sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: [Bug] Layout Sider ignoring theme token's breakpoints
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-cmczs9-znoxlu?file=demo.tsx)

### Steps to reproduce

Drag to change the editor/demo screen size
Drag until the width is 1300, nothing happens

### What is expected?

I expected that the layout 'lg' breakpoint follows the 1300px in the custom tokens defined in the ConfigProvider

    <ConfigProvider
      theme={{
        token: {
          screenLG: 1300,
          screenLGMin: 200,
          screenLGMax: 1300,
        },
      }}
    >

### What is actually happening?

The layout ignores the 1300px defined and defaults to 992px. When dragging to 992px the layout then correctly shrinks. However it should be shrinking at 1300px not 992px.

| Environment | Info |
| --- | --- |
| antd | 5.17.0 |
| React | 18.3.1 |
| System | Windows 11 |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ollama
Issue: Ollama’s speed in generating chat content slowed down by tenfold When switching the chat format to JSON
Labels: bug,performance,api

### What is the issue?

I just set the chat format to JSON, then the Ollama’s speed in generating chat content slowed down by tenfold.

For example, when I use the gemma7b model and the chat format is not set, I can get a chat reply in about 0.5s to 1s.
But if I set the chat format to JSON, it usually takes 6-15 seconds to get a chat reply.

Almost every LLM model are like this.
Is there any solution to this?  Thanks.

code example: 
`curl http://localhost:11434/api/chat -d '{
  "model": "llama3",
  "prompt": "What color is the sky at different times of the day? Respond using JSON",
  "format": "json",
  "stream": false
}'`



### OS

Windows 10

### GPU

Nvidia RTX4060Ti 16GB VRAM

### CPU

Intel

### Ollama version

0.1.37
Repository: PowerToys
Issue: Text extraction: Active area of language selector is smaller than it seems
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

TextExtractor

### Steps to reproduce

Make sure you have several input languages on your system, preferably ones with largely different number of symbols in their titles. Open TextExtractor and open the menu to select the language. Move your mouse to hover over one of the lines _outside_ of the text and observe that it is not clickable. Move the mouse to text. It is now clickable.

### ✔️ Expected Behavior

![image](https://github.com/microsoft/PowerToys/assets/77905640/45df2654-013d-4c19-90b8-b032b1dbcf51)
Click areas to select new language as shown above.

### ❌ Actual Behavior

![image](https://github.com/microsoft/PowerToys/assets/77905640/1cbb5637-0045-4713-a6a0-b5c6e69df3d2)
Click areas to select new language roughly as shown.

### Other Software

_No response_
Repository: PowerToys
Issue: TextExtractor: Russian starts with lowercase
Labels: Issue-Bug,Help Wanted,Area-Localization,Resolution-Fix Committed,Cost-Small,Product-Text Extractor

### Microsoft PowerToys version

0.80.1

### Utility with translation issue

TextExtractor

### 🌐 Language affected

Russian

### ❌ Actual phrase(s)

![image](https://github.com/microsoft/PowerToys/assets/77905640/0a25b95f-578e-4d44-90ca-8a649a447787)

### ✔️ Expected phrase(s)

Русский (note the case)

### ℹ Why is the current translation wrong

I am not sure if it is system-wide (probably not), app-wide, or unique to TE, but here title for Russian language (русский) mistakenly starts with a lowercase letter despite it being start of a new line, which warrants an uppercase.
Repository: node
Issue: HTTP2 server memory explodes and terminated
Labels: http2

### Version

20.13.0 and later, including latest 22.x

### Platform

Linux hostname 6.5.0-28-generic #29~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Thu Apr  4 14:39:20 UTC 2 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

_No response_

### What steps will reproduce the bug?

I may need some help to narrow down the problem as it happens sporadically.

Currently I only know that it happens after:

1. A session created.
2. The server `pushStream` to the client (and callback called).
3. The client sends a request to create another stream and the server hangs.

I have tested with versions 20.10.0, 20.11.0, 20.12.0 and 20.12.1 and there's no problem. But since 20.13.0 the issue appears.

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

_No response_

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

_No response_

### What do you see instead?

I tried to use `--inspect` and pause on hanging (also the memory usage increases rapidly to several gigabytes and then terminated by OS I think) but no luck.

And tried `--prof` there's part of that looks suspicious:

```
   ticks parent  name
  27305   70.6%  /usr/bin/node
  24662   90.3%    JS: ^submitRstStream node:internal/http2/core:450:25
  24662  100.0%      JS: ^finishCloseStream node:internal/http2/core:1963:27
  24662  100.0%        JS: ^closeStream node:internal/http2/core:1930:21
  24662  100.0%          JS: ^_destroy node:internal/http2/core:2325:11
  24662  100.0%            JS: ^_destroy node:internal/streams/destroy:90:18
```

I am not a security guy but at first I thought it's something related to HTTP2 rapid reset attack and spent a whole day debugging towards that. At the end of the day I decided to downgrade Node.js and found out the older version just works.

### Additional information

Also the HTTP2 server is on internet but generally only used by myself. Though I do saw a Russian IP connecting it periodically and that's also why I thought it was an attack.

But it also happens with only my own clients connected.
Repository: godot
Issue: Using .reparent() on a BoneAttachment3D during runtime breaks it.
Labels: bug,needs testing,topic:animation,topic:3d

### Tested versions

- Reproducible in 4.3.dev6, 4.2.2.stable 

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.5244) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

### Issue description

In my game, I have a BoneAttachment3D node which controls where the arms of the character are positioned. Before reparenting, the arms are influenced by outside animations. When I equip a weapon I would like the arms to follow the weapon's animations too, so I reparent the BoneAttachment to that weapon, however that stops all influences on the arm bones from happening. Manually moving the BoneAttachment into the weapon in the editor before playing has it work fine, so it seems to be an issue with the ```reparent()``` functionality. Additionally, reassigning the BoneAttachments' external skeleton during runtime in the Remote tab does not fix it.

![image](https://github.com/godotengine/godot/assets/116482163/e71e416a-e99b-4bcf-a8fb-afd730164552)


What it looks like:

https://github.com/godotengine/godot/assets/116482163/3ea9c46b-6de1-4005-81c2-c7a03bf7d709





### Steps to reproduce

Create a BoneAttachmen3D node.
Enable External Skeleton and Override Pose.
In a script, call ```boneAttachment.reparent(parent)```
In game, the BoneAttachment will stop having any effects


### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: proposal: slices: partition slice into two slice by predicate
Labels: Proposal

### Proposal Details

In some scenarios, we need to divide the slice into two sub-slices that match and do not match by predicate, so it is proposed to provide the `Partition` and `PartitionInPlace` function.

#### Here are implementations
1. `Partition`: Alloc new slice, and keep order, don't modify the original slice.
```go
// Partition split the original slice into two slice.
// The elements of the first slice all satisfy the predicate.
// The elements of the second slice none satisfy the predicate.
func Partition[Slice ~[]E, E any](s Slice, f func(E) bool) (S, S) {
        if s == nil {
		return nil, nil
	}
	truthSlice := make([]E, 0)
	falseSlice := make([]E, 0)
	for _, x := range s {
		if f(x) {
			truthSlice = append(truthSlice, x)
		} else {
			falseSlice = append(falseSlice, x)
		}
	}
	return truthSlice, falseSlice
}
```

2. `PartitionInPlace`: No alloc slice, also not keep order, modify original slice.
```go
func PartitionInPlace[E any, S ~[]E](s S, f func(E) bool) (true, false S) {
	if s == nil {
		return nil, nil
	}

	i, t := 0, len(s)-1
	for i < t {
		if !f(s[i]) {
			i++
			continue
		}

		s[i], s[t] = s[t], s[i]
		t--
	}
	return s[:i], s[t:]
}
```

#### Usecases
Here is a simple search in github:
https://github.com/search?q=%2Ffunc%5Cs*%28%28P%7Cp%29artition%7C%28S%7Cs%29plit%29.*func%5C%28.*%5C%29+bool%5C%29%5Cs*%5C%28%2F+language%3AGo+++NOT+is%3Aarchived+NOT+is%3Afork+&type=code

It may not be an exact match, but it is enough to prove that the usage scenarios of partition are rich enough.

Also includes the following situations, which cannot be quickly retrieved by github search:
1. There should be other function names that do similar things
2. There are forms that do similar things directly instead of defining functions

Some specific examples:
1. https://github.com/golang/go/blob/07fc59199b9522bfe0d14f35c4391394efc336c9/src/net/ipsock.go#L114
2. https://github.com/jesseduffield/lazygit/blob/618fe533f8c6113392eea981d03c65e6da5860bb/pkg/utils/slice.go#L131
3. https://github.com/telepresenceio/telepresence/blob/1d0e76afabb392079ad2397e30eeb31b3a0fccd8/pkg/subnet/subnet.go#L131
4. https://github.com/database64128/tfo-go/blob/3f17e86cda66000ab80dec80ef780db99c51509d/tfo_supported.go#L347
5. https://github.com/felix-kaestner/slices/blob/9b6acd0396d156fe509b8a228820530ce03cd1e1/slices.go#L200
Repository: next.js
Issue: Broken react strict mode behavior on first render
Labels: Upstream,bug

### Link to the code that reproduces this issue

https://github.com/BlankParticle/nextjs-strict-mode-reproduce
https://github.com/BlankParticle/nextjs-strict-mode-reproduce/tree/framer-motion

### To Reproduce

1. Start the app with `next dev`
2. Go to console, you will see only 1 `console.log` about a client component being mounted, even tho the app is in strict mode.
3. Change routes by clicking the links. it will log as expected. But there is something so broken that, libraries like `framer-motion` totally stops working (i.e doesn't re-animate on route change, `whileTap`/`whileHover` stops working etc)

4. Switch the branch to `framer-motion`, run the app again. Try to interact with client components, navigate back and forth and see that the client components breaks. Refresh on a page to make that page work temporarily.
4. Disable Strict mode, open `framer-motion` repro, everything works as expected

![image](https://github.com/vercel/next.js/assets/130567419/4955d584-d5c0-4cc9-a1c8-70fadf55db26)
As seen, the effect ran only once, this breaks a lot of stuff.

### Current vs. Expected behavior

Effects are not run properly and cleaned up, which causes libraries like `framer-motion` to entirely stop working.

If I disable strict mode, everything works as expected even with react 19.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Tue, 07 May 2024 21:35:54 +0000
  Available memory (MB): 5802
  Available CPU cores: 8
Binaries:
  Node: 20.12.0
  npm: 10.5.0
  Yarn: N/A
  pnpm: 9.1.0
Relevant Packages:
  next: 14.3.0-canary.58 // Latest available version is detected (14.3.0-canary.58).
  eslint-config-next: N/A
  react: 19.0.0-beta-4508873393-20240430
  react-dom: 19.0.0-beta-4508873393-20240430
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Upstream

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

I don't know which canary version this bug was introduced.

I mentioned `framer-motion` as that is how I discovered this bug. There are 2 repro, one with minimal repro and one with `framer-motion`
Repository: ui
Issue: Unintended Click Event Propagation from Sort Dropdown to Product Card in Next.js 14.2.2 Application [bug]:
Labels: bug

### Describe the bug

When using the SortProduct component in a Next.js project with React, clicking on the sort dropdown inadvertently triggers a click on the product card located behind the dropdown. This unintended interaction likely occurs due to event propagation where the click event on the dropdown is not confined to the dropdown itself but bubbles up to other elements.

Clicking on the sort dropdown should only trigger the dropdown actions (i.e., displaying options and allowing the user to select one) without affecting other UI components behind or around the dropdown.

Clicking the sort dropdown triggers both the dropdown's functionality and the click event of a product card that lies in the background, possibly navigating away from the current view or executing other unintended actions associated with the product card.

![Screenshot from 2024-05-12 11-20-45](https://github.com/shadcn-ui/ui/assets/50747231/524a1ba0-0e2e-4089-9f3e-8578d853c021)


### Affected component/components

Select

### How to reproduce


`
 const stopPropagation = (e: React.MouseEvent) => {
        e.stopPropagation();
    };
    
    <Select value={selectedSort} onValueChange={(e) => handleChange(e)} onClick={stopPropagation}>    
`

i added onClick on type :

`
export interface SelectProps {
    children?: React.ReactNode;
    value?: string;
    defaultValue?: string;
    onValueChange?(value: string): void;
    open?: boolean;
    defaultOpen?: boolean;
    onOpenChange?(open: boolean): void;
    dir?: Direction;
    name?: string;
    autoComplete?: string;
    disabled?: boolean;
    required?: boolean;
    onClick?: (event: React.MouseEvent<HTMLDivElement>) => void;
}
`

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Ubuntu, chrome,
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Network Profiler greatly underreports bandwidth usage
Labels: bug,topic:editor,needs testing,topic:network

### Tested versions

Reproducible in: v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Debian GNU/Linux trixie/sid trixie - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 7600 (RADV NAVI33) () - AMD Ryzen 5 7600 6-Core Processor (12 Threads)

### Issue description

When running a multiplayer project, the "down" and "up" values of the Network Profiler don't match what I see from other network analysis tools (eg. Wireshark), by an order of magnitude!

Eg, an instance of the supplied MRP in Godot:
![Screenshot_20240511_161134](https://github.com/godotengine/godot/assets/441188/7638e27c-4f36-40a3-9c65-cd9033f7258a)

And the traffic in only one direction (client->server) as monitored by Wireshark:
![Screenshot_20240511_161025](https://github.com/godotengine/godot/assets/441188/cfdb3a23-341d-4a84-8395-fb2f16df6623)
(note that this is traffic directly to the MRP's server port, so doesn't include debug traffic to the editor itself)

The MRP has each client broadcast a single parameterless unreliable RPC every physics frame (60fps). With just the server and one client this results in the Network Profiler showing a constant ~180B/s to/from each process. This calculates to 3 bytes transferred per RPC.

However, Wireshark shows that just the data portion of a single UDP packet is itself 13 bytes, and the network usage as a whole is 75 bytes on the wire!  So I'm not sure how Godot is measuring or calculating these bandwidth values, but they seem at the very least highly misleading :confused: 

![Screenshot_20240512_103846](https://github.com/godotengine/godot/assets/441188/24ce261b-fab7-4653-98b1-1a19f3198e4d)


### Steps to reproduce

1. Open MRP in editor
2. Editor: Debug->Run Multiple Instances->Run 2 Instances
3. Run Project (F5)
4. Start Wireshark and capture loopback traffic
5. Filter on `udp.dstport == 12345`
6. Wireshark: Statistics->I/O Graphs
7. Set Y Axis to bytes for the data row at the bottom
8. :eyes: 

### Minimal reproduction project (MRP)

[network-bandwidth-test.zip](https://github.com/godotengine/godot/files/15285642/network-bandwidth-test.zip)
Repository: vscode
Issue: SCM Working Set - supports multi-root workspace
Labels: feature-request,scm

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->




When the workspace contains multiple directories, switching branches only affects the files in the current directory, without impacting files in other directories.

For example:
File structure:
```
1
  |- 1.js
  |- 2.js
  |- 3.js

a
  |- a.js
  |- b.js
  |- c.js
```
The workspace contains two directories: "1" and "a", each with two branches: "master" and "dev". When switching to the "dev" branch under the "1" directory, only the files under the "1" directory are modified, and the opened files under the "a" directory remain unaffected.
Repository: PowerToys
Issue: The Mouse utilities when scrolled down has been delayed
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

On Sunday 5/12/2024, I'm reviewing one of the modules of PowerToys called Mouse Utilities. I'm really happy to review this until in the same day. at around 3:50, when I was scrolling the module, after the Mouse Pointer Crosshairs it's originally goes to the attribution but in this version, it is delayed, I also didn't know how this delayed to the Mouse Pointer Crosshairs setting but please fix this in the next version.

### ✔️ Expected Behavior

it helps finding my mouse back because yesterday, my mom cannot find the cursor back and with PowerToys, i can find my cursor back.

### ❌ Actual Behavior

but instead, it was delayed. if you want to read more, read the steps to reproduce description.

### Other Software

i actually want to become a programmer so i want to create new modules for PowerToys.
Repository: opencv
Issue: get a classifier cascade parameters from original Cascase XML file
Labels: question (invalid tracker),feature

### Describe the feature and motivation

i'm looking for Viola-Jones Face Detection Algorithm on an FPGA but can't get classifier cascade parameters as rect0,rect1,rect2 (rectangle type) and strongthresh, weaksthresh or weakstagenum from original cascade.xml (haarcascade_frontalface_default.xml)

### Additional context

i  expect classifier cascade parameters as:
```
x_rect0.hex y_rect0.hex w_rect0.hex h_rect0.hex weight0.hex
...
...
weakstagenum.hex
strongthresh.hex
weakthresh.hex
left_tree.hex
right_tree.hex
```
Please help me find out method for this problem.

Thank you,
DatNguyen
Repository: ollama
Issue: Feature request: ollama pull xxx (and run), add the feature of the limit download speed
Labels: feature request

## Why do we need this feature?

When I use `ollama run llama3`, my full network is occupied by this download task. But by the time I want to use my PC to visit other website, I can't even open any website.

## What will be like:

the command-line api may be like this:

```
ollama run llama3 --speed=500
```

it represents that the downloading speed is limited to 500 KB/s.
Repository: PowerToys
Issue: Per-module notification management
Labels: Idea-Enhancement

### Description of the new feature / enhancement

Allow the user to enable/disable notifications from a particular module.

### Scenario when this would be used?

For example, I don’t care if fancy zones is temporarily disabled but I might still want to know about notifications from other modules.

### Supporting information

_No response_
Repository: flutter
Issue: [go_router] 14.1.0 , routerDelegate.currentConfiguration.matches  info not update when pop()
Labels: package,has reproducible steps,P2,p: go_router,team-go_router,triaged-go_router,found in release: 3.22

I use the popUtil extension Stuck on go_router 14.1.0, but it fine on go_router 13 and before.  

By log , I found `routerDelegate.currentConfiguration.matches.last.matchedLocation` has no immediate change after pop()。

```dart
extension GoRouterExt on GoRouter {
  void popUntil(String routePath) {
    while (routerDelegate.currentConfiguration.matches.last.matchedLocation != routePath) {
      if (!canPop()) {
        return;
      }
      pop();
    }
  }
}
```
Repository: ollama
Issue: Feature request: support for OpenCL
Labels: feature request

Allow the possibility of running the models on those GPUs that do not support, have stopped supporting or have never had CUDA or ROCm support such as Intel (dedicated and integrated) or integrated AMD GPUs or old models such as Polaris, the offer Qualcomm ARM...