c0)


### Affected component/components

No anything when install it does complete automatically 

### How to reproduce

- Create a fresh Next.js project using the command:
`npx create-next-app@latest`
- Then, run the following command to install Shadcn:
`npx shadcn@latest init`

- then you encounter an error during this process, you may need to complete the installation manually.


### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Operating system: Windows 10
System: HP Elitebook 840G
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: pytorch
Issue: Setting `True` to `return_indices` argument of `nn.MaxPool1d()` with the tensor of `int` works
Labels: module: nn,triaged

### 🐛 Describe the bug

Setting `False` to `return_indices` argument of [nn.MaxPool1d()](https://pytorch.org/docs/stable/generated/torch.nn.MaxPool1d.html) with the tensor of `int` gets the error message as shown below:

```python
import torch
from torch import nn

my_tensor = torch.tensor([[8, -3, 0, 1, 5, -2]])
                                                     # ↓↓↓↓↓
maxpool1d = nn.MaxPool1d(kernel_size=1, return_indices=False)
maxpool1d(input=my_tensor) # Error
```

> RuntimeError: "max_pool1d_impl" not implemented for 'Long'

But setting `True` to `return_indices` argument of `nn.MaxPool1d()` with the tensor of `int` works as shown below:

```python
import torch
from torch import nn

my_tensor = torch.tensor([[8, -3, 0, 1, 5, -2]])
                                                     # ↓↓↓↓
maxpool1d = nn.MaxPool1d(kernel_size=1, return_indices=True)
maxpool1d(input=my_tensor)
# (tensor([[8, -3, 0, 1, 5, -2]]), tensor([[0, 1, 2, 3, 4, 5]]))
```

### Versions

```python
import torch

torch.__version__ # '2.3.0'
```

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: godot
Issue: Script editor back button doesn't work as advertised (regression)
Labels: discussion,topic:editor

### Tested versions

v4.3.stable.official [77dcf97d8] Reproducible.
v4.2 works as expected.



### System information

v4.3.stable.official [77dcf97d8] Reproducible.Compatibility
Apple M1 Max
Sonoma 14.6.1 (23G93)

### Issue description

<img width="254" alt="Screenshot 2024-09-14 at 10 43 32 PM" src="https://github.com/user-attachments/assets/f81a29e0-8983-4ce5-857d-30ae0379f104">

It no longer "goes back to previous edited document" as advertised when you hover over the button.

Clicking the back button in the script editor will now go back to every single line that has been selected, even if it wasn't edited, and even if it is all in the same script! 

I assume this is a bug.

But if it was intentional, please revert back. This issue removes the convenience of quickly navigating back to the previous script with 1 click. Now you might have to press the back button any number of times (dozens? in worse case) just to go back to the previous script. 

### Steps to reproduce

Have 2 scripts. Make sure the scripts are somewhat long. (You can use any text and just comment it out)

<img width="103" alt="Screenshot 2024-09-14 at 10 54 16 PM" src="https://github.com/user-attachments/assets/dd649939-28c3-40f5-b86f-de98c1dd1f64">

Step 1: Open script 1 then open script 2. 
Step 2: Click on several different lines in the text editor. 
Step 3: Then press the back button. 

It SHOULD go back to script 1. But actually it will go to every line you selected in step 2

Edit: Also I added a second bug with my 2nd comment - which is clearly a bug. 

### Minimal reproduction project (MRP)

Use any empty project.
Repository: flutter
Issue: [camera_android_camerax] CameraX Version 1.4
Labels: c: new feature,platform-android,p: camera,package,c: proposal,P2,team-android,triaged-android

### Use case

Usage of camerax 1.4.0
CameraX 1.4.0-rc02 is out there with a lot of bug fixes.
https://developer.android.com/jetpack/androidx/releases/camera#1.4.0-rc02

Possibility to implement new features such as:
> ZoomGestureDetector.ZoomEvent
> CameraInfo.getCameraInfo
> CameraInfo.mustPlayShutterSound

### Proposal

1. Test what refactoring updates has to be made in order to leverage CameraX 1.4.0 improvements.
2. Plan exposing new features available in CameraX 1.4.0
Repository: kubernetes
Issue: make the scheduler can react when the runtimeclass is changed
Labels: sig/scheduling,sig/node,kind/feature,lifecycle/rotten,needs-triage

### What would you like to be added?

at first runtimeclass is not tolerations taints ,so the pod is pending
then I modify runitmeclass make it toleration the taint ,but the pod is still pending

make the scheduler can react when the runtimeclass is changed
```
cat <<EOF | kubectl apply -n k8s -f -
apiVersion: node.k8s.io/v1
kind: RuntimeClass
metadata:
  name: runsc
handler: runsc
scheduling:
  nodeSelector:
    kata: "true"
  tolerations:
  - effect: NoSchedule
    key: storage
    operator: Equal
    value: slow
EOF
```

oot@k8s-master01:~# kubectl get pod -n k8s
NAME      READY   STATUS    RESTARTS   AGE
busybox   0/1     Pending   0          80s

### Why is this needed?

make the scheduler can react when the runtimeclass is changed
Repository: ui
Issue: [feat]: Toggle sidebar
Labels: area: request

### Feature description

I think it'll be useful if there'll be an option to open-close toggle the sidebar in the components page, so we could extend our read area when working on split screens

### Affected component/components

_No response_

### Additional Context

_No response_

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: ui
Issue: [bug]: Is there a way to automatically close a Popover if it is not in viewport?
Labels: bug

### Describe the bug

I am attaching a Popover to a button on my menu bar. I want the Popover to be hidden when it is no longer in the Viewport when scrolled up, but it is scrolled down as well. I have tried using z-indexes on other elements overlaying it but it doesn't work.

### Affected component/components

Popover 

### How to reproduce

1) Create button in navigation
2) Click button to show Popover
3) When scroll, Popover is not in Viewport but it always show

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Google
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues