sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Next.js 14.2.4 Redirect from a Parallel Route Error
Labels: bug,Parallel & Intercepting Routes

### Link to the code that reproduces this issue

https://github.com/t3dotgg/t3gallery

### To Reproduce

1. Start the application in dev.
2. Sign in.
3. Upload an image.
4. Click on the image and then click the delete button.  
5. Get an error.


### Current vs. Expected behavior

Repository is taken from Theo's React tutorial: https://youtu.be/d5x0JCZbAJs?si=gxFSgySJO5BoTcB_&t=9501.
The error pertains to the delete button, the link above opens the video at the appropriate time of when he is setting up the button. The expected behavior can be observed in the video.

(I have tested and the above tutorial works fine in 14.2.3, but not after)
Expected behavior: After pressing the delete button inside the image view in a parallel route, the image deletes from the database and subsequently the gallery and then the user is redirected from the image view to the home page.

Current behavior: After pressing the delete button inside the image view in a parallel route, the image deletes from the database and subsequently the gallery, however after the user is redirected to the home page the "Error: Image not found" appears.

https://github.com/vercel/next.js/assets/25930120/ab929cf1-666a-4051-9abf-e07ad500d077

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Pro
  Available memory (MB): 65376
  Available CPU cores: 20
Binaries:
  Node: 18.17.1
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.4 // There is a newer version (14.2.5) available, upgrade recommended! 
  eslint-config-next: 14.2.4
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.3
Next.js Config:
  output: N/A
 ⚠ There is a newer version (14.2.5) available, upgrade recommended! 
   Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.
   Read more - https://nextjs.org/docs/messages/opening-an-issue
```


### Which area(s) are affected? (Select all that apply)

Parallel & Intercepting Routes

### Which stage(s) are affected? (Select all that apply)

next dev (local), Vercel (Deployed)

### Additional context

Bug has been introduced in the 14.2.4 release.
Repository: vscode
Issue: can not show marker in python minimap
Labels: bug,editor-minimap

can not show marker in python minimap
https://github.com/microsoft/vscode/issues/74843

![image](https://github.com/microsoft/vscode/assets/1876302/9db7a82b-0f31-4d1f-9067-4b0e49fc0f4c)
Repository: PowerToys
Issue: Advanced Paste causing shortcut keys to "stick" (problem since Paste as Plain Text)
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.82.0

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

Advanced Paste

### Steps to reproduce

高级粘贴的快捷键是Ctrl+Windows+alt+V。当使用了该组合键之后，似乎有粘连。比如说，操作完之后，再到浏览器滚动滑轮，会放大、缩小浏览器页面。而正常情况下，在浏览器内放大、缩小页面需要按住Ctrl再滚动鼠标滑轮。现在我使用完Ctrl+Windows+alt+V后，为了防止后续操作有异常。我都需要再同时按一遍Ctrl+Windows+alt键。我不确定是哪个键有粘连，但这样操作确实有效果。望优化，解决该问题。ᠪᠠᠨᡳᡥᠠ（巴尼哈/谢谢）

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: flutter
Issue: [Mac] - Initial launch begins with old cached app
Labels: platform-mac,a: desktop,P2,needs repro info,team-macos,triaged-macos

### Steps to reproduce

Build/launch a Flutter app on Mac.

### Expected results

The launched app reflects the current code in the app project.

### Actual results

The launched app runs old code from some earlier time.

Running Hot Restart immediately after launch correctly updates the app to reflect the latest code.

### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>


https://github.com/flutter/flutter/assets/7259036/5d0e4be6-f96b-4349-8545-f764be96305e



</details>


### Logs

_No response_

### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Flutter 3.22.2 • channel stable • https://github.com/flutter/flutter.git
Framework • revision 761747bfc5 (5 weeks ago) • 2024-06-05 22:15:13 +0200
Engine • revision edd8546116
Tools • Dart 3.4.3 • DevTools 2.34.3
```

</details>
Repository: godot
Issue: Custom word separators break GDScript Symbol lookup via context menu
Labels: bug,topic:gui

### Tested versions

v4.3.beta3.official [82cedc83c]

### System information

Godot v4.3.beta3 - Fedora Linux 40 (Workstation Edition) - Wayland - Vulkan (Forward+)

### Issue description

When configuring a custom word separator (as implemented in #92514) it is not possible anymore to lookup a symbol containing this separator (only applies to code lookup via context menu, since for some reason calculating words for lookup isn't consistent, maybe this should be the job of the `ScriptLanguage` and not the `CodeEdit` :thinking:).
You can even end up on in wrong places if the part after the separator matches another lookup target.
```
var my_print
my_print # looking up over print will bring you to the print docs if _ is configured as separator
```

### Steps to reproduce

- configure a custom separator in the editor settings
- name a variable containing this separator
- spell it out
- try to look it up

### Minimal reproduction project (MRP)

Only contains a script where you can observe it, the editor settings need to be tweeked manually.

[lookup.zip](https://github.com/user-attachments/files/16172177/lookup.zip)
Repository: pytorch
Issue: [Feature request] Extend index_reduce to allow `index` to be of type List[List[int]]
Labels: triaged,enhancement,module: advanced indexing,module: python frontend

### 🚀 The feature, motivation and pitch

I am looking for a memory efficient way to compute multiple averages over (variable length) subsets of large matrices.
The current implementation `index_reduce` requires `index` to be of type `Tensor`. Therefore one can only select uniformly fixed length subsets.
I propose to soften the constrain `index` to be of type List[List[int]] e.g. `index = [[0,1], [2,3,4], [0,5]]` so that 
`x.index_reduce_(0, index, x, 'mean')` would compute the following averages of x:
` torch.mean(x[[0,1],:],dim=0)`,` torch.mean(x[[2,3,4],:],dim=0)`,` torch.mean(x[[0,5],:],dim=0)`

Alternatively,
one could allow  `torch.split` to accept a List[List[int]] as `indices_or_sections` and introduce a new function `reduce`
that accepts a List[Tensor] as input and a Callable[[Tensor], Tensor] that would be used to reduce and (optionally) concatenate the output. 
e.g. `torch.reduce(x: List[Tensor], reduce: Callable[[Tensor], Tensor]) -> Tensor`

cc @albanD
Repository: PowerToys
Issue: Keyboard profiles mapped to IMEs (different language keyboards)
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager

### Description of the new feature / enhancement
Request for ”Keyboard Manager".

I'm a native Japanese user, so we need to implement switching to English/Japanese mode. By default, Windows assigns this setting a single key.
However, switching between English and Japanese with a single key is not useful, and I would like to assign two keys, such as left alt and right alt, namely left alt to make English mode and right alt to make Japanese mode.

At the same time, I'm a Vim user, so I would like to assign right alt + h to the left arrow, right alt + j to the down arrow, right alt + k to the up arrow, and right alt + l to the right arrow.

I really want the above feature on PowerToys as it is stable, whereas the famous AutoHotKey is not stable at all.

Summary:
- A single push of the left alt will be in English mode.
- A single push of the right alt will be in Japanese mode.
at the same time,
- right alt + h to be left arrow
- right alt + j to be down arrow
- right alt + k to be up arrow
- right alt + l to be right arrow

### Scenario when this would be used?

Always.

### Supporting information

In macOS, Karabiner-Elements (https://karabiner-elements.pqrs.org/) does the feature.
Repository: godot
Issue: GridMap editor debug visuals broken since deferred call was changed to Callable
Labels: bug,topic:editor,regression,topic:3d

### Tested versions

4.3dev

### System information

Windows 10

### Issue description

This is a regression from PR https://github.com/godotengine/godot/pull/86301 as reverting that PR fixes the debug display.

GridMap does not display its editor debug for cell build-in navigation meshes correctly anymore.
Even toggling the debug on and off with "bake_navigation" does not change anything.

### Steps to reproduce

- Create a scene with GridMap and cells that have build-in navigation mesh.
- Save Scene
- Restart Editor
- See that the debug does not display anymore.

Sometimes scene switches help but not always.
Toggling the debug on and off has no effect, e.g. toggling "bake_navigation", does nothing.

### Minimal reproduction project (MRP)

[GridMapDebug.zip](https://github.com/user-attachments/files/16175805/GridMapDebug.zip)
Repository: TypeScript
Issue: Parse error when using `in` nested in a `for` initializer
Labels: Bug,Help Wanted

### 🔎 Search Terms

in for in init syntax error

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.5.3#code/GYewTgBAFAbghpOEC8EDaAjCBLAdhAYwF0BuEgShKA

### 💻 Code

```ts
for (var a = [b in c];;);
```


### 🙁 Actual behavior

It says "',' expected." at the `in`

### 🙂 Expected behavior

It should parse it properly

### Additional information about the issue

_No response_
Repository: rust
Issue: Add new rustdoc lint to detect if merged doctests failed to compile
Labels: T-rustdoc,A-lints,C-feature-request

This is a follow-up of https://github.com/rust-lang/rust/pull/126245.

This lint would allow to detect the following situation: a user is running doctests in 2024 edition, however the merged doctests failed to be compiled. By default, rustdoc will recompile each of these doctests separately (the current behaviour) but won't notify the users, making them unable to benefit for the improved speed.

This lint would warn if such a case occur and show the compiler output.
Repository: ant-design
Issue: Tooltip组件，切换open时，会产生闪烁
Labels: help wanted,Inactive,🧶 Low Priority

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-npe88e?file=demo.tsx)

### Steps to reproduce

1. str为hidden，open为false，此时hover到组件上
2. 点击按钮切换数据，str切换，Tooltip的open属性为undefined
3. 观察 Tooltip 产生闪烁

### What is expected?

open属性由false切换到undefined时，应该依据默认值defaultOpen来决定，不应该闪一下

### What is actually happening?

产生闪烁

| Environment | Info |
| --- | --- |
| antd | undefined |
| React | react18 |
| System | win/mac/linux |
| Browser | chrome* |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Error: Trying to add a disposable to a DisposableStore that has already been disposed of. The added object will be leaked!
Labels: bug,editor-hover

* todays insiders
* no steps, but see error below, it pointed to this line ⬇ 

https://github.com/microsoft/vscode/blob/0089a88a9702a48657c11ac6b7df860a5c09d857/src/vs/editor/contrib/hover/browser/markerHoverParticipant.ts#L238


```
Error: Trying to add a disposable to a DisposableStore that has already been disposed of. The added object will be leaked!
    at r.add (vscode-file://vscode-app/Applications/Visual%20Studio%20Code%20-%20Insiders.app/Contents/Resources/app/out/vs/workbench/workbench.desktop.main.js:40:1529)
    at y.B (vscode-file://vscode-app/Applications/Visual%20Studio%20Code%20-%20Insiders.app/Contents/Resources/app/out/vs/workbench/workbench.desktop.main.js:40:2099)
    at y.addAction (vscode-file://vscode-app/Applications/Visual%20Studio%20Code%20-%20Insiders.app/Contents/Resources/app/out/vs/workbench/workbench.desktop.main.js:659:3756)
    at vscode-file://vscode-app/Applications/Visual%20Studio%20Code%20-%20Insiders.app/Contents/Resources/app/out/vs/workbench/workbench.desktop.main.js:794:80239
```
Repository: godot
Issue: Physics running on separate thread with max fps enabled causes the physics server to be synchronized every frame when a collision happens
Labels: bug,confirmed,topic:physics

### Tested versions

- Tested in v4.3.beta3.official [82cedc83c]
- Does not happen in beta 2

### System information

Manjaro Linux - Godot v4.3.beta3 - Forward+

### Issue description

When `physics/2d/run_on_separate_thread` or `physics/3d/run_on_separate_thread` is enabled and `application/run/max_fps` is set to any value higher than zero in the project settings, moving a CharacterBody2D or a CharacterBody3D with `move_and_slide` will cause this warning to be printed in the console every time it collides with something:
```
Call to body_get_collision_layer causing PhysicsServer2D synchronizations on every frame. This significantly affects performance.
```

This does not happen if `physics/2d/run_on_separate_thread` is set to false and `application/run/max_fps` is set to something higher than zero or if `application/run/max_fps` is set to zero and `physics/2d/run_on_separate_thread` is set to true.

The warning is not printed in v4.3 beta 2.

### Steps to reproduce

* Go the Project Settings
  * Set *Application -> Run -> Max* fps to 60 (or any other number)
  * Set *Physics -> 2D -> Run on separate thread* and *Physics -> 3D -> Run on separate thread* to true.
* Create a scene with a CharacterBody2D or CharacterBody3D as root and add a collision shape.
  * Create a script attached to move the body using `move_and_slide`. This also happens with the built-in template.
  * Create a scene that contains the character that was just created and any other collider.

Running the project now will cause the warning to be printed every time there is a collision.

### Minimal reproduction project (MRP)

[issure-reproduction-project.zip](https://github.com/user-attachments/files/16174463/issure-reproduction-project.zip)
Repository: kubernetes
Issue: client-go/util/workqueue: DelayingQueue does not deduplicate items added with a zero or very small duration
Labels: sig/api-machinery,triage/accepted

We encountered some very unexpected behavior while working with the [DelayingQueue](https://github.com/kubernetes/kubernetes/blob/5a99930ab57b2c7837960b21d2c92e958db8c377/staging/src/k8s.io/client-go/util/workqueue/delaying_queue.go#L68).
Calling `q.AddAfter(item, 5*time.Hour)` and `q.AddAfter(item, 10*time.Millisecond)` will result in a single queue item being added after 10ms.
However, calling `q.AddAfter(item, 5*time.Hour)` and `q.AddAfter(item, 0*time.Millisecond)` results in two  items added, one after 0ms and one after 5h (instead of just once item at 0ms).

The same happens when using `q.Add(item)` instead of `q.AddAfter(item, 0*time.Millisecond)`.

This behavior can also be triggered when using the RateLimitingQueue in combination with an update event from eg. an informer.

The cause is a short-circuit that is triggered [here](https://github.com/kubernetes/kubernetes/blob/5a99930ab57b2c7837960b21d2c92e958db8c377/staging/src/k8s.io/client-go/util/workqueue/delaying_queue.go#L241-L245) or [here](https://github.com/kubernetes/kubernetes/blob/5a99930ab57b2c7837960b21d2c92e958db8c377/staging/src/k8s.io/client-go/util/workqueue/delaying_queue.go#L315-L317). Ideally, in both places, there would be a "remove from heap" operation. Similarly, `q.Add(...)` does not trigger a "remove from heap" operation.

The following test code can be used to test this behavior (add this to `delaying_queue_test.go`):
```go
func TestDeduping(t *testing.T) {
	fakeClock := testingclock.NewFakeClock(time.Now())
	q := NewDelayingQueueWithConfig(DelayingQueueConfig{Clock: fakeClock})

	first := "foo"
	initialDelay := 1 * time.Millisecond // 0ms makes the test fail here.

	q.AddAfter(first, initialDelay+0*time.Millisecond)
	if err := waitForWaitingQueueToFill(q); err != nil {
		t.Fatalf("unexpected err: %v", err)
	}
	q.AddAfter(first, initialDelay+50*time.Millisecond)
	if err := waitForWaitingQueueToFill(q); err != nil {
		t.Fatalf("unexpected err: %v", err)
	}

	// step past the first block, we should receive now
	fakeClock.Step(10 * time.Millisecond)
	if err := waitForWaitingQueueToFill(q); err != nil {
		t.Fatalf("unexpected err: %v", err)
	}
	if q.Len() != 1 {
		t.Error("should have added")
	}
	item, _ := q.Get()
	q.Done(item)

	// step past the second add
	fakeClock.Step(50 * time.Millisecond)
	if err := waitForWaitingQueueToFill(q); err != nil {
		t.Fatalf("unexpected err: %v", err)
	}
	if q.Len() != 0 {
		t.Errorf("should not have added")
	}
}
```
Repository: godot
Issue: Clipping in a SubViewport with transparent background is broken
Labels: bug,topic:rendering,topic:2d

### Tested versions

4.2.2

### System information

MacOS / Compatibility

### Issue description

<img width="1536" alt="Screenshot 2024-07-11 at 6 06 24 AM" src="https://github.com/godotengine/godot/assets/175304375/f24e2d2f-70a5-46ba-895c-d0ec23a895ca">

If you have a subviewport with a transparent background and add a clip node in it - it would fill the clip node with black color instead of making it transparent. On screenshot attached you can see what it looks like on the left, and on the right is the way it should look like. Am I missing something or is it a bad bug?

### Steps to reproduce

- Add a subviewport with transparent background enabled
- Add a clip node inside the subviewport

### Minimal reproduction project (MRP)

[testproj.zip](https://github.com/user-attachments/files/16175330/testproj.zip)
Repository: pytorch
Issue: Support tuple of `int`s in `torch.unsqueeze`
Labels: triaged,enhancement,module: python frontend

### 🚀 The feature, motivation and pitch

Support tuple of `int`s in `torch.unsqueeze`. Currently, the following code raises `TypeError`:

```python
import torch

x = torch.zeros([3, 4])
y = torch.unsqueeze(x, [-1, -2])
# >>> TypeError: unsqueeze(): argument 'dim' (position 2) must be int, not list
```

This feature would improve consistency with `torch.squeeze`:

```python
import torch

x = torch.zeros([3, 4, 1, 1])
y = torch.squeeze(x, [-1, -2])
print(x.shape, y.shape)
# >>> torch.Size([3, 4, 1, 1]) torch.Size([3, 4])
```

This would also improve consistency with `np.expand_dims`:

```python
import numpy as np

x = np.zeros([3, 4])
y = np.expand_dims(x, [-1, -2])
print(x.shape, y.shape)
# >>> (3, 4) (3, 4, 1, 1)
```

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD
Repository: material-ui
Issue: [JoyUI] [DialogTitle] level prop doesn't accept object
Labels: on hold,component: dialog,package: joy-ui

### Steps to reproduce

Steps:
1. `<DialogTitle level={{ sm: "h4" }}>`


### Current behavior

Fails on typescript:
> Type '{ sm: string; }' is not assignable to type '"inherit" | keyof TypographySystem | undefined'

### Expected behavior

To accept an object as this is the default value described in https://mui.com/joy-ui/api/dialog-title/

### Context

To modify the default props by customizing the joy ui theme.

### Your environment

  System:
    OS: macOS 14.5
  Binaries:
    Node: 21.7.3 - ~/.proto/shims/node
    npm: 10.8.0 - ~/.proto/shims/npm
    pnpm: Not Found
  Browsers:
    Chrome: Not Found
    Edge: Not Found
    Safari: 17.5

**Search keywords**: dialogtitle, joyui
Repository: godot
Issue: Strange or unclear behavior in FileSystem dock
Labels: bug,topic:editor,topic:gui

### Tested versions

v4.3.beta3.official [82cedc83c]

### System information

w10 64

### Issue description


In the file dock.
When you browse files by pressing a letter, is the file selected or not?
What you can see in the dock is that the file is surrounded by a white line forming a box.
If you press enter, the file with the white line will open, but there is another file that is apparently selected and it is the one with a blue background.
Isn't this a little strange? What is the file selected at each moment? Is it the file that has the white line or is is the file marked by a blue background?

In the gif you can see that there are two files that are apparently selected.
One has a blue background in its name, the other a white line surrounding the name.

![shaderagua gif](https://github.com/godotengine/godot/assets/19652075/9dabd550-47af-4b4a-bf3e-70f5ef7e9a47)


### Steps to reproduce

see the gif

### Minimal reproduction project (MRP)

...
Repository: godot
Issue: Remote Debugger Inspector Bug: Error when trying to decode Variant
Labels: bug,topic:core,topic:editor

### Tested versions

- Reproducible in 4.3-beta3 and beta2

### System information

Linux (Vulkan Forward+)

### Issue description

The scene tree top-left contains the buttons "Local" and "Remote". On clicking "Remote", iterated arrays on the inspector bug.

Specifically, in `_process`, I append a new Resource into a Array[Resource]. If I don't click 'Remote', it keeps adding normally without any problems. Once I click 'Remote', it continues adding normally without any problems.
**BUT** if I select the exact node in whose array I add the elements, the bug occurs. In my main project, this straight up kills the node without warnings or errors. Here it shows the following error (while continuing to add elements normally)

```
core/io/marshalls.cpp:93 - Condition "strlen < 0 || strlen + pad > len" is true. Returning: ERR_FILE_EOF
  Error when trying to decode Variant.
  Error when trying to decode Variant.
  Error when trying to decode Variant.
  Error when trying to decode Variant.
  core/debugger/remote_debugger_peer.cpp:145 - Condition "read != in_pos || err != OK" is true. Continuing.
  core/debugger/remote_debugger_peer.cpp:134 - Condition "read != 4 || err != OK || size > (uint32_t)in_buf.size()" is true. Continuing.
  core/debugger/remote_debugger_peer.cpp:134 - Condition "read != 4 || err != OK || size > (uint32_t)in_buf.size()" is true. Continuing.
  core/debugger/remote_debugger_peer.cpp:134 - Condition "read != 4 || err != OK || size > (uint32_t)in_buf.size()" is true. Continuing.
```

If I had to assume, the bug is related with Inspector (Editor) and GDScript typed arrays

### Steps to reproduce

1. Download MRP
2. Run the project
3. Let it reach count 5000+ so you see without 'Remote' it has no problems/errors.
4. Stop running
5. Run the project again
7. Click 'Remote' in scene tree, and select the node "BuggedNode"
8. Await for error message (usually takes over 2000 counts)

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/16176269/mrp.zip)