sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Atlassian @forge/bridge module cannot be resolved
Labels: bug,SWC

### Verify canary release

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

### Provide environment information

    Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP Wed Nov 23 01:01:46 UTC 2022
    Binaries:
      Node: 18.14.0
      npm: 9.4.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.1.7-canary.5
      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)

SWC transpilation

### Link to the code that reproduces this issue

https://github.com/peterjuras/forge-bridge-not-resolved

### To Reproduce

1. Clone the [reproduction repo](https://github.com/peterjuras/forge-bridge-not-resolved)
2. Install dependencies `yarn`
3. Run build `yarn build`

### Describe the Bug

The build fails with the following error:
```
warn  - The `app` directory is experimental. To enable, add `appDir: true` to your `next.config.js` configuration under `experimental`. See https://nextjs.org/docs/messages/experimental-app-dir-config
info  - Linting and checking validity of types
info  - Creating an optimized production build
Failed to compile.

./pages/index.tsx
Module not found: Can't resolve '@forge/bridge'

https://nextjs.org/docs/messages/module-not-found


> Build failed because of webpack errors
```

### Expected Behavior

The build should not fail and the module should be imported correctly.

The module [@forge/bridge](https://www.npmjs.com/package/@forge/bridge) is targeting browsers.

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

_No response_

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

_No response_
Repository: godot
Issue: Android editor runs, but crashes when opening a project
Labels: bug,platform:android,topic:editor,needs testing,crash

### Godot version

v4.0 Beta 17 Android Editor

### System information

Android Tablet / Android OS Version 9 / 3GB RAM

### Issue description

Hi,

Tried running v4.0 Beta 17 Android editor on my Android tablet.
The IDE runs, but crashes when opening up a project?

The tablet has:
- Android OS version 9
- 3GB RAM

What are the official system requirements for v4.0 Beta 17 Android editor on Android?
Let me know, thanks!

Jesse

### Steps to reproduce

Open a project on the v4.0 Beta 17 Android editor on Android device - it crashes?

### Minimal reproduction project

N/A
Repository: go
Issue: proposal: io: Add io.ReaderFromBuffer interface
Labels: Performance,Proposal

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->

When calling `io.CopyBuffer(writer, reader, buf)` , it tries to use the `io.ReaderFrom` interface on `writer` if it is available. For example `net.TcpConn` implemets the `io.ReaderFrom` and will try to use syscalls like `splice` or `sendfile` to avoid additional copy in the user space.
This is all well-intended and provides better performance in the case of copying from one net conn to another. However. If the `reader` is not a real file, but just some struct implements `io.Reader`, it actually falls back to using `io.Copy`.

This is problem-some, as the very intention of using `io.CopyBuffer` is that we get to control the buffer and potentially pool the buffers to avoid GCs. But the generic fallback to `io.Copy` makes the buffer passed in useless and makes an additional allocation. 

This behavior is clearly shown in the following heap profile (left is the buffer passed in, right is the allocation made by genericReadFrom fallback (io.Copy)):
![Screenshot from 2023-02-04 21-16-11](https://user-images.githubusercontent.com/21690857/216801212-0305cf24-f9ec-4ab7-8668-5d158b0bdabd.png)

This is a very surprising behavior to the end developers without the understanding of TcpConn readfrom internals. As an obvious optimization of using io.CopyBuffer in the hot-path turns out to be even worse than just call io.Copy.

So would propose to add an interface similar to io.ReaderFrom, but allows to take additional buffer, thus the name `io.ReaderFromBuffer`. This way nice optimization regarding fd copies can still happen, but in case none applies, the genericReadFrom can fallback to `io.CopyBuffer` instead of `io.Copy`, to take advantage of the buffer passed in, if there is any.
Repository: flutter
Issue: BUG: BackdropFilter not applied over web view content in iOS
Labels: platform-ios,engine,a: platform-views,c: rendering,has reproducible steps,P2,found in release: 3.7,found in release: 3.8,team-ios,triaged-ios

issue bind #114740
@AlexDochioiu
I'm sure this bug still exists so far

[✓] Flutter (Channel master, 3.8.0-4.0.pre.23, on macOS 13.0 22A380 darwin-arm64, locale zh-Hans-CN)
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[✓] Xcode - develop for iOS and macOS (Xcode 14.2)
[✓] Chrome - develop for the web
[!] Android Studio
    ✗ Unable to find bundled Java version.
[✓] Android Studio (version 2021.2)
[✓] IntelliJ IDEA Ultimate Edition (version 2022.3)
[✓] VS Code (version 1.75.0)
[✓] Connected device (3 available)
    ! Error: iPhone is busy: Fetching debug symbols for iPhone. Xcode will continue when iPhone is finished. (code -10)
[✓] HTTP Host Availability

I am only tested on iOS.
i use a we_slide library, it has a suspended layer with backdropfilter container. And I write a stack in the suspended  layer, main view contain a webview with flutter_inappwebview.  When the suspended layer opened, there is a webview rect area will without blur effect
Repository: TypeScript
Issue: Duplicated files do not check unused @ts-expect-error properly
Labels: Needs More Info

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

redirectInfo, ts-expect-error

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
  https://github.com/Microsoft/TypeScript/wiki/FAQ#common-bugs-that-arent-bugs

If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

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Tested on 4.3.2, 4.9.5, and `next` (5.0.0-dev.20230204).

### ⏯ Playground Link

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Reproduction: https://github.com/lamnhh/ts-expect-error-issue

### 💻 Code

There're 3 packages:

- package-a:

```
// @ts-expect-error global
export const SOMETHING: number = global.testNumber;
```

Anything that has an `@ts-expect-error` directive will work.

- a `package-b` that imports `package-a`
- anothe `package-c` that imports both `package-a` and `package-b`.

Install everything, then `npm link` `package-b` to use in `package-c`.

### 🙁 Actual behavior


`Unused '@ts-expect-error' directive.`

```
> typecheck
> tsc --noEmit

../package-b/node_modules/@lamnhh/package-a/index.ts:1:1 - error TS2578: Unused '@ts-expect-error' directive.

1 // @ts-expect-error global
  ~~~~~~~~~~~~~~~~~~~~~~~~~~


Found 1 error in ../package-b/node_modules/@lamnhh/package-a/index.ts:1
```

### 🙂 Expected behavior

`tsc` in `package-c` passes with no error.
Repository: material-ui
Issue: Allow custom transition props in MUI transitions components
Labels: support: question,component: transitions

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Hey folks,
How can I add custom transition styles to existing implementation of MUI Transition components (`Fade`, `Collapse` etc)

After reading the docs around the same, I inferred that the MUI Transition components are built upon `react-transition-group` which provide a flexibility to add styles depending upon the transition state (`entering`,`exiting`), but these are not exposed by MUI?

How can I achieve the same by adding some sort of prop in MUI Transition components? 

### Examples 🌈


I got a stackoverflow thread around the same but with mui v5 it complains about the `ref` about being null - https://stackoverflow.com/questions/49323091/create-custom-transition-in-material-ui-next

### Motivation 🔦

Adding custom transition style provides a flexibility by overriding the existing style of `Fade` component.
(Suppose, I want to add a `tansform: translate3d(x,y,z)`) styles to my Fade component.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Option to only send image when sending to inpaint
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 ?

Sometimes I want to inpaint a bunch of separate images where I know a single feature will turn out wrong. An example is a set of two characters with different eye colors. I generate a bunch of images of them where the eye colors turn out the same, then I just want to inpaint one set of eyes to "blue eyes". However "Send to inpaint" also overwrites the prompt so I have to rewrite it every time I send.

It would be much more convenient if I could only send each image to inpaint in succession without changing the other settings.

### Proposed workflow

1. Check `When sending to inpaint, only send image`
2. Generate with txt2img/img2img
3. Fill out prompt/settings in inpaint tab
4. Click "Send to inpaint", txt2img/img2img prompt and settings are not copied

### Additional information

N/A
Repository: godot
Issue: Mirror works in editor but not in exports
Labels: topic:rendering,topic:editor,needs testing

### Godot version

v4.0.beta16.official [518b9e580]

### System information

Artix Linux 6.1.1-zen1-1-zen Plasma 5.26.4

### Issue description

Mirror works in editor but not in Windows nor Linux exports, no error messages

### Steps to reproduce

Download mrp and export to a platform

### Minimal reproduction project

[mrp-g4-mirror.zip](https://github.com/godotengine/godot/files/10610473/mrp-g4-mirror.zip)
Repository: tauri
Issue: [bug] Crashing app appearance after Windows Remote Desktop connection
Labels: type: bug,help wanted,platform: Windows,status: needs triage

### Describe the bug

App appearance looks like the below screenshots before and after the Windows Remote Desktop connection. I guess the screen resolution changes caused this behavior somehow.

**Before**
![Screenshot 2023-01-25 193523](https://user-images.githubusercontent.com/25132694/216810831-d1dd9823-90ba-4074-817a-aba47d3a5d4b.png)

**After**
![Screenshot 2023-01-25 193300](https://user-images.githubusercontent.com/25132694/216810851-8186c25a-3458-4091-b347-4c25f13ba9d1.png)

**After (Developers Tools - "html"  tag inspection)**
![Screenshot 2023-01-25 193238](https://user-images.githubusercontent.com/25132694/216810910-f129c237-9f03-4c2e-9b90-423313376621.png)
As you can see, "html" tag doesn't fill the whole page.


### Reproduction

1. Run the Tauri app
2. Connect via Windows Remote Desktop from another computer to the computer that running the Tauri app

### Expected behavior

_No response_

### Platform and versions

Environment
  › OS: Windows 10.0.19045 X64
  › Webview2: 109.0.1518.70
  › MSVC: 
      - Visual Studio Build Tools 2019
  › Node.js: 16.13.2
  › npm: 8.5.4
  › pnpm: 7.19.0
  › yarn: 1.22.17
  › rustup: 1.25.1
  › rustc: 1.63.0
  › cargo: 1.63.0
  › Rust toolchain: stable-x86_64-pc-windows-msvc

### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Enhancement request: Enable/Disable Quick Accent feature depending on app
Labels: Idea-Enhancement,Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

It would be great if I could disable the Quick Accent feature when some blacklisted apps are focused. Maybe also add the opposite where the feature is only enabled for whitelisted apps.

### Scenario when this would be used?

The Quick Accent feature is really great, but it is a bother when playing games. 

### Supporting information

_No response_
Repository: rust
Issue: rustc should suggest "use" statement if it's missing from an import
Labels: A-diagnostics,T-compiler

### Code

```Rust
std::Time::SystemTime;

pub fn main() {}
```


### Current output

```Shell
error: expected one of `!` or `::`, found `;`
 --> src/main.rs:1:22
  |
1 | std::Time::SystemTime;
  |                      ^ expected one of `!` or `::`
```


### Desired output

```Shell
--> src/main.rs:1:22
  |
1 | std::Time::SystemTime;
  |^ expected `use `
```


### Rationale and extra context

or something like that. Not sure how hard it is to make this not regress other suggestions

### Other cases

_No response_

### Anything else?

_No response_

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Repository: PowerToys
Issue: Regarding the display position of the FancyZone layout editor and confirmation message boxes.
Labels: Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

FancyZones is a very useful tool. However, it would be appreciated if the layout editor could be set to appear near the current mouse position. The same applies to other confirmation message boxes.

### Scenario when this would be used?

I use a total of 10 monitors, 6 of which are Full HD and 4 of which are 4K. However, some of them are turned off for energy savings. As a result, I need to turn on the power of two projectors in order to search for the above windows, which is inconvenient. I have felt this point has been inconvenient since before, but it seems that my request for improvement has not been addressed, so I am asking for your help.

### Supporting information

_No response_
Repository: PowerToys
Issue: Key Dropdown Size
Labels: Needs-Triage

### Description of the new feature / enhancement

Showing only 6 entries of a long list makes it kinda hard to quickly find the right key.. could more entries be shown?

![image](https://user-images.githubusercontent.com/2218936/216815266-7ca6353d-fa3c-43ba-b7d8-e27270a38554.png)


### Scenario when this would be used?

Every time you want to remap a key.

### Supporting information

_No response_
Repository: PowerToys
Issue: Disable Functions in the GUI (Feature request)
Labels: Needs-Triage

### Description of the new feature / enhancement

Menu with the option to disable functions for nomal users.

### Scenario when this would be used?

I would like to install this program on Terminal servers. 
Bute many functions make this unposible. 
OCR, Always on Top and Power Toys Run are awesome for this.

### Supporting information

_No response_
Repository: godot
Issue: FontFile: unexpected behaviour when setting up glyphs manually
Labels: discussion,documentation,topic:gui

### Godot version

4.0-beta17

### System information

Fedora Workstation 36

### Issue description

As per [this question on the Godot subreddit](https://www.reddit.com/r/godot/comments/10tqv9s/help_understanding_how_godot_4s_fontfile_stores/), I've noticed some odd behaviour when using `FontFile`'s `set_texture_image` and `set_glyph_*` functions. This may be intended, but it isn't really explained in the docs from what I can see.

Most (but not all) of these functions expect a `Vector2i` for their `size` parameter. In these cases, having `y` set to anything other than `0` causes glyphs to not display. So, when setting up glyphs, I had to do eg.

```gdscript
var size := Vector2i(1, 0)

font.set_texture_image(0, size, 0, image)

for glyph in glyphs:
	font.set_glyph_uv_rect(0, size, glyph, rect)
	font.set_glyph_texture_idx(0, size, glyph, 0)
	font.set_glyph_offset(0, size, glyph, Vector2.ZERO)
	font.set_glyph_size(0, size, glyph, rect.size)

	# ...and set_glyph_advance takes an int rather than a Vector2i
	font.set_glyph_advance(0, size.x, glyph, Vector2(advance, 0))
```

Is this an intended design? I think I might be missing the point, but seeing as we'll soon be in RC, I wanted to make sure.

### Steps to reproduce

See the reproduction project; try changing `size.y` to `1` and note the glyphs disappear.

### Minimal reproduction project

[bug.zip](https://github.com/godotengine/godot/files/10610800/bug.zip)
Repository: go
Issue: x/sys/windows: mkwinsyscall: Add support for DLLs with extensions other than .dll
Labels: help wanted,OS-Windows,NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?
<pre>
$ go version
go version go1.20 windows/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
    :
GOARCH=amd64
GOOS=windows
    :
</pre></details>

### What did you do?
Some of the Windows system dynamic link library (DLL) files have extensions other than `.dll`. 
For [example](https://learn.microsoft.com/en-us/troubleshoot/windows-client/deployment/dynamic-link-library),
 - ActiveX Controls files with `.ocx` extension
 - Control Panel applets with `.cpl` extension
 - Device drivers with `.drv` extension

mkwinsyscall does not support generating the syscall wrappers for these DLLs with different extensions.
The extension is always hard-coded to `.dll` in the generated code.

<pre>
//sys ClosePrinter(h syscall.Handle) (err error) = winspool.ClosePrinter
</pre>

### What did you expect to see?
<pre>
var (
        modwinspool = windows.NewLazySystemDLL("winspool.drv")
        procClosePrinter = modwinspool.NewProc("ClosePrinter")
)
</pre>

### What did you see instead?
<pre>
var (
        modwinspool = windows.NewLazySystemDLL("winspool.dll")
        procClosePrinter = modwinspool.NewProc("ClosePrinter")
)
</pre>

### Proposed solution
If the user specified the extension of the DLL in the `//sys` comment, use that extension instead of adding the `.dll` extension.
Going back to the previous example, the user can specify the extension as `.drv` in the `//sys` comment.
<pre>
//sys ClosePrinter(h syscall.Handle) (err error) = winspool.drv.ClosePrinter
</pre>

Then, the generated code will be,
<pre>
var (
        modwinspool = windows.NewLazySystemDLL("winspool.drv")
        procClosePrinter = modwinspool.NewProc("ClosePrinter")
)
</pre>

The code changes are fairly straightforward. I have working code that I can submit as a pull request if the proposal makes sense.
Repository: godot
Issue: Editor sometimes loses focus and sometimes you can't change values of nodes.
Labels: bug,topic:core,topic:editor

### Godot version

4.0 Beta 17 mono

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

This is hard to catch, it happens to me regularly so it's not uncommon I just haven't managed to catch it on a video yet.
I also don't know what triggers it.

I'm in visual shader editor.

Sometimes when I open a color palette on color constant I can click through the color palette itself and select stuff in my scene in the editor behind the palette while the palette itself is unselectable (I can't change the color until I click in the visual editor, close the palette popup and then open it again).

The unselectable and not being able to change values is not related to just one particular node, sometimes when I add a new node and try to open it's popup to change values I can't change them, it seems the focus is somewhere else or something.

I'm sorry I've been trying to reproduce it but so far I can figure out what triggers this sometimes it just happens with almost every node added sometimes it doesn't happen, there's some kind of trigger but I'm not aware of what it is.

### Steps to reproduce

No idea for now.

### Minimal reproduction project

-
Repository: PowerToys
Issue: Power settings
Labels: Needs-Triage

### Description of the new feature / enhancement

I need to see or set the current power settings under W11. Since I tried the environments saving settings my screen blanks every 2-3 minutes of inactivity that means a reading a webpage and this cannot be managed. The current blanking time is 10 minutes but that is not in connection to the actual one.

### Scenario when this would be used?

When PT could set the power settings, probably that would correct this situation.

### Supporting information

However, I have sent a bug report to the Insider team.
Repository: godot
Issue: `range()` should return `Array[int]` and not `Array`
Labels: enhancement,discussion,topic:gdscript,breaks compat

### Godot version

4.0 beta 17

### System information

Windows 10

### Issue description

I am having trouble assigning my `Array[int]` to the return value of `range()`. I believe this could be more straightfoward since [all parameters are converted to int before processing](https://docs.godotengine.org/en/latest/classes/class_@gdscript.html#class-gdscript-method-range). 
Right now, my solution is to just change my array type but that is not ideal.

### Steps to reproduce

Create a node and attach the following script:
```gdscript
var my_array: Array[int]

func _ready() -> void:
	my_array = range(5)
```
Run the project and the following error occours:
> Trying to return an array of type "Array" where expected return type is "Array[int]"

### Minimal reproduction project

N/A
Repository: PowerToys
Issue:  Network Prioritizer
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

You can select a program and limit the bandwidth to a certain amount or prioritize other programs e.g. (Chrome: High; Steam: Low; OBS: Critical)

### Scenario when this would be used?

I'm live streaming and uploading a large video file to Dropbox in the background.

### Supporting information

_No response_
Repository: PowerToys
Issue: Shortcut to open a chosen app
Labels: Needs-Triage

### Description of the new feature / enhancement

Binds certain keyboard shortcuts to open a program

### Scenario when this would be used?

Eg: Win+C would open calculator

### Supporting information

_No response_