sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Git - Message Box on git commit errors is too short
Labels: bug,git,polish

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- VS Code Version: 1.74.2
- OS Version: Windows_NT x64 10.0.19044

Steps to Reproduce:

1. Create a git commit hook and print some lines in it (e.g. with [pre-commit](https://pre-commit.com))
2. Commit a file via the gui "Commit" button
![image](https://user-images.githubusercontent.com/10581931/209192245-bbd011d3-5a19-4fe7-b9df-84c196601e33.png)
3. The commit hook fails.
4. An message box pops up:
![image](https://user-images.githubusercontent.com/10581931/209192332-a4f5aef7-1284-40a8-93ac-760b5b5f6b11.png)

This message box has 3 buttons which do work correct. However the text in there is **not helpful**.
It only shows the first line of the error. In my case this is pretty misleading. The issue is not unstaged files, it is some empty lines!
You can find the real issue with both the "Open Git Log" and the "Show Command Output" button. This is great.

I still think this should not print the first line only. I think it would be best like this:

```
Git commit failed!  <-- Window headline
-----
Log: 
<A reasonable amount of output lines, maybe 5>
...
-----
[Open Git Log] [Show Complete Command Output] [Cancel]
```
Repository: godot
Issue: CharacterBody3D move_and_slide() freezes the game when colliding with Concave Collision Polygons or ConvexHulls
Labels: bug,topic:physics,topic:3d

### Godot version

4.0-beta9 and 4.0-master-branch

### System information

Windows 10, Ryzen 9 5900X, GTX 3080Ti

### Issue description

When moving a CharacterBody3D using `move_and_slide()` and colliding against a Concave Collision Polygons or ConvexHulls with >100 vertices, processing freezes from many ms to sometimes seconds:

https://user-images.githubusercontent.com/248383/209200310-13cd77c4-fa4b-4530-8c4f-7626791e3dd1.mp4

#### Similar issues

This may be a duplicate of other similar issues like https://github.com/godotengine/godot/issues/50300, but my case was requested by @reduz [via Twitter](https://twitter.com/reduzio/status/1605922990176309252).

### Steps to reproduce

- Import a mesh with >100 vertices
- Generate Trimesh Static Body collision
- Implement any barebones character controller with `CharacterBody3D`, a Capsule collider and move with `move_and_slide()`
- Move and collide against the mesh, everything freezes

### Minimal reproduction project

[GodotFreezingCharacter3D.zip](https://github.com/godotengine/godot/files/10289504/GodotFreezingCharacter3D.zip)

This test project has 4 character controller implementations (2x 1st Person and 2x 3rd Person ones), to show that it happens regardless of the controller complexity or simplicity:

![imagen](https://user-images.githubusercontent.com/248383/209201897-a0909b98-0fe5-450e-853c-0bd42d7dd266.png)

To test, simply move forward (WASD + mouse) and collide against the barrels, then move around colliding with the barrels and also collide with the walls, to see the difference (like my example video above).
Repository: godot
Issue: For shadows of Light2D no filter works if the angle to the occluder point is 45 degrees
Labels: bug,topic:rendering,topic:2d

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

Windows 11, GLES3, NVIDIA GeForce GTX 1650 SUPER

### Issue description

If a point of a LightOccluder2D is at an angle of 45 degrees to the Light2D, the shadow edge coming from the point will lose the filter. This is true not only for 45 degrees but also for the other 3 angles in the circle where sine and cosine coincide.

The video consists of 3 parts.

In the first part, the occluder is moved and you can see how the shadow edge loses the filter and becomes sharp, given the appropriate angle.

In the second part, the occluder is a child of the Light2D and is rotated with the light. The shadow edge shows no filter during the whole rotation, because the angle remains unchanged from the light's point of view, I think.

In the third part, the light is minimally rotated independently of the occluder. You can see how the filter disappears and appears at the edge of the shadow.

https://user-images.githubusercontent.com/92092511/209197159-88cf4ddd-82bc-4e7a-981e-3cc9f2a2e1a5.mov



### Steps to reproduce

You need a Light2D (including texture) and a simple square LightOccluder2D. Plus a filling ColorRect in the background. If you turn on grid snapping, it's very easy to get the light and occluder points into positions that are at a 45-degree angle to each other (i.e. exactly diagonal).

### Minimal reproduction project

N/A
Repository: pytorch
Issue: Support for saving multiple storages/tensors that view same data as different dtypes
Labels: feature,module: serialization,triaged

### 🚀 The feature, motivation and pitch

Saving and loading multiple tensors or storages that view the same data with dfferent dtypes is not currently possible:

```python
>>> import torch
>>> t0 = torch.randn(10)
>>> t1 = t0.view(torch.int)
>>> torch.save([t0, t1], 'tmp.pt')
...
RuntimeError: Cannot save multiple tensors or storages that view the same data as different types
```

In the past, it would have been pretty difficult to add support for this because of the way storage types were defined (different Python and C++ classes for each storage dtype).

But now that storages have been refactored so that they all use the same untyped storage class underneath, enabling serialization of views of the same data with different dtypes should be much more straightforward now

### Alternatives

_No response_

### Additional context

_No response_

cc @mruberry @ezyang
Repository: godot
Issue: UPNP add_port_mapping() returns error 26 even though discover() returns 0 beforehand
Labels: discussion,documentation,topic:thirdparty,topic:network

### Godot version

4.0 beta 9

### System information

Windows 10, Ryzen 5 3600, RTX 2060. Godot 4 beta 9 Forward+

### Issue description

When I use the code on the latest version of the Godot Docs the upnp.discover() function returns 0 saying that it was successfull.
But upnp.add_port_mapping() returns 26 stating that I need to use upnp.discover() first. Even though I already have and it was successful.

### Steps to reproduce

I simply ran this code from the Godot Latest Docs and tried to find what was going wrong by just printing it.
```gdscript
func _upnp_setup(port):
	var upnp = UPNP.new()
	var err = upnp.discover()
	
	print(err) #Prints 0 for me showing it was a success
	
	if err != OK:
		push_error(str(err))
		emit_signal("upnp_completed", err)
		print(err)
		return
	
	print(upnp.get_gateway()) #Prints 26 saying I need to run discover first
	
	if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():
		upnp.add_port_mapping(port, port, ProjectSettings.get_setting("application/config/name"), "UDP")
		upnp.add_port_mapping(port, port, ProjectSettings.get_setting("application/config/name"), "TCP")
		emit_signal("upnp_completed", OK)
		print(OK)
		upnp.delete_port_mapping(port)
```

### Minimal reproduction project

N/A
Repository: deno
Issue: "deno info --json" should contain cache path for npm packages
Labels: node compat

Currently `deno info --json` has following output for npm packages:

```
deno info --json npm:vite
{
  "roots": [
    "npm:vite"
  ],
  "modules": [
    {
      "kind": "npm",
      "specifier": "npm:vite",
      "npmPackage": "vite@4.0.0"
    }
  ],
  "redirects": {},
  "npmPackages": {
    "@esbuild/android-arm@0.16.4": {
      "name": "@esbuild/android-arm",
      "version": "0.16.4",
      "dependencies": []
    },
    "@esbuild/android-arm64@0.16.4": {
      "name": "@esbuild/android-arm64",
      "version": "0.16.4",
      "dependencies": []
    },
    "@esbuild/android-x64@0.16.4": {
      "name": "@esbuild/android-x64",
      "version": "0.16.4",
      "dependencies": []
    },
    "@esbuild/darwin-arm64@0.16.4": {
      "name": "@esbuild/darwin-arm64",
      "version": "0.16.4",
      "dependencies": []
...
```

It would be beneficial if each entry in `npmPackages` could contain a cache path that we could use in tools like Rollup plugin to instruct it how to find npm packages cached by Deno:
```
deno info --json npm:vite
{
  ...
  "npmPackages": {
    "@esbuild/android-arm@0.16.4": {
      "name": "@esbuild/android-arm",
      "version": "0.16.4",
      "dependencies": [],
      "localPath": "/path/to/deno/cache/npm/registries/npmjs.org/@esbuild/android-arm...",
    },
   ...
```

CC @dsherret
Repository: next.js
Issue: Styles not getting applied during SSR.
Labels: bug

### Verify canary release

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

### Provide environment information

Not Relevant

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

App directory (appDir: true), Head component/file (next/head / head.js), Static HTML Export (next export)

### Link to the code that reproduces this issue

Just fire up create-next-app on your system. 

### To Reproduce

Create a fresh nextjs application and run it in either dev or production mode. 
Styles are not getting applied on the initial server side rendering. 

### Describe the Bug

Styles are only getting applied to the nextjs application in the client side render.



### Expected Behavior

Styles should get populated inside the <style> tag </style> within the _document.js head. 


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

_No response_

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

_No response_
Repository: deno
Issue: "deno info" should ignore lock file
Labels: bug,node compat

Currently if there's a "deno.json(c)" and "deno.lock" then "deno info" will print out all npm packages that are listed in the lockfile, even if the entry point is not an npm package (nor does it have npm imports). This is unexpected behavior and led to some confusion in https://github.com/denoland/deno/issues/17167#issuecomment-1363397034.

Since `deno info` doesn't have `--lock` flag available in this case the lockfile should be ignored.
Repository: rust
Issue: Suggest importing missing module when using module-qualified struct
Labels: A-diagnostics,T-compiler

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Given the following code: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=219638398b780287d5063239a94f8451

```rust
pub mod foo {
    pub mod bar {
        pub struct Baz;
    }
}

fn main() {
    let _: bar::Baz = unimplemented!();
}
```

The current output is:

```
error[E0433]: failed to resolve: use of undeclared crate or module `bar`
 --> src/main.rs:8:12
  |
8 |     let _: bar::Baz = unimplemented!();
  |            ^^^ use of undeclared crate or module `bar`

For more information about this error, try `rustc --explain E0433`.
```

<!-- The following is not always necessary. -->
Ideally the output should look like:

```
error[E0433]: failed to resolve: use of undeclared crate or module `bar`
 --> src/main.rs:8:12
  |
8 |     let _: bar::Baz = unimplemented!();
  |            ^^^ use of undeclared crate or module `bar`
  |
help: consider importing this module
  |
1 | use crate::foo::bar;
  |
For more information about this error, try `rustc --explain E0433`.
```


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Repository: godot
Issue: C#: AnimationPlayer's `CurrentAnimationLength` property was changed to a `double`, but `PlaybackSpeed` is still a `float`
Labels: discussion,topic:dotnet,topic:animation

### Godot version

4.0 beta 9

### System information

N/A

### Issue description

AnimationPlayer's `CurrentAnimationLength` property was changed to a `double`, but `PlaybackSpeed` is still a `float`.  This is probably a mistake.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: flutter
Issue: [Deferred Components] Deferred components download issue with mobile data while it works with wi-fi
Labels: c: crash,platform-android,perf: speed,P2,team-android,triaged-android

Deferred Components works perfectly when using wi-fi. With mobile data when wi-fi is off almost every time components don't even start to download, or sometimes just one component of three start to download. Already tested on different devices and it isn't reliable. 

<details>
  <summary>Logs</summary>

[✓] Flutter (Channel stable, 3.3.9, on macOS 12.6 21G115 darwin-arm, locale it-IT)
    • Flutter version 3.3.9 on channel stable at /Users/---/development/sdks/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision b8f7f1f986 (4 weeks ago), 2022-11-23 06:43:51 +0900
    • Engine revision 8f2221fbef
    • Dart version 2.18.5
    • DevTools version 2.15.0

[✓] Android toolchain - develop for Android devices (Android SDK version 32.0.0)
    • Android SDK at /Users/---/Library/Android/sdk
    • Platform android-33, build-tools 32.0.0
    • ANDROID_HOME = /Users/---/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jre/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7249189)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 14.0.1)
    • Xcode at /Applications/Xcode 2.app/Contents/Developer
    • Build 14A400
    • CocoaPods version 1.11.3

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2020.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7249189)

[✓] VS Code (version 1.73.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.56.0

[✓] Connected device (2 available)
    • macOS (desktop) • macos  • darwin-arm64   • macOS 12.6 21G115 darwin-arm
    • Chrome (web)    • chrome • web-javascript • Google Chrome 108.0.5359.124

[✓] HTTP Host Availability
    • All required HTTP hosts are available

• No issues found!

</details>
Repository: pytorch
Issue: Pytorch 1.13 conda package with cuda requires too many unneccessary packages
Labels: module: binaries,module: cuda,triaged

With the switch from cudatoolkit to pytoch-cuda came a lot of very large "dependencies" that aren't actually dependencies and need to be eliminated.
[Related discusson](https://discuss.pytorch.org/t/large-cuda-dependencies-in-pytorch-1-13-conda-installation/165068).

cc @ezyang @seemethere @malfet @ngimel
Repository: material-ui
Issue: Introduce the color prop for the Card component
Labels: new feature,component: card

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Seems like the Card component never had color support but a lot of other similar interactive and non-interactive (including presentational) components do (like Button, AppBar, Checkbox, Chip).

### Examples 🌈

Using something like `<Card color="primary" />` to style the card similarly to `AppBar` would provide additional flexibility to developers. 

Imagine a dashboard with cards that showcase information with different levels of importance such as this example borrowed from horizon-ui. You can see 2 main colors being used: a default white one (the standard for MUI as well) and a more prominent purple one (would most likely correspond to the `primary` palette option in most MUI themes.

![image](https://user-images.githubusercontent.com/6438760/209243474-16643915-bce6-498e-967a-ab8db0a80eea.png)


### Motivation 🔦

In [this commit](https://github.com/mui/material-ui/commit/13fe3f94c9ac40f466361d589b6e8ad344b9aa99) the documentation regarding colors  was improved to highlight that component's color can be modified through the defined `color` prop in combination with the theme palette.

In that commit the `CardPropsColorOverrides` was [marked for removal](https://github.com/mui/material-ui/commit/13fe3f94c9ac40f466361d589b6e8ad344b9aa99#diff-88e14f3b992ccb8eaa0a62e5f0c2fd7813063fbb331cc744ff7e593a2626ecdf) as it's been erroneously [added in this commit](https://github.com/mui/material-ui/commit/9499b674a3a46a93ce5aceee5c003a754371704d) without actually being used in any of the types.

I don't think this color handling was ever implemented for the card and it would be a great addition to complement such a key component as is the card when building dashboards. The existing overridable prop interface could be left and the color handling could instead be introduced as an additional feature.
Repository: PowerToys
Issue: [QuickAccent] - Implement modules
Labels: Idea-Enhancement,Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

I propose to implement a system of modules. This refactorisation will be better the future of the tool by separating each feature element by class. The current problem of the implementation, is everything is in one point and it begin to be complicated to evolve the tool.
So this will help to implement more features, like [activation with a different key](https://github.com/damienleroy/PowerAccent/issues/55), [cancel the selection](https://github.com/damienleroy/PowerAccent/issues/87), and may be a lot more.

Code already made on my [side in PowerAccent repo](https://github.com/damienleroy/PowerAccent/tree/refactor/custommodules/PowerAccent.Core/ModuleHandlers), I currently testing it and so far so good for the moment.

### Scenario when this would be used?

I began to implement it in PowerToys but there is some problem. If I have to do that I must get rid of the C++ implementation of [PowerAccentKeyboardService](https://github.com/microsoft/PowerToys/tree/main/src/modules/poweraccent/PowerAccentKeyboardService).
And also go back to the old architecture with events `KeyDown` & `KeyUp` instead of events by actions (show, hide, next, get chars). There is some works and so this is why I am asking if there is no problem on your side with that.

### Supporting information

A question about it so, what are the advantages to keep C++ low level hooks, instead of C#?
Depending of the answer I can may be do the changes differently.

Also the way I did it (with Chain of Responsability pattern), is the best I could find to address the problem. If you see something more efficient I keep my mind open.
Repository: vscode
Issue: Programmatically opening a file from the terminal command line in one window/instance may in fact open in a different window/instance
Labels: feature-request,remote,workbench-cli

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- VS Code Version: 1.74.2 e8a3071ea4344d9d48ef8a4df2c097372b0c5161 x64
- OS Version: Windows 10 / Ubuntu 22.04.1 LTS

Steps to Reproduce:
- Remote session should be on a machine that can execute delayed commands. I use the `sleep` command in my example.

1. Open VSC
2. Connect to a remote session (Session 1)
3. Open a second window or instance of VSC
4. Connect the window to the same remote machine (Session 2)
5. Go to Session 1
6. Create a new or use an existing file (for new files, roll head on the keyboard for entropy)
7. Close the file
8. Go to the terminal
9. Execute `sleep X ; code <filename(s)>` - for X pick a reasonable amount of seconds to allow the tester to switch windows
10. Switch windows
11. Watch the file from the other window open in the current window
12. ??
13. Profit!

Notes:
- Testing showed there is no difference between a "fully loaded" session and an "empty" window with no preselected workspace or folders.
- There was no difference between running just `code` or `code --wait`.
- This only happens for files that have not been opened in an existing window.
- I came across this when I briefly switched to another project window as I was running a script that automatically opens files that need my attention.
- While migrating a React project from JS to TS, I wrote a script that runs eslint with a custom formatter and then uses the generated file list to sequentially open files based on descending error count. It uses `code --wait`.

P.S. To whom it may concern, while this bug report is serious, I hope this bug and my write up are bringing a little joy. Happy holidays!