sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Cannot use `renderToReadableStream` from `react-dom/server.edge`
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/gabrielmfern/react-dom-edge-reproduction

### To Reproduce

1. Start the app using `next dev`
2. Open the route at https://localhost:3000/test
3. See the error in the terminal

### Current vs. Expected behavior

I was expecting that I would be able to properly call the functions from `react-dom` regardless of how I import it or where I run it. The result I get is an error that seems to indicate multiple instances of React running, so not exactly sure what is the cause.

```js
TypeError: Cannot read properties of undefined (reading 'H')
    at performWork (webpack-internal:///(rsc)/./node_modules/.pnpm/next@15.0.2-canary.6_react-dom@19.0.0-rc-1631855f-20241023_react@19.0.0-rc-1631855f-20241023_
_3on5hdq5nuq33xp36ooa2qays4/node_modules/next/dist/compiled/react-dom/cjs/react-dom-server.edge.development.js:6506:49)
    at AsyncLocalStorage.run (node:async_hooks:346:14)
    at eval (webpack-internal:///(rsc)/./node_modules/.pnpm/next@15.0.2-canary.6_react-dom@19.0.0-rc-1631855f-20241023_react@19.0.0-rc-1631855f-20241023__3on5hd
q5nuq33xp36ooa2qays4/node_modules/next/dist/compiled/react-dom/cjs/react-dom-server.edge.development.js:7244:35)
    at node:internal/process/task_queues:140:7
    at AsyncResource.runInAsyncScope (node:async_hooks:206:9)
    at AsyncResource.runMicrotask (node:internal/process/task_queues:137:8)
```

### Provide environment information

```bash
Node.js v20.17.0

Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Tue, 22 Oct 2024 18:31:38 +0000
  Available memory (MB): 15872
  Available CPU cores: 24
Binaries:
  Node: 20.17.0
  npm: 10.8.2
  Yarn: N/A
  pnpm: 9.10.0
Relevant Packages:
  next: 15.0.2-canary.6 // Latest available version is detected (15.0.2-canary.6).
  eslint-config-next: 14.1.0
  react: 19.0.0-rc-1631855f-20241023
  react-dom: 19.0.0-rc-1631855f-20241023
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Runtime

### Which stage(s) are affected? (Select all that apply)

next dev (local), next start (local)

### Additional context

I tested this against the latest version and also the canary, there doesn't seem to be any difference in the error or the behaviors at all. The error also seems to persist even when going back down to `15.0.0-canary.0` and downgrading the `react-dom` and `react` versions accordingly.

Not sure if this only happens when on the edge, or if it happens with any of the other exports for `react-dom/server`, but for my purposes I wanted to use the edge one specifically.
Repository: PowerToys
Issue: Preview pane handlers, thumbnail generators only work if PT is installed for the system
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.1

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

File Explorer: Preview Pane, File Explorer: Thumbnail preview

### Steps to reproduce

Install the **user** package of PowerToys, start it and attempt to enable File Explorer preview panes and handlers as appropriate. Then view the preview in Explorer.

As a workaround, it appears installing the machine package does allow the handlers to initialise correctly. I have not tested if later uninstalling this system package, and installing the user package, returns to the broken behaviour.

### ✔️ Expected Behavior

The previews to be successfully displayed.

### ❌ Actual Behavior

Thumbnails are not generated, and the preview pane displays the error "This file can't be previewed" for any file that has a PowerToys handler.

### Other Software

_No response_
Repository: godot
Issue: D3D12 TextureArray2D mipmaps missing/broken 
Labels: bug,platform:windows,topic:rendering

### Tested versions

Reproducible in 4.3, 4.4dev3 

### System information

Windows 11/64, RTX 3070, D3D12

### Issue description

In the Direct3D12 renderer, TextureArray2Ds don't seem to generate mipmaps so breaks Terrain3D and all other projects using them.

![image](https://github.com/user-attachments/assets/8ed30a18-feda-40bc-8315-663a2aa8130f)

This code shows the next two images:
```
void fragment() {
    NORMAL = mat3(VIEW_MATRIX) * normalize(v_normal);
    // broken
    ALBEDO = texture(_texture_array_albedo, vec3(UV, 0.)).rgb;
    // works
    //ALBEDO = texture(test_albedo, UV).rgb;
}
```

![image](https://github.com/user-attachments/assets/5edb5ba0-7a9f-41c6-a8f3-e90dd795d546)
![image](https://github.com/user-attachments/assets/c8bb7eb5-5af0-4b11-a121-2a1326bc9fee)

Forcing mip 0 with vec2(0) derivatives also works.

Downstream issue https://github.com/TokisanGames/Terrain3D/issues/529


### Minimal reproduction project (MRP)

- Create a new Godot project
- Download Terrain3D from the asset library
- Enable the plugin, open the demo, restart twice
- Change to D3D12

If you wish to edit the shader, enable `Terrain3D / Material / Shader Override`.
Repository: next.js
Issue: Reading searchParams with "use cache" causes the build to hang
Labels: bug

### Link to the code that reproduces this issue

https://github.com/zaiste/nextjs-searchparams-bug-use-cache

### To Reproduce

Build the application 
```
npm run build
```

### Current vs. Expected behavior

**Current:** The build process gets stuck. 
**Expected:** The build process finishes

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 24.1.0: Mon Sep 30 00:10:31 PDT 2024; root:xnu-11215.40.63~39/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 10
Binaries:
  Node: 21.7.1
  npm: 10.9.0
  Yarn: 1.22.22
  pnpm: 9.12.2
Relevant Packages:
  next: 15.0.2-canary.6 // Latest available version is detected (15.0.2-canary.6).
  eslint-config-next: N/A
  react: 19.0.0-rc-1631855f-20241023
  react-dom: 19.0.0-rc-1631855f-20241023
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Developer Experience

### Which stage(s) are affected? (Select all that apply)

next build (local)

### Additional context

_No response_
Repository: tensorflow
Issue: It doesn't support on python3.13
Labels: stat:awaiting tensorflower,type:feature,type:build/install,subtype:macOS,2.17

### Issue type

Build/Install

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

source

### TensorFlow version

tf 2.17

### Custom code

Yes

### OS platform and distribution

macos sequoia arm

### Mobile device

_No response_

### Python version

3.13

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

It doesn't work when I want to install via terminal with the installation code. 

### Standalone code to reproduce the issue

```shell
ERROR: Could not find a version that satisfies the requirement tensorflow (from versions: none)
ERROR: No matching distribution found for tensorflow
```


### Relevant log output

_No response_
Repository: flutter
Issue: Packages repo LUCI builds process logs excessively
Labels: package,team-infra,P2,triaged-infra

### Type of Request

bug

### Infrastructure Environment

LUCI

### What is happening?

Example build: https://ci.chromium.org/ui/p/flutter/builders/try/Mac_arm64%20ios_platform_tests_shard_5%20master/17374/overview

The last steps are repeatedly initializing and processing the logs.  It's extremely fast but actually does seem to be [re-uploading the logs over and over](https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8733088378138433393/+/u/Run_package_tests/process_logs__6_/gsutil_upload_logs_d80d2367-8dd1-41bd-8c5d-806e659e3978/stdout).
![Screenshot 2024-10-25 at 10 14 04 AM](https://github.com/user-attachments/assets/21b56ceb-f177-42cf-87e4-89a82e4f099d)

The repeated uploading is wasted and makes the steps difficult to read. For example, the "remove simulator" step in the middle of the above screenshot is difficult to spot.

### Steps to reproduce

_No response_

### Expected results

_No response_
Repository: vscode
Issue: Clarify Walkthrough step complete criteria
Labels: bug,getting-started

>Should the step be marked as completed? 
> 
> No the step should NOT be marked. 🤔 
> Just tried it my self and I see that the step is not marked as complete when it reappears.  

 _Originally posted by @bhavyaus in [#226184](https://github.com/microsoft/vscode/issues/226184#issuecomment-2438417032)_
Repository: bitcoin
Issue: MIN_STANDARD_TX_NONWITNESS_SIZE prevents efficient spending of P2A outputs
Labels: TX fees and policy

### Please describe the feature you'd like to see added.

The most efficient way to spend a single P2A output to an `OP_RETURN` results in a transaction 61 bytes in size, below the 65 byte limit enforced by `MIN_STANDARD_TX_NONWITNESS_SIZE`. For example:

```01000000017989c51d11e9e1e6aa634d471e31900141fe44bd491bcb5996f948b9039b232e0000000000ffffffff010000000000000000016a00000000```

This transaction should be standard.

### Is your feature related to a problem, if so please describe it.

_No response_

### Describe the solution you'd like

_No response_

### Describe any alternatives you've considered

_No response_

### Please leave any additional context

_No response_
Repository: flutter
Issue: [vector_graphics] Document public APIs
Labels: package,P2,c: tech-debt,team-engine,triaged-engine,p: vector_graphics

In importing `vector_graphics*` and updating it to use our repo analysis options, I had to do some file-level ignores of missing docs on public APIs in a number of places, because fixing it all during the import without knowing the code was infeasible. We shouldn't have those file-level ignores indefinitely because it means we have code that doesn't meet our documentation standards. I'll be annotating all of those `ignore`s with TODOs referencing this issue.
Repository: flutter
Issue: [packages] `missing_code_block_language_in_doc_comment` lint fails in Dart version 3.4
Labels: package

**Context**
`missing_code_block_language_in_doc_comment` has a bug fix that prevent false positives in https://github.com/dart-lang/sdk/commit/b6ac281270ac751175c5298ce78dd9f2cb3bd594. It just so happens that the rest of the lint work is in Dart 3.4 and this fix is in Dart 3.5.

**What's wrong**
In the PR to add this lint to `flutter/packages`, https://github.com/flutter/packages/pull/6473, the Linux analyze N-1 tryjob fails because it's currently on 3.4, while N-2 is on 3.3 which doesn't have the lint, and stable is on 3.5 with the correct lint fix. This causes the Linux analyze N-1 tryjob to have false positives.

**What needs to be done**
PR https://github.com/flutter/packages/pull/6473 will add `// ignore:`s for each of those false positives and once stable gets updated, we'll clean these up.
Repository: godot
Issue: Content Margin ignored when changing Button text on press
Labels: bug,topic:gui

### Tested versions

- Reproducible in v4.3.stable.official [77dcf97d8], v4.4.dev3.official [f4af8201b]
- Not reproducible in v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2080 (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 Threads)

### Issue description

The "Content Margin" property of a StyleBox seems to be ignored if you change the text of a Button during the `pressed` event.

Here is an example, where the `content_margin_right` is set to `200`. When the Button is pressed, `text = "Changed text"`.

In 4.3, the content margin setting appears to not be applied:
![content-margin-bug-4 3](https://github.com/user-attachments/assets/96be6fc3-5e99-45eb-aab3-0aedfc421190)


In 4.2, the content margin remains in effect:
![content-margin-bug-4 2](https://github.com/user-attachments/assets/9a3fe7a4-5402-4309-8f85-276adcf5a65a)

Other observations
- Simply changing the `.text` property does not result in this behavior (e.g. during `_ready()` or `_process()`)
- It does not seem to matter whether the StyleBox is part of default theme, a resource on disk, or just configured directly on the button.
- The StyleBox's content_margin_right value is not actually changed. If you assign it again in code (e.g. `get_theme_stylebox("normal").content_margin_right = 200`, or any `content_margin` property), it will take effect again

### Steps to reproduce

Create a Button
Add a Theme Override->Styles->"normal", creating a new StyleBoxFlat
Set a `content_margin_right` value, e.g. 200
Add a script to the Button
Connect a handler for the `pressed` event of the button
Change the `.text` of the button in the handler, e.g.

```gdscript
func _on_pressed():
	text = "Changed text"
```

Run the project and click the button.
Observe that the content_margin is removed.

### Minimal reproduction project (MRP)

[button-content-margin-bug.zip](https://github.com/user-attachments/files/17526125/button-content-margin-bug.zip)
Repository: pytorch
Issue: torch.cond complains two tensors have different metadata 
Labels: triaged,oncall: pt2,oncall: export

### 🐛 Describe the bug

internal post: https://fb.workplace.com/groups/1028545332188949/posts/1073473854362763

repro:
```
class M(torch.nn.Module):
    def forward(self, x, flag):
        def true_fn(x):
            ori_size, new_size = (
                (
                    math.trunc(x.shape[-2] / 1),
                    math.trunc(x.shape[-1] / 1),
                ),
                (
                    math.trunc(x.shape[-2] + 0.5),
                    math.trunc(x.shape[-1] + 0.5),
                ),
            )
            x = F.interpolate(x, size=new_size, mode="bilinear")
            x = F.interpolate(x, size=ori_size, mode="bilinear")
            return x

        def false_fn(x):
            return x.clone()

        return torch.cond(
            flag,
            true_fn,
            false_fn,
            [x],
        )
        return x

input1 = (
    torch.rand(1, 3, 28, 28, device="cuda"),
    torch.tensor([True]),
)
model = M().cuda()

# sanity check 
_ = model(*input1)

dynamic_shapes = {
    "x": {2: torch.export.Dim.DYNAMIC, 3: torch.export.Dim.DYNAMIC},
    "flag": None,
}
ep = torch.export.export(model, input1, dynamic_shapes=dynamic_shapes, strict=False)
path = torch._inductor.aot_compile(ep.module(), input1)
```

errors:
```
torch._inductor.exc.LoweringException: AssertionError: (0, StorageBox(
  ComputedBuffer(name='true_graph_0_buf8', layout=FixedLayout('cuda', torch.float32, size=[1, 3, TruncToInt(IntTrueDiv(s0, 1)), TruncToInt(IntTrueDiv(s1, 1))], stride=[3*TruncToInt(IntTrueDiv(s0, 1))*TruncToInt(IntTrueDiv(s1, 1)), TruncToInt(IntTrueDiv(s0, 1))*TruncToInt(IntTrueDiv(s1, 1)), TruncToInt(IntTrueDiv(s1, 1)), 1]), data=Pointwise(device=device(type='cuda', index=0), dtype=torch.float32, inner_fn=<function make_pointwise.<locals>.inner.<locals>.inner_fn at 0x7f361637ad40>, ranges=[1, 3, TruncToInt(IntTrueDiv(s0, 1)), TruncToInt(IntTrueDiv(s1, 1))]))
), StorageBox(
  ComputedBuffer(name='false_graph_0_buf0', layout=FixedLayout('cuda', torch.float32, size=[1, 3, s0, s1], stride=[3*s0*s1, s0*s1, s1, 1]), data=Pointwise(device=device(type='cuda', index=0), dtype=torch.float32, inner_fn=<function Buffer.make_loader.<locals>.loader at 0x7f3615939510>, ranges=[1, 3, s0, s1]))
))
  target: cond
  args[0]: TensorBox(StorageBox(
    InputBuffer(name='arg1_1', layout=FixedLayout('cpu', torch.bool, size=[1], stride=[1]))
  ))
  args[1]: Subgraph(name='true_graph_0', graph_module=<lambda>(), graph=<torch._inductor.graph.SubgraphLowering object at 0x7f36163db910>)
  args[2]: Subgraph(name='false_graph_0', graph_module=<lambda>(), graph=<torch._inductor.graph.SubgraphLowering object at 0x7f36163b1330>)
  args[3]: [TensorBox(StorageBox(
    InputBuffer(name='arg0_1', layout=FixedLayout('cuda', torch.float32, size=[1, 3, s0, s1], stride=[3*s0*s1, s0*s1, s1, 1]))
  ))]
```

### Versions

trunk

cc @ezyang @chauhang @penguinwu @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: vscode
Issue: Secondary sidebar does not fallback to its view when view got removed
Labels: bug,layout,workbench-views,workbench-auxsidebar

See how the aux sidebar appears as if empty even though it has a view:

![Image](https://github.com/user-attachments/assets/715f285a-5be9-442b-9c65-68abc6bb5c1c)


Steps to Reproduce:

1. setup exploration and insiders build to use settings sync
2. in insiders have chat in the aux bar, close aux bar
3. in exploration move chat into primary bar and trigger sync
4. in insiders wait for sync to apply and open aux bar

=> aux bar appears empty even though it has a view

I think here our logic for falling back to another "default" view is not picking up the other view that is there.

Note: the view in aux bar is registered based on a condition that evaluates late, so its possible this would not happen if the view was there on startup 🤔
Repository: godot
Issue: Glow extremely Slow with Mobile on Android
Labels: bug,topic:rendering,performance

### Tested versions

4.4.dev3, (Probably also 4.3)

### System information

Windows 10 High-End PC, tested on Android 14, Samsung Galaxy A35

### Issue description

With Mobile Renderer enabled, I created an empty scene without a sky or anything, and just put a MeshInstance with a Cube Mesh and a Standard Emissive Material. It renders with smooth 120 FPS on my Galaxy A35. 

Then I enable Glow to actually see some glowing. It works on my PC, but on my phone:

1. The glow is not visible, as if it is turned off somehow.
2. FPS drops from 120 to 37...

Then I switched to Compatibility Renderer:
1. Glow is visible now
2. FPS is back to 120

If I do the same in Unreal Engine, no matter if I use GLES3 or Vulkan renderer there, it is always at 60 FPS and Glow is always working.

So there must be a huge performance issue with turning on Glow/Postprocessing with Mobile Renderer. 

I read an official article that SSGI and other effects are not optimized in Godot yet and will improved with upcoming releases, so hopefully Glow will be part of that upcoming optimizations? 

Anyway, thanks for your hard work on the engine, just wanted to report this and hope it gets fixed soon. (Still kinda hope there is just a setting I did wrong).

### Steps to reproduce

I attached MRP. Basically just make an emissive cube, run on low/mid-range android device with Mobile compared to Compatibility renderer.

### Minimal reproduction project (MRP)

[slowglowmrp.zip](https://github.com/user-attachments/files/17526220/slowglowmrp.zip)
Repository: vscode
Issue: Extension packs with only 1 walkthrough should open on that walkthrough registration
Labels: bug,regression,getting-started
Repository: vscode
Issue: Show window picker for screenshot feature
Labels: feature-request,accessibility,chat

From @rperez030: "The troubleshoot command is helpful, but I wish the option to obtain a screenshot was available outside that use case. For example, if I’m coding a web app, I’d like to be able to obtain a screenshot containing the running app to get feedback on the visual layout, or to ask Copilot for the CSS code to change a specific aspect of it depending on the answer."
Repository: react
Issue: [React 19] Parameter order for server action when using `useActionState`
Labels: React 19

## Summary

`useActionState` currently requires accepting an additional state argument as the _first_ parameter of a server action, like so (adapted from [Next.js documentation](https://nextjs.org/docs/app/building-your-application/data-fetching/server-actions-and-mutations#server-side-form-validation)):

```diff
// in app/actions.ts

-export async function updateUser(userId: string, formData: FormData) {
+export async function updateUser(prevState: any, userId: string, formData: FormData) {
```

This interferes with the use case of binding leading arguments to the action (adapted from [Next.js documentation](https://nextjs.org/docs/app/building-your-application/data-fetching/server-actions-and-mutations#passing-additional-arguments)):

```typescript
// in app/client-component.tsx

import { updateUser } from './actions'

const updateUserWithId = updateUser.bind(null, 'some id')
const [state, formAction] = useActionState(updateUserWithId, 'initial state')
```

For the above example to work, `updateUser` would need to accept the previous state as the _middle_ parameter:

```diff
// in app/actions.ts

-export async function updateUser(prevState: any, userId: string, formData: FormData) {
+export async function updateUser(userId: string, prevState: any, formData: FormData) {
```

Additionally, the server action might not actually care about the previous state.  For example, if the action validates form data and the state is just a validation error message, then the action likely doesn't care about previous error messages.  In such cases, it would be nicer DX to be able to omit the state parameter.

## Proposal

Make `useActionState` pass the previous state to the server action as the _last_ argument, always:

```diff
// in app/actions.ts

-export async function updateUser(prevState: any, userId: string, formData: FormData) {
+export async function updateUser(userId: string, formData: FormData, prevState: any) {
```

This might also enable skipping the serialization of the previous state when the server action does not use it (i.e. when `action.length` < 2).

## Additional Information

If the React team agrees to the change, I would like to submit a PR as my first contribution to React.  I searched through the codebase for definitions of `useActionState`, but could not determine how [`dispatcher.useActionState`](https://github.com/facebook/react/blob/cae764ce81b1bd6c418e9e23651794b6b09208e8/packages/react/src/ReactHooks.js#L248) is implemented.  Is that implemented externally?
Repository: vscode
Issue: Large tooltip when not tokenized on long lines makes code hard to read
Labels: tokenization

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
When editing code inside a eval() call that is a large webpack-gernerated file (trying to fix bugs around importing node into web), there is a tooltip that is fairly large and says "Tokenization is skepped for long lines for performance reasons. This can be configured via editor.maxTokenizationLineLength. " This tooltip comes up somewhat quickly when hovering over this code, and so I have to constantly move my mouse in order to read the code. Is it possible to either make the tooltip time to show up much longer (about 5 times as long I think would be reasonable) or have a only show this once thing. 

This is absolutely not a priority but would probably be an easy fix.
Thanks for your time!
Repository: flutter
Issue: [vector_graphics] update README to document usage of flutter tool transfomers
Labels: P2,team-engine,triaged-engine,p: vector_graphics

Users should use these intead of checking in the binary files which could break, though haven't for years...
Repository: flutter
Issue: Wish: A `rerun-failed-tasks-only` tag I could use to ask CI to re-run only tasks failed in a prior commit
Labels: team-infra,P2,triaged-infra

Often I upload a PR, and observe that X of XX CI tasks fail.

I then work on fixing (either by updating tests, or the code, or both). While not sound, I'd like the ability to instruct CI to prioritize (or only) run _previously failed tasks_, so I can get quicker results instead of waiting for 100s of tasks to re-run, many of which might be unrelated to the code I'm changing, and cause false-negatives (due to flakes).

This behavior would not be safe to land changes, but would make iteration time faster (at least for me).