sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/crypto: error parsing even large ASN.1 identifiers
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.1 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?
Yes on `go 1.20.1` . 
Similar to https://github.com/golang/go/issues/49678 but with an even larger oid: https://oidref.com/1.2.36.20151795998
This caused our program failure to parse a customer's certificate. Error message: `x509: invalid certificate policies`


### 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="arm64"
GOBIN=""
GOCACHE="/Users/docker/Library/Caches/go-build"
GOENV="/Users/docker/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/docker/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/docker/go"
GOPRIVATE=""
GOPROXY="https://goproxy.cn,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_arm64"
GOVCS=""
GOVERSION="go1.20.1"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/docker/work/codes/go/src/lxf/asn.1-oid-test/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 arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/25/fnckz31d0jjfqdhs8yb80lmh0000gn/T/go-build2511654897=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->
https://go.dev/play/p/u4NrlO1xGqr


### What did you expect to see?
```
Object Identifier: 1.2.36.20151795998.3.1.1.1
ASN.1 Encoding:    060b2a24cb8990821e03010101
Decode result: true
Object Identifier: 1.2.36.20151795998.3.1.1.1
```


### What did you see instead?
```
Object Identifier: 1.2.36.20151795998.3.1.1.1
ASN.1 Encoding:    060b2a24cb8990821e03010101
Decode result: false
Object Identifier: 
```
Repository: godot
Issue: FPS monitor always shows 10000 on Android with GL Compatibility renderer
Labels: bug,platform:android,topic:rendering,topic:editor,confirmed

### Godot version

4.0

### System information

Realme note 8 pro

### Issue description

When running Godot on Android fps monitor shows 10000 fps even when real fram rate is low !
Here is a image ;
![Uploading Screenshot_2023-03-02-09-57-40-08_653f2d6f0c14415f40b50121f34f510c.jpg…]()


### Steps to reproduce

Create project on Android. 
Enable show fps .

### Minimal reproduction project

Every project!
Repository: PowerToys
Issue: Costomized screen color filter. 
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

An enhancement of the color filter in the "ease of access". 

The main function is Converting "a specific color" into another "specific color", e.g. converting pure white to pure black. 

The option settings could be "screen-wise" and "app-wise". E.g. filtering color in only the selected app. 

### Scenario when this would be used?

I use the color filter when I have to read a document with a pure white background e.g. Edge PDF, txt editor. 

However, I have to toggle (win-ctrl-c) each time when I switch to other application with black background, e.g. Visual Code. 

Besides, the function of the color filter was very limited, where all color reverted. While it comforts my eyes, it causes a little bit confusion on what was the original colors. 

Therefore, I am looking for a more customized color filter which can be screen-wise or "app-wise". So that I do not need to toggle a lot and better retain the original color. 

### Supporting information

_No response_
Repository: next.js
Issue: Rewrites causes static pages to render with `shallow: true`
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
pnpm next info

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Mon Aug 22 20:19:52 PDT 2022; root:xnu-8020.140.49~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.18.1
      npm: 8.19.2
      Yarn: 1.22.17
      pnpm: 7.17.0
    Relevant packages:
      next: 13.2.3
      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)

Data fetching (gS(S)P, getInitialProps), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/Pikachews/nextjs-rewrites-shallow-issue

### To Reproduce

1. Run `pnpm run dev` or `pnpm run build && pnpm run start`
2. Visit `http://localhost:3000/123456` (any number but 1)
   - Optionally, open the devtools console and execute `JSON.stringify(history.state)`
     - Observe that the state says "shallow:true"

3. **Refresh the page.**
4. Click `Go to /1`
5. **Refresh the page.**
6. Use the back button to navigate back to `/123456`
7. Observe that the text on the page still says `You are current at /1`, despite the URL saying `/123456`


### Describe the Bug

It appears that having a `rewrites` defined in `next.config.js` with at least one path specified will cause all statically rendered pages to render with router state `shallow: true`.

When this involves an SSG'd page, navigating between two pages under the same SSG page causes `getStaticProps` no longer to be called when navigating to/from the page using the browser navigation buttons after refreshing on both pages.

If the `rewrites` is removed from `next.config.js` in the example, the pages correctly render without `shallow: true` in the state and the issue can no longer be reproduced.

### Expected Behavior

Navigating between the two SSG'd pages should always fetch the static props to rerender the page properly, even when rewrites is specified in `next.config.js`.

### Which browser are you using? (if relevant)

Chrome 109.0.5414.119, Firefox 110.0.1

### How are you deploying your application? (if relevant)

Running locally
Repository: storybook
Issue: [Bug]: Path capitalization can break HMR
Labels: bug,help wanted,has workaround,windows,sev:S4

### Describe the bug

Hey hey love Storybook. This is on the beta 7.0.0-beta.44 & I also tried the latest as of posting (I think that was .55?) but I believe it's probably present in 6 as well.

I just wanted to report this just incase someone else spends forever trying to figure why some stories won't reload/HMR refresh when you save them but will re-render when you restart the development environment. No errors displayed etc.

In my case I am on Windows 10 and our site has a folder that is capitalized `Sites` but in my stories glob I had passed in `sites` to the path.

Here's where the bug is though: because while that is a user error it would have been very easily figured out if the stories weren't rendering at all. But there's a difference in how the paths are handled for the HMR/Refreshing on save and how the initial globbing for rendering the initial views takes place.

My suggestion would be to make the globs passed into StorybookConfig.stories respect path capitalization on Windows.

Either way, hopefully this report helps some people who run into this situation--If your stories aren't reloading on save make sure your glob is 100% correct!

### To Reproduce

Reproduction steps

1. Create Storybook 7 instance
2. Glob with lowercase letters your folder containing your stories (such as `/stories/*.mdx`)
3. Capitalize that folder on your file system (so its actually /Stories/*.mdx)
4. Start up development environment
5. Observe that the stories are all rendered
6. Make any change to any of the files and see that they are not updated.

### System

```shell
System:
    OS: Windows 10 10.0.19044
    CPU: (12) x64 AMD Ryzen 5 5600X 6-Core Processor
  Binaries:
    Node: 18.14.1 - C:\Program Files\nodejs\node.EXE
    npm: 9.3.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.19041.1266.0), Chromium (110.0.1587.57)
  npmPackages:
    @storybook/addon-essentials: 7.0.0-beta.44 => 7.0.0-beta.44
    @storybook/addon-interactions: 7.0.0-beta.44 => 7.0.0-beta.44
    @storybook/addon-links: 7.0.0-beta.44 => 7.0.0-beta.44
    @storybook/blocks: 7.0.0-beta.44 => 7.0.0-beta.44
    @storybook/react: 7.0.0-beta.44 => 7.0.0-beta.44
    @storybook/react-vite: 7.0.0-beta.44 => 7.0.0-beta.44
    @storybook/testing-library: 0.0.14-next.1 => 0.0.14-next.1
```


### Additional context

_No response_
Repository: material-ui
Issue: close dropdown panel when empty options array
Labels: package: system

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:

Steps:

1.click  amd dropdown panel options
2. clear options array
3.dropdown panel is show


### Current behavior 😯

dropdown panel is show with options list

### Expected behavior 🤔

need hide options panel

### Context 🔦

it show not actualy datas. options is empty and not be selected

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code>v4</summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: PowerToys
Issue: Paste as Plain Text - plaintext by default
Labels: Idea-Enhancement,Needs-Triage,Product-Advanced Paste

### Description of the new feature / enhancement

#### Current behaviour

The default paste is the usual windows paste, and the Activation Shortcut pastes as plaintext

#### Feature request

Option to make plaintext the default, and the Activation Shortcut pastes non-plaintext

### Scenario when this would be used?

When a user pastes as plaintext most of the time, but occasionally needs the ability to paste non-plaintext, e.g. tables or images

Thanks!
Repository: rust
Issue: Using same parameter names in trait functions does not cause an error until its used in impl block
Labels: A-diagnostics,T-compiler

### Code

```Rust
#![allow(unused)]
pub trait Temp {
    fn a(data: Self, data: Self);
}

/*impl Temp for i64 {
    fn a(data: Self, data: Self) {}
}*/
fn main() {

}
```


### Current output

```Shell
No output
```


### Desired output

```Shell
fn a(data: Self, data: Self) {}
                 ^^^^ used as parameter more than once
```


### Rationale and extra context

The above code complies successfully with no errors. But when I use the trait in the impl block I get the error that the parameter is used more than once. 

The reason this error is required is so that if libraries export such a trait then it wont be caught unless its used by the dependents.

### Other cases

```Rust
Playground link

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=3c31b05ebd73f136de52f37107e62226
```


### Anything else?

_No response_
Repository: godot
Issue: CharacterBody2D template uses `move_toward` incorrectly
Labels: bug,usability,documentation,topic:physics

### Godot version

4.0 stable

### System information

win 11

### Issue description

If you select the CharacterBody2D template, you get this line:

```		velocity.x = move_toward(velocity.x, 0, SPEED)```

However, the docs say that the third parameter is `delta`. This means that `velocity.x` is set to 0 immediately since it can't be any greater than `SPEED`. The line could be replaced by `velocity.x = 0`.

I think the line should be replaced by `velocity.x = move_toward(velocity.x, 0, SPEED * delta)`, right?

Also, someone on Discord confused the `delta` of the `move_toward` function with the `_physics_process` `delta`. Perhaps the docs should clarify that they're not the same and that delta just means change?

### Steps to reproduce

Make a CharacterBody2D with the default template for it.

### Minimal reproduction project

N/A
Repository: pytorch
Issue: corrupted size vs prev size error
Labels: triaged,module: ddp

### 🐛 Describe the bug

I train my model with 16,000,000 data examples and 8 A100 cards. 
  ```
  model = torch.nn.parallel.DistributedDataParallel(
      model,
      device_ids=[self.args.local_rank],
      output_device=self.args.local_rank,
      find_unused_parameters=find_unused_parameters,
  )
```
In this code, it returns corrupted size vs prev size error.
When I tried 15,999,999 data, the error gone.

### Versions

1.13.0+cuda11.7

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: godot
Issue: Animation keyframes of `rotation` property in Bezier tracks show the value for editing in radians, despite the original property being edited in degrees
Labels: bug,topic:editor,usability,topic:animation

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

When trying to add animation tracks, bezier or otherwise there is no rotation_degrees property option for Node2D like in 3.X

Using only rotation leads to the following problem:
With an example rotation of -15 degrees in editor (as rotation is displayed as degrees) when adding it as a keyframe it becomes -0.262 (radians)
This creates bad workflow where one cannot edit the individual keyframes in degrees easily other than having to change the rotation of the animated object and then add new keyframes, or always manually converting from degrees to radians.

One can however rewrite a track in editor as Node2d:rotation_degrees in the animation and then it works like expected.

In addition, having rotation display as degrees in editor, while using radians when keyframing and through script may lead to confusion for newcomers (despite tooltips clarifying it).

an alternative might be that specifically when animating, there are options to treat the rotation as degrees if rotation_degrees as a track option should be avoided.

### Steps to reproduce

Make an animation

try adding a track or adding a node's rotation as a keyframe (set the rotation to be visibly differenty from 0)

note that the keyframe now has that value in radians instead

note the lack of a rotation_degrees option if you added a track through the animationplayer

### Minimal reproduction project

not neccesary as the issue is easily reproduced
Repository: godot
Issue: Improper collision "edge case" at specific coordinate on specific CSG shape
Labels: bug,topic:core,topic:physics,topic:3d

### Godot version

4.0 Stable

### System information

Windows 10; Intel(R) Core(TM) i7-10875H CPU @ 2.30GHz 2.30 GHz

### Issue description

I found this very specific edge case where at a specific coordinate and on a specific CSG combination mesh, my simple character controller script (which simply uses a move_and_collide() downwards to check if there's a collision, (then analyzes it further if there is one) doesn't even return a collision. There's likely a bigger reason as to why this happens, and I doubt it's this random. I just can't figure it out.

### Steps to reproduce

1.) Launch project
2.) Click play
3.) Observe as the player doesn't properly detect the collision under itself and eventually just clips through the ground.
4.) Move the player a tiny bit on the x/z plane and observe as the issue no longer occurs.

### Minimal reproduction project

[CollisionDetectionBug.zip](https://github.com/godotengine/godot/files/10868964/CollisionDetectionBug.zip)
Repository: godot
Issue: Godot 4.0 stable crashes on macOS 10.12.6
Labels: bug,platform:macos,topic:porting,crash

### Godot version

4.0 stable

### System information

macOS 10.12.6

### Issue description

Godot crashes as soon as the app is opened.

![Screen Shot 2023-03-02 at 4 31 11 PM](https://user-images.githubusercontent.com/126763244/222375641-ba810d0e-163c-457d-997e-a49257c4839e.jpg)


### Steps to reproduce

Opening the app.

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Have Powertoys Run run elevated and launch apps elevated
Labels: Idea-Enhancement,Product-PowerToys Run,Run-Plugin

### Description of the new feature / enhancement

When Powertoys is started as Admin it should be possible to open programs as admin via PowerToys Run without the need to Type in Admin Credentials

### Scenario when this would be used?

When starting a program as Admin but you're logged in as a normal User

### Supporting information

_No response_
Repository: next.js
Issue: Using history.back (or browser back button) from a hash/fragment resets scroll position to top of page
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
pnpm next info

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Mon Aug 22 20:19:52 PDT 2022; root:xnu-8020.140.49~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.18.1
      npm: 8.19.2
      Yarn: 1.22.17
      pnpm: 7.17.0
    Relevant packages:
      next: 13.2.3
      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)

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/Pikachews/nextjs-back-reset-scroll-issue

### To Reproduce

1. Run `pnpm run dev` or `pnpm run build && pnpm run start`
2. Scroll down the page any amount
3. Click any of the links
4. Press the browser back button (or the 'go back' link)
5. **Observe that the page scroll position has been reset to the top of the page.**

### Describe the Bug

When `experimental.scrollRestoration` is enabled and the router is routed to a hash/fragment on the same page, pressing the back button (or using `history.back()`) resets the scroll position to the top of the page the first time it occurs on a page. Repeating the action will not cause the issue again until the page is refreshed.

This appears to occur even with `scroll={false}` set on the Link.

When `experimental.scrollRestoration` is disabled, this does not occur (will need to open a new tab to clear out the `history.scrollRestoration` property, or manually reset it to `auto`).

### Expected Behavior

When navigating to a hash and pressing back, the page should not scroll back to the top.

### Which browser are you using? (if relevant)

Chrome 109.0.5414.119, Firefox 110.0.1

### How are you deploying your application? (if relevant)

_No response_
Repository: vscode
Issue: Ghost symbols added to terminal commands causing them to fail
Labels: bug,remote,confirmation-pending,terminal-input

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Not sure

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VS Code version: Code 1.75.1 (441438abd1ac652551dbe4d408dfcec8a499b8bf, 2023-02-08T21:32:34.589Z)
OS version: Windows_NT x64 10.0.19044
Modes:
Sandboxed: Yes
Remote OS version: Linux x64 3.10.0-1160.81.1.el7.x86_64

Steps to Reproduce:

1. Type in command in the terminal
2. Sometimes observe the error despite text in the terminal being correct.

This error happens several times per day and rather noticeable. Not sure if it's related to Swedish layout of the keyboard that I use.

Sometimes when typing commands in the terminal there are some ghost symbols being added that are not being displayed. I don't know where they come from. I use ssh connection to a Linux server and commands in the terminal are being executed there.

Here is an example of running **git pull** command in the terminal when logged in via ssh to my remote server:

```
$ git pull     
git: 'puöll' is not a git command. See 'git --help'.

$ git pull
git: 'pu�ll' is not a git command. See 'git --help'.

The most similar command is
        pull

$ git pull
remote: Counting objects: 1705, done
remote: Finding sources: 100% (688/688)
```
Repository: TypeScript
Issue: [Feature Request] NoneEmptyRecord
Labels: Suggestion,Awaiting More Feedback

# Suggestion

add empty check on record

## 🔍 Search Terms

`empty record` 

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ ] This wouldn't change the runtime behavior of existing JavaScript code
* [ ] This could be implemented without emitting different JS based on the types of the expressions
* [ ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [ ] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

## 📃 Motivating Example

```ts
type A = NoneEmptyRecord<string, any>;

const a1: A = {}; // error
const a2: A = { a: 1 }; // ok

function fn(arg: A) {}

fn({}) // expect error
fn({ a: 1 }) // ok

type B = NoneEmptyRecord<string, NoneEmptyRecord<string, any>>;

const b1: B = {} // error
const b2: B = { a: {} } // error
const b3: B = { a: { b: 1 } } // ok

function fn(arg: B) {}

fn({}) // error
fn({ a: {} }) // error
fn({ a: { b: a } }) // ok
```

## 💻 Use Cases

when writing a js "struct" define complie to wgsl struct

```ts

const wgslStructDefine = {
    ambient: 'vec3_f32',
    lightCount: 'u32',
    list: 'f32',
    substruct: {
      a: 'f32',
      b: 'f32',
    },
    lights: [
      {
        position: 'vec3_f32',
        range: 'f32',
        color: 'vec3_f32',
        intensity: 'f32',
      },
    ],
  };

// then compile to wgsl struct
const output = `
struct Asubstruct {
  a: f32,
  b: f32,
};

struct Alights {
  position: vec3<f32>,
  range: f32,
  color: vec3<f32>,
  intensity: f32,
};

struct A {
  ambient: vec3<f32>,
  lightCount: f32,
  substruct: Asubstruct,
  lights: array<Alights>
}
`;
```

it will be error with empty wgsl struct, althought it can be check in js, but it will be nicer with NoneEmptyRecord during static check.