sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: `--lock-write` silently does nothing if there is no `deno.json` and `--lock` isn't given
Labels: needs info

```
$ mkdir empty-dir
$ cd empty-dir
$ deno cache npm:example --lock-write
$ ls
# nothing
$ touch deno.json
$ deno cache npm:example --lock-write
$ ls
deno.json  deno.lock
$ rm deno.*
$ deno cache npm:example --lock-write --lock
$ ls
deno.lock
```

Given the description of `--lock-write` in the `--help` output:

```
      --lock-write
          Force overwriting the lock file.
```

In the case that there is no `deno.json` and `--lock` isn't given, I'd expect `--lock-write` to either fail with an error message or to default to `deno.lock` in the current working directory.
Repository: vscode
Issue: Deprecate IRelaxedExtensionDescription.id
Labels: debt

@sandy081 wrote:
> Extension id pub.name is case insensitive. id is there from beginning and has issues when comparing extensions. Hence @alexdima
 introduced identifier to handle case insensitivity so that extensions can be matched correctly.  I believe id should be deprecated and removed.

Also, some documentation should be added to clarify what `identifier` is for.
Repository: storybook
Issue: [Bug]: Infinite story loading "Uncaught SyntaxError: Function statements require a function name (at vendors-node_modules_storybook_addon-essentials_dist_actions_preview_mjs-node_modules_storybo-8858cf.iframe.bundle.js:55444:1)"
Labels: bug,needs triage

### Describe the bug

I have installed storybook in my angular app and while web launched i got infinite loading and erron in console "Uncaught SyntaxError: Function statements require a function name (at vendors-node_modules_storybook_addon-essentials_dist_actions_preview_mjs-node_modules_storybo-8858cf.iframe.bundle.js:55444:1)" and i am not able to load any story

![image](https://github.com/storybookjs/storybook/assets/57863833/53c11dc8-442a-4f76-9150-acc260efd398)

Angular v.14.3.0

### To Reproduce

_No response_

### System

```shell
Environment Info:

  System:
    OS: Windows 10 10.0.19045
    CPU: (16) x64 AMD Ryzen 7 2700 Eight-Core Processor
  Binaries:
    Node: 16.17.1 - C:\Program Files\nodejs\node.EXE
    npm: 8.15.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.19041.1266.0), Chromium (114.0.1823.67)
  npmPackages:
    @storybook/addon-essentials: ^7.0.26 => 7.0.26
    @storybook/addon-interactions: ^7.0.26 => 7.0.26
    @storybook/addon-links: ^7.0.26 => 7.0.26
    @storybook/addon-styling: ^1.3.2 => 1.3.2
    @storybook/angular: ^7.0.26 => 7.0.26
    @storybook/blocks: ^7.0.26 => 7.0.26
    @storybook/testing-library: ^0.2.0 => 0.2.0
```


### Additional context

_No response_
Repository: pytorch
Issue: generate_vmap_rule=True sometimes gives batched grad_output
Labels: triaged,module: functorch

### 🐛 Describe the bug

```python
import torch
from torch.func import jacrev, vmap
class Foo(torch.autograd.Function):
    generate_vmap_rule = True
    @staticmethod
    def forward(x):
        a = 0.5 * x**2
        b = 0.5 * x**2
        return a, b
    @staticmethod
    def setup_context(ctx, inputs, output):
        ctx.save_for_backward(inputs[0])
    @staticmethod
    def backward(ctx, *grad_outputs):
        x = ctx.saved_tensors[0]
        # not vmapped when grad_outputs[-1] = 0
        non_vmapped = grad_outputs[-1].new_zeros(x.shape)
        non_vmapped[:] = x
        return x
foo = Foo.apply
def bar(a, b):
    return a * 10
def f(z):
    return bar(*foo(z))
ttt = torch.randn(10, 2)
grad_vmap = vmap(jacrev(f))(ttt)
```
raises a "vmap incompatible in-place" error. Changing `bar` to `a * 10 + b` fixes the problem. It's unclear to me if this is a bug or not.

### Versions

main

cc @Chillee @samdow @kshitij12345 @janeyx99
Repository: flutter
Issue: [camera]: Add support for external cameras on iOS 
Labels: c: new feature,platform-ios,p: camera,package,c: proposal,e: OS-version specific,P2,has partial patch,team-ios,triaged-ios

With the introduction of IOS 17 the camera apis for ios have changed quite a bit. One of the introductions is external webcam support for iPadOS. It would be great if the camera plugin could support this out of the box.
Repository: next.js
Issue: notFound() doesn't use route segment not-found.js when called from generateMetadata()
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Home
    Binaries:
      Node: 18.16.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.8
      eslint-config-next: 13.4.8
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.9.5
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App Router

### Link to the code that reproduces this issue or a replay of the bug

n/a

### To Reproduce

Create a simple app with a subdirectory under the root:

/app/[locale]/layout.js
/app/[locale]/not-found.js

/app/[locale]/page.js

page.js example below:
```
export async function generateMetadata({params}) {
    notFound(); // Renders /app/not-found.js - incorrect
}

export default async function HomePage({params, searchParams}) {
    notFound(); // Renders /app/[locale]/not-found.js - correct
}
```

### Describe the Bug

Creating `not-found.js` within a route segment means that any `page.js` within or below that route segment that calls notFound() will render the `not-found.js` of that route segment.

This works correctly when calling notFound() from the default page function.

However, when notFound() is called from generateMetadata() function of the page, instead of rendering the route segment's `not-found.js` e.g. `/app/[locale]/not-found.js`, it renders the default app root not found e.g.  `/app/not-found.js`

So the behaviour is inconsistent. Because generateMetadata() is often used in dynamic routes to make a fetch to an API, it would be useful to support the same notFound() behaviour, rather than having to try and handle fetch responses differently in generateMetadata() than the default page function.

### Expected Behavior

Calling notFound() from generateMetadata() function of the page, should render the route segment's `not-found.js` e.g. `/app/[locale]/not-found.js` to make it consistent with the behaviour of the default page function.

### Which browser are you using? (if relevant)

Chrome

### How are you deploying your application? (if relevant)

Next Start
Repository: material-ui
Issue: [TypeScript] Support custom variant to TextField
Labels: component: text field,typescript

In TypeScript there is no way to add variant to TextField, there is no `TextFieldPropsVariantOverrides` or `BaseTextFieldPropsVariantOverrides`

Is there any temporary workaround? 


```TS
declare module '@mui/material/TextField' {
  interface TextFieldPropsVariantOverrides {
    dashed: true;
  }
}
```
Repository: godot
Issue: Changing the root window between windowed, fullscreen and minimized modes can cause its Windows preview to appear badly.
Labels: bug,platform:windows,topic:porting

### Godot version

v4.1.stable.official.970459615

### System information

Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GT 540M () - Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz (8 Threads)

### Issue description

Switching the root window's mode property between MODE_WINDOWED and MODE_(EXCLUSIVE)_FULLSCREEN, and then setting it to MODE_MINIMIZED can make the Windows taskbar preview of the window appear odd.

The window on the preview has two menu bars and is displayed with wrong scale/position of it's contents.
Additionally weird transparent window silhouettes appear with wrong size and positioning (including being on a wrong monitor in a double monitor setup)

The game's window is back to normal after manually changing it to windowed mode (clicking it on the taskbar).

![image](https://github.com/godotengine/godot/assets/84321760/246ae61f-c6eb-4575-926f-3b46c03518a2)

Feel free to check out the reproduction video:

https://github.com/godotengine/godot/assets/84321760/f000cae1-bd03-4f92-8647-ab1e0ca41eeb

### Steps to reproduce

0. Use the minimal reproduction project, or:
1. Create a new project (I used Compatibility renderer) with a visible node.
2. Attach the script and run the project:
```gdscript
extends TextureRect


@onready var tree = get_tree()
@onready var Root = tree.root


func _ready():

#	start with MODE_WINOWED -> MODE_FULSCREEN -> MODE_MINIMIZED check preview

#	without awaits the preview looks differently but still not the same as the window

	await tree.create_timer(1).timeout
	Root.mode = Root.MODE_FULLSCREEN # MODE_EXCLUSIVE_FULLSCREEN also works
	await tree.create_timer(1).timeout
	Root.mode = Root.MODE_MINIMIZED
	await tree.create_timer(1).timeout
```
3. Hover over the minimized icon of the game on the Windows task bar.

### Minimal reproduction project

[WindowsPreviewDisappearingTest4.1.zip](https://github.com/godotengine/godot/files/11969289/WindowsPreviewDisappearingTest4.1.zip)
Repository: TypeScript
Issue: jsdoc: escaped property names are not parsed properly
Labels: Suggestion,Help Wanted,Experience Enhancement

# Bug Report

### 🔎 Search Terms

jsdoc
escape
property names

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about `jsdoc`

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=5.2.0-beta&filetype=js#code/PQKhFgCgAIWgBAzgU2dAFgF0wB0QLmGABMBDTcgJ1IGMBrZSgOgEtlMAzJge0oHMS3GsCwBbADbBKHGgHYArAEZZAYhQ1MLbgDsAtABYosBJgCeOZMWQdoAbwDyAIwBWyDQF9oAKQDqAaSM4eBxKbhw7RExKFm0+TzozaAZTaDMLQIQQsIiomLjoAG0AD3lMAB0AVwAGKoAmAGYAZVr5ADYAXWgADSZ5KoBOaABhRk0OFhpyNEaACQBBXRbW6AAVdArRRxCYzEDgKChQILS0W18-TxB9yBodSOhuaABeOyNod4TTfGgAcg5ubg-AA0b3ePxKmBUzTaP2+P0cpEowKg7gA3AdIEA)

### 💻 Code

```js
/**
 * @see https://datatracker.ietf.org/doc/html/rfc7517#section-4
 * @typedef {Object} JWK
 * @prop {string} kty key type
 * @prop {string} [x5t\u0023S256] X.509 Certificate SHA-256 Thumbprint
 */

/** @type {JWK} */
const o = {
    kty: 'foo',
    'x5t#S256': 'bar',
};
```

### 🙁 Actual behavior
Errors:
`]' expected.`
`Type '{ kty: string; 'x5t#256': string; }' is not assignable to type 'JWK'.
  Object literal may only specify known properties, and ''x5t#256'' does not exist in type 'JWK'.`

### 🙂 Expected behavior

No errors and to parse escaped property names correctly.


### Additional Info

>If `\u0020` doesn't work on VSCode, file it as an issue with them. The way JSDoc works is to allow such escaping.

>And that approach should indeed work with any character as "0020" is the hexadecimal Unicode escape sequence for a space. `\u0023` is the code for `#` (familiarize yourself with Unicode escapes in JavaScript to find for others).

_Originally posted by @brettz9 in https://github.com/jsdoc/jsdoc/issues/1468#issuecomment-743490820_

Edit: Fixed typo in property name. Incidentally shows the importance of types. 😅
Repository: vscode
Issue: fuzzyScore boostFullMatch:false incorrect when pattern ends with uppercase
Labels: suggest,under-discussion

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 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?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 6c8cdf325eb1dc8a0e2ea9205a1d2ca05f69c101

Steps to Reproduce:

```ts
const pattern = 'F';
const a = 'Foo';
const b = 'F';
const aScore = fuzzyScore(pattern, pattern.toLowerCase(), 0, a, a.toLowerCase(), 0, { boostFullMatch: false });
const bScore = fuzzyScore(pattern, pattern.toLowerCase(), 0, b, b.toLowerCase(), 0, { boostFullMatch: false });
aScore[0] !== bScore[0] // should be equal!
```
Repository: godot
Issue: Tileset fails to convert from Godot 3.5 to 4.1
Labels: bug,topic:editor,topic:2d

### Godot version

4.1 stable

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6750 XT (Advanced Micro Devices, Inc.; 31.0.12027.7000) - AMD Ryzen 5 5600 6-Core Processor (12 Threads)

### Issue description

There's a single tile in a tileset, instanced 3 times on the tilemap. It's got a sprite and a collision. After the conversion the tile doesn't exist.



### Steps to reproduce

Edit the project, click "convert full project", click "ok", click "edit" again, click the tilemap, click the tileset.

### Minimal reproduction project

[IntersecShapeTilemap.zip](https://github.com/godotengine/godot/files/11969389/IntersecShapeTilemap.zip)
Repository: terminal
Issue: Handle `CONSOLE_IGNORE_NEXT_KEYUP` in ConPTY/WT
Labels: Product-Conpty,Area-Input,Issue-Bug,Priority-3

Cooked read sets `CONSOLE_IGNORE_NEXT_KEYUP` to prevent an Enter-up event (and maybe others) to be put into the input buffer after it consumed the Enter-down event to end the wait for input. ConPTY might have to handle this flag just like our Win32 conhost code does.
Repository: rust
Issue: `std::sys` configurability
Labels: O-linux,T-libs,A-technical-debt

In https://github.com/rust-lang/rust/pull/113358, I tried to add a check for `poll` returning `ENOSYS` to the runtime initialization path of Linux.

The use-case was adding a target for the [Unikraft] Unikernel Development Kit, which does not support `poll`, in its most basic configuration and instead stubs it, returning `ENOSYS`.

[Unikraft]: https://unikraft.org/

@workingjubilee proposed in https://github.com/rust-lang/rust/pull/113358#issuecomment-1622441912 that we might want to make `sys` easier to configure according to different target's capabilities (even from `target-spec.json`).

@rustbot label: +A-technical-debt
Repository: pytorch
Issue: New Loss Function Add In Pytorch
Labels: feature,module: loss,triaged

### 🚀 The feature, motivation and pitch

I am trying to add a new loss function for using object detection time. 
One Short Story: Suppose you create one project like face detection. And that time find a loss function to train your model. At that point your hand two ways have one is to call Pytorch inbuild loss function for using this type of task. And another way to create a custom loss function similar to the PyTorch loss function. My question is which way do you choose? 
I know most people answer the first way because it's a fast way.
![Screenshot from 2023-07-10 19-49-09](https://github.com/pytorch/pytorch/assets/93595990/78490e48-fe22-4c02-84c3-41a36bf97753)


And a similar type of loss function for used the YoloV8 model, see this link: https://arxiv.org/pdf/2305.09972.pdf 

### Alternatives

_No response_

### Additional context

_No response_
Repository: go
Issue: proposal: cmd/go: support naming compiled tests with full qualified name
Labels: Proposal,GoCommand

Since https://github.com/golang/go/issues/15513, we can now do `go test -c -o dir/ ./...`. This works great and has a lot of use cases mentioned in the issue.

The issue, though, is this requires every package to have a unique name. This is not the case for most code bases, including Go itself (you can check with `go list ./... | xargs -n1 basename | sort | uniq -d` I believe).

It would be great to allow an alternate naming for the compiled tests. For example, instead of naming a file `a/b/c/some_test.go` as `c.test`, it could be named `a_b_c.test` or similar.

This would ensure the new mode works for all codebases.

This could be a new flag, or it could be the default when using `-c` with multiple files. However, the latter is probably a breaking change unless its included in 1.21 which may be too late.
Repository: PowerToys
Issue: About customizing PowerRename hotkeys in the context menu
Labels: Idea-Enhancement,Help Wanted,Product-PowerRename

### Description of the new feature / enhancement

Can you customize the hotkey of PowerRename in the context menu in Settings? For now, this function is repeated with [New] (W)

### Scenario when this would be used?

Can you customize PowerRename's hotkey in the context menu in Settings? This function is now repeated with New (W)

### Supporting information

Whether in set custom PowerRename in the context menu of hot keys, the function and the [new] now repeated (W)
Repository: godot
Issue: Godot 4.1 Screen flickering in random colors.
Labels: bug,platform:windows,topic:rendering,topic:thirdparty,high priority

### Godot version

v4.1.stable.official [970459615]

### System information

Windows 10 x64 - Godot v4.1 - OpenGL (Compatibility) - dedicated. GPU: FirePro v4900. CPU: AMD Phenom II X6 

### Issue description

The viewport is constantly flickering between colors no matter the scene or project. Compatibility mode both in the editor and when running.    
The issue does not seem to come into effect during runtime.
  
![image](https://github.com/godotengine/godot/assets/55665720/bd0d8757-b0d7-43cc-a821-d17473d80948)

### Steps to reproduce

- Create project, see the issue.

### Minimal reproduction project

N/A  
  
Update:  
It seems to be an issue with cached shaders from a previous version(?)  
No idea honestly, it seems to be working fine so far.
Repository: godot
Issue: ResourceLoader.load_threaded_request blocks main thread
Labels: topic:core,documentation

### Godot version

4.1

### System information

Windows10, AMD Ryzen 9 5900X, NVIDIA GeForce RTX 3060 Ti, driver version 30.0.15.1179, compatibility.

### Issue description

I try to show a progressbar while loading a scene in background. 
_process() of the caller is called only once while loading though. It seems like the main thread is blocked.

### Steps to reproduce

Start the repex and notice that it takes (for me) 3s to load the new scene, but _process is called only once with a delta of 0.016666s.

### Minimal reproduction project

[threaded_loading_repex.zip](https://github.com/godotengine/godot/files/11970365/threaded_loading_repex.zip)
Repository: godot
Issue: EditorPaths returns Empty String on certain Linux systems
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,needs testing,regression

### Godot version

4.1

### System information

Godot v4.1.stable - Linux Mint 19.1 (Tessa)

### Issue description

```
var ep = EditorPaths.new()
print(ep.get_data_dir())
print(ep.get_config_dir())
print(ep.get_cache_dir())
```
On certain versions of Linux, this GDScript code prints three empty strings.

According to the [XDG Base Directory Specification](https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html#variables), when $XDG_DATA_HOME, $XDG_CONFIG_HOME, and $XDG_CACHE_HOME are empty, then strings equivalent to the following should be respectively used instead:

$HOME/.local/share
$HOME/.config
$HOME/.cache

### Steps to reproduce

```
var ep = EditorPaths.new()
print(ep.get_data_dir())
print(ep.get_config_dir())
print(ep.get_cache_dir())
```

Execute this on any Linux system which does not declare the XDG environment variables.
Personally, I discovered this on Linux Mint Cinnamon, which seems very slow to add XDG environment variables: linuxmint/cinnamon#10485

### Minimal reproduction project

N/A
(the hard part of reproducing this is _having_ the relevant Linux OS)
Repository: react-native
Issue: When using FileReader readAsDataURL it does not load blob file, no error
Labels: Issue: Author Provided Repro,Needs: Triage :mag:,Newer Patch Available

### Description

When I run this code below the load event does not print the log and therefore the blob file is not being converted into a uri.

`if (messageModel.item.image) {
      console.log(messageModel.item.id, "has image");
      const imgBlob = messageModel.item.image;

      let reader = new FileReader();
      reader.addEventListener(
        "load",
        () => {
          console.log("loaded");
        },
        false
      );
      reader.readAsDataURL(imgBlob);
    }`

### React Native Version

0.71.0

### Output of `npx react-native info`

info Fetching system and libraries information...
System:
    OS: macOS 13.4.1
    CPU: (10) arm64 Apple M1 Max
    Memory: 325.55 MB / 32.00 GB
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.15.0 - /usr/local/bin/node
    Yarn: 3.4.1 - /usr/local/bin/yarn
    npm: 9.5.0 - /usr/local/bin/npm
    Watchman: 2023.06.12.00 - /opt/homebrew/bin/watchman
  Managers:
    CocoaPods: 1.12.0 - /Users/davidchoi/.rvm/rubies/ruby-2.7.6/bin/pod
  SDKs:
    iOS SDK:
      Platforms: DriverKit 22.4, iOS 16.4, macOS 13.3, tvOS 16.4, watchOS 9.4
    Android SDK: Not Found
  IDEs:
    Android Studio: 2022.1 AI-221.6008.13.2211.9619390
    Xcode: 14.3.1/14E300c - /usr/bin/xcodebuild
  Languages:
    Java: 11.0.15 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.2.0 => 18.2.0 
    react-native: 0.71.6 => 0.71.6 
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found
info React Native v0.72.1 is now available (your project is running on v0.71.6).
info Changelog: https://github.com/facebook/react-native/releases/tag/v0.72.1
info Diff: https://react-native-community.github.io/upgrade-helper/?from=0.71.6
info For more info, check out "https://reactnative.dev/docs/upgrading".

### Steps to reproduce

Simply running the code I showed in a expo 48 app will do it. But you can also look at my repo if you want. 

### Snack, code example, screenshot, or link to a repository

This is the repo, https://github.com/jsoneaday/learn-react-native-fast. Code is in section_3/chatter
Repository: go
Issue: all: racy usage not detected due to assembly code
Labels: NeedsDecision,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes. Reproduced back to Go 1.10.

### What did you do?

Run [this program](https://go.dev/play/p/gVb77TyhMlU) with `-race`. (Thanks to @cherrymui for putting together the example.)

### What did you expect to see?

A race report like the following:

```
==================
WARNING: DATA RACE
Read at 0x00000051748a by goroutine 6:
  main.IndexByte()
      /home/austin/go.dev/austin/bytesrace.go:29 +0x75
  main.main.func1()
      /home/austin/go.dev/austin/bytesrace.go:18 +0x2a

Previous write at 0x00000051748a by main goroutine:
  main.main()
      /home/austin/go.dev/austin/bytesrace.go:23 +0x65

Goroutine 6 (running) created at:
  main.main()
      /home/austin/go.dev/austin/bytesrace.go:12 +0x30
==================
```

### What did you see instead?

With the call to `bytes.IndexByte`, there's no race report. There is a race report if you comment out that line and uncomment the line that calls the pure Go `IndexByte` implementation.

cc @golang/runtime