sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: lifecycle hooks forbidden from specifying more than 1 handler
Labels: priority/backlog,kind/documentation,sig/docs,needs-kind,triage/accepted

### What happened?

We are running an application deployment with `PreStop` hooks and  has two handlers `httpGet `and `sleep`.

This is our lifecycle section in the deployment:

```
lifecycle:
  preStop:
    httpGet:
      port: 8080
      path: /stop
    sleep:
      seconds: 5
```

Getting this error while creating a deployment.
`
[spec.template.spec.containers[0].lifecycle.preStop.httpGet: Forbidden: may not specify more than 1 handler type, spec.template.spec.containers[0].lifecycle.preStop.sleep: Forbidden: may not specify more than 1 handler type]`

Deployment suceeds only when one handler is specified.

FYI - We are running on `1.30` version of kubernetes and can confirm the feature gate `PodLifecycleSleepAction` is enabled by default.

### What did you expect to happen?

Should accept in two handlers as part of `kind: deployment`.

### How can we reproduce it (as minimally and precisely as possible)?

Adding the above mentioned `lifecycle` section to the `deployment` spec.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
Client Version: v1.31.0
Kustomize Version: v5.4.2
Server Version: v1.30.2-eks-db838b0
```

</details>


### Cloud provider

<details>
AWS
</details>


### OS version

<details>

Bottlerocket OS 1.20.5 (aws-k8s-1.30)

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>
containerd://1.6.34+bottlerocket
</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: deno
Issue: Running "create-next-app" without permissions flags causes terminal to crash
Labels: bug,permissions

Version: Deno 1.46.0

If I try to run
```
deno run npm:create-next-app@latest my-next-app
```
and walk through the permissions prompts, after the final prompt the program hangs and crashes the terminal.

Note: `deno run -A npm:create-next-app@latest my-next-app` runs absolutely fine.
Repository: PowerToys
Issue: Advanced Paste clipboard - line break (/line folding) get´s copied
Labels: Issue-Bug,Needs-Triage,Product-Advanced Paste

### Microsoft PowerToys version

0.83.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Advanced Paste

### Steps to reproduce

**Line Breaks** get copied with **Advanced Paste clipboard**. It would be great, if this could be stopped. Thanks for the great work so far! You´re awesome!!!

### ✔️ Expected Behavior

    Line Breaks should not be copied

### ❌ Actual Behavior

Line Breaks are copied

### Other Software

_No response_
Repository: ollama
Issue: Llama3.1 template doesn't work well with multi function calling as well as Environment: ipython mode
Labels: bug

### What is the issue?

## Tool descriptions

The current template checks if the final message is of Role "user" to decide whether to add the tool descriptions to it:

```go
{{- range $i, $_ := .Messages }}
{{- $last := eq (len (slice $.Messages $i)) 1 }}
{{- if eq .Role "user" }}
user

{{- if and $.Tools $last }}
...
```

In a multi function use case however, where the last 2 messages are assistant and tool, and we would want the assistant to continue and use another tool (instead of giving the final response), then the tool descriptions aren't added anywhere, because the last message isn't a user message.
I get that this behavior is actually ok for a single function calling use case, where the assistant doesn't need to know the tools for generating the final response, but for multi function calling this makes it completely not work, as the assistant won't know what tools exist and how to use them for the second function call.

My proposed solution is:

```go

{{- $lastUserIdx := -1 }}

{{- range $i, $_ := .Messages }}
{{- with eq .Role "user" }}
{{- $lastUserIdx = $i }}{{ end }}
{{- end }}

{{- range $i, $_ := .Messages }}
{{- $last := eq (len (slice $.Messages $i)) 1 }}
{{- if eq .Role "user" }}
user

{{- if and $.Tools (eq $i $lastUserIdx) }}
...
```

This adds the descriptions to the last user message, which doesn't necessarily have to be the last message overall.

## Usage of `
` token

According to the Meta documentation <https://llama.meta.com/docs/model-cards-and-prompt-formats/> (Meta Llama docs are down at the time of writing). When using `Environment: ipython`, after the assistant calls a tool it is recommended to use an `
` token instead of a `
` token in order to signify that it is expecting a tool response next. When the assistant generates the final response, it then needs to be `
`. I have checked the `tokenizer_config.json` jinja2 template, and this is how it is done there, but the Ollama template doesn't do the same, instead it doesn't add any token after the assistant tool call.
Parts of jinja2 template that does this:

```jinja2
...
{%- if builtin_tools is defined or tools is not none %}
    {{- "Environment: ipython\n" }}
...
{%- for message in messages %}
  ...
        {%- if builtin_tools is defined %}
          {#- This means we're in ipython mode #}
          {{- "
" }}
        {%- else %}
          {{- "
" }}
        {%- endif %}
...
```

What needs to be added to the Ollama template (the `
` at the end):

```
{{- range .ToolCalls }}{"name": "{{ .Function.Name }}", "parameters": {{ .Function.Arguments }}}{{ end }}

```

## Conclusion

These 2 things lead to poorer performance when using Llama3.1 in Ollama for multi function calling using the `chat` API. I believe that these should be addressed and fixed in order to achieve the intended quality and results from Llama3.1.

### OS

Linux

### GPU

Nvidia

### CPU

Intel

### Ollama version

0.3.5
Repository: godot
Issue: Show a selected Bone Gizmo when Clicking on it keyframe
Labels: feature proposal,topic:editor,topic:animation,topic:3d

### Tested versions

Godot v4.3.stable

### System information

Ubuntu 24.04 LTS 24.04 - Wayland - GLES3 (Compatibility) - Mesa Intel(R) HD Graphics 2000 (SNB GT1) - Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz (4 Threads)

### Issue description

[Screencast from 2024-08-23 16-28-05.webm](https://github.com/user-attachments/assets/736deec5-da14-4424-bfb3-d5095085ecc9)

Animating inside godot is pretty annoying after the Skeleton3D lose focus:

1 - it disables edit mode
2 - Clicking on a specific keyframe belong to a Bone rotation ... will do nothing (even if the Skeleton3d is on edit mode)



### Steps to reproduce

![Screenshot from 2024-08-23 16-51-05](https://github.com/user-attachments/assets/df763a80-fd1a-414b-a133-d75f258d17d4)

clicking on a keyframe should show a Gizmo for the selected bone
currently, it does nothing  

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Build: Should be able to run `Web` only builds
Labels: feature-request,vscode-build

Several times this week in  `Publish Build > Process Artifacts` i've seen this timeout error after ~3 hours: 


![Image](https://github.com/user-attachments/assets/cdad2a84-c033-4310-ba78-4b589483517a)

```
...
Stages in progress: CompileCLI
Stages in progress: CompileCLI
Stages in progress: CompileCLI
Stages in progress: CompileCLI
Stages in progress: CompileCLI
Stages in progress: CompileCLI
Stages in progress: CompileCLI
Stages in progress: CompileCLI
##[error]The Operation will be canceled. The next steps may not contain expected logs.
##[error]The operation was canceled.
```

Build: https://dev.azure.com/monacotools/a6d41577-0fa3-498e-af22-257312ff0545/_build/results?buildId=289508
Changes: https://github.com/Microsoft/vscode/compare/00082d1...00082d1

I've seen this several times over the course of the week, in builds:

- https://dev.azure.com/monacotools/a6d41577-0fa3-498e-af22-257312ff0545/_build/results?buildId=288906
- https://dev.azure.com/monacotools/a6d41577-0fa3-498e-af22-257312ff0545/_build/results?buildId=288906
Repository: godot
Issue: Godot 4.3 Android export: Mismatching NDK/Platform API versions
Labels: platform:android,needs testing,topic:export

### Tested versions

Godot 4.3, as each Godot have its own Android export templates.

### System information

Linux ubuntu 24.04 - Godot 4.3 - 

### Issue description

When configuring Android-Studio (latest Android Studio Koala | 2024.1.1 Patch 1) to the required versions of SDK/NDK, refering on the doc:
[https://docs.godotengine.org/en/4.3/tutorials/export/exporting_for_android.html](https://docs.godotengine.org/en/4.3/tutorials/export/exporting_for_android.html)
where we can read:
```
- Android SDK Platform-Tools version 34.0.0 or later
- Android SDK Build-Tools version 34.0.0
- Android SDK Platform 34
...
- NDK version r23c (23.2.8568313)
```
we get that error message:
```
AGPBI: {"kind":"warning","text":"C/C++: Platform version 33 is beyond 31, the maximum API level supported by this NDK. Using 31 instead.","sources":[{}]}
C/C++: Platform version 33 is beyond 31, the maximum API level supported by this NDK. Using 31 instead.
```

As far as I can play with GDExtension, I can't test my project in arm64 (but arm32 is fine), getting that error, and I suspect the platform version (=31, while Godot Android export is compiled with 33):
```
adb: failed to install /home/rtrave/.cache/godot/tmpexport.1724430902.apk: Failure [INSTALL_FAILED_NO_MATCHING_ABIS: Failed to extract native libraries, res=-113]
```

thanks for reading, 
and for all the good work of the Godot Team.

### Steps to reproduce

Simply create a project in Android-Studio, and then configure SDK/NDK to the required versions by Godot.
Then get the message 
```
AGPBI: {"kind":"warning","text":"C/C++: Platform version 33 is beyond 31, the maximum API level supported by this NDK. Using 31 instead.","sources":[{}]}
C/C++: Platform version 33 is beyond 31, the maximum API level supported by this NDK. Using 31 instead.
```


### Minimal reproduction project (MRP)

Not pertinent I think, but I can try to make a simple test if needed.
N/A
Repository: vscode
Issue: Behavioral change in quick pick with selected items
Labels: bug,quick-pick

@TylerLeonhardt I observe a behavioural change in the quick pick behaviour in the last milestone. I am not able to find out what caused this in quick pick component. I can only explain following

- When a checkbox is changed, following function is called
https://github.com/microsoft/vscode/blob/5a0335dcf3ffe79466b90d7c24923f3158fac81a/src/vs/workbench/services/userDataProfile/browser/userDataProfileImportExportService.ts#L435-L449
- This function updates the description of items and call following `update` function
https://github.com/microsoft/vscode/blob/5a0335dcf3ffe79466b90d7c24923f3158fac81a/src/vs/workbench/services/userDataProfile/browser/userDataProfileImportExportService.ts#L414-L417
- This function sets the items in the quick pick to update the description. 
```ts
quickPick.items = resources;
```

🐛  This is triggering `onDidChangeSelection` event on quick pick with no items selected. This is causing all items to be deselected automatically. This is causing the bug. BTW this event was not triggered before (`1.91`)

Please take a look and let me know if there is something I should adopt as a consumer.

_Originally posted by @sandy081 in https://github.com/microsoft/vscode/issues/224788#issuecomment-2295375822_
Repository: godot
Issue: Subsurface scattering breaks rendering when used on a Subviewport with transparent background enabled
Labels: bug,topic:rendering

### Tested versions

Reproducible in 4.3.stable. I've had this issue since 4.1.stable, I don't know if it was already happening on prior versions (it probably was).

### System information

PopOS! 22.04 LTS - Godot v4.3.stable (77dcf97d8) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (nvidia) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)

### Issue description

When using a material with subsurface scattering enabled inside a Subviewport with transparent background enabled, only meshes whose material has Alpha enabled will be rendered. Materials with Alpha disabled won't be rendered at all.

### Steps to reproduce

- Setup a 3D scene with a Subviewport with `Transparent BG` enabled.
- Add two meshes of your preference as children of the subviewport.
- Add a `StandardMaterial3D` to both meshes. In one of them, enable `Subsurface Scattering` and set its strength to 1, and enable `Alpha`. Leave the other with the default values.
- Setup a `Camera3D` so you can view both meshes.
- Play the project or previsualize the camera/subviewport. Only the mesh with alpha enabled will be visible. This is true for any mesh, it doesn't have to be the same that has subsurface scaterring enabled. If you enable alpha for the other one, it will also be rendered normally.

### Minimal reproduction project (MRP)

[subviewport-alpha-repro.zip](https://github.com/user-attachments/files/16731742/subviewport-alpha-repro.zip)
Repository: godot
Issue: Crash when debugging with neovim from a use-after-free with List
Labels: bug,topic:editor,needs work,topic:thirdparty,needs testing

### Tested versions

Reproducible in 4.4.dev master
Reproducible in 4.3.stable
Not reproducible in 4.2.2.stable

### System information

Linux (I'm writing this on mobile)

### Issue description

https://media.discordapp.net/attachments/669162571864997888/1276353485256003584/2024-08-23_03-30-07.mp4?ex=66c9e110&is=66c88f90&hm=907d27b127b0c4b40f176fb06384bb3dc19e90d2aeca98ecaa444890cce7c5c2&
https://media.discordapp.net/attachments/669162571864997888/1276341929654747206/image.png?ex=66c9d64d&is=66c884cd&hm=c9f6683e881bed98685672f9e10bc375d2b668a2362dd3e1fafb653847ab0c72&
![image-114](https://github.com/user-attachments/assets/4faff399-bb0b-48c5-9077-8e91eab38056)
https://media.discordapp.net/attachments/669162571864997888/1276341715594252390/image.png?ex=66c9d61a&is=66c8849a&hm=214b454c49b47884ebee0b95db7dce066bd256bcddfe8f3e151ff9d7b04c6a2c&

### Steps to reproduce

https://media.discordapp.net/attachments/669162571864997888/1276341391143993344/Screencast_from_2024-08-22_22-27-33.webm?ex=66c9d5cc&is=66c8844c&hm=9021406895e2be6d5c18408aac89a0a4c0d3d47fac5493db2a0575c1c3436e67&

### Minimal reproduction project (MRP)

N/A
Repository: terminal
Issue: ReadConsole returns TRUE after CancelIoEx
Labels: Area-Server,Issue-Bug,Product-Meta,Priority-1,Tracking-External,zInbox-Bug

### Windows Terminal version

Latest source

### Windows build number

10.0.19045.4780

### Other Software

No

### Steps to reproduce

1. Compile the code:
    
<details>
<summary>Code</summary>
  
```C++
#ifndef UNICODE
#define UNICODE
#endif

#ifndef _UNICODE
#define _UNICODE
#endif

#include <chrono>
#include <iostream>
#include <thread>
#include <string>

#include <windows.h>

using namespace std::literals;

int main()
{
	const auto In = GetStdHandle(STD_INPUT_HANDLE);

	std::thread Thread([&]
	{
		std::this_thread::sleep_for(3s);
		CancelIoEx(In, {});
	});

	std::wcout << L"Do not touch anything for about 3s" << std::endl;

	wchar_t Buffer[1024];
	DWORD NumberOfCharsRead{};
	const auto Result = ReadConsole(In, Buffer, ARRAYSIZE(Buffer), &NumberOfCharsRead, {});
	const auto Error = GetLastError();

	std::wcout << L"Result: " << Result << std::endl;
	std::wcout << L"Error:  " << Error << std::endl;
	std::wcout << L"Chars:  " << NumberOfCharsRead << std::endl;
	std::wcout << L"Data:   " << std::wstring(Buffer, NumberOfCharsRead) << std::endl;

	Thread.join();

	std::wcout << L"Now enter something: " << std::endl;

	if (ReadConsole(In, Buffer, ARRAYSIZE(Buffer), &NumberOfCharsRead, {}))
	{
		std::wcout << L"You have entered: " << std::wstring(Buffer, NumberOfCharsRead) << std::endl;
	}
}
```
</details>

2. Run it (anywhere: WT, OpenConsole, conhost)
3. Inspect the output

### Expected Behavior

The program reads the console input in a blocking way.
If there is no input, another thread issues CancelIoEx after 3 seconds.

Since the `ReadConsole` did not read anything, it should return FALSE:
- It is logical.
- Even Raymond Chen [says so](https://devblogs.microsoft.com/oldnewthing/20150323-00/?p=44413):
  > If you had used Read­File instead of fgets, the read would have failed with error code ERROR_OPERATION_ABORTED, as documented by Cancel­Io­Ex.

So the program should print `Result: 0`.


### Actual Behavior

`ReadConsole` does not read anything, does not update `NumberOfCharsRead`, but returns **TRUE**.

It also leaves the input in somewhat inconsistent state, which you can see by typing something after the cancellation: the first input will be discarded. I think this was already mentioned here: https://github.com/microsoft/terminal/issues/12143#issuecomment-1895629003.

The incorrect return value is much worse though: it is a common pattern to leave `NumberOfCharsRead` uninitialized, because either `ReadConsole` succeeds and initializes it, or it fails and it makes no sense to look there anyway.
In the code above I initialized it, but if I didn't do so an uninitialized read would've occurred, from both `NumberOfCharsRead` and `Buffer`.

Notably the last error is correctly set to 995 - `ERROR_OPERATION_ABORTED` - "The I/O operation has been aborted because of either a thread exit or an application request.", but who checks the last error on successful calls?
Repository: terminal
Issue: All nested commands get keybindings (`ctrl+t`) in command palette?
Labels: Issue-Bug,Area-Settings,Product-Terminal,Area-CmdPal

`main`, ~ e006f75f6

Something is WRONG with all nested commands:

![image](https://github.com/user-attachments/assets/c1e3cbba-c5a4-44e9-80eb-693eb2fb9360)

You'll note, they seemingly all have `ctrl+t` as their keychord text. 

This doesn't repro for me on `1.22.2334.0`

Looking now at my settings to see if there's something sus in there...
Repository: vscode
Issue: Cannot run dynamically-created shell tasks when a workspace folder is not opened
Labels: bug,tasks

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<!-- 💡 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?: N/A

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- VS Code Version: 1.92.2
- OS Version: Windows 11

Steps to Reproduce:

1. For ease of repro, we're going to use the [Docker extension](https://marketplace.visualstudio.com/items?itemName=ms-azuretools.vscode-docker), go ahead and install it
1. In the terminal run `docker pull alpine:latest`
1. In the Docker extension's Images view, find that alpine:latest image, expand it and right click the tag, and do `Pull`, **this will execute a shell task using vscode.tasks.executeTask()**
1. The shell task fails with the following error (on Windows, so it shouldn't be looking for bash):
```
 Executing task: docker image pull alpine:latest 


 *  The terminal process failed to launch: Path to shell executable "\bin\bash" does not exist.
```

There is no output in the Tasks window.
Repository: next.js
Issue: `npm run test` fails with-jest-app using --watch flag.
Labels: examples

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #40~22.04.3-Ubuntu SMP PREEMPT_DYNAMIC Tue Jul 30 17:30:19 UTC 2
  Available memory (MB): 64156
  Available CPU cores: 32
Binaries:
  Node: 20.9.0
  npm: 10.2.4
  Yarn: 1.22.22
  pnpm: 9.8.0
Relevant Packages:
  next: 14.2.6 // Latest available version is detected (14.2.6).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which example does this report relate to?

with-jest-app

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

The default with-jest-app example fails to run the tests and produces an error with no message. Example:

```
Determining test suites to run...

  ● Test suite failed to run

thrown: [Error]
```

I changed package.json to use a different test command. The default is as follows:

```
"scripts": {
  "test": "jest --watch",
},
```

I changed it to two alternative configurations, both which ran the tests successfully:

1.
```
"scripts": {
  "test": "jest",
},
```
2.
```
"scripts": {
  "test": "jest --watchAll",
},
```

The example should work out of the box, so either the error should be figured out so --watch works, or --watchAll should be used, or the flag should be removed.

### Expected Behavior

```
npm run test

> test
> jest

 PASS  __tests__/index.test.tsx
 PASS  __tests__/snapshot.tsx
 PASS  app/counter.test.tsx
 PASS  app/page.test.tsx
 PASS  app/blog/[slug]/page.test.tsx
 PASS  app/utils/add.test.ts

Test Suites: 6 passed, 6 total
Tests:       6 passed, 6 total
Snapshots:   1 passed, 1 total
Time:        0.924 s, estimated 1 s
Ran all test suites.
```

### To Reproduce

Clone the with-jest-app example project and run `npm run test`
Repository: godot
Issue: Double dot (`..`) operator causes misleading error in GDScript
Labels: bug,topic:gdscript,topic:editor

### Tested versions

v4.2.2.stable.official [15073afe3]


### System information

Godot v4.2.2.stable - Ubuntu 24.04 LTS 24.04 - Wayland - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 620 (WHL GT2) () - Intel(R) Core(TM) i5-8365U CPU @ 1.60GHz (8 Threads)

### Issue description


  When accidentally using a double dot (..) operator instead of a single dot (.) in an if condition in GDScript, the error message is misleading. It says "Expected ':' after 'if' condition" instead of pointing out the incorrect double dot usage.

![Screenshot from 2024-08-23 23-40-46](https://github.com/user-attachments/assets/42d1ff31-0540-4d4f-9d2a-8f0f7bd0158c)



### Steps to reproduce


1. Use the following code:

```
    if not head_ledge_obj..is_in_group("ledge") and shoulder_ledge_obj.is_in_group("ledge"):
        return true
```

2. Run the script.

Expected Behavior: The error message should indicate the incorrect use of the double dot operator.

Actual Behavior: The error message incorrectly suggests a missing colon instead of highlighting the syntax error.Use the following code:

### Minimal reproduction project (MRP)


1. Use the following code:

```
    if not head_ledge_obj..is_in_group("ledge") and shoulder_ledge_obj.is_in_group("ledge"):
        return true
```

2. Run the script.

Expected Behavior: The error message should indicate the incorrect use of the double dot operator.

Actual Behavior: The error message incorrectly suggests a missing colon instead of highlighting the syntax error.Use the following code: