sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: Support for Remix.js (similar to '@ant-design/nextjs-registry')
Labels: help wanted,Inactive

### What problem does this feature solve?

There are already support for NextJS App router for using Ant Design by wrapping `<AntdRegistry>` then it work perfectly, It would be great if Remix have support like this

### What does the proposed API look like?

```import { AntdRemixRegistry } from @ant-design/remix-registry```;

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: opencv
Issue: CUDA version check
Labels: feature

### Describe the feature and motivation

I have installed CUDA and was about to build OpenCV 4. In doing so, I noticed a whole series of build errors. The reason is probably the used CUDA version 12.4. Unfortunately it is quite difficult to find out which CUDA version is currently working. As of OpenCV 4.9, CUDA 12.2 is probably supported. Wouldn't it make sense to throw an error message in CMake when recognizing CUDA if the recognized CUDA version is not supported? Or to deactivate the CUDA parts?

### Additional context

_No response_
Repository: material-ui
Issue: [joy-ui][Checkbox] Not using the correct font in the Next.js example
Labels: component: checkbox,package: joy-ui,examples,nextjs

### Steps to reproduce

Link to live example: https://stackblitz.com/edit/github-esh8an?file=src%2Fapp%2Fpage.tsx

Steps:
1. take https://github.com/mui/material-ui/tree/next/examples/joy-ui-nextjs-ts
2. add a Checkbox


### Current behavior

Checkbox has wrong font, in my case MS Shell Dig 2:
![image](https://github.com/mui/material-ui/assets/17963791/e54e71c2-aa5d-449d-baee-d9b6d0649b09)


### Expected behavior

It has Inter font like everything else.

### Context

I copied https://github.com/mui/material-ui/tree/next/examples/joy-ui-nextjs-ts/src/components/ThemeRegistry because https://github.com/mui/material-ui/issues/38082 is not there yet, and found this issue.

I did not test a lot of other components to see if this is checkbox-only issue, but text and buttons work.

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

  System:
    OS: Windows 11 10.0.22631
  Binaries:
    Node: 20.10.0 - C:\Program Files\nodejs\node.EXE
    npm: 10.2.3 - C:\Program Files\nodejs\npm.CMD
    pnpm: 8.15.5 - ~\AppData\Roaming\npm\pnpm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Chromium (123.0.2420.65)
    Firefox: 125.0b6 (64-bit)
  npmPackages:
    @emotion/react: 11.11.4 => 11.11.4
    @emotion/styled: 11.11.5 => 11.11.5
    @mui/base: 5.0.0-beta.40 => 5.0.0-beta.40
    @mui/icons-material: 5.15.14 => 5.15.14
    @mui/joy: 5.0.0-beta.32 => 5.0.0-beta.32
    @mui/system: ^5.15.14 => 5.15.14
    @types/react: 18.2.73 => 18.2.73
    react: 18.2.0 => 18.2.0
    react-dom: 18.2.0 => 18.2.0
    typescript: 5.4.3 => 5.4.3

</details>


**Search keywords**: font next.js Inter Checkbox theme font-family
Repository: TypeScript
Issue: “Lexical environment is not suspended” when visitEachChile
Labels: Bug

### 🔎 Search Terms

Lexical environment is not suspended

### 🕗 Version & Regression Information

- This is a crash (assert error)
4.9.5
I try to use the master bransh, and have the same problem

### ⏯ Playground Link

_No response_

### 💻 Code

```ts
function f(): {get a(): void} | void {}
```


### 🙁 Actual behavior

```
function f(): {get a(): void} | void {}
```
this code won't report error in playground, but if we parse this code and use visitEachChild to visit each node with transform context we will have crash like
```
Error: Debug Failure. False expression: Lexical environment is suspended.
```

the test code:
```
const ts = require("typescript")

function test2() {
    const sourceCode = "function f(): {get a(): void} | void {}";
    const result = ts.transpileModule(sourceCode, {
        transformers: {before: [createVisiter] }
    })
    console.log(result.outputText);
}

function createVisiter(context) {
    return (node) => visit(node);
    function visit(node) {
        return ts.visitEachChild(node, visit, context);
    }
}

test2()
```

### 🙂 Expected behavior

don't have assert error when we visitEachChild

### Additional information about the issue

seems the reason is that we set `lexicalEnvironmentSuspended` as true after visit ParameterList, and before visit FunctionBody. But if we have something between ParameterList and FunctionBody and need check `lexicalEnvironmentSuspended`, we will have assert error. like get/set accessor

so if we add a objectliteral type with get/set accessor as the return type of a function or method or get/set accessor, we will have crash when we use visitEachChild to visit the nodes

Is it a bug? or I use something wrong?
Repository: ollama
Issue: Bug in MODEL download directory and launching ollama service  in Linux
Labels: bug,linux

I write this post to add more information:

1 - As you mentioned : I edited `sudo systemctl edit ollama.service`


![imagen](https://github.com/ollama/ollama/assets/11474846/d82ca623-5b89-4e8c-8b25-81a82de0b7b3)

And the /media/Samsung/ollama_models is empty....

![imagen](https://github.com/ollama/ollama/assets/11474846/63001767-af41-4f47-823a-5c6506f3599d)

So seems here a bug ( as said before the doc says you have to change the ollama.service file)

2 - ollama serve vs systemd

I run systemd start ollama ( today i booted my computer), and fails

![imagen](https://github.com/ollama/ollama/assets/11474846/9449fd23-8a4f-4a06-abd1-f3339778ce91)

But if i run ollama serve it seems to work ( i again just to be sure i started ollama, then see the status...and executed ollama serve):

![imagen](https://github.com/ollama/ollama/assets/11474846/a4c14ca7-4994-4497-a634-1ebad8cd1e77)

And in other tab seems ollama works:
![imagen](https://github.com/ollama/ollama/assets/11474846/352524e4-ce54-4b9d-8ec1-e719f4a16b1d)

3 - where are the model downloaded:
As posted before /media/Samsung/ollama_models -> as you can see is empty
/home/ollama -> doesnt exist
![imagen](https://github.com/ollama/ollama/assets/11474846/9dbb5c4e-27ce-4503-b756-eab30b9efd72)

and /usr/share/ollama ->
![imagen](https://github.com/ollama/ollama/assets/11474846/6b2e23b5-f245-4393-8b34-0ffde5705197)


im going mad ;)

Thans for your help

Editing post for update: Finally i found the ollama model at /home/eduardo/.ollama, but it shouldnt be there as default directory is /usr/share/ollama/.ollama, and i set the environment variable OLLAMA_MODEL to point to /media/Samsung/ollama_models

_Originally posted by @ejgutierrez74 in https://github.com/ollama/ollama/issues/3045#issuecomment-1991349181_
Repository: godot
Issue: Particles Jittering when using Camera Drag and snap_2D_transform_to_pixels
Labels: bug,topic:rendering,needs testing,topic:2d

### Tested versions

- Found and Reproduced in Godot 4.2 Stable.

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3758) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

Particles spawned by a moving entity start jittering when the entity is moving and Camera Drag is on.

https://github.com/godotengine/godot/assets/27480916/4b9c2a81-0d7b-433c-affa-a95976e31f0e

The issue disappear if either the option snap_2d_transform_to_pixels is disabled or the camera drag is disabled.

https://github.com/godotengine/godot/assets/27480916/e91beca3-39d8-4773-ab77-ca799d8ece35



### Steps to reproduce

1. Create a new Godot Project.
2. Go to Settings and activate the **Advanced Settings**, then set to true **Rendering -> Snap -> Snap 2D Transforms To Pixels**.
3. Create a **Node2D** and add as child.
    1. Create a **CharacterBody2D**, add the template 2D movement script.
        1. (optional) Add a sprite2D
        2. Add a **CollisionShape2D** and add a shape to it.
        3. Add a **Camera2D** and activate Vertical Drag.
        4. Add a **GPUParticle2D**, make it spawn a texture and reduce its gravity to 0 and it's spread to 0. (this make the jittering a lot more apparent)
    2. Create a **StaticBody2D**, add it a **CollisionShape2D** to serve as ground for the player to jump on.
4. Launch and move around.

### Minimal reproduction project (MRP)

[BugReportJitter.zip](https://github.com/godotengine/godot/files/14824669/BugReportJitter.zip)
Repository: go
Issue: x/build/cmd/coordinator: disable gomote functionality
Labels: Builders,NeedsFix

The gomote functionality has been migrated over to the gomote server #61772. Once there is no longer a need for gomotes via the coordinator, gomote creation should be removed from the coordinator.
Repository: go
Issue: x/tools/gopls: improved completion of iterators
Labels: gopls,Tools,gopls/completion

Unlike iterators in many languages, which always have a distinct type such as `Iterator<T>`, an iterator in Go 1.23 is any function that accepts a `yield func(T) bool`. (The name "yield" is conventional but not required.)  Often of course it has the type `iter.Seq[T]`, but this isn't necessary, and when a method of a collection is itself an iterator (as opposed to returning one), as in this example:

 ```go
func (c *Collection[T]) Elements(yield func(elem T) bool) { ... }

for range c.Elements { ... }
```

it may not be immediately obvious that one is looking at an iterator. Completion may be able to help here. Given a prefix `for range c.`, we should offer completions such as `for range c.Elements { ... }`. Perhaps, in statement context, given the prefix `c.`, it should offer not just `c.Elements`, but for `for elem := range c.Elements { ... }` (using the name of the yield parameter). There are likely other opportunities too.
Repository: godot
Issue: Hot reloading in Linux/macOS fails if dynamic library is not unloaded
Labels: bug,topic:gdextension

### Tested versions

4.3.dev.custom_build.29b3d9e9e

### System information

Linux (WSL2), Linux + macOS GitHub Action runners

### Issue description

If a GDExtension dynamic library meets certain conditions, the Linux operating system will not fully unload `.so` files. Attempting to hot-reload will thus access a stale `.so` version, not applying changes on the binding side.

We have reproduced this in Rust simply by using the [`ThreadId`](https://doc.rust-lang.org/std/thread/struct.ThreadId.html) type. Here's the link to a downstream PR that works around the problem by removing this type: https://github.com/godot-rust/gdext/pull/653. Obviously this is not a robust solution, since users may use that type as well.

I do not fully understand _what_ precisely causes the problem in this case, but there is a [detailed article](https://fasterthanli.me/articles/so-you-want-to-live-reload-rust#what-can-prevent-dlclose-from-unloading-a-library) that goes into possible reasons on why `dlclose()` may not unload a library. Most likely it has to do with thread-local destructors that are inserted by the compiler.

---

Now I haven't yet tried to reproduce this in C or C++, but I have the feeling this is not a Rust-only issue, as other languages may use the same underlying OS APIs and thread abstractions. Maybe other users have made similar experiences?

I did not experience problems on macOS myself (only GitHub action CI), but users have reported hot reloading to not work reliably there, either.

If this issue is confirmed, we should maybe consider using the Windows approach of copying dynamic libraries on all OSes. It seems like for `.so`, renaming the file is the only way to 100% counter any "caching" or "not-yet-unloaded" situations. I'm open to suggestions though.

### Steps to reproduce

In Rust, use `ThreadId` on the binding side. Recompile a file with any changes, e.g. printing something different.

Hot-reload will _appear_ to work: no errors from `GDExtensionManager.reload_extension()`.
However, changes in the `.so` are not picked up.

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Unicode character displayed as a question mark ?
Labels: bug,linux,font-rendering,chromium,confirmation-pending

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.87.2
- OS Version:  Fedora 39

Steps to Reproduce:

1. Copy full width quotation mark character from [["＂" U+FF02: Fullwidth Quotation Mark (Unicode Character)](https://unicodeplus.com/U+FF02)](https://unicodeplus.com/U+FF02) to vscode
2. It is rendered as a question mark!
3. While when opened in Browser such as Firefox the sybol is correctly displayed
Repository: godot
Issue: GUI does not appear on XRCamera3D
Labels: discussion,topic:editor,topic:xr

### Tested versions

Reproductible with 4.3-dev5

### System information

Windows 11 - Godot 4.3-dev5 Vulkan (Forward+)

### Issue description

GUI (Control) does not appear on the PC screen when using XRCamera3D. I understand why it doesn't appear in the HMD but I see no reason it doesn't show up on the desktop mirror view...

### Steps to reproduce

Add a GUI to a XR scene.

### Minimal reproduction project (MRP)

Don't think it's necessay to provide a project but I can provide it if needed.
Repository: go
Issue: net/http/cgi: TestCopyError failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "net/http/cgi" && test == "TestCopyError"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/f6ec12233c8da00ce0a5693f145ab48e070bf511)):

    --- FAIL: TestCopyError (0.41s)
        host_test.go:400: pre-conn.Close, expected handler to still be running
    2024/04/01 14:42:07 cgi: copy error: past write limit
    2024/04/01 14:42:07 cgi: no headers
    2024/04/01 14:42:07 cgi: missing required Content-Type in headers
    2024/04/01 14:42:07 cgi: no headers


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: transformers
Issue: Add support for walltime-based saving/logging/evaluating
Labels: trainer,Feature request

### Feature request

We currently have the save strategies `epoch` or `steps`. It would be useful to add one for `time`, too. After every backward pass we check if a given time interval has passed. If it has, save a checkpoint and reset the timer.

### Motivation

Motivation comes from usage on clusters where you have a job time limit. You _can_ first do a test run and see how long a step takes on average and extrapolate from there, but relying on walltime would probably be easier.

### Your contribution

I can work on this. I think a condition should be added to the defaultflowcallback (https://github.com/huggingface/transformers/blob/main/src/transformers/trainer_callback.py#L432) to also include this new strategy. I am not sure yet how to track the starting time, though. Should it be passed separately and saved in the `trainer` instance? Or added to `args`?

In terms of implementation, a lot of inspiration can be taken from https://twitter.com/StasBekman/status/1774842972795982160
Repository: vscode
Issue: Git - Please add support for scalar clone  
Labels: feature-request,git


Hello:

The [scalar bundled in git](https://github.com/microsoft/scalar) provides a very good time saving way to clone a large repo, can we have support on this in VSCode, maybe add menu item along with clone repository feature to ask for use scalar clone specifically.

Thanks.
Repository: pytorch
Issue: Please add instructions for "uninstall compiled PyTorch from source" in the readme.
Labels: module: docs,triaged

### 📚 The doc issue

Followed Below steps mentioned in the README for compile and install PyTorch with gpu support on M1:-

`
git clone --recursive https://github.com/pytorch/pytorch
cd pytorch

git submodule sync
git submodule update --init --recursive

python3 setup.py develop

export CMAKE_PREFIX_PATH=${CONDA_PREFIX:-"$(dirname $(which conda))/../"}
MACOSX_DEPLOYMENT_TARGET=10.9 CC=clang CXX=clang++ python setup.py build --cmake-only
ccmake build  # or cmake-gui build
`

The issue I am facing is, it got reflected across all environment Conda, venv etc..

I am  just afraid, removing the PyTorch installation folder will fix this or any other extra steps needs to be performed for clean uninstall.

kindly please update the instructions in readme.





### Suggest a potential alternative/fix

_No response_

cc @svekars @brycebortree @ZainRizvi @kit1980 @huydhn @clee2000
Repository: godot
Issue: Property randomly replaced when using external editor (VSCode)
Labels: bug,discussion,topic:editor

### Tested versions

4.2.1

### System information

Windows 10

### Issue description

I'm running into a repeating problem in Godot when I use VSCode as my editor. 

Here's what happens: I rename some properties in my script using VSCode. Then, if I save my work in Godot after adding something like a new node, the names of these properties switch back to what they were before. If I save again in VSCode, the names go back to the new ones. 

This back-and-forth can keep happening, and I end up having to use Godot's built-in editor to stop it from continuing.

![image](https://github.com/godotengine/godot/assets/43383107/3cc23876-0e1e-4a69-81fe-f5d06f9f8f94)


### Steps to reproduce

1. Set up VSCode as the external editor in the Godot settings.
2. Install the Godot Tools extension in VSCode and connect it with your Godot project.
3. Create a new script in Godot and attach it to any node in your scene.
4. In VSCode, add a new property to the script.
5. Save the changes in VSCode and observe the property update correctly in the Godot Editor.
6. Rename this newly added property directly in VSCode.
7. Save the changes in VSCode and observe the property update correctly in the Godot Editor.
8. Without making further changes, save the project again in Godot Editor.
9. Observe that the property name sometimes unexpectedly reverts to its original name. This issue occurs randomly but with sufficient frequency to cause significant frustration.

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Tab widget should expose a FocusNode parameter or allow for a more varied styling
Labels: c: new feature,framework,f: material design,c: proposal,f: focus,P2,team-design,triaged-design

### Use case

Currently we want to change the visual styling of a tab if focused (not selected). The only available way to do so is through TabBarTheme -> overlayColor; however, our visual styling is more than just a color change. 

### Proposal

Expose a focusNode parameter for the Tab widget to allow for more customization. That or expand the MaterialStyling ability for Tab/TabBarTheme to more than just overlayColor.
Repository: PowerToys
Issue: Quick access menu isn't located properly with the new system tray
Labels: Issue-Docs,Needs-Triage,Needs-Team-Response

### Provide a description of requested docs changes

![image](https://github.com/microsoft/PowerToys/assets/103506340/dc5c7f6c-e4d1-4e7f-aceb-079c4ee57d67)
Repository: PowerToys
Issue: Accent color for the quick access launcher menu
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

The accent color will match with the OS accent color

### Scenario when this would be used?

If you have themes with accent color enabled in the taskbar

### Supporting information

_No response_
Repository: next.js
Issue: [Partial Prerendering] Error: Runtime exited with error: signal: segmentation fault
Labels: bug

### Link to the code that reproduces this issue

https://github.com/juliusmarminge/trellix-trpc

### To Reproduce

no clue... happens seemingly random in prod, never had it locally

### Current vs. Expected behavior

Here is a snapshot from my logs:

![CleanShot 2024-04-01 at 21 29 16@2x](https://github.com/vercel/next.js/assets/51714798/5bace13c-1f41-47c9-acb3-1faaf0bb8cc6)

This is followed by:

![CleanShot 2024-04-01 at 21 32 19@2x](https://github.com/vercel/next.js/assets/51714798/1436751f-0bee-401e-8399-390a02fefde2)

So I have no clue if this is a Next.js bug or a Node.js one, but figured I'd start here since I am using some experimental stuff from Next

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.2.0: Wed Nov 15 21:53:18 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 20.11.0
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 8.13.1
Relevant Packages:
  next: 14.2.0-canary.51 // Latest available version is detected (14.2.0-canary.51).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

Sorry for a very unclear issue, but just throwing it out here and seeing if this may be a known issue? I've got the error like 5 times over the last 12 hours
Repository: next.js
Issue: Client side navigation `router.push()` does not work before/after server action
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/keen-newton-f8sxhh?file=%2Fapp%2FProfileLink.tsx%3A12%2C1

### To Reproduce

1. Create an event handler inside a client component which calls any `router` function (eg. `router.push`) and calls a server action (the order does not matter).
2. Run the event handler

In the reproduction:
1. Go to profile 1
2. Click the bottom button

### Current vs. Expected behavior

**Expected**: The redirect happens immediately, the user sees the new page immediately and the server action runs later in the background.

**Current**: The redirect happens after the server action is executed.

**Attempted workaround**: I tried adding a delay between the redirect and calling the server action, but this is not a reliable workaround. I haven't found a working workaround yet.

Additionaly, in my project I notice issues that I could not reproduce in the sandbox: 
when the redirect eventually happens (after the server action returns), the URL changes but the page contents are not updated - neither the displayed page (server component), nor the return value of `useParams` (client component). 
This might be related to suspense boundaries but I wasn't able to find the cause.

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Home
Binaries:
  Node: 20.8.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.1.4
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Routing (next/router, next/navigation, next/link)

### Which stage(s) are affected? (Select all that apply)

next dev (local), next start (local)

### Additional context

_No response_