sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [go_router] ShellRoutes break iOS swipe back navigation
Labels: platform-ios,package,has reproducible steps,P2,p: go_router,found in release: 3.7,found in release: 3.8,team-go_router,triaged-go_router

go_router version: 6.0.4
flutter version: 3.3.9

Hi go_router team, 
we experience an unexpected behaviour when it comes to using GoRouter with ShellRoutes in combination with the iOS "swipe to go back" gesture. The navigation seems to skip over all routes wrapped in the ShellRoute. Everything works as expected with the Android "swipe to go back" gesture.

## Steps to Reproduce
With the below code sample using a ShellRoute, navigate to sub-page "AcknowledgementsPage" and then "swipe to go back" on iOS.

**Expected results:** Navigation goes back only one page to "AboutThisAppPage".

**Actual results:** Navigation skips any page wrapped in ShellRoute, goes back to "HomePage".

<details>
<summary>Code sample</summary>
With this example, the "swipe to go back" works as expected:

```dart
GoRouter(
      initialLocation: '/home',
      routes: [
        GoRoute(
          path: '/home',
          name: HomePage.routeName,
          pageBuilder: const HomePage(),
          routes: [
             GoRoute(
                path: 'about',
                name: AboutThisAppPage.routeName,
                pageBuilder: const AboutThisAppPage(),
                routes: [
                  GoRoute(
                      path: 'acknowledgements',
                      name: AcknowledgementsPage.routeName,
                      pageBuilder: const AcknowledgementsPage(),
                  ),
                ]),
          ])
       ]);
```

When including a `ShellRoute`, swipe to go back from "AcknowledgementsPage" will go back to "HomePage" instead of "AboutThisAppPage".
```dart
GoRouter(
    initialLocation: '/home', 
    routes: [
     GoRoute(
        path: '/home',
        name: HomePage.routeName,
        pageBuilder: const HomePage(),
        routes: [
          // This minimal ShellRoute does not provide any benefit but is enough to reproduce the unexpected behaviour
          ShellRoute(
            builder: (context, state, child) {
              return child;
            },
            routes: [
              GoRoute(
                  path: 'about',
                  name: AboutThisAppPage.routeName,
                  pageBuilder: const AboutThisAppPage(),
                  routes: [
                    GoRoute(
                      path: 'acknowledgements',
                      name: AcknowledgementsPage.routeName,
                      pageBuilder: const AcknowledgementsPage(),
                    ),
                  ]),
            ]
          )
        ])
  ]);
```
</details>
Repository: godot
Issue: Godot crashed when opening a project
Labels: bug,platform:windows,topic:rendering,topic:thirdparty

### Godot version

4.0 rc1

### System information

Windows 10, Vulkan, AMD Radeon R4 Graphics

### Issue description

When opening any project, Godot will crashed.

Log:
```
ERROR: Condition "err" is true. Returning: ERR_CANT_CREATE
   at: _update_swap_chain (drivers/vulkan/vulkan_context.cpp:1964)
ERROR: Condition "!dl" is true.
   at: draw_list_bind_render_pipeline (drivers/vulkan/rendering_device_vulkan.cpp:7110)
ERROR: Condition "!dl" is true.
   at: draw_list_bind_index_array (drivers/vulkan/rendering_device_vulkan.cpp:7257)
ERROR: Condition "!dl" is true.
   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7184)
ERROR: Condition "!dl" is true.
   at: draw_list_set_push_constant (drivers/vulkan/rendering_device_vulkan.cpp:7291)
ERROR: Condition "!dl" is true.
   at: draw_list_draw (drivers/vulkan/rendering_device_vulkan.cpp:7309)
ERROR: Immediate draw list is already inactive.
   at: (drivers/vulkan/rendering_device_vulkan.cpp:7612)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_OUT_OF_DEVICE_MEMORY
   at: (drivers/vulkan/vulkan_context.cpp:2351)
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:70)
ERROR: Condition "err" is true.
   at: flush (drivers/vulkan/vulkan_context.cpp:2211)
ERROR: Condition "err" is true.
   at: flush (drivers/vulkan/vulkan_context.cpp:2211)
ERROR: Condition "err" is true. Returning: ERR_CANT_CREATE
   at: _update_swap_chain (drivers/vulkan/vulkan_context.cpp:1964)
ERROR: Condition "err != OK" is true. Returning: ERR_CANT_CREATE
   at: _window_create (drivers/vulkan/vulkan_context.cpp:1693)
ERROR: Failed to create Vulkan Window.
   at: (platform/windows/display_server_windows.cpp:3896)
ERROR: Failed to create sub window.
   at: (platform/windows/display_server_windows.cpp:722)
ERROR: Condition "window_id == DisplayServer::INVALID_WINDOW_ID" is true.
   at: _make_window (scene/main/window.cpp:521)
ERROR: Condition "!windows.has(p_window)" is true. Returning: -1
   at: window_get_current_screen (platform/windows/display_server_windows.cpp:966)
```

What I believe is that my machine probably doesn't support Vulkan.

### Steps to reproduce

Open any project with Vulkan graphics on non supporting Vulkan machine.

### Minimal reproduction project

N/A
Repository: neovim
Issue: windows are not properly aligned with scrollbind when winbar is on for only one window
Labels: bug-vim,needs:discussion,statusline

### Describe the bug

When you open a diff with with `scrollbind` on, and one of the buffers has a winbar open, but the other one does not, the scrolling for the buffers will be off by 1 line.

### Steps to reproduce

with fugitive.vim
```
:Git diff or :Git blame
```

without fugitive:
```
nvim --clean
:e some_file
:diffthis
:vsp some_other_file
:diffthis
:setlocal winbar=xxx
```

scroll around

### Expected behavior

One of these
* When one buffer that is included in a diff has winbar set, neovim should automatically add a winbar or just an empty line to all buffers in the diff without winbar
* winbar gets temporarily disabled for all buffers in a diff, if at least one buffer in the diff does not have a winbar set
* winbar is always hidden when a buffer is included in a diffsplit

### Neovim version (nvim -v)

0.9.0 commit gad00b03426

### Vim (not Nvim) behaves the same?

vim doesn't have winbar

### Operating system/version

Archlinux

### Terminal name/version

Windows Terminal 1.16.10262.0

### $TERM environment variable

xterm-256color

### Installation

neovim-git from AUR
Repository: pytorch
Issue: [mypy] skipping mypy for a few torch/fx and torch/_subclass files
Labels: module: lint,triaged

### 🐛 Describe the bug

In PR https://github.com/pytorch/pytorch/pull/94173, the below files were failing on mypy.  The PR doesn't change these files but probably some import causes mypy to be run on these files and they fail.

Since it is not a regression, the PR now excludes those files from mypy checks. This issue is to track the same.

Files:
```
torch/fx/proxy.py
torch/fx/passes/shape_prop.py
torch/fx/node.py
torch/fx/experimental/symbolic_shapes.py
torch/fx/experimental/proxy_tensor.py
torch/_subclasses/fake_utils.py
torch/_subclasses/fake_tensor.py
```

### Versions

https://github.com/pytorch/pytorch/pull/94173
Repository: godot
Issue: GPUParticles2D does not emit particles on macOS with compatibility backend (Intel)
Labels: bug,platform:macos,topic:rendering,confirmed,topic:thirdparty,topic:particles

### Godot version

v4.0.rc1.official [8843d9ad3]

### System information

macOS Ventura 13.1, Intel MacBook Air 2020, Intel Iris Plus Graphics 

### Issue description

When using the compatibility backend, GPUParticles2D does not show any particles. Changing to the mobile backend does show particles.

### Steps to reproduce

1. Create a new project using the Compatibility backend
2. Add a 2D scene with a GPUParticles2D node and a texture assigned to that
3. Observe no particles being emitted
4. Change to Mobile backend and restart engine
5. Observe particles being emitted

### Minimal reproduction project

[Minimal.zip](https://github.com/godotengine/godot/files/10696612/Minimal.zip)
Repository: go
Issue: x/mobile/bind/java: fatal error: jni.h: No such file or directory
Labels: NeedsInvestigation,mobile

<!--
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 linux/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

GOHOSTARCH="amd64" 
GOHOSTOS="linux"   

ANDROID_NDK_HOME=/home/dpanic/development/Android/Sdk/ndk/25.2.9519653
ANDROID_HOME=/home/dpanic/development/Android/Sdk
</pre></details>

### What did you do?
Binding Go Mobile project with following command:

```
CGO_ENABLED=1 \
        gomobile bind \
        -androidapi 23 \
        -target=android/$TARGET \
        -ldflags="-w -s" \
        -o export_$TARGET.aar \
        -v
```


### What did you expect to see?
On Go version 1.19.5 and lower this works.


### What did you see instead?
```
unable to import bind/java: [-: # golang.org/x/mobile/bind/java                         
/home/dpanic/go/pkg/mod/golang.org/x/mobile@v0.0.0-20221110043201-43a038452099/bind/java
/context_android.go:9:10: fatal error: jni.h: No such file or directory                 
    9 | //#include <jni.h>                                                              
      |          ^~~~~~~                                                                
compilation terminated.]                                                                
gomobile: /home/dpanic/go/bin/gobind -lang=go,java -outdir=/tmp/gomobile-work-1953076754
 example.com/export failed: exit status 1                                            
```
Repository: flutter
Issue: Collapse Layer::Preroll and Layer::Diff into a single pass
Labels: engine,c: proposal,P3,team-engine,triaged-engine

These 2 passes perform a lot of the same logic with some key differences that can be classified as potential bugs.

Diff works mostly in device clips/bounds to accumulate which pixels are modified.
Preroll works mostly in local clips/bounds to compute the bounds needed to pass to saveLayer and cache operations mainly.

This is all further complicated by the fact that the Paint pass will do layer culling on local bounds (which is why Preroll computes local bounds), but it will render the layer potentially with a pixel-snapped translation component.

A single pass that computes bounds might require fewer work-arounds, especially if it:
- computed both local and device bounds at the same time
- Paint performed culling on device bounds
- The layer device bounds included pixel snapping
Repository: vscode
Issue: Outline's "Follow Cursor" option is missing from Settings
Labels: under-discussion,outline

<!-- ⚠️⚠️ 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: 1.76.0-insider (Universal)

Steps to Reproduce:

1. Search for settings relating to the Outline view.
2. See a lot of settings like "Outline: Show Interfaces".
3. Expect to find a setting to toggle Outline's "Follow Cursor" property that is present in the "..." menu.
4. It's not configurable via setting.
Repository: godot
Issue: [3.x & 4.x] Can't backspace pre-existing text after grab_focus TextEdit & LineEdit on Mobile
Labels: bug,platform:android,topic:input

### Godot version

3.5.2 rc2
4.0 rc5

### System information

Android 12 and IOS 16.3

### Issue description

Can't backspase/delete on mobile the text already present in a `TextEdit` and `LineEdit` after gaining focus with `grab_focus()`, not with touch.

### Steps to reproduce

1. Type text in a TextEdit/LineEdit
2. Switch or release the focus of the TextEdit/LineEdit
3. Gain focus of the TextEdit/LineEdit back using `grab_focus()`
4. Try to backspace/delete the text. Can't.

### Minimal reproduction project

[Can't_backspace_after_grab_focus.zip](https://github.com/godotengine/godot/files/9995548/Can.t_backspace_after_grab_focus.zip)
[Can't_backspace_text_after_grab_focus_4.x.zip](https://github.com/godotengine/godot/files/10772091/Can.t_backspace_text_after_grab_focus_4.x.zip)
Repository: next.js
Issue: asPath outputting incorrectly when using custom server, i18n, trailingSlash
Labels: bug,Navigation,Internationalization (i18n)

### Verify canary release

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

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Thu Jan  5 20:48:54 PST 2023; root:xnu-8792.81.2~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.14.0
      npm: 8.3.1
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.1.7-canary.8
      eslint-config-next: 11.1.2
      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/scripter-co/nextjs-asPath-bug

### To Reproduce

1. enable i18 support
2. enable trailing slash support
3. use a custom server with locale param
4. load a locale url e.g. http://localhost:3000/fr/

### Describe the Bug

When using a custom server and using i18n there is a some weird behaviour where the asPath where it returns an invalid url or //. A reproducible example is in this repo but:

next.config.js

```
module.exports = {
  reactStrictMode: true,
  i18n: {
    locales: ["fr", "en"],
    defaultLocale: "en",
    localeDetection: false,
  },
  trailingSlash: true,
};

```

server.js

```
const express = require("express");
const next = require("next");

const dev = process.env.NODE_ENV !== "production";
const app = next({ dev });
const handle = app.getRequestHandler();

app
  .prepare()
  .then(() => {
    const server = express();

    server.get("/:locale?", async (req, res) => {
      return app.render(req, res, "/", {});
    });

    server.get("/_next/static/*", (req, res) => {
      handle(req, res);
    });

    server.listen(3000, (err) => {
      if (err) throw err;
      console.log("> Ready on http://localhost:3000");
    });
  })
  .catch((ex) => {
    console.error(ex.stack);
    process.exit(1);
  });

```

pages/_app.js

```
import "../styles/globals.css";

export default function MyApp({ Component, pageProps }) {
  return <Component {...pageProps} />;
}

MyApp.getInitialProps = ({ ctx: { asPath } }) => {
  return {
    pageProps: {
      asPath,
    },
  };
};

```

pages/index.js

```
const Index = ({ asPath }) => {
  return (
    <>
      <p>has getIntialProps: {String(Boolean(Index.getInitialProps))}</p>
      <p>asPath: {asPath}</p>
    </>
  );
};

/*
  when you uncomment this line, asPath will be updated
  to be /fr/ when it should be / due to asPath should
  strip the locale
*/
// Index.getInitialProps = () => ({});

export default Index;
```

### Expected Behavior

- The `asPath` should be `/` not `//`.
- I _believe_ `asPath` should be `/` not `/fr/` when we have a `getInitialProps/getServerSideProps` 

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

_No response_

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

_No response_
Repository: godot
Issue: [3.x & 4.x] Off "position" value of simulated InputEventMouse in fullscreen/tiled window
Labels: discussion,topic:core,topic:input

### Godot version

3.5.2 rc2
4.0 rc5

### System information

Arch Linux and Windows 10 22H2
1366x768 HiDPI

### Issue description

The `position` value of a simulated `InputEventMouse` becomes skewed when passed to `_input` if the game window is fullscreen/tiled/maximized.

`global_position` is not affected.

### Steps to reproduce

`event.position` will not be `(100, 100)` if the window is fullscreen/maximized/tiled.

```gdscript
var event := InputEventMouseButton.new()
event.position = Vector2(100, 100)
Input.parse_input_event(event)
```

1. Create an event that inherits InputEventMouse
2. Set the event's `position` to something
3. Emit the event when the game's window is tiled or fullscreen
4. Print or assign to a label the `position` of the event after it's been passed to `_input`
5. Observe altered `position` value

### Minimal reproduction project

[off_mouse_event_position.zip](https://github.com/godotengine/godot/files/9995877/off_mouse_event_position.zip)
[off_position_of_simulated_inputeventmouse_4.x.zip](https://github.com/godotengine/godot/files/10772183/off_position_of_simulated_inputeventmouse_4.x.zip)
Repository: godot
Issue: [3.x] TreeItem displaying incorrectly with set_column_expand(0, false)
Labels: bug,topic:gui

### Godot version

3.5.2 rc2

### System information

Arch Linux and Windows 10 22H2

### Issue description

Item's first column displaying incorrectly if `set_column_expand(0, false)` when the `Tree` has more than 1 column.`

`set_expand_right(0, true)` doesn't do anything.

When items are children of the root item:

![2022-11-27T11:34:12,204366936+02:00](https://user-images.githubusercontent.com/95962222/204129159-f7ef29ab-f8d0-4245-8e4d-7bf6bdeb70cc.png)

When items are children of the children of the root item:

![2022-11-27T11:33:53,602423130+02:00](https://user-images.githubusercontent.com/95962222/204129146-643904c0-51e3-4e31-85c6-51dcdf0c8675.png)


### Steps to reproduce

1. Set `Tree.columns` to more than 1
2. Create items that form a branch deeper than the children of the root item.
3. Disable the expand of the first column of the items with `set_column_expand(0, false)`

### Minimal reproduction project

[TreeItem_Column_Expand_Visual_Issue_MRP.zip](https://github.com/godotengine/godot/files/10097971/TreeItem_First_Column_Expand_Visual_Issue_MRP.zip)
Repository: deno
Issue: deno fmt crash
Labels: bug,deno fmt

```
Platform: macos x86_64
Version: 1.30.3
Args: ["deno", "fmt"]

thread 'tokio-runtime-worker' panicked at 'Formatting not stable. Bailed after 5 tries. This indicates a bug in the formatter where it formats the file (/Users/aricart/Dropbox/code/src/github.com/nats-io/nats.deno/docs/assets/main.js) differently each time. As a temporary workaround you can ignore this file.', cli/tools/fmt.rs:442:11
stack backtrace:
   0: _rust_begin_unwind
   1: core::panicking::panic_fmt
   2: tokio::runtime::task::raw::poll
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
```

To reproduce:
```bash
git clone https://github.com/nats-io/nats.deno.git
cd nats.deno
deno.fmt
```

The crash is happening on a jsdoc generated file in `docs/assets/search.js`, normally I exclude this directory (`make fmt` - I know, I will switch to `deno task`) but my fingers slipped today with a `deno fmt` and saw the error. -
Repository: godot
Issue: Static method override fails when call site is base script
Labels: bug,discussion,topic:gdscript,breaks compat

### Godot version

4.0.rc1

### System information

windows 10

### Issue description

When overriding a static method, it is possible to call the override "from outside", when the call site is using a reference to the derived script, and it is also possible to invoke the base implementation from within the overridden implementation using "super()". BUT, if a given method is not overridden and it's implementation calls another method which has an override in the derived script, then the overridden implementation does not get called at all, only the base implementation.

I think that, If static method override is desired in gdscript, then the static method call should be bound to the script reference lastly used to invoke the method, that is, the derived scripts which may override static methods, and this binding should propagate to other static calls within the method implementation unless a new script reference is used.

If this is not a bug, but an unwanted behavior, then we should warn the user that overriding static methods between scripts is not supported. But if this is indeed a bug, then it could be interesting consider doing something like in php: in php, when using the 'static' keyword inside a method, it refers always to the most derived script used to initiate the call stack, whereas the 'self' keyword refers always to the current script where the keyword was written. If similar keywords existed in gdscript, we could use ```static.myStaticMethod()``` to ensure the ```myStaticMethod()``` call is bound to the most derived script, whereas ```self.myStaticMethod()``` (obviously the keyword should be other since self is already used) would be bound always to the script where the keyword is written. Or maybe we could make get_script() work somehow in static contexts and always return the most derived script used in the call stack, so that we can use ```get_script().myStaticMethod()``` to ensure the overriden method is called and ```MyScriptName.myStaticMethod()``` to ensure the base implementation is called

### Steps to reproduce

Create a Base class. Then create a Derived class which extends from base. In the Base class implement two methods, A and B, A will call B. In the Derived class, override method B but not A. Then, from a third script, call Derived.a() and notice how Derived.b() is never called

![Screenshot (280)](https://user-images.githubusercontent.com/5783414/217835449-97c48117-58fa-4778-876e-efcb17a76280.png)

![Screenshot (281)](https://user-images.githubusercontent.com/5783414/217835529-f884067f-d4f5-4f87-a43d-9175b346f35e.png)

![Screenshot (282)](https://user-images.githubusercontent.com/5783414/217835557-75ffbf74-4380-44e7-919f-bba3b21b8388.png)


### Minimal reproduction project

[StaticMethodOverrideFailsPropagatingBoundScript.zip](https://github.com/godotengine/godot/files/10697930/StaticMethodOverrideFailsPropagatingBoundScript.zip)
Repository: storybook
Issue: [Bug]: Colons ':' in urls are not passed through to Story from args
Labels: bug,addon: controls

### Describe the bug

When using the "open canvas in new tab" option and using the args parameter to pass values, there is an issue with strings containing a colon not being passed through.

For example:

?args=titleIcon:test
will work fine

?args=titleIcon:actions:info
will fail to pass titleIcon as it contains a ':'

Presuming because the JSON is having issues determining where the key/values starts and ends.

Steps:
- open canvas in new tab
- edit url to contain "args=[key]:[some value with a colon]
- story will not receive the value. 

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_