sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: http: `HEAD` request consumes response body
Labels: http

### Version

v22.10.0

### Platform

```text
Linux tumba 6.12.6-gentoo-yuran #1 SMP Sat Dec 21 16:28:04 +08 2024 x86_64 Intel(R) Core(TM)2 Quad CPU Q8200 @ 2.33GHz GenuineIntel GNU/Linux
```

### Subsystem

http

### What steps will reproduce the bug?

```js
// srv.mjs
import { createServer } from 'node:http';
import { Readable } from 'node:stream';
const stream = Readable.from(['Hello ', 'World', '\n']);
stream.on('end', () => console.log('Body consumed'));
const server = createServer((req, res) => {
  res.statusCode = 200;
  res.setHeader('Content-Type', 'text/plain');
  stream.pipe(res);
});
server.listen(9999, '127.0.0.9');
```
```bash
$ node srv.mjs
```
```bash
$ curl -I http://127.0.0.9:9999/
$ curl -v http://127.0.0.9:9999/
```

### How often does it reproduce? Is there a required condition?

Always.

### What is the expected behavior? Why is that the expected behavior?

No console output on server side after:
```console
$ curl -I http://127.0.0.9:9999
HTTP/1.1 200 OK
Content-Type: text/plain
Date: Wed, 22 Jan 2025 12:34:56 GMT
Connection: keep-alive
Keep-Alive: timeout=5
```
`Body consumed` output on server side after:
```console
$ curl http://127.0.0.9:9999
Hello World
```

### What do you see instead?

`Body consumed` on server terminal after sending `HEAD` request.
Nothing on client terminal after sending subsequent `GET` request.


### Additional information

With a patch from https://github.com/nodejs/node/pull/56681, the body is correctly recognized as stream, resulting in `Transfer-Encoding: chunked` header in first response. However, the body is still slurped, and subsequent requests have zero length.
Repository: vscode
Issue: Codespace Issues
Labels: triage-needed

I'm having problems with my school codespace. It says I have to run a command, but I don't know how or where. It says I'm in recovery mode, but nothing has come from it.

![Image](https://github.com/user-attachments/assets/0ee6bec1-3c07-402d-8b9a-34a356f39cfb)

![Image](https://github.com/user-attachments/assets/c42bccf9-650b-488f-a4c4-c6747a415e11)

![Image](https://github.com/user-attachments/assets/95b8e9b4-a765-4d72-a790-09468f908fbf)

Version: 1.96.3
Commit: 91fbdddc47bc9c09064bf7acf133d22631cbf083
User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/127.0.0.0 Safari/537.36 OPR/113.0.0.0
Embedder: codespaces

<!-- generated by web issue reporter -->
Repository: kubernetes
Issue: [Flaking Test] [sig-api-machinery] Kubernetes e2e suite.[It] [sig-api-machinery] ResourceQuota should create a ResourceQuota and capture the life of a custom resource.
Labels: sig/api-machinery,kind/flake,needs-triage

### Which jobs are flaking?

master-blocking
- gce-cos-master-default

### Which tests are flaking?

Kubernetes e2e suite.[It] [sig-api-machinery] ResourceQuota should create a ResourceQuota and capture the life of a custom resource.

Prow: https://prow.k8s.io/view/gs/kubernetes-ci-logs/logs/ci-kubernetes-e2e-gci-gce/1881681179850051584
Triage: https://storage.googleapis.com/k8s-triage/index.html?date=2025-01-21&test=ResourceQuota%20should%20create%20a%20ResourceQuota%20and%20capture%20the%20life%20of%20a%20custom%20resource.

### Since when has it been flaking?

[1/7/2025, 2:23:00 AM](https://prow.k8s.io/view/gs/kubernetes-ci-logs/logs/ci-kubernetes-e2e-prow-canary/1876499753093566464)
[1/9/2025, 8:04:02 AM](https://prow.k8s.io/view/gs/kubernetes-ci-logs/logs/ci-kubernetes-e2e-gci-gce-ip-alias/1877310352669020160)
[1/9/2025, 3:40:02 PM](https://prow.k8s.io/view/gs/kubernetes-ci-logs/logs/ci-kubernetes-e2e-prow-canary/1877425109312999424)
[1/13/2025, 8:52:19 AM](https://prow.k8s.io/view/gs/kubernetes-ci-logs/logs/e2e-kops-aws-cni-calico-ipv6-flatcar/1878771997446508544)
[1/21/2025, 9:32:08 AM](https://prow.k8s.io/view/gs/kubernetes-ci-logs/logs/ci-kubernetes-e2e-gci-gce/1881681179850051584)

### Testgrid link

https://testgrid.k8s.io/sig-release-master-blocking#gce-cos-master-default

### Reason for failure (if possible)

```
{ failed [FAILED] client rate limiter Wait returned an error: context deadline exceeded
In [It] at: k8s.io/kubernetes/test/e2e/apimachinery/resource_quota.go:673 @ 01/21/25 12:55:52.138
}
```

### Anything else we need to know?

N/A

### Relevant SIG(s)

/sig api-machinery
cc @kubernetes/release-team-release-signal
Repository: godot
Issue: [4.4 beta 1] TLS Handshake Error with Godot HTTPRequest
Labels: bug,needs testing,topic:network

### Tested versions

4.4 beta 1 


### System information

Windows 11 - Godot 4.4 beta 1 - Vulkan (Mobile)

### Issue description

I’m encountering a TLS handshake error when trying to make a request to https://graph.oculus.com/ using Godot's HTTPRequest.

* Requests to https://www.google.com/ work without any issues.
* Python's requests library can access the URL without any problems.
* The same https://graph.oculus.com/ URL works correctly in Postman.
* I attempted to create a certificate bundle as well, but it was unsuccessful.
* This issue appears to be specific to Godot.

CPP ERROR:

E 0:00:01:0639   StreamPeerMbedTLS::_do_handshake: TLS handshake error: -28800
  <C++ Source>   modules\mbedtls\stream_peer_mbedtls.cpp:88 @ StreamPeerMbedTLS::_do_handshake()

### Steps to reproduce

* Create simple project
* Add a HTTPRequest node
* Add script:
```
extends Node3D

@onready var http: HTTPRequest = $HTTPRequest

func _ready() -> void:
	http.request("https://graph.oculus.com/")
	print(await http.request_completed)
```
* Run


### Minimal reproduction project (MRP)

[teste-vr.zip](https://github.com/user-attachments/files/18505403/teste-vr.zip)
Repository: storybook
Issue: [Bug]: Controls not showing on first load in 8.5.0 (web components)
Labels: bug,web-components,addon: controls,upgrade:8.5

### Describe the bug

When upgrading from 8.4 to 8.5.0 in our Lit/web components project we noticed that the controls panel was empty for every story.
When you opened the story a second time the controls would show up as expected/as it did in 8.4.

I can reproduce the same problem in the example project you get when running `npx storybook@latest init` in an empty folder, and also in the default stackblitz.

### Reproduction link

https://stackblitz.com/github/storybookjs/sandboxes/tree/next/lit-vite/default-ts/after-storybook?embed=1&file=README.md

### Reproduction steps

1. If you show the mobile experience, resize window/frame to get the desktop experience
2. Click on the story Button > Secondary
3. If not visible, expand the addons panel

**Expected result:**
Controls show up

**Result:**
Controls do not show up

**Workaround:**
Click on another story and then click on Button > Secondary again. The controls are now visible.

### System

```bash
Storybook Environment Info:

  System:
    OS: Windows 10 10.0.19045
    CPU: (8) x64 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz
  Binaries:
    Node: 20.18.0 - C:\Program Files\nodejs\node.EXE
    npm: 10.8.2 - C:\Program Files\nodejs\npm.CMD <----- active
  Browsers: {}
  npmPackages:
    @storybook/addon-essentials: ^8.5.0 => 8.5.0 
    @storybook/blocks: ^8.5.0 => 8.5.0 
    @storybook/test: ^8.5.0 => 8.5.0 
    @storybook/web-components: ^8.5.0 => 8.5.0 
    @storybook/web-components-vite: ^8.5.0 => 8.5.0
    storybook: ^8.5.0 => 8.5.0
```

### Additional context

_No response_
Repository: material-ui
Issue: [docs] Pigment and Emotion at the same time in application
Labels: docs,status: waiting for maintainer,support: docs-feedback,package: pigment-css

### Related page

https://mui.com/material-ui/migration/migrating-to-pigment-css/

### Kind of issue

Unclear explanations

### Issue description

Is there a guide that tells us how to migrate from current emotion to material pigment in the same code base living together? Without breaking the whole application, with a gradual upgrade from Emotion to Pigment. I have seen [example ](https://github.com/mui/pigment-css/blob/master/examples/pigment-css-webpack-ts/webpack.config.cjs) how to migrate while using webpack, but it failed. Because there is no such thing as ThemeProvider to share the same theme as Pigment.

### Context

_No response_

**Search keywords**: migration, guide, pigment, emotion
Repository: ollama
Issue: Llama 3.1 sha256 mismatch
Labels: bug

### What is the issue?

<img width="909" alt="Image" src="https://github.com/user-attachments/assets/a8f79e64-2f9b-4a6f-b5cc-a1534c8479b5" />

### OS

Linux

### GPU

Nvidia

### CPU

AMD

### Ollama version

0.5.7
Repository: PowerToys
Issue: When using Text Extractor it should be able to keep the same format as the text you are extracting.
Labels: Needs-Triage

### Description of the new feature / enhancement

If your extracting text that is on multiple lines, it should be pasted as such.
Links should be links.
Bold should be bold. etc.

### Scenario when this would be used?

Right now it takes a large amount of effort to reformat the text after it has been copied.

### Supporting information

Right now this is what it looks like.
![Image](https://github.com/user-attachments/assets/bc206ce2-2f03-4190-9535-0e5daef974af)
Repository: pytorch
Issue: Set `size` when `is_coalesced` is set in `torch.sparse_coo_tensor()`
Labels: module: sparse,triaged

### 📚 The doc issue

The doc of [torch.sparse_coo_tensor()](https://pytorch.org/docs/stable/generated/torch.sparse_coo_tensor.html#torch-sparse-coo-tensor) shows its `Parameters`/`Keyword Arguments` as below:

> size (list, tuple, or torch.Size, optional) – Size of the sparse tensor. If not provided the size will be inferred as the minimum size big enough to hold all non-zero elements.

> is_coalesced (bool, optional) – When`True`, the caller is responsible for providing tensor indices that correspond to a coalesced tensor. If the `check_invariants` flag is False, no error will be raised if the prerequisites are not met and this will lead to silently incorrect results. To force coalescion please use `coalesce()` on the resulting Tensor. Default: None: except for trivial cases (e.g. nnz < 2) the resulting Tensor has is_coalesced set to `False`.

But when `is_coalesced` is set, whether it is None/True/False/..., `size` must be set properly, but document isn't noted or warned.
### Repro
```python
import torch
is_coalesced = True # choice: None, True, False
i = torch.tensor([[0, 1, 0], [1, 2, 3]])
v = torch.tensor([3.0, 4.0, 5.0])
s = (2, 3)
result = torch.sparse_coo_tensor(i, v, is_coalesced=is_coalesced) # always fail
# result = torch.sparse_coo_tensor(i, v, s, is_coalesced=is_coalesced) # always success
```
### Outputs
```txt
TypeError: sparse_coo_tensor() received an invalid combination of arguments - got (Tensor, Tensor, is_coalesced=bool), but expected one of:
 * (object indices, object values, *, torch.dtype dtype = None, torch.device device = None, bool pin_memory = False, bool requires_grad = False, bool check_invariants = None)
 * (object indices, object values, tuple of ints size, *, torch.dtype dtype = None, torch.device device = None, bool pin_memory = False, bool requires_grad = False, bool check_invariants = None, bool is_coalesced = None)
 * (tuple of ints size, *, torch.dtype dtype = None, torch.device device = None, bool requires_grad = False, bool check_invariants = None)
```

### Suggest a potential alternative/fix

So, a `Note`/`Warning` should be added to the doc of [torch.sparse_coo_tensor()](https://pytorch.org/docs/stable/generated/torch.sparse_coo_tensor.html#torch-sparse-coo-tensor) as shown below:

> Note/Warning:
When `is_coalesced` is set, whether it is None/True/False/..., `size` must be set properly.

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer @jcaip @svekars @brycebortree @sekyondaMeta @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: material-ui
Issue: Getting this error -> Warning: Failed prop type: Invalid prop `disabled` of type `string`
Labels: component: button,status: waiting for author

### Steps to reproduce

Render a button and provide disabled prop to it.

![Image](https://github.com/user-attachments/assets/2a76d75c-0b3b-403b-ad63-8da03a65ebad)

### Current behavior

Gives a warning

![Image](https://github.com/user-attachments/assets/3c126d6b-a051-4ce1-a706-20e61e917aaf)

### Expected behavior

Should not give warning

### Context

_No response_

### Your environment

react: 18.3.1
mui: 6.4.0

Chrome


**Search keywords**: button
Repository: go
Issue: weak: docs don't guarantee Pointer compares not equal for different values
Labels: Documentation,NeedsFix,BugReport

weak.Pointer docs say this about when they compare equal

```
// Two Pointer values always compare equal if the pointers from which they were
// created compare equal. This property is retained even after the
// object referenced by the pointer used to create a weak reference is
// reclaimed.
// If multiple weak pointers are made to different offsets within the same object
// (for example, pointers to different fields of the same struct), those pointers
// will not compare equal.
// If a weak pointer is created from an object that becomes unreachable, but is
// then resurrected due to a finalizer, that weak pointer will not compare equal
// with weak pointers created after the resurrection.
```

However, to use safely as a cache key, two things need to be true

- always compare equal if the pointers from which they were created compare equal (yes)
- never compare equal if the pointers from which they were created don't compare equal (unclear?)

In particular, I am worried about using `weak.Make(x)` as a cache key, then x is garbage collected, a new value y is allocated at the same address, and now `weak.Make(y)` compares equal to my `weak.Pointer` map key.

I *think* this can't be the case, because at that point `Value` would end up returning `y` instead of `x`, but that's me reading into the implementation details, rather than the docs telling me what I am doing is safe.
Repository: tauri
Issue: [bug]  Event Listeners Stack on Repeated WebviewWindow Creation
Labels: type: bug,status: needs triage

### Describe the bug

Event listeners stack each time I run the creation function. This leads to the same event being triggered multiple times.


### Reproduction

https://github.com/shonya3/tauri-events-stacking

1. npm i, npm run tauri dev, keep terminal open to see output.

2. 

![Image](https://github.com/user-attachments/assets/f0dac412-1558-4117-8ec6-430b7d97e53e)

Click button( -> The reproduction window should apper). 

3. Close Reproduction window.

4. Repeat 2. and 3. multiple times and check the terminal. 

![Image](https://github.com/user-attachments/assets/8ba9a293-28a9-4fbb-9686-f679f5e6267c)

### Expected behavior

Events should not stack in this case, when you create a new window.

```rs
fn create_reproduction_window(handle: &AppHandle) -> WebviewWindow {
    let window = WebviewWindowBuilder::new(
        handle,
        "reproduction",
        tauri::WebviewUrl::App("/reproduction".into()),
    )
    .build()
    .unwrap();

    window.listen("reproduction-ping", move |_| {
        println!("Reproduction pong");
    });

    window
}
```

### Full `tauri info` output

```text
[✔] Environment
    - OS: Windows 10.0.26100 x86_64 (X64)
    ✔ WebView2: 131.0.2903.146
    ✔ MSVC: Visual Studio Community 2022
    ✔ rustc: 1.84.0 (9fc6b4312 2025-01-07)
    ✔ cargo: 1.84.0 (66221abde 2024-11-19)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (environment override by RUSTUP_TOOLCHAIN)
    - node: 23.6.0
    - pnpm: 9.14.4
    - npm: 10.9.2
    - bun: 1.1.45

[-] Packages
    - tauri 🦀: 2.2.3
    - tauri-build 🦀: 2.0.5
    - wry 🦀: 0.48.1
    - tao 🦀: 0.31.1
    - tauri-cli 🦀: 2.2.5
    - @tauri-apps/api : 2.2.0
    - @tauri-apps/cli : 2.2.5

[-] Plugins
    - tauri-plugin-opener 🦀: 2.2.5
    - @tauri-apps/plugin-opener : 2.2.5

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - bundler: Vite
```

### Stack trace

```text

```

### Additional context

https://discord.com/channels/616186924390023171/1331321595314176030
Repository: godot
Issue: Intermittent Nonexistent function exception when function exists on child class but not parent using GDScript
Labels: bug,topic:gdscript,needs testing

### Tested versions

- Reproducible in 4.4 Beta 1, 4.4 dev 7


### System information

PopOS 22.04 LTS, AMD® Ryzen 7 6800h, AMD® Radeon rx 6700m

### Issue description

Intermittent Nonexistent function exception when function exists on child class but not parent using GDScript

I have to restart the whole editor for it to recognize that the function exists on the child class but not the parent class

For additional context, I have the following:

InputComponent - This is the parent class

PlayerInputComponent - This child class inherits from the InputComponent
NpcInputComponent - This child class also inherits from the InputComponent

Both child classes have a method with the same name. 
The method with the same name is accessed in other states in the game to calculate movement direction.

![Image](https://github.com/user-attachments/assets/855c29aa-857d-40c9-910f-25add97a7b57)

Defined parent class:

```
class_name InputComponent
extends Component
```

Defined child classes with the `move_direction` function:

```
class_name PlayerInputComponent
extends InputComponent
```

```
class_name NpcInputStateComponent
extends InputComponent
```

Defined and used in a state; `_input_component` is set on `_enter`. Either `PlayerInputComponent` or `NpcInputStateComponent` could be assigned which contain the `move_direction` function:

```
var _input_component: InputComponent
```

```
func update_input_move_direction() -> void:
	input_move_direction = _input_component.move_direction()
```



### Steps to reproduce

I'm not sure how to trigger it reliably, because it does not happen all the time. 

For additional context, I am not modifying this method, or where it is called. It is unrelated to any code that I am working on, but it triggers intermittently.
 
- Create a class without a method
- Create a child class that inherits from the first class with the same method
- Trigger the child method during the game at some point
- See that the game doesn't recognize that the function exists

It seems like the error occurs if you modify the parent class? It does seem like it still happens intermittently after many runs and file modifications still.

### Minimal reproduction project (MRP)

[gdscript_function_error_inherit.zip](https://github.com/user-attachments/files/18520982/gdscript_function_error_inherit.zip)

Make sure to assign the `ChildScript` node to the `StateExample` export in the `main` scene:

![Image](https://github.com/user-attachments/assets/04e461a0-742d-49b0-bc57-078e730d6ec4)

![Image](https://github.com/user-attachments/assets/8e7bd7ff-287d-4244-9812-135cf5713ce6)
Repository: kubernetes
Issue: Documentation of pod selection for node-pressure eviction is confusing regarding QoS
Labels: kind/documentation,sig/node,sig/docs,needs-triage

In [the Node-pressure doc explaining the ranking of pods for eviction](https://kubernetes.io/docs/concepts/scheduling-eviction/node-pressure-eviction/#pod-selection-for-kubelet-eviction), there is a note saying that QoS are not used for this ranking (which appears to be correct, AFAICT from the code).
However, this section still mentions QoS extensively, and it reads a bit ambiguous. In particular, this section:

>As a result, kubelet ranks and evicts pods in the following order:
>
>   1. BestEffort or Burstable pods where the usage exceeds requests. These pods are evicted based on their Priority and then by how much their usage level exceeds the request.
>   2. Guaranteed pods and Burstable pods where the usage is less than requests are evicted last, based on their Priority.
>
> Note:
> The kubelet does not use the pod's [QoS class](https://kubernetes.io/docs/concepts/workloads/pods/pod-qos/) to determine the eviction order. You can use the QoS class to estimate the most likely pod eviction order when reclaiming resources like memory. QoS classification does not apply to EphemeralStorage requests, so the above scenario will not apply if the node is, for example, under DiskPressure.

The first half directly mention the QoS in relation to the eviction order, while the note specifically say they are not used. While I suppose the note is intended as disambiguation, it's not explicitly said.

Furthermore, the [documentation on QoS](https://kubernetes.io/docs/concepts/workloads/pods/pod-qos/) says that kubelet use the QoS to determine which pods to evict, which seems a contradiction to the above.

/kind documentation
/sig docs
Repository: godot
Issue: Can't pan on the visual shader editor while the mouse cursor is on a node preview
Labels: bug,topic:editor,usability,topic:shaders

### Tested versions

- Reproducible in: 4.0.stable, 4.2.stable, 4.3.stable, 4.4.beta1

### System information

Godot v4.4.dev (24d74510e) - Fedora Linux 41 (KDE Plasma) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 565.77) - 13th Gen Intel(R) Core(TM) i9-13900K (32 threads)

### Issue description

It's not possible to pan on the visual shader editor while the mouse cursor is on a node preview:

https://github.com/user-attachments/assets/83b286a6-3f42-4c70-a4b8-f5c007973fa8

It should logically be possible as the preview can't be interacted with in any way.

### Steps to reproduce

- Create a visual shader with a node like ColorFunc and enable its preview by clicking on the eye icon.
- Try to pan with the middle mouse button or <kbd>Space</kbd> + left mouse button outside the preview.
- Try to do the same, but with the mouse movement starting inside the preview.

### Minimal reproduction project (MRP)

[test_visual_shader_pan.zip](https://github.com/user-attachments/files/18507065/test_visual_shader_pan.zip)
Repository: angular
Issue: Missing localize config documentation
Labels: area: docs

### Describe the problem that you experienced

We use “de” as sourceLocale, but would like to host all locales under a 5-letter code. Apart from the fact that I don't understand in which cases the locales are 2-letter and why, for example, “de-DE” is not also available as a 5-letter variant, there currently seems to be no documentation on the sourceLocale node of the angular.json.

I have seen in another issue (https://github.com/angular/angular-cli/issues/17144) that sourceLocale also accepts an object with baseHref and code in addition to a string. If you set this, the baseHref in the index.html is adjusted, but the build is still written to the “de” directory.

I know, i can write a postbuild script to change directory naming from de to 'de-DE', but i'm wondering why you support to set a baseHref but not renaming the directory. Maybe there is another undocumented property to allow renaming, but except of the issue i couldn't find any information about this. 

### Enter the URL of the topic with the problem

https://angular.dev/guide/i18n

### Describe what you were looking for in the documentation

I'm missing a typed documention of the i18n node of the angular.json. There is no hint, what properties can be set at i18n except of the provided samples. So at least there is missing the information that sourceLocale can also be an object.

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

```true

```

### If the problem is browser-specific, please specify the device, OS, browser, and version

```true

```

### Provide any additional information here in as much as detail as you can

```true

```