sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: fs.realpath fails to provide a canonical path for mountpoints on windows.
Labels: fs,windows

### Version

20

### Platform

Windows

### Subsystem

fs

### What steps will reproduce the bug?

Windows has the concept of mounting file systems as directories. These are different from symbolic links:
```
 <JUNCTION>     q [\??\Volume{190aa41f-dd2f-4c93-911c-44b20b305e33}\]
```
In this case, q points to the q:\ drive. If I do fs.statSync("q:\\") and "c:\\drives\\q\\w") I get the same dev and ino values, but fs.realpathSync does not resolve them to the same name. This is a subtle problem because who's to say what the real name is? Nonetheless, they should resolve to the same path. I can argue the q:\\ form is canonical. For now, I'll rely on dev/ino for uniqueness.

At least, I wish I could, but WSL shows a different device for /mnt/q vs q:\

Ain't computers fun? Or, at least, perverse. It's even worse for network paths.


### How often does it reproduce? Is there a required condition?

100  repro - just use mountvol in windows

### What is the expected behavior? Why is that the expected behavior?

realpath should produce the one "real" path -- it doesn't.

### What do you see instead?

I see the path through a mount point is does not resolve to the same name as one going direct to the base file system.

### Additional information

Some edge cases, like local mounts might be resolvable, but the general case requires using dev/ino. The documentation should note the problem and acknowledge the limits.
Repository: next.js
Issue: Cannot autoplay video with sound after navigate to new page in iOS Safari
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/trungtrungkang/nextjs_video_demo/

### To Reproduce

1. Run 'npm run dev' to start the app at address http://localhost:3000
2. Using real iOS device or iOS simulator to open http://localhost:3000
3. Click on the Button2, names "Open Video 2" to navigate to the video page

### Current vs. Expected behavior

Expected behavior: The video is auto played with sound
Current behavior: The video is auto played without sound

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:42:42 PDT 2023; root:xnu-10002.1.13~1/RELEASE_X86_64
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 13.5.3
  eslint-config-next: 13.5.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Routing (next/router, next/navigation, next/link)

### Additional context

Note: This issue happens with React 18 + NextJS 12 & 13 but doesn't happen with React 17 + NextJS 12
Repository: godot
Issue: Incorrect 2D SubViewport scaling behavior
Labels: bug,topic:rendering,topic:2d

### Godot version

4.2.dev5

### System information

Windows 11, AMD 7950x, RTX 4090

### Issue description

All 2D SubViewports behave normally in-editor, but in-game act as if they are using the `canvas_items` stretch mode in Project Settings; they do not respect the resolution set in `size_2d_override`. There is no apparent way to change this behavior. I am trying to make a game that has a pixel-perfect low-resolution game-view with high-resolution pillarbox art. This appears to be impossible to do with Viewports currently, and is an important inconsistency as this behavior is desired for many pixel art games.

https://github.com/godotengine/godot/assets/43023911/03a78f13-36d7-4514-bee6-3412e1f28e6f



### Steps to reproduce

Use a SubViewportContainer with `stretch` enabled and a SubViewport with the `size_2d_override` set to a low resolution and `size_2d_override_stretch` enabled. The SubViewport resolution will appear different when the game is run than it does in the editor.

### Minimal reproduction project
[subviewport problem.zip](https://github.com/godotengine/godot/files/12795055/subviewport.problem.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: 
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

automatic1111 wont start up.  

### Steps to reproduce the problem

Hit launch and get the following error message

ImportError: cannot import name '_imaging' from 'PIL' (C:\Users\xxx\stable-diffusion-webui\venv\lib\site-packages\PIL\__init__.py)

### What should have happened?

automatic1111 should have started up, this is since the latest update so it is a new issue today.

### Sysinfo

ImportError: cannot import name '_imaging' from 'PIL' (C:\Users\xxxx\stable-diffusion-webui\venv\lib\site-packages\PIL\__init__.py)

### What browsers do you use to access the UI ?

Microsoft Edge

### Console logs

```Shell
ImportError: cannot import name '_imaging' from 'PIL' (C:\Users\xxx\stable-diffusion-webui\venv\lib\site-packages\PIL\__init__.py)
```


### Additional information

nil
Repository: godot
Issue: v4.1.1 get_layers_count() returns 1 with 0 layers
Labels: bug,enhancement,topic:editor,topic:gui

### Godot version

Godot v4.1.1.stable

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7 CPU         860  @ 2.80GHz (8 Threads)

### Issue description

As titles says get_layers_count() from TileMap without layers return 1, with 1 layer return 1, with 2 - 2 and so on. Would it be more meaningful to return 0 with 0 layers?

![0](https://github.com/godotengine/godot/assets/146803269/91689a07-4623-4f74-b264-c7e1db9bcc45)
![1](https://github.com/godotengine/godot/assets/146803269/b5f934f4-2f7a-44b6-8263-0d4ce7877d58)


### Steps to reproduce

1 add TileMap
2 attach script 
3 add print("get_layers_count() : ", get_layers_count()) in func _ready()

### Minimal reproduction project

N/A
Repository: go
Issue: proposal: mime/multipart: FieldContentDisposition helper
Labels: Proposal

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->
I propose the addition of an helper in the package `mime/multipart`, with the following signature
```go
func FieldContentDisposition(fieldname string) string
```
The helper implements the escaping logic seen in [the helper `CreateFormField`](https://github.com/golang/go/blob/122b35e838af8ab9c0d5027741d6f73cef09f966/src/mime/multipart/writer.go#L154), that adds to a  part the `Content-Disposition` header with field name only (no file name),  allowing users to avoid reimplementing such logic and to have the possibility to define additional custom Mime Headers, having the `Content-Disposition` header still generated and escaped by Go standard library.

This proposal is related to #46771, which addresses the helper `FileContentDisposition` with the file name too.
Repository: next.js
Issue: Type error when compiling superstruct
Labels: bug,TypeScript

### Link to the code that reproduces this issue

https://github.com/elliott-w/next-superstruct-bug

### To Reproduce

From the repo:
1. `npm install`
2. `npm run build`

From scratch:
1. `npx create-next-app -e next-superstruct-bug`
3. Add the following properties to tsconfig.json compilerOptions:
```
    "checkJs": true,
    "maxNodeModuleJsDepth": 5,
    "noImplicitAny": true,
```
maxNodeModuleJsDepth must be >= 5

4. Add types to tsx files (so doesn't trigger noImplicitAny ts error)
5. `npm run build`


### Current vs. Expected behavior

Failed to compile
./node_modules/next/dist/compiled/superstruct/index.cjs:1:27
Type error: Parameter 'e' implicitly has an 'any' type.

### Verify canary release

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

### Provide environment information

```bash
OS:
  Platform: Windows
  Version: 10.0.19045 Build 19045
Binaries:
  Node: v18.17.0
  npm: 9.6.7
Packages:
  Next: 13.5.4
```


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

TypeScript (plugin, built-in types)

### Additional context

The fix to this issue is to remove the `maxNodeModuleJsDepth` property from the tsconfig.json file. Just posting this issue so people don't have to troubleshoot as much as I did.
Repository: next.js
Issue: Loading page mismatch in app router directory 
Labels: bug

### Link to the code that reproduces this issue

https://github.com/nisabmohd/Personal-Blog/tree/master/src/app/blog/%5Bslug%5D

### To Reproduce

In app directory the current folder structure the issue being produced is:
```
   |── app
    └── blog
        ├── loading.tsx
        ├── page.tsx
        └──  [slug]
                 ├── loading.tsx
                 ├── page.tsx
```

when im opening /blog/singleton the loading of [slug]/loading isn't showing instead it shows /blog/loading, I noticed a glitch between those loadings.

### Current vs. Expected behavior

Expected behavior should be the loading of current file needs to be displayed instated of parent directory loading page.

### Verify canary release

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

### Provide environment information

```bash
nextjs 13.5.3
app router
dynamic route url
```


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

App Router

### Additional context

_No response_
Repository: godot
Issue: Editor hangs after browse folder in new project window
Labels: bug,topic:editor

### Godot version

4.1.1

### System information

win10, Godot_v4.1.1-stable_win64.exe

### Issue description

godot hangs


### Steps to reproduce

- start godot
- press "new project"
- select compatibility mode *maybe not necessary
- click "Browse"
- click refresh button in browser *maybe not necessary
- close Browse dialog
- application hangs, cannot close or press any buttons

### Minimal reproduction project

does not require project files
Repository: terminal
Issue: Non-Blinking Cursor blinks during typing
Labels: Help Wanted,Needs-Repro,Area-Rendering,Issue-Bug,Product-Terminal,Priority-3

### Windows Terminal version

1.19.2682.0

### Windows build number

10.0.22621.2361

### Other Software

_No response_

### Steps to reproduce

- set cursor blinkrate to slowest in system control -> keyboard
- choose block cursor in windows terminal
- open a powershell prompt and start typing

### Expected Behavior

Cursor shouldn't blink during typing, if the cursor blinkrate is set to the slowest

### Actual Behavior

Cursor blinks during typing

left: blinking (latest preview version)
right: normal behavior as expected (previous versions)

![animation](https://github.com/microsoft/terminal/assets/75867848/9192bf20-a0f7-47d8-a65b-8f9771bb81bc)
Repository: PowerToys
Issue: Settings windows and context menu crash with Windows 11 Pro 22H2
Labels: Issue-Bug,Product-Settings,Severity-High,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.74.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

Settings

### Steps to reproduce

The settings window crashes.
It happens in two situations.
Very often it crashes immediately: the window is drawn white and suddenly disappears, before displaying anything.
Alternatively, when the windows appears, very often it crashes simply clicking in the non control area (grey area) of the window, or trying to move it.
This happens more often (it seems) after the settings window get the focus back.

The context menu always crashes.

[PowerToysReport_2023-10-03-09-33-49.zip](https://github.com/microsoft/PowerToys/files/12789796/PowerToysReport_2023-10-03-09-33-49.zip)
[PowerToysReport_2023-10-03-09-41-05.zip](https://github.com/microsoft/PowerToys/files/12789826/PowerToysReport_2023-10-03-09-41-05.zip)


### ✔️ Expected Behavior

No crashes

### ❌ Actual Behavior

Application crashes

### Other Software

_No response_
Repository: godot
Issue: MangoHud causes Godot to not render when running a project on Vulkan.
Labels: bug,platform:linuxbsd,topic:rendering,topic:thirdparty,needs testing

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Linux (Kernel 6.4.6) - v4.1.1 stable, RTX 3060 TI, Driver version: 535.113.01

### Issue description

When using MangoHud with a **Vulkan** project, an empty window will spawn with a cut-off overlay on top of it, and the window will not update when resized. This problem does not happen on **OpenGL** or with the overlay forced off with `MANGOHUD=0 ./godot`

There are a few similar issues, but those are mostly editor-related, whereas this only happens when running a project.

### Steps to reproduce

1. Create a project with a cube and camera
2. Press `Run Project`

### Minimal reproduction project

[vulkan-bug-project.zip](https://github.com/godotengine/godot/files/12790157/vulkan-bug-project.zip)
Repository: godot
Issue: @rpc Cannot convert argument 1 from Object to Object
Labels: discussion,documentation,topic:network

### Godot version

4.1.1

### System information

Windows 11

### Issue description

When calling a method, that has a parameter as a resource through .rpc or .rpc_id, Godot throws an error and the method body does not execute. The error is:

"Cannot convert argument 1 from Object to Object"

For a more detailed error please see the attached project. This error does not happen if the method is called without .rpc or .rpc_id

### Steps to reproduce

-> Make sure to run two instances

-> Play

-> Host with one instance

-> Connect with the other

-> Then press in either the send info button

### Minimal reproduction project

[minimal.zip](https://github.com/godotengine/godot/files/12790482/minimal.zip)
Repository: godot
Issue: Virtual variety makes "Export Property" unavailable.
Labels: bug,needs testing,topic:dotnet

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Windows 11

### Issue description

I created scene named "Character" and added a script for it.
Then I created other scenes as my character scene.
 I also added scripts for these scenes and changed its inheriting class from "Node2D" to "Character" in Script Editor.
After that, I built the project, and it gives **warnings** like that:
**CSC(0,0): warning CS8785: 生成器“ScriptPropertiesGenerator”未能生成源。它不会影响输出，因此可能会造成编译错误。异常的类型为“NullReferenceException”，显示消息“Object reference not set to an instance of an object.” 
CSC(0,0): warning CS8785: 生成器“ScriptSerializationGenerator”未能生成源。它不会影响输出，因此可能会造成编译错误。异常的类型为“NullReferenceException”，显示消息“Object reference not set to an instance of an object.”** 
And the **output** said:
**Transient parent has another exclusive child.**
Meanwhile, if I used Property Export in scripts, it will not be able to build, and show **errors** like that:
**C:\Users\Liyan\Documents\GodotProject\Deltarune Engine\Godot.SourceGenerators\Godot.SourceGenerators.ScriptPropertyDefValGenerator\Button_ScriptPropertyDefVal.generated.cs(9,33): “AnimatedSprite2D.PropertyName”未包含“Hint”的定义**
These makes me cannot use Property Export.


### Steps to reproduce

1.Create a scene with script, and add a virtual variety for it.
2.Create another scene with script and change the inheriting class to the previous script in script editor, then override the virtual variety.
3.Create a scene with script which used Property Export.
4.Build it and you will see the errors and warnings in output and build information.

### Minimal reproduction project

[BugTest.zip](https://github.com/godotengine/godot/files/12790631/BugTest.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Load safetensors LoRA from s3 bucket URL.
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 ?

I want to load the LoRA weights from S3 bucket. When I mentioned the Lora name in the prompt, It should search a particular directory that can be set in settings for the LoRA model. It should not download the file onto system but should treat it as a storage system like django-storages.

### Proposed workflow

1. Upload LoRA to s3 bucket under a directory.
2. Mention the directory in settings of webui.
3. When a LoRA is applied it should get weights from s3 bucket without downloading.


### Additional information

_No response_
Repository: godot
Issue: .editorconfig's trim_trailing_whitespace affects thirdparty code in VSCode
Labels: discussion,topic:buildsystem,topic:thirdparty

### Godot version

4.2.dev.custom_build.01808f993

### System information

Windows 11 Pro 22H2 - Vulkan API 1.3.250 - Forward+ - Using Vulkan Device #0: AMD - Radeon RX 570 Series

### Issue description

Saving any third-party files even without any change in VSCode(I suspect this affects all editors that support [editorconfig](https://editorconfig.org/), causes it trim all trailing spaces introducing unneeded changes.
Makes editor unusable as there's no way to save the thirdparty files without disabling EditorConfig(assuming we notice it is because of it).

Disabling EditorConfig extension on VSCode works. But it's supported by Godot so fixing it is better.

The issue is because `.editorconfig` we have:
```
[*.{cpp,hpp,c,h,mm}]
trim_trailing_whitespace = true
```

### Steps to reproduce

1. Open any `.h, .cpp` file like `thirdparty\tinyexr\tinyexr.h` in third-party section of Godot codebase.
2. Ctrl+S to save without any changes.
3. Notice diffs being generated.

### Minimal reproduction project

NA.
Repository: three.js
Issue: LWO Loader incorrect colour attribute used
Labels: Loaders

### Description

The loader uses 'Clearcoat' option to use Physical material; But to get the 'clear coat' option for the material you have to use Lightwave Surface Editor's `Carpaint` or `Unreal` settings.
When using those settings, `attributes.Color` is blank. But `attributes['Paint Color']` (for carpaint) or `attributes['Base Color']` (for unreal) so the value always comes out as default.

```ts
// don't use color data if color map is present
if ( attributes.Color && ! maps.map ) {
  params.color = new Color().fromArray( attributes.Color.value );
} else {
  params.color = new Color();
}
```
Carpaint
![image](https://github.com/mrdoob/three.js/assets/1384537/aba5c875-8fc8-4c92-b30c-2d3d7a57f9f9)

Unreal
![image](https://github.com/mrdoob/three.js/assets/1384537/073274bd-a617-4fac-9133-e532ba4dc330)

And even then, when using 'Carpaint' there is no `Clearcoat` attribute, it's just has `Clearcoat Bump Height` `Clearcoat Roughtness` and `Clearcoat Specularity` 

### Reproduction steps

1.
2.
3.


### Code

```js
// code goes here
```


### Live example

* [jsfiddle-latest-release](https://jsfiddle.net/g3atw6k5/)
* [jsfiddle-dev](https://jsfiddle.net/hjqw94c5/)


### Screenshots

_No response_

### Version

r156

### Device

_No response_

### Browser

_No response_

### OS

_No response_
Repository: PowerToys
Issue: Typing fast
Labels: Issue-Bug,Product-PowerToys Run,Area-Quality,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.74.0

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

When typing fast for search and pressing enter it loses the last few characters in the search

### ✔️ Expected Behavior

expected to get the full search

### ❌ Actual Behavior

missing the last few characters of search

### Other Software

_No response_
Repository: godot
Issue: Networking: synchronizing animations does not work
Labels: bug,needs testing,topic:network,topic:animation

### Godot version

4.1.1

### System information

Godot v4.1.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3161) - 12th Gen Intel(R) Core(TM) i9-12900KF (24 Threads)

### Issue description

An animated character with an AnimationPlayer and an AnimatoinTree node is not properly synchronized across the network.
Even after adding all properties of the AnimationPlayer and AnimationTree to the MultiplayerSynchronizer, the Synchronizing doesnt work properly. Am I missing something?

### Steps to reproduce

1. Follow multiplayer tutorial here: https://godotengine.org/article/multiplayer-in-godot-4-0-scene-replication/
2. Add extra character with AnimationPlayer and AnimationTree (random animation and model from mixamo)
3. Properly spawn extra character (don't forget MultiplayerSpawner)
4. In the extra character add MultiplayerSynchronizer and try syncing the animation somehow


### Minimal reproduction project
Repository: flutter
Issue: Optional padding for DropdownMenu's leadingIcon and trailingIcon
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

```
        dropdownMenuTheme: DropdownMenuThemeData(
          inputDecorationTheme: lightTheme.inputDecorationTheme.copyWith(
            isDense: true,
            border: OutlineInputBorder(borderRadius: BorderRadius.circular(4)),
            contentPadding: const EdgeInsets.symmetric(horizontal: 14, vertical: 4),
          ),
          menuStyle: MenuStyle(
            shape: MaterialStatePropertyAll(RoundedRectangleBorder(borderRadius: BorderRadius.circular(14))),
          ),
        ),
```

In this case, DropdownMenu will always use 30 radius, and there is no way to customize the rounded corners,The same goes for including contentPadding

How do I adjust the height and rounded corners of the DensedropdownMenuTheme

### Expected results


### Actual results


### Code sample

<details><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: material-ui
Issue: [FormControl][material-next] New internal form control state hook
Labels: component: FormControl

Follow up to https://github.com/mui/material-ui/pull/39032#discussion_r1338733877

In v6 we can make a new utility that simplifies the usage of [`formControlState`](https://github.com/mui/material-ui/blob/master/packages/mui-material-next/src/FormControl/formControlState.js)

v5:
```js
const muiFormControl = useFormControl()

const fcs = formControlState({
    props,
    muiFormControl,
    states: ['color', 'disabled'],
});
```

v6:
```js
const [
  formControlState, // the result of `formControlState()`
  formControlContext, // the result of `useFormControl()`
] = useFormControlState({
  props,
  states: ['color', 'disabled'],
})
```

(This is internal and does not affect the public [`useFormControl`](https://mui.com/material-ui/react-text-field/#useformcontrol) hook)