sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ollama
Issue: Ollama + sentence-transformers with torch cuda 
Labels: bug,api

### What is the issue?

Hi,

I use ollama together with the `intfloat/multilingual-e5-base` sentence-transformer in langchain and llamaIndex in python.

If I use the torch version without CUDA everything works as expected, just my embeddings are created slow.
With the torch cuda version installed this way:
![grafik](https://github.com/ollama/ollama/assets/166700412/206aa478-64bf-4b23-8876-f2fbe44c61f5)

As soon as I loaded the sentence-transformer in my python script the weird behaviour starts.
The first prompt to a model in ollama is working normal (takes a few seconds). From the second prompt onwards my GPU is on 100% load for a few minutes, than I get the response from the llm.

This happens with the llamaindex / langchain API in python and with the cli.
If I terminate my python script and restart ollama its working normal again.

I use a Laptop with Windows 11  
11th Gen Intel(R) Core(TM) i7-11850H @ 2.50GHz   2.50 GHz,  
32GB Ram  
NVIDIA RTX A3000 6GB


### OS

Windows

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.1.37
Repository: angular
Issue: No error showing in HTML for invalid Angular IF statement
Labels: feature,area: compiler,compiler: template type-checking,compiler: extended diagnostics

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# 🐞 bug report

### Is this a regression?

Unsure, only just noticed this being an issue whilst working through someone elses code.

### Description

The bug seems to be not highlighting an Angular `if` statement as an error when it contains an `else` reference but no `else` property.

## Bug Type
What does this bug affect

<!-- Please check the one that applies to this bug report using "x". -->

- [x] Angular Language Service VSCode extension
- [ ] Angular Language Service server

## Reproduction

Steps to reproduce the behavior:

1. Write an `if` statement in Angular `HTML` file and do not include the `else` property when including an else reference. E.g. `<ng-container *ngIf="data; newData"></ng-container>`.
2. This snippet will not show any errors in the server or logs or within the Editor IDE, but will not render the `else` condition on the Front-End. Again no errors showing that this is a problem.

**Expected behavior**

Should be highlighted as a syntax error in VSCode.

### **Logs**

Log file gives us deep insight into the behavior and performance of the extension. If the issue is a performance
problem or an error occured, please provide the output of the log file below.

Set Angular Log level to verbose.

<pre><code>
No log file required as no erros are being thrown
</code></pre>

### **Screenshots**

If applicable, add screenshots to help explain your problem.

![image](https://github.com/angular/vscode-ng-language-service/assets/54888068/cba34251-2af0-464b-b493-c4b1f225e240)

## 🌍  Your Environment
**Angular Version:**
<pre><code>
15.2.10
</code></pre>

Extension Version:
<pre><code>
v17.3.2
</code></pre>

VSCode Version:
<pre><code>
Version: 1.89.0 (system setup)
Commit: b58957e67ee1e712cebf466b995adf4c5307b2bd
Date: 2024-05-01T02:09:22.859Z
Electron: 28.2.8
ElectronBuildId: 27744544
Chromium: 120.0.6099.291
Node.js: 18.18.2
V8: 12.0.267.19-electron.0
OS: Windows_NT x64 10.0.14393
</code></pre>

Operating System:
<pre><code>
Windows Server 2016 Version 10.0.14393 Build 14393
</code></pre>


Extension options:
<pre><code>
N/A
</code></pre>

**Anything else relevant?**
<!-- ✍️Do any of these matter hardware, other extensions installed, build environment, ...? If so, please mention it below. -->
Repository: vscode
Issue: Provide a command to reset the completed steps of a walkthrough
Labels: feature-request,getting-started

<!-- ⚠️⚠️ 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. -->

Currently, VSCode allows users to reset all walkthroughs using the command workbench.action.resetGettingStartedProgress. However, there is no means to execute a command from an extension to reset a specific walkthrough.

**Feature Request:**

Please provide a command that allows resetting the completed steps of a specific walkthrough. This would enable extensions to programmatically reset the progress of a particular walkthrough, enhancing the user experience by providing more granular control over walkthrough progress.

**Proposed Implementation:**

Introduce a new command, such as workbench.action.resetSpecificWalkthroughProgress, which can be executed with the necessary parameters to reset a specific walkthrough.

**Example Usage:**

```
vscode.commands.executeCommand(
  "workbench.action.resetSpecificWalkthroughProgress",
  "extensionPublisher.extensionName.#WalkThroughId"
);
```
**Use Case:**

This feature would be particularly useful for extension developers who wish to provide users with the ability to restart specific walkthroughs without affecting the progress of other walkthroughs. It would also be beneficial in scenarios where a walkthrough needs to be revisited or reset due to updates or changes in the extension.

Thank you for considering this feature request.
```[tasklist]
### Tasks
- [ ] add reset command
- [ ] add command to set specific steps in a walk through as done or not done.
```
Repository: create-react-app
Issue: Error while using craco
Labels: needs triage

C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\@craco\craco\dist\lib\plugin-utils.js:26
    throw new Error("".concat(message, "\n\n") +
          ^

Error: Can't find file-loader in the development webpack config!

This error probably occurred because you updated react-scripts or craco. Please try updating craco-less to the latest version:

   $ yarn upgrade craco-less

Or:

   $ npm update craco-less

If that doesn't work, craco-less needs to be fixed to support the latest version.
Please check to see if there's already an issue in the DocSpring/craco-less repo:

   * https://github.com/DocSpring/craco-less/issues?q=is%3Aissue+webpack+file-loader       

If not, please open an issue and we'll take a look. (Or you can send a PR!)

You might also want to look for related issues in the craco and create-react-app repos:    

   * https://github.com/dilanx/craco/issues?q=is%3Aissue+webpack+file-loader
   * https://github.com/facebook/create-react-app/issues?q=is%3Aissue+webpack+file-loader  

    at throwUnexpectedConfigError (C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\@craco\craco\dist\lib\plugin-utils.js:26:11)
    at throwError (C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\craco-less\lib\craco-less.js:14:5)
    at Object.overrideWebpackConfig (C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\craco-less\lib\craco-less.js:165:5)
    at overrideWebpack (C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\@craco\craco\dist\lib\features\plugins.js:36:38)
    at C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\@craco\craco\dist\lib\features\plugins.js:53:29
    at Array.forEach (<anonymous>)
    at applyWebpackConfigPlugins (C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\@craco\craco\dist\lib\features\plugins.js:52:29)
    at mergeWebpackConfig (C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\@craco\craco\dist\lib\features\webpack\merge-webpack-config.js:119:70)
    at overrideWebpackDev (C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\@craco\craco\dist\lib\features\webpack\override.js:8:80)
    at C:\Users\HP5CD\OneDrive\Desktop\app\mern-admin\frontend\node_modules\@craco\craco\dist\scripts\start.js:23:39
Repository: kubernetes
Issue: Kubelet: Add a metrics in kubelet to track how long it takes for pod to fully start
Labels: sig/node,kind/feature,sig/instrumentation,triage/accepted

### What would you like to be added?

Add a new metrics to record the end-to-end startup latency of the pod since pod created to pod ready **for the first time**. The metrics will include all stages of the pod life cycle like scheduling and image pulling.

**Metrics Name**: `kubelet_pod_first_ready_latency_seconds {namespace=<namespace_name>, pod=<pod_name>, uid=<uid>, node=<node_name>}` 

**Metrics Type**: Gauge

**Metrics Unit**: Seconds

The metric exists for the lifetime of the pod.

### Why is this needed?

Kubelet currently reports a Histogram metric `pod_start_total_duration_seconds` that gives users overview of the pod end-to-end startup latency from pod creation to pod **running**. However, pod ready will usually be the signal to say that a pod is ready to serve traffic.

Having the new metric will allow users to track how long it takes for their pods under the workload to fully start and ready to serve traffic, and with the metrics label of `node_name`, this metric can be a supplementation to the existing metric `pod_start_total_duration_seconds` if users want to track the node-level pod end-to-end startup latency from creation to ready.

Also, user could aggregate the metric by the workload (Deployment, StatefulSet, and etc.) to present the workload-level pod end-to-end startup latency.
Repository: godot
Issue: Duplicate input events on TabContainer _gui_input() and _input()
Labels: needs testing,topic:input,topic:gui

### Tested versions

- Reproducile in: v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 Ti (NVIDIA; 31.0.15.4629) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

There seems to be an issue with the TabContainer specifically: 
all mouse clic input events are duplicated when calling `_gui_input`, and are sent **twice** as two **separate** events:
- one with local coordinates of the control in the _gui_input method, as expected
- the other one with global coordinates, caught afterwards by another node in its `_input()` method

This happens even with the mouse filter set to stop, and even when using `accept_event()` explicitly (which should not be required anyway if I understand correctly).

### Steps to reproduce

- Setup a project with a "select" input action bound to left mouse button
- Have a Sprite Node with the following script:
```
func _input(event: InputEvent):
	if event.is_action_pressed("select"):
		print(event)
```
- Have a canvas layer node, with a child tab container, and a TextureRect control
- Have the following script attached to the TextureRect control
```
extends TextureRect

func _gui_input(event: InputEvent):
	if event.is_action_pressed("select"):
		print(event)
```
This gives the following layout:
- Set the node mouse filter to STOP

![image](https://github.com/godotengine/godot/assets/13119617/d1c28b0e-35a4-40db-9711-78d6fc871a41)

- Click on the Background node: the function `_input` is called with an input event as expected
- Click on the texture rect: the function `_gui_input `is called, as expected, but the the function _input is also called from the Sprite Node with a different input event matching the first one except the coordinates are translated.

The behavior is the same with _unhandled_input() and event with explicity acquitance of the input event with accept_event() (which is logical if these are two separate events).

Expected behavior:
- Only one event is sent in the child of the TabContainer's `_gui_input `method, with no duplicates.
- This "proper" behavior is seen in all other tested container nodes, only the TabContainer seems at fault.

### Minimal reproduction project (MRP)

[godot-tab-input-bug.zip](https://github.com/godotengine/godot/files/15324743/godot-tab-input-bug.zip)
Repository: pytorch
Issue: Make it easier to run distributed tests without run_test.py
Labels: oncall: distributed

### 🐛 Describe the bug

https://hud.pytorch.org/failure?name=pull%20%2F%20linux-focal-cuda11.8-py3.10-gcc9%20%2F%20test%20(distributed%2C%202%2C%203%2C%20linux.8xlarge.nvidia.gpu)&jobName=linux-focal-cuda11.8-py3.10-gcc9%20%2F%20test%20(distributed%2C%202%2C%203%2C%20linux.8xlarge.nvidia.gpu)&failureCaptures=%5B%22distributed%2Ftest_distributed_spawn.py%3A%3ATestDistBackendWithSpawn%3A%3Atest_ddp_uneven_inputs%22%5D

This test failure cannot be run with

```
pytest test/distributed/test_distributed_spawn.py::TestDistBackendWithSpawn::test_ddp_hook_parity_powerSGD
```

because it requires envvars to be set in advance. Those envvars are traditionally set by run_test.py, but if you use run_test.py you can no longer conveniently gdb the test to check out segfault (which is what these tests are failing with). Make this easier and more intuitive please.

### Versions

main

cc @XilunWu @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o
Repository: three.js
Issue: [WebGPU] drawIndirect and drawIndexedIndirect
Labels: WebGPU

### Description

Hi, is there any plans to support [drawIndirect](https://developer.mozilla.org/en-US/docs/Web/API/GPURenderPassEncoder/drawIndirect) and [drawIndexedIndirect](https://developer.mozilla.org/en-US/docs/Web/API/GPURenderPassEncoder/drawIndexedIndirect)? I have searched the issues and the code base and could not find any references to either.

### Solution

Not entirely sure what the best approach would be here but maybe provide a renderer.renderIndirect method that allows an array/buffer reference to be passed? I guess the WebGL backend would have to fallback to drawElements or equivalent.

### Alternatives

I have implemented a [nanite equivalent](https://github.com/AIFanatic/three-nanite) in three.js and the bottleneck now is the lod test since its done on the cpu. The algorithm is perfect for the gpu and almost everything could be implemented in WebGL but it would always require a gpu->cpu->gpu roundtrip to read how many meshlets should be displayed in order to properly call drawElements.

### Additional context

_No response_
Repository: next.js
Issue: dynamic assetPrefix not working in "standalone" build, because of serialization
Labels: bug,Output (export/standalone),Runtime

### Link to the code that reproduces this issue

https://github.com/lionskape/next-standalone-assetprefix-bugrepot/blob/main/next.config.js

### To Reproduce

1. create next config like this:
```
let nextConfig = {
    output: 'standalone',
    assetPrefix: process.env.CDN_URI ?? '',
};
```
2. run `next build` without CDN_URI variable
3. run nextjs server `CDN_URI="https://cdn.net" node .next/standalone/server.js`


### Current vs. Expected behavior

Current behavior:
No prefix will be added to resources because of config serialization - https://github.com/vercel/next.js/blob/81d5daddf365943e3f2c3a258d00c8ac76f9c81c/packages/next/src/build/utils.ts#L2116

Expected behavior:
dynamic assetPrefix works fine, environment variable is consumed.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:10:42 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 10
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: N/A
  pnpm: 7.32.1
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: standalone
```


### Which area(s) are affected? (Select all that apply)

Output (export/standalone), Runtime

### Which stage(s) are affected? (Select all that apply)

next build (local)

### Additional context

_No response_
Repository: storybook
Issue: [Bug]: Line highlighting in onboarding is slightly misaligned
Labels: bug,ui,addon: onboarding

### Describe the bug

This problem is best described with a video:

https://github.com/storybookjs/storybook/assets/5678122/77201dc1-bbe4-4393-b4a0-df25bfee85fa

Some important screenshots from that video:

![image](https://github.com/storybookjs/storybook/assets/5678122/ca6dcdfe-a463-4c3d-9a7e-303556dc2c19)

![image](https://github.com/storybookjs/storybook/assets/5678122/f40c8714-2ed9-41c2-b2e9-8a85ab9b6a6c)



### To Reproduce

See stories at https://next--635781f3500dd2c49e189caf.chromatic.com/?path=/story/addons-onboarding-features-writestoriesmodal--default

Or try it out in a fresh React sandbox:
1. https://stackblitz.com/~/edit/github-duyqxc?file=.storybook%2Fmain.js&initialPath=%2F%3Fonboarding%3Dtrue
2. Change the URL of the preview to the right and add `/?onboarding=true`

### System

```bash
Storybook 8.1
```


### Additional context

_No response_
Repository: pytorch
Issue: Move pytorch_sphinx_theme out of the container build
Labels: module: docs,module: ci,triaged,actionable

Because we pull the pytorch_sphinx_theme inside a of a [docker](https://github.com/pytorch/pytorch/blob/main/.ci/docker/requirements-docs.txt#L4) container, new changes to the sphinx theme can only be propagated when the the container is updated. This might not be feasible in many situations, such as updating stable versions.

We should add a separate `.sh` script that would install latest PyTorch theme and add that script to be run by the doc job.

cc @brycebortree @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: pytorch
Issue: `lintrunner-noclang` job name is confusing
Labels: module: ci,triaged

### 🐛 Describe the bug

One should expect, that it does not run any C/C++-related lints there, and all the those are run in `lintrunner-clang`, but this is not the case, as one can clearly see from this failed [job](https://github.com/pytorch/pytorch/actions/runs/9101767292/job/25020458594?pr=126290):
```
Lint for aten/src/ATen/native/cpu/int8mm_kernel.cpp:

  Error (SPACES) trailing spaces
    This line has trailing spaces; please remove them.

    You can run `lintrunner -a` to apply this patch.

    250  250 |       });
    251  251 |     }
    252  252 | 
    252      |-#if __OPTIMIZE__
         253 |+#if __OPTIMIZE__
    254  254 |     float32x4_t scale_val = load_as_float32x4(scales);
    255  255 |     c10::ForcedUnroll<BLOCK_N>{}([&](auto i) {
    256  256 |       C[m * ldc + i] = reduce(c_val[i]) * vgetq_lane_f32(scale_val, i);
...
```

### Versions

CI

cc @seemethere @pytorch/pytorch-dev-infra
Repository: flutter
Issue: No way to resolve name collisions with SwiftPM with Flutter
Labels: platform-ios,platform-mac,P2,team-ios,triaged-ios

### Steps to reproduce

1. `flutter config --enable-swift-package-manager`
2. `flutter create --template=plugin --platforms=ios plugin_one`
3. Create file `plugin_one/ios/plugin_one/Sources/same_name/File.swift`
4. In `plugin_one/ios/plugin_one/Package.swift`, add the following
```diff
targets: [
        .target(
            name: "plugin_one",
            dependencies: [
+                "same_name",
            ],
            resources: [
                .process("Resources"),
            ]
        ),
+        .target(
+            name: "same_name",
+            dependencies: []
+        )
    ]
```
5. `flutter create --template=plugin --platforms=ios plugin_two`
6. Create file `plugin_two/ios/plugin_two/Sources/same_name/File.swift`
7. In `plugin_two/ios/plugin_two/Package.swift`, add the following
```diff
targets: [
        .target(
            name: "plugin_two",
            dependencies: [
+                "same_name",
            ],
            resources: [
                .process("Resources"),
            ]
        ),
+        .target(
+            name: "same_name",
+            dependencies: []
+        )
    ]
```
8. In `plugin_two/example/pubspec.yaml`, add a dependency on plugin_one
```diff
dependencies:
  flutter:
    sdk: flutter

  plugin_two:
    # When depending on this package from a real application you should use:
    #   plugin_two: ^x.y.z
    # See https://dart.dev/tools/pub/dependencies#version-constraints
    # The example app is bundled with the plugin so we use a path dependency on
    # the parent directory to use the current plugin's version.
    path: ../
+  plugin_one:
+    path: [insert path to plugin_one]
```
9. In `plugin_two/example`, run `flutter build ios --no-codesign`

### Actual results

This results in error:
```
Unable to get Xcode project information:
 2024-05-15 15:26:42.700 xcodebuild[26094:19473636] Writing error result bundle to
 /var/folders/xw/ky8z400d5ys67zy99pr42lyw011smf/T/ResultBundle_2024-15-05_15-26-0042.xcresult
xcodebuild: error: Could not resolve package dependencies:
  multiple targets named 'same_name' in: 'plugin_one', 'plugin_two'; consider using the `moduleAliases` parameter in manifest to
  provide unique names
```

### Logs

<details open>
<summary>Logs</summary>

```console

<!-- Paste your logs here -->

```

</details>


### Flutter Doctor output

<details open>
<summary>Doctor output</summary>

```console

<!-- Paste your output here -->

```

</details>
Repository: PowerToys
Issue: Multi-screen lockscreen
Labels: Needs-Triage

### Description of the new feature / enhancement

Provide utility to show lockscreen on multiple monitors

### Scenario when this would be used?

When using multiple monitors, the lockscreen wallpaper is only displayed on the primary monitor. My use case is I have a 55" TV connected to the computer and I'd like the lockscreen image to display when I step away from my computer and am required by policy to lock it. This can be accomplished via this app current: https://github.com/arun-goud/Wintermelon

### Supporting information

https://github.com/arun-goud/Wintermelon
Repository: flutter
Issue: Request: Add Material 3 text style table in docs
Labels: framework,f: material design,d: api docs,P2,team-design,triaged-design

Docs include the deprecated table, but there is not the new table.
![image](https://github.com/flutter/flutter/assets/351125/4b2a2e68-8543-4b4a-bbe5-4da9125d9c51)
Material website is extremely verbose and hard to understand. All I wanted to know is "18 + bold is what font style"?
![image](https://github.com/flutter/flutter/assets/351125/135fd514-2989-4f47-ab94-be2989b6f761)