sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Multiple item Settings are not available on Android
Labels: discussion,platform:android,topic:editor

### Godot version

4.x

### System information

Android

### Issue description

The bug covers a wide range of issues, including the fact that you can't adjust debug window mode or size on Android, both of which are disabled, Forward+ rendering won't work, TAA, version control and volume fog won't work. In that case, why not just move it out like Android Export? Also, I don't know how many debugging Settings are useless on Android (and there are a lot of them) and they need a lot of testing to make sure they work on Android.

### Steps to reproduce

null

### Minimal reproduction project

null
Repository: TypeScript
Issue: Japanese translation of the TS2637 error message is wrong.
Labels: Bug

# Bug Report

### 🔎 Search Terms

translation Japanese variance TS2637

### 🕗 Version & Regression Information

- This is the behavior in every version I tried.

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?#code/C4TwDgpgBAkgJhAdsAlqAPCxUAqA+KAXlyA)

Error messages in the playground are not localized, therefore I have attached an image taken in VSCode:

<img width="860" alt="スクリーンショット 2023-05-01 11 55 38" src="https://user-images.githubusercontent.com/34234442/235395214-11a6f9c9-010e-4437-95eb-2cf6b411f4a3.png">

### 💻 Code

[Here is the proposed change.](https://github.com/microsoft/TypeScript/commit/aac70d75e7afdcd071d2ba8fe7050de18305dce3)

### 🙁 Actual behavior

The term 'variance' is translated to '分散', which is a statistical term that refers to a measure of how much a set of values differs from their mean.

### 🙂 Expected behavior

The term 'variance' is translated to '変性', which is a correct term for type variance.
Repository: next.js
Issue: Unable to set cookie in API using CURL command
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: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.5.0: Tue Apr 26 21:08:22 PDT 2022; root:xnu-8020.121.3~4/RELEASE_X86_64
    Binaries:
      Node: 14.16.1
      npm: 8.6.0
      Yarn: 1.22.19
      pnpm: 7.19.0
    Relevant packages:
      next: 13.2.4
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


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

_No response_

### Link to the code that reproduces this issue

https://github.com/Jared-Dahlke/nextjs-cookie-problem/blob/main/pages/api/hello.js

### To Reproduce

- clone this repo to your machine: https://github.com/Jared-Dahlke/nextjs-cookie-problem
- run `npm i`
- run `npm run dev`
- open your browser to localhost:3000
- run  `curl "http://localhost:3000/api/hello" `
- observe that the cookie is not set in your browser


### Describe the Bug

expecting cookie to be set  but it is not

### Expected Behavior

expecting cookie to be set  but it is not

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

newest chrome

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

_No response_
Repository: go
Issue: x/text/collate: Norwegian collation order differs from Danish
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.3 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### 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="/Users/tstone/Library/Caches/go-build"
GOENV="/Users/tstone/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/tstone/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/tstone/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/opt/local/lib/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/opt/local/lib/go/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.20.3"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="/usr/bin/clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/tstone/devel/adif-multitool/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 -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/jl/971w22kn1_l85jzmswnpn3tw0000gn/T/go-build2430323303=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

[Code on playground](https://go.dev/play/p/ybac9ATKpCH)

The collation order for `language.Norwegian` sorts the letters `æ`, `ø`, and `å` after `a`, `o`, and `a` respectively, rather than as the last three letters in the alphabet (in that order).  The collation for `language.Danish` puts those three letters at the end of the alphabet, as expected.  It's my understanding that Norwegian and Danish use the same alphabetic order, which is the same initial 26 letter order as English, followed by the three others, which are not treated as diacritics.  This ordering for both Norwegian and Danish is called out in the introduction to [Unicode Technical Standard #10: Unicode Collation Algorithm](https://unicode.org/reports/tr10/) and is also described in the ["Danish and Norwegian alphabet" Wikipedia page](https://en.wikipedia.org/wiki/Danish_and_Norwegian_alphabet).

### What did you expect to see?

Norwegian and Danish should collate the same, with Æ, Ø, and Å at the end of the alphabet.  These are U+00C6 LATIN CAPITAL LETTER AE, U+00D8 LATIN CAPITAL LETTER O WITH STROKE, U+00C5 LATIN CAPITAL LETTER A WITH RING ABOVE, and "SMALL" variants for lower case.

### What did you see instead?

Norwegian (but not Danish) sorts these letters similar to diacritics in other European languages rather than treating them as independent letters.
Repository: godot
Issue: Script removed from node upon preload scene in cyclic  reference.
Labels: bug,topic:editor,confirmed

### Godot version

4.0.3.rc1

### System information

Windows Vulkan API 1.3.217 - Forward Mobile -AMD Radeon(TM) Vega 8 Graphics

### Issue description

bullet.gd
```gdscript
extends Node2D

var player:Player
``` 
player.gd
```gdscript
class_name Player
extends Node

func _test():
	var bullet = preload('res://bullet.tscn')
``` 
When running the `bullet.tscn` scene, the following errors will be reported

```

ERROR: res://bullet.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://bullet.gd
   at: load (scene/resources/resource_format_text.cpp:490)
ERROR: Failed loading resource: res://bullet.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:222)
ERROR: Another resource is loaded from path 'res://bullet.tscn' (possible cyclic resource inclusion).
   at: (core/io/resource.cpp:75)

```

The script will be lost after restarting the editor.

See video:

https://user-images.githubusercontent.com/45038185/235408952-2b8fedda-4d33-4a56-b7a8-2f98837c44d4.mp4


BUG found from the PR(https://github.com/godotengine/godot-demo-projects/pull/849) of Calinou in #75039 
Other related issues:
I can reproduce the problem again from its MRP #74110. 
I'm not sure if it's related to this, but there's some discussion in #68661.

### Steps to reproduce

Maybe if you open the project, you will lose the bullet script, please make sure that the bullet is attached to the scene.
1. Run the bullet scene.
2. Restart the editor.
3. The bullet.gd will miss.


### Minimal reproduction project

[preload_scene_cyclic.zip](https://github.com/godotengine/godot/files/11363595/preload_scene_cyclic.zip)
Repository: flutter
Issue: Allow `matchesGolden`/`captureImage` to capture image at arbitrary RenderObject instead of only limited to RepaintBoundary
Labels: a: tests,c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

It is common that, when testing, I want to take a snapshot (golden) for a part of my page. However, Flutter currently does not capture golden for the specific RenderObject I point to, but instead take a photo for the nearest ancestor `RepaintBoundary`. This is inconvenient, since if I really want to take a screenshot of my specific RenderObject, I have to:

1. Either insert a RepaintBoundary permanently - then this unnecessary RepaintBoundary can cause extra performance cost at release build
2. Or, conditionally insert the RepaintBoundary only when doing the golden test - but this is extra complexity. Moreover, the behavior of painting is indeed changed, so some subtle bugs related to painting may not be captured during the testing.

### Proposal

Allow `matchesGolden`/`captureImage` to capture image at arbitrary RenderObject instead of only limited to RepaintBoundary.

I have checked the source code and it seems hard, since currently we are relying on `Layer` for `toImage`. Anyway here is the proposal in case someone has come up with hacks ;)
Repository: pytorch
Issue: some of the enteries in the previous version of pytorch section are invalid 
Labels: module: binaries,module: docs,triaged

### 🐛 Describe the bug

The links used for installing some of the previous versions of pytorch are invalid and fail to install the packages.
1.10.0 and 1.9.0 have these issues.
For example to install 1.10.0+cu113 or 1.10.0+cu111 the following given statements fail:

```
# CUDA 11.3
pip install torch==1.10.0+cu113 torchvision==0.11.0+cu113 torchaudio==0.10.0 -f https://download.pytorch.org/whl/torch_stable.html
```
Or
```
# CUDA 11.1
pip install torch==1.10.0+cu111 torchvision==0.11.0+cu111 torchaudio==0.10.0 -f https://download.pytorch.org/whl/torch_stable.html
```

To fix that the url at the end must be fixed accordingly so the following now work:
 ```
# CUDA 11. 3

pip install torch==1.10.0+cu113 torchvision==0.11.0+cu113 torchaudio==0.10.0 -f https://download.pytorch.org/whl/cu113/torch_stable.html
```

```
# CUDA 11. 3

pip install torch==1.10.0+cu111 torchvision==0.11.0+cu111 torchaudio==0.10.0 -f https://download.pytorch.org/whl/cu111/torch_stable.html
```


### Versions

1.10.0, 1.9.0 

cc @seemethere @malfet @osalpekar @atalman @svekars @carljparker
Repository: godot
Issue: Mesh previews in MeshLibrary do not take rotation into account
Labels: bug,topic:editor,topic:3d

### Godot version

4.0.2.stable

### System information

Windows 10

### Issue description

When creating a MeshLibrary from a Scene, mesh rotations are taken into account by the GridMap; but the preview render ignores them. See "Steps to reproduce" for a project and screenshots demonstrating this.

My use case: I am using the following set of assets, which are best distinguished from a given orientation:
![Preview](https://user-images.githubusercontent.com/812977/235415748-acd3422a-154b-45d0-a595-077050e5b4aa.png)

But when importing those to a MeshLibrary, default orientation makes meshes hard to distinguish in Preview pane:
![RenderScene tscn](https://user-images.githubusercontent.com/812977/235416120-b4de1726-f8fd-4811-bd33-58c64ca9c851.png)

I have no control over those preview orientation, which makes this MeshLibrary hard to use.

Expected behavior: I'd like to be able to orient (rotate) meshes in the initial Scene to influence their MeshLibrary preview.

Related issues: #35860 provided a way to retain transforms in the final MeshLibrary. #56172 shows a willingness to keep the resulting MeshLibrary coherent with respect to those transforms.

### Steps to reproduce

Open the SimpleSceneForExport Scene in the provided project. There, the green capsule is rotated through its transform (geometry of both capsules is the same, it's the default Godot shape):
![SimpleSceneForExport tscn](https://user-images.githubusercontent.com/812977/235416877-7055d4a4-6aa9-481a-a803-cf9ca4dfa89e.png)

Export it to a MeshLibrary: `Scene > Export As > Mesh Library`, check `Apply MeshInstance Transforms`.

Then create another scene with a GridMap using the exported MeshLibrary, and put a green and red capsule in GridMap cells, using their default orientation. The green capsule appears rotated in the scene, as expected, but its preview is still upright:
![SimpleGridMap tscn](https://user-images.githubusercontent.com/812977/235417218-f631815a-3c36-48fe-a100-dda77f3d9337.png)


### Minimal reproduction project

[MeshPreviewRotation-GodotProject.zip](https://github.com/godotengine/godot/files/11363889/MeshPreviewRotation-GodotProject.zip)
Repository: godot
Issue: Godot 4 breaks animated 3d models (Godot 3 to 4 conversion issue)
Labels: bug,needs testing,topic:import,topic:animation,topic:3d

### Godot version

4.0.2

### System information

Linux Manjaro, Intel Kaby Lake

### Issue description

Just open the attached project. It's a free CC-licensed minimal project that was advertised as, and indeed, working in 3.x.

For comparison's sake, a glb reexport of the character is also included. This one at least animates properly, but I haven't been able to get bone attachments and physical bones to work.

### Steps to reproduce

See above

### Minimal reproduction project

[modeltest.zip](https://github.com/godotengine/godot/files/11364068/modeltest.zip)
Repository: bitcoin
Issue: Fuzz: compare our AES implementation to AES-NI  
Labels: Brainstorming,Tests

We only use AES to generate a wallet encryption key from the user password. In #7689 we ditched the OpenSSL implementation for our own. It intentionally does not use special CPU instructions like AES-NI, because performance is not an issue for our use case. Instead it is based on an existing C implementation that's known to be constant-time.

We already have a fuzzer that checks an encryption - decryption round trip.

On CPU's that support it, we could add an additional fuzz target that uses AES-NI on one side of the round trip. We only need the 256 bit variant. The fuzzer probably only needs to support one platform, such as Intel's AES-NI.

Botan has a c++ implementation: https://github.com/randombit/botan/blob/master/src/lib/block/aes/aes_ni/aes_ni.cpp#L523-L601
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add script info when saving into a png. 
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 is a script section inside the txt2img generator page. Would like to have the feature that the script content also can be saved into the png, just like the parameter for generation. 

### Proposed workflow

1. Generate an image with the txt2img and the script. 
2. The script information is saved into the png file. 
3. Use PNG info to read and send to txt2img. 
4. No need to remember the script for each image and type in manually. 

### Additional information

_No response_
Repository: deno
Issue: Deno KV not working inside a TransformStream
Labels: web,ext/kv

I have tried testing Deno KV both get and set inside a TransformStream and it does not work. When using set it does not write any data, and when using get even when trying to retrieve a key that contains a value, it returns that they value and versionstamp are null.

I'm using the latest version of Deno (deno 1.33.1) and running the script with the --unstable flag. No errors come up while reading or writing the data.

Steps to reproduce would be to create a transform stream and pipe a readable stream through it.

```
const transformStream = new TransformStream({
    async transform(chunk, controller) {
        let key = ["users", `test-key`];
        let value = { name: "test" };
        await kv.set(key, value);
    }
});

const { readable, writable } = transformStream;
readableStream.pipeTo(writable);
```
Repository: stable-diffusion-webui
Issue: [Bug]: Torch is not able to use GPU; add --skip-torch-cuda-test to COMMANDLINE_ARGS variable to disable this check
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

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

### What happened?

New update of A111 with Torch 2.0 results in the following error on startup:

venv "G:\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.9 (tags/v3.10.9:1dd9be6, Dec  6 2022, 20:01:21) [MSC v.1934 64 bit (AMD64)]
Commit hash: 72cd27a13587c9579942577e9e3880778be195f6
Traceback (most recent call last):
  File "G:\stable-diffusion-webui\launch.py", line 352, in <module>
    prepare_environment()
  File "G:\stable-diffusion-webui\launch.py", line 257, in prepare_environment
    run_python("import torch; assert torch.cuda.is_available(), 'Torch is not able to use GPU; add --skip-torch-cuda-test to COMMANDLINE_ARGS variable to disable this check'")
  File "G:\stable-diffusion-webui\launch.py", line 120, in run_python
    return run(f'"{python}" -c "{code}"', desc, errdesc)
  File "G:\stable-diffusion-webui\launch.py", line 96, in run
    raise RuntimeError(message)
RuntimeError: Error running command.
Command: "G:\stable-diffusion-webui\venv\Scripts\python.exe" -c "import torch; assert torch.cuda.is_available(), 'Torch is not able to use GPU; add --skip-torch-cuda-test to COMMANDLINE_ARGS variable to disable this check'"
Error code: 1
stdout: <empty>
stderr: Traceback (most recent call last):
  File "<string>", line 1, in <module>
AssertionError: Torch is not able to use GPU; add --skip-torch-cuda-test to COMMANDLINE_ARGS variable to disable this check

Press any key to continue . . .

I've tried a clean install by deleting venv and letting everything reinstall from scratch to no avail.

### Steps to reproduce the problem

1. Start batch file
2. Press ....
3. ...


### What should have happened?

Normal startup, using --skip-torch-cuda-test results in xformers failing due to the lack of torch with cuda support.

### Commit where the problem happens

72cd27a13587c9579942577e9e3880778be195f6

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
--xformers--no-half-vae --api --port 7050
```


### List of extensions

Unrelated

### Console logs

```Shell
See above
```


### Additional information

_No response_
Repository: tauri
Issue: [bug] Native HTML5 DragNDrop doesn't work for compiled Mobile app
Labels: type: bug,status: needs triage

### Describe the bug

I've implemented Native HTML Drag'N'Drop in a react app with vite and typescript.
Is working fine on web, and compiled desktop app but if i compile to mobile app isn't working anymore.

### Reproduction

This is a basic repo to reproduce

https://github.com/Horsty80/dnd-app

Only need to clone it, install dependencies and try :
- pnpm tauri ios dev

### Expected behavior

That Native DragNDrop functionnality are working

### Platform and versions

```text
[✔] Environment
    - OS: Mac OS 13.3.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.69.0 (84c898d65 2023-04-16)
    ✔ Cargo: 1.69.0 (6e9a83356 2023-04-12)
    ✔ rustup: 1.25.2 (17db695f1 2023-02-01)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 18.12.1
    - pnpm: 8.1.1
    - yarn: 1.22.19
    - npm: 8.19.2

[-] Packages
    - tauri [RUST]: 2.0.0-alpha.8
    - tauri-build [RUST]: 2.0.0-alpha.4
    - wry [RUST]: 0.27.3
    - tao [RUST]: 0.18.3
    - @tauri-apps/api [NPM]: not installed!
    - @tauri-apps/cli [NPM]: 2.0.0-alpha.8

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:5173/
    - framework: React
    - bundler: Vite
```


### Stack trace

```text
No stack trace, the app is compile, but the functionnality not present.
You can not drag n drop card item inside mobile app
```


### Additional context

Following this tutorial to implemente drag n drop functionnality : https://dev.to/franklin030601/creating-an-app-using-drag-and-drop-with-react-without-libraries--5cg9#6

Live demo here : https://drag-and-drop-react-app.netlify.app/
Repository: next.js
Issue: DynamicServerError on cron job routes
Labels: Lazy Loading

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.4.0: Mon Mar  6 20:59:28 PST 2023; root:xnu-8796.101.5~3/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.16.0
      npm: 9.5.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.3.4-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Dynamic imports (next/dynamic)

### Link to the code that reproduces this issue

https://github.com/chris-nowicki/chrisnowicki.io/tree/dbd5e2816efb7240ffacbbc59cefe0f817cad7a0

### To Reproduce

run `npm run build` and you will get the DynamicServerError when it tries to generate the `/app/api/cron/` routes.



### Describe the Bug

This error occurs at build time and does not occur in next 13.3.0.  I have tried to use versions past 13.3.0 but continue to get this error including the most recent 13.3.4.

<img width="1259" alt="Screenshot 2023-05-01 at 9 45 48 AM" src="https://user-images.githubusercontent.com/102450568/235460426-e0ab3b4d-a9c3-435b-acc7-ec3b9afe2de4.png">


### Expected Behavior

The build should be created successfully without issue for /app/api/cron routes.

### Which browser are you using? (if relevant)

Chrome

### How are you deploying your application? (if relevant)

Vercel
Repository: vscode
Issue: Git - The sync-branch button icon does not rotate about its centerpoint
Labels: bug,git,ux

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- VS Code Version: 
1.77.3

- OS Version: 
Windows 10 Pro 22H2 

Steps to Reproduce:
1. https://gyazo.com/ac646ddd1ef234a760b3e5bb34a9301a

It more noticeable when on a slow connection.