sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Next 13.4.7 debugger in client code is not getting hit
Labels: linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Next 13.4 debugger in client code is not getting hit
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue or a replay of the bug

na

### To Reproduce

Put debugger in client side code eg: debugger; in component "use client" is not getting hit

### Describe the Bug

Put debugger in client side code eg: debugger; in component "use client" is not getting hit

### Expected Behavior

both at developer tool break point or debugger at code itself is not getting hit in next 13.4 when we use app route, i am using "use client" still code is not stopping at debugger point.

### Which browser are you using? (if relevant)

chrome

### How are you deploying your application? (if relevant)

na

<sub>[NEXT-1416](https://linear.app/vercel/issue/NEXT-1416/next-1347-debugger-in-client-code-is-not-getting-hit)</sub>
Repository: neovim
Issue: nvim_parse_cmd with pcall() may show search-related errors
Labels: bug,api,vimscript

### Problem

This is remaining work from https://github.com/neovim/neovim/pull/23297#issuecomment-1528848556 which fixed https://github.com/neovim/neovim/issues/20339 but noted some remaining edge cases:

> These are the functions called by `get_address()`:
> 
> ```
> nvim_parse_cmd() -> parse_cmdline() -> parse_cmd_address() -> get_address()
>     skipwhite()
>     addr_error()
>     qf_get_cur_idx()
>     qf_get_cur_valid_idx()
>     qf_get_size()
>     qf_get_valid_size()
>     mark_get()
>     mark_check()
>     assert()
>     skip_regexp()
>     magic_isset()
> >   do_search()
> >   searchit()
>     ascii_isdigit()
>     getdigits()
>     getdigits_int32()
>     compute_buffer_local_count()
>     hasFolding()
> ```
> 
> From these functions, I've identified at least two additional ones that call emsg directly (`do_search()` and `searchit()`).
> 
> `do_search()` seems to be simple to refactor, but `searchit()` will be more challenging because it may generate multiple error messages, which can't be handled by the current error message out parameter. For example, it makes multiple calls to `vim_regexec_multi()` in a loop that possibly generate error messages, and later `searchit()` itself may generate an additional one:
> 
> https://github.com/neovim/neovim/blob/c194acbfc479d8e5839fa629363f93f6550d035c/src/nvim/search.c#L631-L647
> 
> https://github.com/neovim/neovim/blob/c194acbfc479d8e5839fa629363f93f6550d035c/src/nvim/search.c#L939-L954
> 
> Any suggestions to handle this multiple error messages scenario?



### Expected behavior

`pcall(vim.api.nvim_parse_cmd, ...)` should not report user-facing messages or errors, nor have any other side-effects.
Repository: TypeScript
Issue: TS:1379 An import alias cannot reference a declaration that was exported using 'export type'
Labels: Bug,Help Wanted

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

TS1379
An import alias cannot reference a declaration that was exported using 'export type'

### 🕗 Version & Regression Information

This has always been the behavior as far as I can tell (edit: tested on all versions listed in playground back to >3.7.5 (changed to export type {...} statement when needed))

### ⏯ Playground Link

Multi file: repro but I will show in [playground](https://www.typescriptlang.org/play?#code/PTAEAEDMEsBsFMB2BDAtvAXKAdMeAPABwHsAnAF3lO3IGcAocgT0PlEmONAF5REBXVACMq9AiQqgA3s1btOAX3r0QEGAhTosuaKgmVqderv2gAVKGS1Q4sgfaliqUACJctilRehjeu-K5eDwNsDi5gCwAVAAtoaypHUmsAd2hyaNA6AEYAZgB2AE5zYGUVMBi40AA3KlpoYkRQABNieFpEAHJyG1JE5VUoOCQ0TBw8IjsqACYaBlk2MKmePkERUjEJySkApYVQCNBIgGVQAGtEYmTrdMrK5EyWNlpyOFhQIX5utNA4zu7kRAXcjIShNSzWWj8ADGGTMJTKaiGmlGOj8nlIMyMJn8FisNk2BiWkEczjc430028vlMi2WwSooU4+wsLTafx6iWK9CAA). 

Below are pictures that might be easier to parse



### 💻 Code
When annotated with type it errors
<img width="227" alt="Screen Shot 2023-07-01 at 10 29 21 AM" src="https://github.com/microsoft/TypeScript/assets/16857129/dd4ba5e8-a4bd-45dd-b41d-e3e22c051a57">

<img width="312" alt="Screen Shot 2023-07-01 at 10 30 29 AM" src="https://github.com/microsoft/TypeScript/assets/16857129/96fe7887-c012-462d-8c8e-1fcfecddc453">

When not annotated with type it doesn't error:
<img width="251" alt="Screen Shot 2023-07-01 at 10 31 27 AM" src="https://github.com/microsoft/TypeScript/assets/16857129/14758c94-6aa2-47e9-a7e9-39991c54ccb7">


<img width="331" alt="Screen Shot 2023-07-01 at 10 31 41 AM" src="https://github.com/microsoft/TypeScript/assets/16857129/232d2a2f-107c-42f0-8e24-01cc3c3a5aef">

### 🙁 Actual behavior

Exports of types annotated with type error while those not annotated as types do not error even though TS understand it is still a type.

### 🙂 Expected behavior

Honestly I don't know which of these behaviors is correct - this behavior could be completely intentional as well - intuitively I think these should match and I prefer the behavior with no errors but it is unclear to me if this is an emit issue? I'm sorry if this behavior is on purpose and I have wasted your time. Really appreciate the work!
Repository: PowerToys
Issue: Win11 Middle mouse button function
Labels: Needs-Triage

### Description of the new feature / enhancement

In the Win10 system default, the middle mouse button is the function of closing the tab process. And the Win11 log deliberately updated the intermediate function to add a new task process, this operation is simply disgusting, I hope to add management functions to the middle mouse button . 

### Scenario when this would be used?

Convenient operation to close tabs

### Supporting information

This function copies the default settings of the Win10 system, and Win11 has no relevant settings, and there are few related tools on the Internet
Repository: rust
Issue: regression: overflow evaluating requirement
Labels: P-medium,regression-from-stable-to-stable,E-needs-bisection

* https://crater-reports.s3.amazonaws.com/beta-1.71-4/beta-2023-06-25/reg/html-0.5.2/log.txt

```
[INFO] [stdout] error[E0275]: overflow evaluating the requirement `html_sys::scripting::noscript::NoScript: Unpin`
[INFO] [stdout]     |
[INFO] [stdout]     = help: consider increasing the recursion limit by adding a `#![recursion_limit = "256"]` attribute to your crate (`test`)
[INFO] [stdout] note: required because it appears within the type `NoScript`
[INFO] [stdout]    --> /opt/rustwide/workdir/src/generated/noscript.rs:8:16
[INFO] [stdout]     |
[INFO] [stdout] 8   |     pub struct NoScript {
[INFO] [stdout]     |                ^^^^^^^^
```
Repository: yt-dlp
Issue: Make m3u8 parsing methods check to make sure that the file is actually a m3u8 file
Labels: enhancement,core:extractor

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.06.22** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

In the InfoExtractor class (extractor/common.py) neither the methods that parse m3u8 nor the methods that extract m3u8 files have any sort of verification that what they're downloading actually _is_ an m3u8 file. If something gets downloaded that isn't an m3u8 file, the parser will still do whatever it can to parse it, leading to very confusing errors. 
In my case (see CBC Player PR, coming in a bit), this check is necessary, and the CBCPlayerIE has to check it, because sometimes the file can be a m3u8 file, sometimes an mp3 of similar. I'm thinking, though, that this isn't the only place this check might be necessary, and it might help other devs in debugging.
I'm OK with doing a PR for this, please let me know.
(Commit I'm working with: 8f05fbae2a79ce0713077ccc68b354e63216bf20)

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: godot
Issue: Flickering `Panel` with `TextEdit` child while OBS is running
Labels: bug,platform:windows,topic:porting,topic:gui

### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX Vega (Advanced Micro Devices, Inc.; 31.0.12027.9001) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

If there's a `Panel` or `PanelContainer` parent and a `TextEdit` child, the visible portion of the panel will flicker when OBS is started (doesn't have to be recording). Happens with AMD GPU. The issue happens in Compatibility mode and with the Vulkan renderer. It goes away if either:
- `TextEdit` is made non-visible
- `TextEdit`'s type is changed to another type (didn't test with many types, but changing it to `LineEdit` solves the issue)
- OBS is closed

### Steps to reproduce

- Create a new UI scene
- Set its type to `Panel`
- Add a `TextEdit` to it
- Start OBS (tested with 29.1.3, 64 bit version)
- Start the scene

The panel should flicker randomly, sometimes with many seconds of delay between flicker bursts.

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: Please explain or fix a way to load train settings .json [Feature Request]: 
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

There have to be simple way to load saved settings for training

### Proposed workflow

* Select embedding to train - load settings from last saved .json in that embedding foler 
* Drop embedding  to window to train - load settings from last saved .json in that embedding foler 
* Drop .json to window

### Additional information

_No response_
Repository: tauri
Issue: [feat] Migrate to GTK4
Labels: type: feature request,platform: Linux

### Describe the problem

A lot of development has happened in GTK4 - especially in the area of accessibility to run with different controls (e.g. touch screen) and diverse screen sizes (e.g. phones and tablets). It would be great if Tauri would upgrade to GTK4.

### Describe the solution you'd like

Upgrade to `gtk-rs` using GTK4.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: godot
Issue: Updating a mesh leaks memory and uses more CPU while window is minimized
Labels: bug,topic:rendering,confirmed,topic:3d,performance

### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 10 Home 64-bit, 8GB RAM

### Issue description

When the text of a Label3D is changed while minimized, it appears to leak memory (viewable in the Task Manager). This is evident when changing the text in the `_process` function, and when multiple Label3Ds are being simultaneously changed. It also appears that the CPU does more work too.

When the window is re-opened, the leaks stop yet the already leaked memory is never freed. The CPU, though, relaxes when it is reopened.

This leak happens when testing with the editor, and after the project is exported. It also happens even if the same text is applied.

I've tried using GDScript and C#, both have the same effect. Both interpolation and concatenation in C# have the same effect. The Label3Ds continue to leak memory regardless.

**The issue isn't specific to the .NET version of Godot.**

https://github.com/godotengine/godot/assets/97438474/1d4f865b-a41f-453e-bd5a-75b766402c54

https://github.com/godotengine/godot/assets/97438474/9b782122-e26f-4a43-898e-897ecc7a3d93


### Steps to reproduce

1. Insert a Label3D.
2. Write a script that changes the text.
3. Run the scene.
4. Open Task Manager and find the debug play test window.
4.1. Select that task to see it move easier.
4.2. Check its current memory and CPU usage.
5. Minimize the window. Now, check its memory and CPU usage rise up in the Task Manager.
6. Re-open the window to see the RAM free of just a small amount of memory. If the RAM use is around 500 MB, when doing this step, it'll stay around 460 MB instead of what was shown in step 4.2.

### Minimal reproduction project

Reproduction projects:
[GDScript and C# (.NET Version)](https://github.com/godotengine/godot/files/11927648/REPRO.4_0_3.-.Label3D.Text.Memory.Leak.zip)
This repro ZIP contains two scenes with names ending in "Demonstration". Open and run either one with "Run Current Scene", and do the repro steps starting with step 4.

[GDScript Only](https://github.com/godotengine/godot/files/11927653/REPRO.4_0_3.-.Label3D.Text.Memory.Leak.NONMONO.zip)
Simply run the repro project, and do the repro steps starting with step 4.
Repository: godot
Issue: HTML5: Unicode characters not displaying even with system fallbacks on web
Labels: cherrypick:3.x,topic:gui

### Godot version

4.1.rc2

### System information

Windows 11, gl_compatibility

### Issue description

It's an issue on HTML5 export.

I'm not doing any complex string assignment to my `Label`'s `text`, not messing with code points or anything.

```gdscript
func display_item(item: PS3Item) -> void:
    self.item = item
    var suffix := "" if item.quantity == 1 else " ⨉ " + str(item.quantity)
    $button/content/container/right/label.text = self.item.name + suffix
```

I've added fallback to a system font for every font I use in my project and re-imported the fonts. The editor didn't ask for which system font to choose; I leaved things as default except for `italic` and `weight`. As you can see `allow_system_fonts` is true for the system font fallback.

![image](https://github.com/godotengine/godot/assets/110610266/037e9448-b16c-434b-b65b-a5de45d491c3)

The result I get (I'm publishing the project to itch.io; unfortunately I'm not sure how to pass a `SharedArrayBuffer` allow header locally so that I can test the minimal reproduction project (which in turn doesn't use custom fonts)):

![image](https://github.com/godotengine/godot/assets/110610266/01889bb8-3e9d-41c7-a082-689ede7210c9)

### Steps to reproduce

- Add a default theme or apply it to a control
- Add system font fallbacks as described in the issue, without changing anything except `weight` (700 for bold) and `italic`. Use it in that theme.
- Add a `Label` with some text containing `⨉` and add that label to the main 2D scene.

### Minimal reproduction project

Unfortunately, I tried using `sirv-cli` to serve the export locally, but it requires an `SharedArrayBuffer` header and I'm not sure which is it; I've searched for it.

The following project doesn't use custom fonts, so it's not exactly like my production project, but like I said I'm using system font fallbacks, so there's no reason it doesn't work.

[godotfont.zip](https://github.com/godotengine/godot/files/11927657/godotfont.zip)
Repository: rust
Issue: Tracking Issue for rustdoc `show-type-layout`
Labels: T-rustdoc,C-tracking-issue

This is a tracking issue for the rustdoc `show-type-layout`/`show_type_layout` feature. This displays the layout layout (size & alignment) of types in the documentation.

This feature was formerly known as `document_type_layout`

Usage is described at [rustdoc unstable features](https://rustwiki.org/en/rustdoc/unstable-features.html#--show-type-layout-add-a-section-to-each-types-docs-describing-its-memory-layout)

Zulip thread for discussion: https://rust-lang.zulipchat.com/#narrow/stream/266220-t-rustdoc/topic/Rustdoc.20.60show-type-layout.60.20feature

## Steps

- [x] Implement the feature: #83501
- [ ] Resolve any issues
  - [ ]  Add support for type aliases https://github.com/rust-lang/rust/issues/91265
  - [ ] #87752
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

## Unresolved Questions

- Exact display output needs work
- How to handle layouts that differ by target (https://github.com/rust-lang/rust/issues/113248#issuecomment-1616176992)
- Handling of generic types, if any (option to select the generic type somehow or specify its layout? Seems tricky but maybe useful)

## Implementation history

- Initial implementation: #83501

@rustbot label +T-rustdoc
Repository: godot
Issue: Misleading error when starting thread on Node member function with missing argument binding
Labels: enhancement,topic:gdscript,usability

### Godot version

4.1.rc2

### System information

Windows 10

### Issue description

Prior to 4.1, I was able to start a thread from a Node that ran a member function:

```gdscript
extends Node

var _thread: Thread = Thread.new()

func _ready():
    _thread.start(_run_thread)

func _run_thread(_userdata) -> void:
    # do work
    return
```

error:
```
E 0:00:01:0862   Node::get_script: Caller thread can't call this function in this node (/root/Game/InfiniteCubeTerrain). Use call_deferred() or call_thread_group() instead.
  <C++ Error>    Condition "!is_accessible_from_caller_thread()" is true. Returning: (Variant())
  <C++ Source>   scene\main\node.cpp:3540 @ Node::get_script()
```

This functionality remains broken after the threading changes in 4.1, which was not restored for my use case by #78000.

I cannot call `Thread.set_thread_safety_checks_enabled(false)` because my run function is prevented from starting.

It looks like this would work if I was using a Reference type, not a Node type:


https://github.com/godotengine/godot/blob/46424488edc341b65467ee7fd3ac423e4d49ad34/scene/main/node.cpp#L3539-L3542C2

### Steps to reproduce

See above

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: topmost overlay bug
Labels: Issue-Bug,Product-Always On Top

### Microsoft PowerToys version

0.70.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

When i click windows + d and back after quickly the always on top is failing.

To make bug steps
first enable always top on on cmd
do windows d
do again windows d
make win ctrl t disable always on top
make win ctrl t enable always on top
do windows d
do again windows d

i add video for bug you can watch it 

![resim](https://github.com/microsoft/PowerToys/assets/44095096/68ccdcb6-99bd-4122-a052-3f63726972bf)




https://github.com/microsoft/PowerToys/assets/44095096/1ba50716-72c9-49e7-a2c5-898cab32904c




### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

21h1 19043.1645
![resim](https://github.com/microsoft/PowerToys/assets/44095096/69b5dc3a-5949-44c3-85f9-06d77aa594bb)
Repository: vscode
Issue: const hasWordWrap: boolean = (editor as vscode.TextEditor).options.wordWrap;
Labels: feature-request,editor-wrapping

<!-- ⚠️⚠️ 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. -->
Add ability to detect if the current editor has word wrap turned on. Otherwise editor.setDecoration() is broken by putting items at the end of the wrapped line, instead of at the end of the first line. Example [extension](https://marketplace.visualstudio.com/items?itemName=solomonkinard.git-blame).

Example code:
`const hasWordWrap: boolean = (editor as vscode.TextEditor).options.wordWrap;`

Semi-related:
[Add wordwrap indicator](https://github.com/microsoft/vscode/issues/47855)
[Add support for language-aware word wrap](https://github.com/microsoft/vscode/issues/164267)
Repository: godot
Issue: Godot 4.3 dev5 Weird floating plane mesh and black flickering screen.
Labels: bug,platform:windows,topic:rendering,confirmed,topic:thirdparty,topic:3d

### Godot version

Godot 4.3 dev5

### System information

Windows 10 x64 - Godot v4.3 dev5 - OpenGL (Compatibility) - dedicated. GPU: FirePro v4900. CPU: AMD Phenom II X6 

### Issue description

![Untitled](https://github.com/godotengine/godot/assets/55665720/4238db38-1dcd-4f2e-8782-62e9c5c3e3b7)
The black flickering screen happens when i open any project. But the floating rectangle only does when using shaders/materials.  
Setting a WorldEnvironment seems to briefly fix it but it returns shortle after.  
  
At first i tought the rectangle moved at random, but it seems to only happen a short time after i move the camera. It snaps to a seemingly random position and deforms when it does too.  
  
This is fixed after a reload, but this requires reloading the project EVERY time any change to materials is made.  
  
Deleting .godot/shader_cache during runtime fixes it for a bit (maybe until next time the project boots up).  
Disabling shader cache from the project settings doesn't do anything.

### Steps to reproduce

- Open project, see black flickering screen and other similar artifacts.    
  
------------------------------------

- Create a MeshInstance3D  
- Add a Material of any kind.
- Encounter wonky possessed plane.

### Minimal reproduction project

N/A
Repository: neovim
Issue: LSP events for dynamic capabilities
Labels: enhancement,lua,lsp

### Problem

Usually we define mappings or something similar in on_attach callback or in a `LspAttach` callback. With the introduction of dynamic capabilities it's not enough, because `client.supports_method()` can return false for something that would be registered lately.

### Expected behavior

I think it would be convenient if there was an event like `LspRegisterCapability` and `LspUnregisterCapability`. User, plugins (maybe even core for setting default settings) can register callbacks for these events. There could be some de-duplication logic so that events are fired only when there are changes in effective capabilities (is it possible that the same server registers same capability twice?). Changed capability should be in the data table.

If two new autocommands are too much maybe it can be only one for any changes in capabilities (`LspUpdateCapability`?). It should include what really changed in the data table. Should it also fire when the client first attached to a buffer?

As alternative maybe `client/registerCapability` and `client/unregisterCapability` can run a callback from config parameter. Then user can do something like:

```lua
vim.lsp.handlers["client/registerCapability"] = vim.lsp.with(
  vim.lsp.handlers["client/registerCapability"], {
    callback = function()
      -- do something
    end,
  }
)
```

It already can be done with something like:

```lua
local orig_handler = vim.lsp.handlers["client/registerCapability"]
vim.lsp.handlers["client/registerCapability"] = function(err, result, ctx)
  local result = orig_handler(err, result, ctx)
  -- do something
  return result
)
```

But it complicates things when multiple places want to add a callback. With autocommands completely separate callbacks can be defined or removed.