sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: {output: standalone} .nft files bundling dependencies that should be removed with dead code elimination
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

N/A

### What browser are you using? (if relevant)

N/A

### How are you deploying your application? (if relevant)

N/A

### Describe the Bug

Using output: standalone in next.config.js the .nft files include and bundle dependencies that should be removed via dead code elimination.

### Expected Behavior / Steps to reproduce
Build any NextJS application with output: standalone and examine .nft.json files for any frontend page you'll see something similar to below:
```json
"../../../../../node_modules/react/cjs/react.production.min.js",
"../../../../../node_modules/react/cjs/react.development.js",
```
When you examine the index.js file for React it follows a similar pattern many libraries use:
```js
'use strict';

if (process.env.NODE_ENV === 'production') {
  module.exports = require('./cjs/react.production.min.js');
} else {
  module.exports = require('./cjs/react.development.js');
}
```
This leads to both the development/production js files being built when dead code elimination should run first and build the above to...
```js
if (true) {
  module.exports = require('./cjs/react.production.min.js');
} else {
  module.exports = require('./cjs/react.development.js');
}
```
then to...
```js
module.exports = require('./cjs/react.production.min.js');
```
Leading to only react.production.min.js being bundled.
Repository: pytorch
Issue: MPS backend appears to be limited to 32 bits
Labels: feature,triaged,module: mps

### 🐛 Describe the bug

Create a large job for MPS to work on and we hit an inbuilt limit that bombs out with...

/AppleInternal/Library/BuildRoots/20d6c351-ee94-11ec-bcaf-7247572f23b4/Library/Caches/com.apple.xbs/Sources/MetalPerformanceShaders/MPSCore/Types/MPSNDArray.mm:705: failed assertion `[MPSTemporaryNDArray initWithDevice:descriptor:] Error: product of dimension sizes > 2**31'

This only occurs on MPS, I can easily run larger jobs on Cuda

### Versions

Not overly helpful...

Collecting environment information...
Traceback (most recent call last):
  File "/Users/ec2-user/Library/Lartis/collect_env.py", line 492, in <module>
    main()
  File "/Users/ec2-user/Library/Lartis/collect_env.py", line 475, in main
    output = get_pretty_env_info()
  File "/Users/ec2-user/Library/Lartis/collect_env.py", line 470, in get_pretty_env_info
    return pretty_str(get_env_info())
  File "/Users/ec2-user/Library/Lartis/collect_env.py", line 319, in get_env_info
    pip_version, pip_list_output = get_pip_packages(run_lambda)
  File "/Users/ec2-user/Library/Lartis/collect_env.py", line 301, in get_pip_packages
    out = run_with_pip(sys.executable + ' -mpip')
  File "/Users/ec2-user/Library/Lartis/collect_env.py", line 289, in run_with_pip
    for line in out.splitlines()
AttributeError: 'NoneType' object has no attribute 'splitlines'

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: flutter
Issue: [Documentation] TestWidgetsFlutterBinding.takeException should document that it can also return Error
Labels: a: tests,framework,d: api docs,P2,team-framework,triaged-framework

`TestWidgetsFlutterBinding.takeException()` is documented as

> Returns the exception most recently caught by the Flutter framework.

https://api.flutter.dev/flutter/flutter_test/TestWidgetsFlutterBinding/takeException.html

However, an experiment shows that it can also return a caught `Error`. If it can be reliably used for errors, this should be documented. Otherwise it is a bug that errors end up there.

<details>
<summary>test.dart</summary>

```dart
import 'package:flutter/widgets.dart';
import 'package:flutter_test/flutter_test.dart';

void main() {
  testWidgets('takeException', (t) async {
    await t.pumpWidget(MyWidget());
    expect(t.binding.takeException(), isA<Error>());
  });
}

class MyWidget extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    throw Error();
  }
}
```
</details>
Repository: terminal
Issue: Custom Visual Bell
Labels: Issue-Feature,Help Wanted,Area-TerminalControl,Area-Settings,Product-Terminal

<!-- 
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All good? Then proceed!
-->

# Allowing User Customization of the Visual Bell
I came across [this thread](https://github.com/microsoft/terminal/issues/8366) in which custom bell sounds were added, and realized that it could also be useful to customize the visual bell as well. I think the most straightforward customizations would be:

1) Allow changing the color, intensity, and duration of the default behavior (for instance, a normally black terminal flashing red briefly instead of grey) and/or
2) Adding, or overriding any background image with one indicating failure (see below)
![image](https://user-images.githubusercontent.com/36086015/188297108-d4b33d2d-1833-4e67-9efe-00fdba24a00f.png)



<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

<!-- 
A clear and concise description of what you want to happen.
-->
Repository: godot
Issue: [C#] ItemList ItemSelected event has a long index parameter type but ItemList methods take int index parameters
Labels: discussion,topic:dotnet

### Godot version

4.0.dev (b6d102c)

### System information

Fedora Linux 36

### Issue description

The following gives a compilation error
```csharp
list.ItemSelected += idx => { if (AssetPicked != null) AssetPicked(list.GetItemText(idx)); };
```
Error:
```
Argument 1: cannot convert from 'long' to 'int' 
```
From c++ class:
```
ADD_SIGNAL(MethodInfo("item_selected", PropertyInfo(Variant::INT, "index")));
```
From .Net module:
```csharp
public delegate void ItemSelectedEventHandler(long index);
```

### Steps to reproduce

Connect an ItemList's ItemSelected event to a method that passes the event index parameter to an ItemList method that takes an index parameter.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Documentation request: deep linking and Android launchMode
Labels: platform-android,d: api docs,d: examples,P3,team-android,triaged-android

tl;dr: Please could a knowledgeable Android dev (1) describe in [the deep linking docs](https://docs.flutter.dev/development/ui/navigation/deep-linking) how to prevent a second copy of the app being launched when a deep link is tapped, and (2) document the (surprising) default behavior.

## The issue

With deep linking into an Android Flutter app enabled as per [the docs](https://docs.flutter.dev/development/ui/navigation/deep-linking), with no other changes to AndroidManifest.xml, the default behavior on several Android versions (e.g. 6, 7, 9) is for a tap on a deep link to open a *second* copy of the Flutter app, if one is already running when the link is tapped. This wasn't obvious, and in our app caused very hard-to-diagnose problems with Firebase authentication. (It seems that on Android 12, the deep link opens in the already-running app. I haven't tested 10 or 11.)

## Proposal

Firstly, it'd be great if this behavior was documented in [the deep linking docs](https://docs.flutter.dev/development/ui/navigation/deep-linking).

Secondly, it'd be great if a workaround could be described. Here's what I've managed to surmise (but I have little Android dev experience):

The behavior seems to be related to the setting `android:launchMode` in `.MainActivity` in AndroidManifest.xml, which in Flutter projects defaults to `singleTop`. In a number of existing issues/PRs, and on StackOverflow, there are suggestions to change this to `singleTask`; see for example

https://github.com/flutter/flutter/pull/56899
https://github.com/flutter/flutter/issues/91649
https://github.com/flutter/samples/pull/883

But, as linked to in the first issue, using `singleTask` [apparently](https://blog.dixitaditya.com/android-task-hijacking/amp/) opens the app up to "task highjacking", and is also discouraged by [the Android docs on launchMode](https://developer.android.com/guide/topics/manifest/activity-element#lmode).

Using `singleInstance` guarantees that only a single instance of the app runs, and seems to work with deep linking, and not be susceptible to task highjacking, but maybe there are drawbacks to using it, even in a Flutter environment? Its use is also discouraged by the Android docs for some reason.

Perhaps a different solution might be to come from the `intent`-side, and use the `FLAG_ACTIVITY_*` constants, but I don't know how they fit with Flutter.

Some guidance about this in the docs would be great!
Repository: opencv
Issue: build opencv 3.1 with extra modules failed
Labels: wontfix,category: build/install



##### System information (version)

- OpenCV => 3.1:
- Operating System / Platform => ubuntu18.04:
- Compiler => gcc-5 g++-5

##### Detailed description

```shell
cmake -D CMAKE_BUILD_TYPE=RELEASE \
    -D CMAKE_INSTALL_PREFIX=/usr/local/ \
    -D BUILD_opencv_java=OFF \
    -D WITH_IPP=OFF -D WITH_1394=OFF \
    -D WITH_FFMPEG=OFF \
    -D BUILD_EXAMPLES=OFF \
    -D BUILD_TESTS=OFF \
    -D BUILD_PERF_TESTS=OFF \
    -D BUILD_DOCS=OFF \
    -D CMAKE_C_COMPILER:FILEPATH="$(which gcc-5)" \
    -D CMAKE_CXX_COMPILER:FILEPATH="$(which g++-5)" \
    -D BUILD_opencv_python3=ON \
    -D BUILD_opencv_video=OFF \
    -D BUILD_opencv_videoio=OFF \
    -D BUILD_opencv_videostab=OFF \
    -D PYTHON_EXECUTABLE="$(which python)" \
    -D OPENCV_EXTRA_MODULES_PATH="$WORKDIR/opencv_contrib/modules" ..
make -j18
```


output

```txt
In file included from /tmp/tmp.dDHPVf70gp/opencv/build/modules/ccalib/opencv_ccalib_pch_dephelp.cxx:1:0:
/tmp/tmp.dDHPVf70gp/opencv_contrib/modules/ccalib/src/precomp.hpp:50:31: fatal error: opencv2/highgui.hpp: No such file or directory
compilation terminated.
```
Repository: flutter
Issue: Please make `ui.loadFontFromList` return bool to indicate success/failure, like `io.Socket.setOption()` does
Labels: c: new feature,engine,c: proposal,P3,team-engine,triaged-engine

Hello,

**Problem**:
How do i know that the font loading completed successfully, or failed.

**Solution**:
[`dart:ui.loadFontFromList`](https://api.flutter.dev/flutter/dart-ui/loadFontFromList.html) should return `Future<bool>` if the operation was completed successfully, and not `Future<void>`, which seems like a blackbox

**Related**:
The [`dart:io.Socket.setOption`](http://api.flutter.dev/flutter/dart-io/Socket/setOption.html) function, "Returns true if the option was set successfully, false otherwise.", 
deceleration of which is `bool setOption(SocketOption option, bool enabled);`,

thanking you...
Repository: rust
Issue: Compiler freeze
Labels: C-bug,A-GATs

I'd like to give a more descriptive name to this issue, but unfortunately I don't know enough about the internals of rustc to be more useful. To my uneducated eye, it seems like the Rust is choking on the obligation produced by the `where` bound on the `Bar` implementation.

I can't fully confirm that this is caused by GATs, but removing the generic lifetime on `Bar::Ctx` results in the compiler generating the more reasonable `overflow evaluating the requirement` error.

I tried this code:

```rust
#![feature(generic_associated_types)]

trait Bar {
    type Ctx<'a>;

    fn run<'a>(
        &mut self,
        ctx: &Self::Ctx<'a>,
    );
}

struct Foo<F>(F);

impl<F> Bar for Foo<F>
    where F: FnMut(&Self::Ctx<'_>)
{
    type Ctx<'a> = ();

    fn run<'a>(
        &mut self,
        ctx: &Self::Ctx<'a>,
    ) {
        (self.0)(ctx)
    }
}
```

I expected to see this happen: The compiler to not freeze

Instead, this happened: The compiler froze

### Meta

`rustc --version --verbose`:
```
rustc 1.65.0-nightly (c07a8b4e0 2022-08-26)
binary: rustc
commit-hash: c07a8b4e09f356c7468b69c50cac7fc5b5000b8a
commit-date: 2022-08-26
host: x86_64-unknown-linux-gnu
release: 1.65.0-nightly
LLVM version: 15.0.0
```
Repository: godot
Issue: HOTAS Problem (some axes and buttons not recognized) and godot closing on remove joy mapping (Thrustmaster TWCS Trottle)
Labels: bug,topic:input,crash

### Godot version

3.5 Stable & 4.0 alpha 15

### System information

Windows 10, GLES3, Intel i7-8700K, NVIDIA GTX 1080

### Issue description

I have a HOTAS setup (Thrustmaster T.16000M and TWCS Throttle) witch get mapped through generic SDL mapping, but therefore I have a lot of non accessible axes and buttons, and some are double mapped.
I tried every option to get "raw like" input, but somehow those buttons and axes get not recognized bu godot (even tried 4.0 alpha 15).
What I have tested and what was the result:
_unhandled_input(event) and _input(event): (same results)
>TWCS Trottle:
- only 3 axes recognized (of 8 axes), and one is even split up in 2 (into shoulder pads) and therefore jumps in value as only half in "present"
- buttons are double mapped (7-10 are combined with "d-pad") and a lot are missing: 1-5, 11 - 14
>T.16000M:
- only 2 of 4 axes work, z rotation and slider missing (interesting, as on the TWCS the z-rot is split into axes 6+7, the weird one)
- buttons are very weird: some are mapped to axes (physical 8 and 10 to axis 4 and 5) and missing 6, 9 and 14 - 16

Then I got the idea to remove the "generic" mapping to maybe get the buttons and axes to work with:
Input.remove_joy_mapping(Input.get_joy_guid(1)) # TWCS Throttle
Input.remove_joy_mapping(Input.get_joy_guid(4)) # T.16000M
In that case the godot debug closes silently (and goes back to the editor like I would have closed the debug with the x on the window or like get_tree().quit() function).

I created for exklusive testing a new project in 3.5 and 4.0 alpha with only a node_3D and the script attached (see below).

If a video would help to show the issue I can create one. And is there somewhere a file I can attach? As the debug-instance just closes without error report... (only warning: "The parameter 'delta' is never used in the function '_process'....")

### Steps to reproduce

```gdscript
extends Node

# Called when the node enters the scene tree for the first time.
func _ready():
	#Input.remove_joy_mapping(Input.get_joy_guid(1))
	#Input.remove_joy_mapping(Input.get_joy_guid(4))
	print(Input.get_joy_guid(1))
	print(Input.get_joy_guid(4))

# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	pass

func _unhandled_input(event):
	if event.device != 0: # to get only joy inputs
		print(event.as_text())
		print(event.device)
```

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: nn.Softmax should not allow default/implicit/unset dim constructor argument
Labels: module: nn,triaged,needs research,module: deprecation

### 🐛 Describe the bug

Originally discussed in https://github.com/pytorch/pytorch/issues/84290#issuecomment-1232133690, more links to related comments / issues in this cited comment

The F.softmax / softmin / log_softmax have implicit dim support deprecated since a few years ago, so nn.Softmax and friends nn.LogSoftmax / nn.Softmin should also remove this support for reducing possible confusion

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @saketh-are @alband @jerryzh168 

### Versions

N/A
Repository: PowerToys
Issue: FancyZones no longer auto-switches layout when using Picture By Picture (PBP) mode on Samsung Odyssey G9
Labels: Issue-Bug,FancyZones-Layouts,Priority-3

### Microsoft PowerToys version

0.610.1

### Running as admin

- [X] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

The Samsung Odyssey G9 is an ultrawide monitor with a Picture By Picture (PBP) mode, which essentially splits the monitor into 2 half monitors, so that you can have 2 separate inputs on it. I use PBP mode when I'm using my work laptop, so I can use half of the monitor with the laptop, and the other half still connected to my home PC.

The problem I'm having is that I want to use 2 different layouts on my Home PC depending on whether the monitor is in PBP mode or not, so I had set up 2 different custom layouts "Work Mode" and "Normal Mode":
![image](https://user-images.githubusercontent.com/11231402/188324341-b1e191e9-b64d-45c6-833e-81c7aff6bf08.png)

In the past this worked exactly how I liked, after setting up the layouts it would auto-switch between the 2 depending on whether the monitor was in PBP mode or not. I think this worked because when PBP is enabled, it acts like it's a different monitor.

All of a sudden though, since I had updated PowerToys, this no longer automatically switches. I now use a workaround with keyboard shortcuts instead.

### ✔️ Expected Behavior

I expected the layout to automatically change to "Work Mode" when I turn on PBP in my monitor, and automatically change back to "Normal Mode" when I turn PBP mode off.

### ❌ Actual Behavior

The layout does not automatically switch when PBP mode is toggled.

### Other Software

_No response_
Repository: godot
Issue: [3.5.1 rc1] Enable Shader Compilation Mode to Asy or Asy_cache will make GIProbe not work
Labels: bug,platform:macos,topic:rendering,topic:thirdparty,topic:3d

### Godot version

3.5.1 rc1

### System information

MacOS Big Sur 11.6.8 / Intel Iris 5100 GPU

### Issue description

When enable Shader Compilation Mode to Asy or Asy_cache on a not supported device, it will make GIProbe not work

![Screen Shot 2022-09-05 at 2 32 10 AM](https://user-images.githubusercontent.com/64188282/188328384-7c24439d-34c5-44df-acc8-3101ccf1ba59.png)






https://user-images.githubusercontent.com/64188282/188328319-dae9bbc0-e14f-41c9-9f7a-b460963075d5.mov



### Steps to reproduce

see minimal reproduction project

### Minimal reproduction project

[GI_issue.zip](https://github.com/godotengine/godot/files/9485276/GI_issue.zip)
Repository: godot
Issue: The script editor doesn't highlight inexistent function calls on typed variables
Labels: discussion,topic:gdscript

### Godot version

v4.0.alpha.custom_build [b8977ca33]
v4.0 alpha15

### System information

Windows 10 64 bits GLES3 GeForce GTX 1060 6GB/PCIe/SSE2

### Issue description

The GDScript editor is not highlighting function calls that clearly don't exist on typed variables. It should highlight them as errors. The script might also throw an error when compiled.
(I keep finding issues like this too late while porting plugins with function renames, not just when making typos)

### Steps to reproduce

```gdscript
extends Node

var _canvas_item : CanvasItem = null

func _process(delta):
	_canvas_item.update() # `update` does not exist but is not highlighted
```


### Minimal reproduction project

[GDScriptEditorErrorNotHighlighted.zip](https://github.com/godotengine/godot/files/9485579/GDScriptEditorErrorNotHighlighted.zip)

Open `main.gd`, observe the error is not highlighted.
Repository: go
Issue: proposal: cmd/go/internal/run:  Use an exec without fork, or pass signals to child
Labels: Proposal,GoCommand


`go run ...` doesn't handle kill as one might expect.  On at-least Linux, It will leave an orphaned process still running.

There are a lot of cases where I think this would be useful, but using something like `kill $!` in a shell script would be one

Option 1: Use an exec (without fork) on the built binary so that the parent `go run ...` pid will be the same as the new built code
Option 2: Pass all signals to child.  This wont work for some signals, but might be good enough.
Repository: pytorch
Issue: test_prims.py:test_nvfuser_no_args_cuda, memory leak
Labels: triaged,module: primTorch

### 🐛 Describe the bug

```py
2022-09-02T16:37:13.3046215Z ERROR [0.094s]: test_nvfuser_no_args_cuda (__main__.TestPrimsCUDA)
2022-09-02T16:37:13.3046792Z ----------------------------------------------------------------------
2022-09-02T16:37:13.3047015Z Traceback (most recent call last):
2022-09-02T16:37:13.3047567Z   File "/opt/conda/lib/python3.10/site-packages/torch/testing/_internal/common_utils.py", line 1940, in wrapper
2022-09-02T16:37:13.3048068Z     method(*args, **kwargs)
2022-09-02T16:37:13.3048458Z   File "/opt/conda/lib/python3.10/site-packages/torch/testing/_internal/common_utils.py", line 1939, in wrapper
2022-09-02T16:37:13.3049178Z     with policy():
2022-09-02T16:37:13.3049613Z   File "/opt/conda/lib/python3.10/site-packages/torch/testing/_internal/common_utils.py", line 1530, in __exit__
2022-09-02T16:37:13.3050013Z     raise RuntimeError(msg)
2022-09-02T16:37:13.3050584Z RuntimeError: CUDA driver API confirmed a leak in __main__.TestPrimsCUDA.test_nvfuser_no_args_cuda! Caching allocator allocated memory was 2048 and is now reported as 2560 on device 0. CUDA driver allocated memory was 520880128 and is now 522977280.
```

### Versions

The test is added in https://github.com/pytorch/pytorch/pull/84416.

cc @ezyang @mruberry @ngimel