sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: three.js
Issue: Issues with hand model loading for XR
Labels: Enhancement

<!-- Ignoring this template may result in your bug report getting deleted -->

**Describe the bug**

There's a number of issues when actually trying to load custom hand models for XR right now:
- XRHandMeshModel creates its own GLTFLoader that doesn't support Draco / Meshopt, with no way to configure that from the outside
- XRHandMeshModel assumes files end with ".glb", making it hard to use ".gltf" files (e.g. left and right hand could share textures – theoretically possible but uncommon for glb files to reference external textures).
- OculusHandModel doesn't expose the "path" parameter, so custom hands can't be loaded

**To Reproduce**

Try to use a custom hand model with draco compression for Oculus Quest 2.

**Expected behavior**

Parameters are passed through properly, e.g. a loader can be passed into XRHandMeshModel and OculusHandModel. This might make the "path" parameter redundant, too (since it could be set on the loader).
Repository: storybook
Issue: [Naming]: 'Interactions' or 'play functions'
Labels: bug,needs triage

### Describe the bug

UI has one name, docs have both, was there a decision on this?

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: opencv
Issue: Implement optional EGL-based GL/CL-interop
Labels: feature

### Descripe the feature and motivation

I want to <strike>replace GLX</strike> support EGL.

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add pytorch-directml Support to Boost The Efficiency on ANY Windows 10 with DirectX 12
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 ?

Microsoft have published a new torch version that is called pytorch-directml, which adds a new device called "dml" in pytorch and is able to run with any GPU (including AMD) on Windows 10 with DirectX 12.

I've noticed that dirctml have recently added the support of Python 3.10 and the newset version of Pytorch, however, there are still many problems ahead.

 I am wondering if this feature can be added. If do so, the efficiency will be much improved on the Windows devices that only have AMD GPUs or Linux devices that AMD ROCm driver doesn't support.

For an instance, I compared the speed of CPU-Only and CUDA and DirectML in 512x512 picture generation with 20 steps:

CPU-Only: Around **6~9 minutes**.
CUDA: Within **10 seconds**.
DirectML: Within **10~30 seconds**.

Thus it is evident that DirectML is at least **18 times faster than CPU-Only**.

For pytorch-directml reference, check [pytorch-with-directml](https://github.com/microsoft/DirectML/#pytorch-with-directml)

### Proposed workflow

The feature is a fundamental change of the project.
If all the dependency problems are solved, what to do is changing device "cuda" in to "dml".

`parser.add_argument('--device', type=str, default='dml', help='The device to use for training.')`

so the step is:

1. Solve the dependency problems.
2. Change device used in the code.

### Additional information
If the feature is added, the GPU hardware threshold of the project will be much lower !
Please consider !
Repository: youtube-dl
Issue: How to download from freedomplatform.tv ?
Labels: site-support-request,incomplete

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## Checklist

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- [x ] I'm asking a question
- [x ] I've looked through the README and FAQ for similar questions
- [x ] I've searched the bugtracker for similar questions including closed ones


## Question

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WRITE QUESTION HERE
I apologise if I shouldn't be here because perhaps it's for developers or programmers or like that?  

I'm a long time youtubedl user is all and I want to get this stuff about covid and vaccines and whatnot that people like Kennedy want us to have.  But circumstances seem to have forced them into the arms of professional marketers who block downloading and so on..
Anyway,  I find I can't download this:  'unsupported URL' and I'd appreciate any help anyone can give:

https://freedomplatform.tv/the-real-anthony-fauci-the-movie/?utm_source=ActiveCampaign&utm_medium=email&utm_content=No+one+told+you+the+dark+truth+of+the+pandemic&utm_campaign=fauci_2028&vgo_ee=cX8ncKBFRCTUpAhuVS9TTYvy7T5YEJ8ohjC9vauJg30%3D
Repository: deno
Issue: FR: Consider adding `deno run --coverage`
Labels: suggestion,help wanted

This would help measure code coverage of running Deno program by running tests against it.

e.g. Running some API tests against a running Deno server.

Should hopefully be not too contrived since V8 natively supports code coverage measurement OOB.

See related https://github.com/denoland/deno/discussions/16292.
Repository: next.js
Issue: [NEXT-699] `next/image` is unusable in Server Components with `loader` function 
Labels: bug,Image (next/image),linear: next

### 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: x64
      Version: Darwin Kernel Version 21.6.0: Mon Aug 22 20:17:10 PDT 2022; root:xnu-8020.140.49~2/RELEASE_X86_64
    Binaries:
      Node: 16.13.1
      npm: 8.1.2
      Yarn: 1.22.19
      pnpm: 7.1.7
    Relevant packages:
      next: 13.0.0
      eslint-config-next: 13.0.0
      react: 18.2.0
      react-dom: 18.2.0

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

_No response_

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

_No response_

### Describe the Bug

When using `next/image` with a custom loader in a Server Component we get the following error: 

```
Uncaught Error: Functions cannot be passed directly to Client Components because they're not serializable.
  <... loader={function} src=... alt=...>
              ^^^^^^^^^^
```


### Expected Behavior

I expect a custom loader to be usable with server components.

### Link to reproduction

https://codesandbox.io/s/cocky-bohr-g3tqkt?file=/app/post/ImageWrapper.tsx:275-287

### To Reproduce

Go to `/post` in the provided codesandbox.

<sub>[NEXT-699](https://linear.app/vercel/issue/NEXT-699/nextimage-is-unusable-in-server-components-with-loader-function)</sub>
Repository: rust
Issue: Add suggestion for missing identifier in struct instantiation
Labels: A-diagnostics,T-compiler

<!--
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along with any information you feel relevant to replicating the bug.

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Given the following code: [link](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=1d23bae80faab6f513443e7617b81db1)

```rust
struct Struct {
    x: i32
}

fn main() {
    let a = Struct { 123 };
}
```

The current output is:

```
Compiling playground v0.0.1 (/playground)
error: expected identifier, found `123`
 --> src/main.rs:6:22
  |
6 |     let a = Struct { 123 };
  |             ------   ^^^ expected identifier
  |             |
  |             while parsing this struct

error[[E0063]](https://doc.rust-lang.org/nightly/error-index.html#E0063): missing field `x` in initializer of `Struct`
 --> src/main.rs:6:13
  |
6 |     let a = Struct { 123 };
  |             ^^^^^^ missing `x`

For more information about this error, try `rustc --explain E0063`.
error: could not compile `playground` due to 2 previous errors
```

<!-- The following is not always necessary. -->
Ideally the output could look something like this:

```
Compiling playground v0.0.1 (/playground)
error: expected identifier, found `123`
 --> src/main.rs:6:22
  |
6 |     let a = Struct { 123 };
  |             ------   ^^^ expected identifier
  |             |
  |             while parsing this struct

error[[E0063]](https://doc.rust-lang.org/nightly/error-index.html#E0063): missing field `x` in initializer of `Struct`
 --> src/main.rs:6:13
  |
6 |     let a = Struct { 123 };
  |             ^^^^^^ missing `x`
  |
help: add struct field identifier
  |
6 |     let a = Struct { x: 123 };
  |                      +++

For more information about this error, try `rustc --explain E0063`.
error: could not compile `playground` due to 2 previous errors
```
The help suggestion should only be emitted when the type of the value inside the initializer matches that of the struct and the number of values must equal that of the struct variable. Thanks.

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Repository: godot
Issue: Texture2D "convert_colors_with_editor_theme" import flag seems to do nothing
Labels: bug,topic:editor,documentation

### Godot version

4.0 beta 3

### System information

Linux Manjaro 6.0.3 (KDE Plasma 5.26.1 X11), AMD Ryzen 2500U, Radeon Vega 8

### Issue description

I'm working on an editor plugin which adds various controls and types, all with their own svg icons. I follow the same color palette [used by Godot's own icons](https://github.com/godotengine/godot/blob/475592a3bc2d2150dcbd9179fff653e3c55505a1/editor/editor_themes.cpp#L152-L254) and have turned on the `scale_with_editor_scale` and `convert_colors_with_editor_theme` flags [from this merged pull request](https://github.com/godotengine/godot/pull/64938) before re-importing all those icons. While the icons do scale up properly when I change the editor's scale (200% looks hilarious on my 1080p monitors) the colors don't change as they should when I switch between light and dark modes, whether the icon is given to an editor button, added in a class description with `[img]` or used as a class icon with `@icon`. Even when restarting the editor either with a dark or light icon theme. I've also tried borrowing Dialogic's own icon to see if I was doing something wrong on that end and it didn't work either.

### Steps to reproduce

Create a project and give it plugin buttons or classes with a properly imported (With `convert_colors_with_editor_theme` set to true) svg icon following the proper color palette, then alternate between dark and light modes. The attached reproduction project has just that.

### Minimal reproduction project

[Icons_64938.zip](https://github.com/godotengine/godot/files/9875608/Icons_64938.zip)
Repository: flutter
Issue: [go_router] choose in redirect method if `push` or `go`
Labels: c: new feature,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

I would like to choose in `redirect` method if i want to clear a navigation history (as it is in `context.go`), even if i started navigation with `context.push`.

## Use case

On application start i have a few configuration pages that user setup once, and finally ends up in dashboard page.
Possible navigation flows (depend on what user already setup, and what skipped in the past):

```
'/' -> '/dashboard'
'/' -> '/language' -> '/dashboard'
'/' -> '/welcome'/ -> '/dashboard'
'/' -> '/welcome'/ -> '/language' -> '/dashboard'
```

In `language` page i want to have a back button in appbar and be able to pop page. When i ends up in `dashboard` i would like to have a clear navigation history.

## Proposal

1. There could be a `Redirection` class, with `clearHistory` parameter (`false` by default).

```
GoRoute(
      path: '/language,
      builder: (_, __) => const LanguagePage(),
      redirect: (_, __) {
          final skipToDashboard = ...;
          if (skipToDashboard) {
              return Redirection('/dashboard', clearHistory: true);
          }
          
          return null;
      }
    ),
```

2. Add `clearHistory` method to `GoRouter` class.
Repository: rust
Issue: Exponential parse time involving `recover_const_arg`
Labels: I-compiletime,C-bug

This code takes minutes to parse:

```rust
fn main() {
    0 +
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        { let _ : A<B<C = D, x:^
        }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
}

```

The output (with `--error-format=short`) includes:

```
src/main.rs:32:32: error: expected one of `!`, `(`, `,`, `>`, `?`, `for`, `~`, lifetime, or path, found `^`
src/main.rs:31:32: error: expected one of `!`, `(`, `,`, `>`, `?`, `for`, `~`, lifetime, or path, found `^`
src/main.rs:30:32: error: expected one of `!`, `(`, `,`, `>`, `?`, `for`, `~`, lifetime, or path, found `^`
...
```

where each error takes significantly longer to produce than the previous.

### Where it's slow

According to `-Z time-passes`, the slow pass is `parse_crate`.

[sample-head-103620.txt](https://github.com/rust-lang/rust/files/10116995/sample-head-103620.txt)

`handle_ambiguous_unbraced_const_arg` and `recover_const_arg` repeatedly on the stack is sus.

### Impact

This input is nonsense, so it's possible the only impact of the issue is slowing down fuzzing, very slightly.

### Version

`rustc --version --verbose`:
```
rustc 1.66.0-nightly (bed4ad65b 2022-10-25)
binary: rustc
commit-hash: bed4ad65bf7a1cef39e3d66b3670189581b3b073
commit-date: 2022-10-25
host: x86_64-apple-darwin
release: 1.66.0-nightly
LLVM version: 15.0.2
```

### Regression

Regression in nightly-2020-10-28

@rustbot label +I-compiletime
Repository: vscode
Issue: Variable substitution in tasks.json doesn't work for custom tasks provided by extension
Labels: bug,tasks

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Version: 1.72.2 (user setup)
Commit: d045a5eda657f4d7b676dedbfa7aab8207f8a075
Date: 2022-10-12T22:15:18.074Z
Electron: 19.0.17
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Windows_NT x64 10.0.19044
Sandboxed: No
Steps to Reproduce:

1. In tasks.json
    ```
       {
            "label": "Set up bot",
            "type": "teamsfx",
            "command": "debug-set-up-bot",
            "args": {
                "botMessagingEndpoint": "${workspaceFolder}" // use your own routing "/any/path", or full URL "https://contoso.com/any/path"
            }
        },
    ```
2. The task type `teamsfx` is provided by my extension. When I run the task,  `resolvedDefinition.args.botMessagingEndpoint` is empty in the `CustomExecution` callback 
```
    const newTask = new vscode.Task(
      task.definition,
      vscode.TaskScope.Workspace,
      task.name,
      "teamsfx",
      new vscode.CustomExecution(
        async (resolvedDefinition: vscode.TaskDefinition): Promise<vscode.Pseudoterminal> =>
          Promise.resolve(customTask.createTerminal(resolvedDefinition))
      )
    );
```

3. I expect `resolvedDefinition.args.botMessagingEndpoint` to be the value of resolved path of workspace folder according to [this document](https://code.visualstudio.com/docs/editor/tasks#_variable-substitution). It says:
    > Note: Not all properties will accept variable substitution. Specifically, only command, args, and options support variable substitution.

So args should support variable substitution.
Repository: vscode
Issue: Offer "Resolve In Merge Editor" In Command Palette
Labels: feature-request,merge-editor
Repository: godot
Issue: Atlas Texture region ignored when using CanvasTexture and Sprite2D
Labels: bug,topic:rendering,topic:2d

### Godot version

4.0.beta3.mono

### System information

Windows 11, Visual Studio 2022

### Issue description

I've got a sprite sheet, which has been split into two `AtlasTexture` instances. If I create a `Sprite2D` and attach a `CanvasTexture` with the intention of adding a diffuse texture with normal map I notice that if I select one of my `AtlasTexture` instances the atlas region is ignored and the sprite always shows the texture from the sprite sheet origin.

This issue is the same for the normal and diffuse textures, I can't vouch for other such as specular as I've never tried using them.

See screenshot below which shows the issue;
![image](https://user-images.githubusercontent.com/4292237/198259490-1483e759-f2bb-4a3b-8929-30e5cc8f56d9.png)


### Steps to reproduce

- Add sprite sheet to project.
- Add `AtlasTexture` resources for each frame.
- Add a `Sprite2D`
- Use a `CanvasTexture` for the new sprite.
- For the diffuse texture, select any `AtlasTexture` frame other than the one aligned with the sprite sheet origin.
- Note that the sprite displays the wrong image.


### Minimal reproduction project

[TextureAtlasBug.zip](https://github.com/godotengine/godot/files/9878441/TextureAtlasBug.zip)
Repository: next.js
Issue: next/link, nextjs 13 - render with fragment and jest getByRole
Labels: bug

### 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: arm64
      Version: #1 SMP PREEMPT Tue Sep 13 07:51:32 UTC 2022
    Binaries:
      Node: 18.12.0
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.0.0
      eslint-config-next: 13.0.0
      react: 18.2.0
      react-dom: 18.2.0
```

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

_No response_

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

_No response_

### Describe the Bug

```ts
import { render, screen } from '@testing-library/react'
import Link from 'next/link'

it('renders link', async () => {
    render(
        <Link href="/about">
            <>About</>
        </Link>,
    )

    expect(screen.getByRole('link', { name: /about/i })).toBeInTheDocument()
})
```

failing with:

```
  ● renders link

    TestingLibraryElementError: Unable to find an accessible element with the role "link" and name `/about/i`

    There are no accessible roles. But there might be some inaccessible roles. If you wish to access them, then set the `hidden` option to `true`. Learn more about this here: https://testing-library.com/docs/dom-testing-library/api-queries#byrole

    Ignored nodes: comments, script, style
    <body>
      <div>
        About
      </div>
    </body>

       9 |     )
      10 |
    > 11 |     expect(screen.getByRole('link', { name: /about/i })).toBeInTheDocument()
         |                   ^
      12 | })
      13 |
```

and it works if I remove `<>`/`</>`. Not sure if this is the error with nextjs or jest, but got it while migrating to NextJS 13.

The original issue is I do something like: `<Link ...>{user.first_name} {user.surname}</Link>`

### Expected Behavior

Link is rendered correctly even with fragment.

### Link to reproduction

n/a

### To Reproduce

see code above
Repository: next.js
Issue: Cannot find module './components.cjs.development.js'
Labels: bug

### 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: x64
      Version: Darwin Kernel Version 21.6.0: Mon Aug 22 20:17:10 PDT 2022; root:xnu-8020.140.49~2/RELEASE_X86_64
    Binaries:
      Node: 16.15.0
      npm: 8.5.5
      Yarn: 1.22.15
      pnpm: 6.11.0
    Relevant packages:
      next: 13.0.1-canary.0
      eslint-config-next: 13.0.0
      react: 18.2.0
      react-dom: 18.2.0


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

_No response_

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

_No response_

### Describe the Bug

Im using my own component lib and its working on the homepage but when you go to the list/products page it throw the error.

`Cannot find module './components.cjs.development.js'`
What is strange is that the file in question is installed as i used it on another page just fine, and then there is no direct link to that file it gets called via the index.js file in the node_modules. which confirms that it is reading the correct filesystem. 

### Expected Behavior

It should load the file like it does on the previous page.

### Link to reproduction

https://github.com/The-Code-Monkey/PaperCMS

### To Reproduce

Go to the linked repo and you should be able to see the failed deploy. Its really strange, you might have to load it locally as it runs on dev unless you click the products link, all elements are built using the Box component which is what is failing on the other page. Not sure why.