sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: (turbopack) doesn't support mixing units in sass calculations, while webpack does
Labels: bug,Turbopack,linear: turbopack

### Link to the code that reproduces this issue

https://github.com/darkroomengineering/satus

### To Reproduce

1. Clone the repo
2. Update packages to lastest, esp. nextjs
3. Replace `next dev` with `next dev --turbo` in `package.json`

### Current vs. Expected behavior

Current behavior: 
```bash
⨯ ModuleBuildError: ./styles/global.scss
Error evaluating Node.js code
SassError: SassError: calc(1600px * 1vw) isn't a valid CSS value.
   ╷
27 │   @return math.div($pixels * 100vw, $base-vw);
   │           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   ╵
  styles/_functions.scss 27:11  mobile-vw()
  styles/_layout.scss 38:27     @import
  styles/global.scss 7:9        root stylesheet
```

Expected behavior:
Tolerate mixing units like webpack does

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:11:05 PDT 2024; root:xnu-10063.101.17~1/RELEASE_X86_64
  Available memory (MB): 16384
  Available CPU cores: 12
Binaries:
  Node: 21.6.2
  npm: 10.2.4
  Yarn: 1.22.21
  pnpm: 8.15.4
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: 14.2.3
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


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

Turbopack

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

next dev (local)

### Additional context

Not affiliated with `satus`

Can't provide more in depth context as I am not familiar with sass

<sub>[PACK-3032](https://linear.app/vercel/issue/PACK-3032/turbopack-doesnt-support-mixing-units-in-sass-calculations-while)</sub>
Repository: rust
Issue: Missing instructions on Windows Mingw INSTALL.md
Labels: O-windows,T-bootstrap,A-docs,C-discussion

### Location

The INSTALL.md instructions for Windows does not advise to add the Mingw bin folder in the PATH. In this case it can save a lot of trouble by only adding a single line like it follows: 

### MinGW

[MSYS2][msys2] can be used to easily build Rust on Windows:

[msys2]: https://www.msys2.org/

1. Download the latest [MSYS2 installer][msys2] and go through the installer. _**Make sure to add the 'msys64\mingw64\bin' folder to your PATH**_ 

### Summary

Very simple change but can save time to new developers.
Repository: neovim
Issue: `:set` doesn't clear old messages with ext_cmdline
Labels: bug,ui-extensibility,messages

### Problem

Read the title.

### Steps to reproduce

```lua
-- minimal.lua
local ns = vim.api.nvim_create_namespace("a")
vim.ui_attach(ns, { ext_cmdline = true }, function() end)
vim.cmd("echo \"---------------- - This text is still here\"") 
vim.api.nvim_input(":set conceallevel?<cr>")
```

### Expected behavior

`:set` clears old messages while `ext_cmdline` is active.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-3023+g499070148

### Vim (not Nvim) behaves the same?

No external cmdline in vim. (although, maybe this is somehow reproducible in an extreme case ? )

### Operating system/version

Linux ArchLinux 6.8.1-arch1-1

### Terminal name/version

wezterm

### $TERM environment variable

wezterm

### Installation

build from source
Repository: PowerToys
Issue: Mouse Without Borders - click on the "uninstall service" does nothing.
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Clicking on the "uninstall service" button does nothing, despite the "use service" is toggled off and the PowerToys is running as an administrator.

![image](https://github.com/microsoft/PowerToys/assets/2963024/56d63ad7-1dfb-4133-89de-048e3715d367)


### ✔️ Expected Behavior

Uninstalling the service with some kind of success or failure indicator.

### ❌ Actual Behavior

Nothing happens

### Other Software

_No response_
Repository: svelte
Issue: Svelte 5: Identifier <x> has already been declared
Labels: blocked by upstream

### Describe the bug

In TypeScript, it is common to have variables and types with the same name. Svelte 5 native TypeScript support prohibits this, breaking existing TypeScript code.

### Reproduction

```ts
let Something = 5

interface Something {}
```

[REPL](https://svelte-5-preview.vercel.app/#H4sIAAAAAAAACk2NsQoDIRBEf0W2DqRKI3eBdOlTxhRyt16EdRXdOwjiv0dJk_K9YWYqOE9YQD8rsA0IGm4pwQnkkwaUA0mwc4l7XoaZypJ9EkWWt9mAFANXw0YIRT1iQHl73tSsLl127VkwO7vgX1ib4en82xldviNR7Cchrt55XEFL3rG92heLOrSZnwAAAA==)

### Logs

```shell
Error: Identifier 'Something' has already been declared (svelte)
```


### System Info

```shell
System:
    OS: Windows 10 10.0.19045
    CPU: (20) x64 12th Gen Intel(R) Core(TM) i7-12700KF
    Memory: 13.10 GB / 31.86 GB
  Binaries:
    Node: 20.8.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 4.1.1 - C:\Program Files\nodejs\yarn.CMD
    npm: 10.2.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.19041.1266.0)
    Internet Explorer: 11.0.19041.1566
```


### Severity

annoyance
Repository: excalidraw
Issue: Stroke (Colour Palette)
Labels: enhancement

I still cannot understand the complexity in adding/updating the colour palette? Why not having it as simple colour palette like in paint where we can choose any, with different intensity?
Repository: ollama
Issue: Colons in hostname cause an error on Windows
Labels: bug,windows

### What is the issue?

Including a colon in the hostname such as `localhost:6000/my/model` causes an error on windows:

```
$ ollama create -f ../models/Modelfile localhost:3000/library/tmp
transferring model data
reading model metadata
creating template layer
using already created layer sha256:4fed7364ee3e0c7cb4fe0880148bfdfcd1b630981efa0802a6b62ee52e7da97e
using already created layer sha256:fa8235e5b48faca34e3ca98cf4f694ef08bd216d28b58071a1f85b1d50cb814d
using already created layer sha256:d47ab88b61ba20ed39a1b205a7d5a8e201dcf09107e6b05f128778c32baa4a69
using already created layer sha256:e14c21df1d1c6baff291558d0da327e5aabe4d4e7dd97bc1bf173e535f2ab210
using already created layer sha256:cb4e88e025cabd86f873cd94972dc82cfd883336b2294882a5c28af996a4db92
writing manifest
Error: mkdir C:\Users\jmorg\.ollama\models\manifests\localhost:3000: The directory name is invalid.
```

### OS

Windows

### GPU

_No response_

### CPU

_No response_

### Ollama version

_No response_
Repository: flutter
Issue: [Impeller] Commands with no vertex buffer but non-zero vertex counts are incorrectly dropped.
Labels: P2,e: impeller,team-engine,triaged-engine

While setting up a "baby's first triangle" reduced test case, I wanted to render a triangle with all the vertices already hardcoded in the shader. Something like:

```glsl
const vec2 vertices[3] =
    vec2[3](vec2(-0.25, -0.25), vec2(0.0, 0.25), vec2(0.25, -0.25));

void main() {
  gl_Position = vec4(vertices[gl_VertexIndex], 0.0, 1.0);
}
```

The `VertexBuffer` attribute then supplied to pass was just a vertex count of `3u` with no vertex or index buffer.

OpenGL, Metal, and Vulkan all reject this simple configuration as being insufficient. Moreover, there is inconsistency on what constitutes a valid vertex buffer with checks being performed based on index type (which in my case is None) and others on the validity of the vertex buffer (which again, in my case is none).
Repository: TypeScript
Issue: [isolatedDeclarations][5.5] Type annotations needed for literals containing enum values
Labels: Suggestion,Awaiting More Feedback,Domain: ts.transpileDeclaration,Domain: Isolated Declarations

### 🔍 Search Terms

enum, isolated declarations

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

Enum values seem trivially inferrable if the enum is defined in the lexical scope, so isolated declarations shouldn't report them as errors.

### 📃 Motivating Example

```ts
export enum Foo {
  A = 1,
  B = 2,
}

export const x = Foo.A as const;
             ~
export const y = [Foo.A] as const;
                  ~~~~~
```
Playground: https://tsplay.dev/w68Prm

### 💻 Use Cases

Self-apparent
Repository: ui
Issue: [bug]: default text-sm on textarea messes up responsivity
Labels: bug

### Describe the bug

iOS Safari zooms in on textarea (and input) if has smaller than 16px font-size. It doesn't automatically zoom out. This itroduces horizontal scrolling which looks lika a bug. I propose changing text-sm to md:text-sm in default input and [textarea](https://github.com/shadcn-ui/ui/blob/816b654f07b77c9c4c160ed42f0bb104592e3484/apps/www/registry/default/ui/textarea.tsx#L13) style

### Affected component/components

textarea, input

### How to reproduce

1. use Textarea component in a website
2. open the website on iOS Safari (also possible in Simulator)
3. focus the textarea
4. Safari zooms it and it introduces horizontal scroll

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
iOS, Safari
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: material-ui
Issue: [docs-infra] Hide Tailwind variables from the dev tools when not used
Labels: performance,scope: docs-infra

### Summary

This issue is a reference to this comment: https://github.com/mui/material-ui/pull/37319#issuecomment-1685413613

Tailwind is used mainly within the Base UI docs, where we provide a way for readers to toggle the styling engine the demos use to style components. There might be other places, but in most other pages, Tailwind is not used, and therefore, we could not load it somehow so it doesn't clutter up the dev tools and boosts a bit of performance.

**Search keywords**: tailwind demos docs
Repository: flutter
Issue: [Impeller] create explicit skia variants for benchmarks
Labels: P2,e: impeller,team-engine,triaged-engine

After [impeller android is switched on by default](https://github.com/flutter/flutter/issues/144398) we will need to explicitly create skia variants of our benchmarks (since the existing benchmarks will be transitioned over to skia).  When we did the switch iOS we hand picked some benchmarks to bring over.  Options listed were: the new gallery, platform views.
Repository: pytorch
Issue: Happier cowpath for torch.tensor_split on Tensor split sizes
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

This fails:

```
import torch
import torch._dynamo

torch._dynamo.config.capture_scalar_outputs = True


@torch.compile(fullgraph=True)
def f(x, w):
    return torch.tensor_split(x, w)


f(torch.randn(20), torch.tensor([0, 3, 8, 14]))
```

But there's a very small rewrite to make it work:

```
import torch
import torch._dynamo

torch._dynamo.config.capture_scalar_outputs = True


@torch.compile(fullgraph=True)
def f(x, w):
    return torch.split(x, torch.diff(w, prepend=torch.tensor([0]), append=torch.tensor([x.size(0)])).tolist())


f(torch.randn(20), torch.tensor([0, 3, 8, 14]))
```

producing

```
(tensor([]), tensor([-1.1506, -1.1564, -0.8395]), tensor([-0.9959, -0.0612, -1.6650, -0.5294, -1.3495]), tensor([ 1.2677, -0.1590,  1.5866,  0.6248, -0.9061,  0.9124]), tensor([-0.6144, -0.8121,  0.0694,  0.8746,  0.7069, -0.7176]))
```

It would be nice if we did this rewrite automatically

### Versions

main

cc @msaroufim @bdhirsh @anijain2305 @chauhang
Repository: next.js
Issue: Maximum of 255 logs per api method invocation 😭 
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/sharp-sara-zvwn7d?file=%2Fapp%2Fapi%2Ftest-logging%2Froute.ts%3A6%2C3

### To Reproduce

1. Create an api endpoint and put the below code in it. 
2. Deploy said code.
3. Call the endpoint.
4. Watch logs and see Vercel caps at 255 logs per invocation, why!?

```
    for (let i = 0; i < 1000; i++) {
      log.debug('same method log count: ', i)
    }
```
<img width="1571" alt="Screenshot 2024-05-01 at 11 55 53 PM" src="https://github.com/vercel/next.js/assets/1643285/29a1a14c-3802-4580-afbf-956fbcb63207">



### Current vs. Expected behavior

Current: caps at 255 logs :(
Expected: not to cap at any number of logs.  We run a cron job and it should be listing 1-2k logs, but just gets cut at 255 😭 

### 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
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: 1.22.21
  pnpm: N/A
Relevant Packages:
  next: 14.1.4
  eslint-config-next: 14.1.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


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

Runtime

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

Vercel (Deployed)

### Additional context

_No response_
Repository: go
Issue: x/mod/modfile: ParseLax and toolchain
Labels: NeedsDecision,modules

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.22.0 linux/amd64
</pre>

### Does this issue reproduce with the latest release?



### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/jimmy/.cache/go-build'
GOENV='/home/jimmy/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/jimmy/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/jimmy/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.22.0'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/jimmy/code/autoreadme/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build368045690=/tmp/go-build -gno-record-gcc-switches'
uname -sr: Linux 6.6.15-amd64
Distributor ID:	Debian
Description:	Debian GNU/Linux trixie/sid
Release:	n/a
Codename:	trixie
/lib/x86_64-linux-gnu/libc.so.6: GNU C Library (Debian GLIBC 2.37-18) stable release version 2.37.
gdb --version: GNU gdb (Debian 13.2-1+b1) 13.2
</pre></details>

### What did you do?

https://go.dev/play/p/n_SQJPM3hh1


### What did you expect to see?

I expected `ParseLax` to record the `toolchain` as it is not an "unknown statement"


### What did you see instead?


Using `Parse`, the `toolchain` info is recorded but, using `ParseLax`, it's ignored. 

I'm not sure if this is a problem with the code or documentation. The documentation states `ParseLax` is intended for non-main modules which do not need the `toolchain` directive, but it also implies that it should be identical to Parse except that an unknown directive in the go.mod does not cause an error.

I see two valid fixes
1. change the documentation for `ParseLax` to specify that it will ignore known directives that are only applicable to main modules
2. change the implementation so `ParseLax` records known directives that are irrelevant to non-main modules

2 would be preferable in my case as I 
- need info that's not included in `go mod edit -json` 
- want everything that's known when a release is cut
- do not want to have to do a release whenever a new directive is added, as the new directive may not be important to my tool and, even if it is, I don't want to have to rush to support it
Repository: storybook
Issue: [Bug]: v8 Loading @emotion/react more than once warning
Labels: bug,ui,sev:S2

### Describe the bug

On Storybook v8, I get a warning from `@emotion/react`:
```
You are loading @emotion/react when it is already loaded. Running multiple instances may cause problems. This can happen if multiple versions are used, or if multiple builds of the same version are used.
```
I found a bug that reported a similar issue https://github.com/storybookjs/storybook/issues/25761 but it still happens.



### To Reproduce

1. View https://stackblitz.com/edit/github-w7bhhe?file=src%2Fstories%2FButton.tsx
2. Check the logs

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.4.1
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.18.0 - ~/.nvm/versions/node/v18.18.0/bin/node
    Yarn: 1.22.21 - ~/.nvm/versions/node/v18.18.0/bin/yarn
    npm: 9.8.1 - ~/.nvm/versions/node/v18.18.0/bin/npm
    pnpm: 8.12.0 - ~/.nvm/versions/node/v18.18.0/bin/pnpm <----- active
  Browsers:
    Chrome: 124.0.6367.92
    Safari: 17.4.1
  npmPackages:
    @storybook/addon-essentials: ^8.0.5 => 8.0.9 
    @storybook/addon-interactions: ^8.0.5 => 8.0.9 
    @storybook/addon-links: ^8.0.5 => 8.0.9 
    @storybook/addon-themes: ^8.0.5 => 8.0.9 
    @storybook/addon-viewport: ^8.0.8 => 8.0.9 
    @storybook/blocks: ^8.0.5 => 8.0.9 
    @storybook/react: ^8.0.5 => 8.0.9 
    @storybook/react-vite: ^8.0.5 => 8.0.9 
    @storybook/test: ^8.0.5 => 8.0.9 
    storybook: ^8.0.5 => 8.0.9
```


### Additional context

_No response_
Repository: PowerToys
Issue: Multi monitor focusing (physical external monitor, not virtual desktop)
Labels: Needs-Triage

### Description of the new feature / enhancement

Some simple shortcut to jump focus between monitors (e.g. between primary and secondary monitors or maybe even numbered shortcut to jump directly to specific monitor). It would make sense if the last used window on that specific monitor is focused and maybe additional keys to navigate splits within that monitor. 

It seems like extended monitors on windows are considered as an extension of the same virtual desktop, thus a huge list of windows open on both monitor will jumbled up all in one single `alt + tab` list which makes sense because they share the same virtual desktop, however the result of this is an unusable navigation due to huge amount of windows on two different screen that shares the same alt tab list.

I would say the default implementation of window management for multi monitor in windows isn't ideal.

### Scenario when this would be used?

People who have more than one monitor and doing tasks back and forth while typing requires absurd amount of mouse moving and clicking in order to focus different screens.

### Supporting information

I would agree that this is something that should exist within OS itself, otherwise at the very least in powertoyz for power user. I would disagree on installing some 3rd party tools trying to achieve this and will possibly be archived sooner or later due to constant windows update and breakage. This should've been part of the OS.
Repository: godot
Issue: New variable with old variable name gets old value
Labels: discussion,topic:core

### Tested versions

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

### System information

Windows 11 -v4.2.2.stable - Vulkan (Forward+) - dedicated

### Issue description

Naming a new variable an old renamed variable gives it the same old value in a resource without changing the value
while refactoring code in a resource script, I changed an existing @export variable to a different name. I then added a new variable that used the old variables name. the new variable had the same value as the old one.

changed this
```gdscript
extends Resource
class_name TestResource

@export var old_value : Vector2 = Vector2(100, 50)
```
to this
```gdscript
extends Resource
class_name TestResource

@export var new_value : Vector2 = Vector2(100, 100)

var old_value : Vector2 = Vector2.ZERO
```
old_value still equaled (100, 50)

I managed to get it to work by changing the resource value away from the default in the inspector, then changing it back to the default.

### Steps to reproduce

1. Create Project
2. Add  ```Node2D``` empty scene
3. Save it
4. Create script
5. Paste
 ```gdscript
extends Resource
class_name TestResource

@export var old_value : Vector2 = Vector2(100, 50)
```
6. Create new resource of ```TestResource```
7. Attach script to ```Node2D``` empty scene
8. Paste
```gdscript
extends Node2D

@onready var test_resource = preload("res://new_script.tres")

func _ready():
	print_debug(test_resource.old_value)
```
9. Run Project
10. Output should be (100, 50)
11. Stop running project
12.  change ```new_script``` script with TestResource to
```gdscript
extends Resource
class_name TestResource

@export var new_value : Vector2 = Vector2(100, 50)

var old_value : Vector2 = Vector2.ZERO
```
13. Run project
14. Output should still be (100, 50)

### Minimal reproduction project (MRP)

I managed to recreate this issue in a new project.
print_debug is there to see value.
Repository: godot
Issue: TileMap Custom Data Can Not Edit Key of Dictionary Type
Labels: bug,topic:editor,needs testing,topic:2d

### Tested versions

- Reproducable in Godotv4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.5152) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

When working with TileMaps, adding a custom data layer to its tile set of the dictionary type prevents editing the key entry after setting the key type and the value type and then clicking "Add Key/Value Pair". This makes it difficult to work with, and differs from typical usage in scripts when the @export decorator is used.

### Steps to reproduce

1. Create a new scene.
2. Add a new node of the type TileMap.
3. Add a new tile set by clicking on the tilemap's tile set field and clicking "New TileSet".
4. Click on the created tileset in the tilemap's tile set field to edit its properties.
5. Open the "Custom Data Layers" field and click "Add Element".
6. Give the element a name and give it the type of "Dictionary".
7. In the tiles view, click add and add a new tile map, I used: [Godot TileSet Tutorial](https://docs.godotengine.org/en/stable/tutorials/2d/using_tilesets.html#doc-using-tilesets).
8. Set the Tile Size field of the tile set to 64x64 to ensure there are tiles to click on in the Tiles view.
9. Click one of the tiles in the Tiles view and open the Custom Data dropdown.
10. Set the type of the key to any type, and the type of the value to any type.
11. Click "Add Key/Value Pair", you can now only edit the value type and value.

### Minimal reproduction project (MRP)

N/A