sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: runtime: TestG0StackOverflow fails on iOS
Labels: NeedsInvestigation,compiler/runtime,OS-iOS

https://build.golang.org/log/56bfa21729c0b75dd52408b85d5e4759e2cbb65d

Apparently it falls infinite printing loop
```
--- FAIL: TestG0StackOverflow (4.16s)
    crash_test.go:801: === RUN   TestG0StackOverflow
        fatal: morestack on g0
        fatal: morestack on g0
        fatal: morestack on g0
        fatal: morestack on g0
```
Repository: ant-design
Issue: Theme editor support component size adjustable?
Labels: 📝 Documentation,Inactive

### What problem does this feature solve?

https://ant.design/theme-editor preview components with different size.

### What does the proposed API look like?

Allow change ConfigProvider `componentSize` in theme editor

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: [Bug]: Installation doesn't complete, related to the Prettier config
Labels: bug,needs triage

### Describe the bug

Hi

This is the error:

![Screenshot 2023-09-15 172236](https://github.com/storybookjs/storybook/assets/44144724/507fbf4e-4642-471c-a229-908e08fea7b1)

If I remove the content of the `.prettierrc.js` file or completely remove its content, the error goes away and the installation gets completed successfully.

Installation completes successfully when using `.prettierrc.cjs` name for the Prettier config file and using this content:

```js
module.exports = {};
```

### To Reproduce

1. Run `pnpm create svelte`
2. Choose to install Prettier when asked.
3. Run `pnpm up --latest`
4. Rename the Prettier config file to `.prettierrc.js` and set its content to `export default {}`
5. Run `npx sb init`


### System

_No response_

### Additional context

Content of `package.json` file:

```json
{
    "name": "ryeshrimp-storybook",
    "version": "0.0.1",
    "private": true,
    "scripts": {
        "dev": "vite dev",
        "build": "vite build",
        "preview": "vite preview",
        "check": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json",
        "check:watch": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch",
        "lint": "prettier --check .",
        "format": "prettier --write ."
    },
    "devDependencies": {
        "@storybook/addon-essentials": "7.4.2",
        "@storybook/addon-interactions": "7.4.2",
        "@storybook/addon-links": "7.4.2",
        "@storybook/blocks": "7.4.2",
        "@storybook/svelte": "7.4.2",
        "@storybook/sveltekit": "7.4.2",
        "@storybook/testing-library": "0.2.1",
        "@sveltejs/adapter-auto": "2.1.0",
        "@sveltejs/kit": "1.25.0",
        "autoprefixer": "10.4.15",
        "cssnano": "6.0.1",
        "postcss": "8.4.29",
        "prettier": "3.0.3",
        "prettier-plugin-svelte": "3.0.3",
        "prettier-plugin-tailwindcss": "0.5.4",
        "react": "18.2.0",
        "react-dom": "18.2.0",
        "storybook": "7.4.2",
        "svelte": "4.2.0",
        "svelte-check": "3.5.1",
        "tailwindcss": "3.3.3",
        "tslib": "2.6.2",
        "typescript": "5.2.2",
        "vite": "4.4.9"
    },
    "type": "module"
}

```
Repository: TypeScript
Issue: When evaluating whether a generic is assignable to a generic, it depends on the type order.
Labels: Needs More Info

### 🔎 Search Terms

generic

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about generic

### ⏯ Playground Link

https://stackblitz.com/edit/stackblitz-starters-svbjkh?file=src%2Ftest.tsx&view=editor

### 💻 Code

```ts
type Merge<T, U> = Omit<T, keyof U> & U;
type PropsWithAs<P, E extends React.ElementType> = P & { as?: E };
type PolymorphicProps<P, E extends React.ElementType> = Merge<
  React.ComponentPropsWithoutRef<E>,
  PropsWithAs<P, E>
>;
type ReversedPP<P, E extends React.ElementType> = Merge<
  PropsWithAs<P, E>,
  React.ComponentPropsWithoutRef<E>
>;
type Props = { color?: string };

function PolymorphicDiv<E extends React.ElementType>({ as }: { as?: E }) {
  const Tag = as ?? 'div';
  return <Tag />;
}
function PolymorphicFlex<E extends React.ElementType = 'div'>({
  as,
  ...rest
}: PolymorphicProps<Props, E>) {
  return <PolymorphicDiv as={as} display="flex" {...rest} />;
}
function ExpectedBehavior<E extends React.ElementType = 'div'>({
  as,
  ...rest
}: PolymorphicProps<Props, E>) {
  return <PolymorphicFlex as={as} {...rest} />;
}

```

### 🙁 Actual behavior

```tsx
// It doesn't works
function ExpectedBehavior<E extends React.ElementType = "div">({
  as,
  ...rest
}: PolymorphicProps<Props, E>) {
  return <PolymorphicFlex as={as} {...rest} />;
}

// Error
// Type '{ as: E | undefined; } & Omit<PolymorphicProps<Props, E>, "as">' is not assignable to type 'IntrinsicAttributes & Omit<PropsWithoutRef<ComponentProps<E>>, "as" | "color"> & Props & { as?: E }'.
// Type '{ as: E | undefined; } & Omit<PolymorphicProps<Props, E>, "as">' is not assignable to type 'Omit<PropsWithoutRef<ComponentProps<E>>, "as" | "color">'.
```

It seems to be evaluated like a `AND` conditional statement which type can be assigned to a type.
However, I think that if a type can be assigned, it must be evaluated like a `OR` conditional statement.
(When `as` is not assignable to `Omit<PropsWithoutRef<ComponentProps<E>>, "as" | "color">`, it returns `false` immediately but actually it is assignable to `IntrinsicAttributes & Omit<PropsWithoutRef<ComponentProps<E>>, "as" | "color"> & Props & { as?: E }` type.)

### 🙂 Expected behavior

```tsx
// When reverse merge order, it works
type ReversedPP<P, E extends React.ElementType> = Merge<
  PropsWithAs<P, E>,
  React.ComponentPropsWithoutRef<E>
>;

function ExpectedBehavior<E extends React.ElementType = "div">({
  as,
  ...rest
}: ReversedPP<Props, E>) {
  return <PolymorphicFlex as={as} {...rest} />;
}
```

And I think it is bug, because when I reverse merge order (then TypeScript evaluate `as` is assignable to `Omit<Props & { as?: E }, "color" | ...> & IntrinsicAttributes & PropsWithoutRef<ComponentProps<E>>`) it works. 

### Additional information about the issue

_No response_
Repository: godot
Issue: Sprite2D jumps back and forth (maybe also its physics object)
Labels: topic:rendering,needs testing,topic:2d

### Godot version

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

### System information

Linux Mint 21 (Vanessa) - Vulkan (Mobile) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads)

### Issue description

I have a problem with 2D movements of a rigidbody2d bound Sprite2D. It is jumping back and forth. You can clearly see it from time to time when **slowing down** play speed of the following video:

https://monobyte.uber.space/jitter.webm

Sprite jumps back and forth. You can see this all the time. In second 12, when it goes up, you can notice it is even jumping forward in time and back. This could also mean it is delayed the whole time but in second 12 it is correct.

```
using Godot;

public partial class hello : Node2D {
  private Vector2 force = new Vector2(0, 100);
  private RigidBody2D _player;

  public override void _Ready() {
    _player = GetNode<RigidBody2D>("player");
  }

  public override void _PhysicsProcess(double delta) {
    if (Input.IsKeyPressed(Key.W)) {
      _player.ApplyImpulse(-force); // No difference when using ApplyCentralForce()
    }
  }
}
```

### Steps to reproduce

- Create a fresh new default scene
- Add the two rigid bodies with their sprites and colliders (the first is moved, the second rigid body is frozen) as visible on screenshots
- Use Key W to push the object up (impulse is applied every physics frame)
- The glitches are mostly noticeable when releasing the key

### Minimal reproduction project

[game.zip](https://github.com/godotengine/godot/files/12640157/game.zip)

![image](https://github.com/godotengine/godot/assets/8289532/cd729308-9afb-46ce-b08b-d30e589112d3)
![image](https://github.com/godotengine/godot/assets/8289532/1c5d3100-770b-499b-bc30-342c301bed76)
Repository: godot
Issue: Black rectangles over new UI elements when using Wayland
Labels: bug,platform:linuxbsd,topic:rendering,topic:porting

### Godot version

4.0.4 stable, 4.1.1 stable, 4.2-dev4

### System information

WM Gnome 44.4, Godot v4.1.1.stable unknown - EndeavourOS #1 ZEN SMP PREEMPT_DYNAMIC Wed, 13 Sep 2023 08:37:16 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 with Max-Q Design () - AMD Ryzen 9 4900HS with Radeon Graphics (16 Threads)

### Issue description

New/refreshed UI elements (i.e. drop down menus, editing node names) have a chance to render entirely as a black rectangle initially, after hovering over any buttons with your mouse the black rectangle will be removed. 

Notes: 
* the black rectangle seems to be drawn on top of the UI as the UI can be seen for a few milliseconds before being covered. 
* it can take a few tries to start, but once it starts occurring it occurs almost every time
* occurs on `Forward+` and `Mobile` renders, but not `Compatibility`
* does not occur on project manager
* as the system info shows, I am using Nvidia on Wayland, which has traditionally been a pain point.
* using `godot --single-window` seems to mitigate this issue, similar to past Wayland related black bar issues. 

![Screenshot from 2023-09-16 19-13-42](https://github.com/godotengine/godot/assets/11268243/e31bdaf2-7d73-4b39-9959-565181e10ae9)
![Screenshot from 2023-09-16 19-13-51](https://github.com/godotengine/godot/assets/11268243/a211d784-8c67-4ddf-82b4-84f6418ed94a)
![Screenshot from 2023-09-16 19-20-17](https://github.com/godotengine/godot/assets/11268243/407ec64d-2c32-4dff-a1af-6b2834412486)



### Steps to reproduce

1. Using Wayland, on Linux, open a new instance of Godot (tested were 4.0.4 stable, 4.1.1 stable & 4.2-dev4) and navigate to any project. 
2. From the project open any of the title bar drop down menus (it is random for when this bug will occur, so you may need to click it a few times)



### Minimal reproduction project

N/A : affects any project.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Switch to Modular Engine
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 ?

Currently all models are working on torch. Recently I found about Modular Engine. It looks very promising but I`m sceptical about this.

If it is possible to move from Torch to Modular, all users will get HUGE boost in performance from thin air (kinda).

I`ll leave some docs here and if it is possible I will start working on it.
https://docs.modular.com/engine/


### Proposed workflow

There will be 0 changes in users workflow


### Additional information

_No response_
Repository: rust
Issue: Skip unused_imports check when syntax error is detected
Labels: A-diagnostics,T-compiler

### Code

```Rust
mod test {
    pub trait Foo {
        fn bar(&self) {}
    }

    impl Foo for u8 { }
}


// warning: unused import: `test::Foo`
use test::Foo;

fn main() {
    // error: expected one of ..., found `oopsy`
    an oopsy;

    42_u8.bar();
}
```
https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=43c8bd0d4366e12e3e3c388447191605


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error: expected one of `!`, `.`, `::`, `;`, `?`, `{`, `}`, or an operator, found `oopsy`
  --> src/main.rs:15:8
   |
15 |     an oopsy;
   |        ^^^^^ expected one of 8 possible tokens

warning: unused import: `test::Foo`
  --> src/main.rs:11:5
   |
11 | use test::Foo;
   |     ^^^^^^^^^
   |
   = note: `#[warn(unused_imports)]` on by default

warning: `playground` (bin "playground") generated 1 warning
error: could not compile `playground` (bin "playground") due to previous error; 1 warning emitted
```


### Desired output

```Shell
Compiling playground v0.0.1 (/playground)
error: expected one of `!`, `.`, `::`, `;`, `?`, `{`, `}`, or an operator, found `oopsy`
  --> src/main.rs:15:8
   |
15 |     an oopsy;
   |        ^^^^^ expected one of 8 possible tokens

error: could not compile `playground` (bin "playground") due to previous error
```


### Rationale and extra context

When debugging my code, I tend to start with resolving the issues at the bottom of the compiler output, since that's where my terminal naturally lands. After following the suggestion of removing the unused import, I continue with resolving the syntax error. When that's done, however, I end up re-adding the removed import because it was necessary after all.

### Other cases

_No response_

### Anything else?

_No response_
Repository: godot
Issue: The exposed Object's `set_script` & `get_script` accept Variant type, not Script type.
Labels: discussion,topic:core,breaks compat

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows 10

### Issue description

The title is pretty self-explanatory. Notice the **Variant** type in both.

| [set_script](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-set-script)| [get_script](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-get-script)|
| --- | --- |
| ![image](https://github.com/godotengine/godot/assets/66727710/1c061c5c-84ba-49ed-9997-33f0597f2872) |![image](https://github.com/godotengine/godot/assets/66727710/65f3f6d9-493c-4925-9738-45a76f4beb43) |

This means it's completely valid to set _anything_ as a script, even a **bool**. It will, however, appropriately fail at run-time.

https://github.com/godotengine/godot/blob/5f1e56ff26be4070496aa51095b9ac2f2b4f4ed8/core/object/object.cpp#L877-L883

It also means `get_script`'s type is not inferred correctly in GDScript.
https://github.com/godotengine/godot/blob/5f1e56ff26be4070496aa51095b9ac2f2b4f4ed8/core/object/object.cpp#L924-L926

This has been here for quite a while and I'm not sure if it's actually a bug.
Last time I talked about it in RocketChat, I recall it was said it shouldn't be the case.

### Steps to reproduce

Look at he following lines of GDScript, and at the documentation:

```Gdscript
my_object := Object.new()

# This may seem to work for the compiler, but fails at run-time.
my_object.set_script("Potatoes")

# The compiler cannot infer this type, even though it may only ever return a Script.
var my_script := my_object.get_script()

```

### Minimal reproduction project

Doesn't seem necessary.
Repository: Web-Dev-For-Beginners
Issue: Links redirecting to github repo rather than the official webpage
Labels: no-issue-activity


![Screenshot 2023-09-16 175958](https://github.com/microsoft/Web-Dev-For-Beginners/assets/120788538/190603f6-a939-4a0d-a966-da3f943e76d6)

**Describe the solution you'd like**
All the 5 links should open their respective web pages rather redirecting the user to the github repository.
Repository: next.js
Issue: "use client" in layout of nextjs 13 app directory breaks the purpose of metadata data 
Labels: bug

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/Junnygram/shield/blob/main/app/layout.tsx

### To Reproduce

I did some conditional rendering in my next13 app , so i used useState, i cant use the useState hook without adding 'use client' above my code . Adding use client returns error for the meta data in the layout file. Using useState turns the code into a client side component and metadata is not allowed in the client side component.
![Screenshot 2023-09-16 at 13 47 20](https://github.com/chakra-ui/chakra-ui/assets/90139191/79f3bf5b-b60d-4e81-b788-845d326e72df)


### Current vs. Expected behavior

I did some conditional rendering in my next13 app , so i used useState, i cant use the useState hook without adding 'use client' above my code . Adding use client returns error for the meta data in the layout file. Using useState turns the code into a client side component and metadata is not allowed in the client side component.
![Screenshot 2023-09-16 at 13 47 20](https://github.com/chakra-ui/chakra-ui/assets/90139191/79f3bf5b-b60d-4e81-b788-845d326e72df)


### Verify canary release

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

### Provide environment information

```bash
"next": "13.4.19",
    "react": "18.2.0",
    "react-dom": "18.2.0",
    "typescript": "5.2.2",
```


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

Metadata (metadata, generateMetadata, next/head)

### Additional context

I did some conditional rendering in my next13 app , so i used useState, i cant use the useState hook without adding 'use client' above my code . Adding use client returns error for the meta data in the layout file. Using useState turns the code into a client side component and metadata is not allowed in the client side component.
![Screenshot 2023-09-16 at 13 47 20](https://github.com/chakra-ui/chakra-ui/assets/90139191/79f3bf5b-b60d-4e81-b788-845d326e72df)
Repository: godot
Issue: Animation track set local_to_scene not working
Labels: bug,topic:animation

### Godot version

4.2 Dev4

### System information

Win10

### Issue description

to_local_scene doesn't work

![anim_bug](https://github.com/godotengine/godot/assets/14953625/50e39901-0b53-4f56-be8d-17f9a7e5355a)


### Steps to reproduce

Add a scene that implements a function that modifies the value of the track
Then the main scene instantiates two of the nodes
Call the function that modifies the track and observe that they still maintain references to each other

### Minimal reproduction project

[anim_track_bug.zip](https://github.com/godotengine/godot/files/12640807/anim_track_bug.zip)
Repository: next.js
Issue: Next App Router APIs unexpected outputs and Console.log not working
Labels: bug

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/vlohar08/Nextjs-API-Issue

### To Reproduce

1. Clone the mentioned Github Repo.
2. Run yarn and yarn build
3. Start the Nextjs project using yarn start
4. Hit this http://localhost:3000/api/auth/google/spreadsheets API using any tool.

### Current vs. Expected behavior

Current Behaviour
It returns "NOT OK"
![image](https://github.com/vercel/next.js/assets/89565983/0be10309-9cd7-4eb3-b690-0d670976dec7)

Expected Behaviour
Return and Console log the Request.url value

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 18.16.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.20-canary.33
      eslint-config-next: 13.4.19
      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)

App Router

### Additional context
app/api/auth/google/spreadsheets/route.ts
```
import { NextRequest, NextResponse } from "next/server";

export async function GET(request: NextRequest) {
  try {
    console.log(request.url);
    return NextResponse.json(request.url);
  } catch (error) {
    return NextResponse.json("NOT OK");
  }
}
```

_No response_
Repository: rust
Issue: Extremely Slow build with build-std = ["std", "panic_abort"] for target wasm32, with debug-assertions
Labels: T-compiler,O-wasm,C-bug,S-needs-repro

### Problem

I am compiiling for wasm32 with 
build-std = ["std", "panic_abort"]

when i compile for wasm32 release it works fine. And also on debug for native works normal.
The issue: i compile for dev, and then the animation frame runs at 1 fps instead of the normal 120 fps.

note: compiling wasm32 for dev with debug-assetions = false works normal. So it's an issue related to this flag.

### Version
rustc 1.73.0-nightly (33a2c2487 2023-07-12)

also tested on: rustc 1.74.0-nightly (8142a319e 2023-09-13)
Repository: godot
Issue: Dotnet External Editor Option does not support Visual Studio Code Insiders
Labels: enhancement,topic:editor,topic:dotnet

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.25300 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.5009) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

Attempting to use the Visual Studio Code external editor option with only the [Insiders](https://code.visualstudio.com/insiders/) version of Visual Studio Code installed fails with the following error:

```
modules/mono/glue/runtime_interop.cpp:1324 - Cannot find code editor: VSCode
editor/plugins/script_editor_plugin.cpp:2248 - Couldn't open script in the overridden external text editor
```

Setting the `Custom Exec Path` to the location of `Code - Insiders.exe` does not work either.

---
This is because VSCode insiders adds `-insiders` to its binary names. On my system `code` does not exist but `code-insiders` does. A hacky workaround would be to symlink `code` to point to `code-insiders` which worked on my machine.

The naïve solution would be to add a copy of everything with `-insiders`  to the array below. I have only tried this on Windows but I expect the pattern to be the same on any operating system.

https://github.com/godotengine/godot/blob/5f1e56ff26be4070496aa51095b9ac2f2b4f4ed8/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs#L177

### Steps to reproduce

1. Install Visual Studio Code - Insiders and *not* the regular Visual Studio Code
2. Set the External Editor in `Editor Settings > Dotnet > External Editor` to `Visual Studio Code`
3. Open any project that uses C#
4. Attempt to open any `.cs` file
5. The file fails to open

### Minimal reproduction project

N/A
Repository: vscode
Issue: Aux window: allow detaching views and panels
Labels: feature-request,layout,workbench-auxwindow

<!-- ⚠️⚠️ 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. -->
I would like to detach bottom panel tabs (especially "terminal", but also "problems" and others) into a separate window that I can place on my secondary monitor, **but** still be attached to the same main window. Possibly the whole bottom panel could be detached as a single window, like developer tools in chrome. 

These now take valuable screen space in my main window, but if e.g. a monitor session is detached and attached to a different main window, ctrl-clicking filenames in error messages will open the file in that window, and not in my editing window, which defeats the purpose.

**Note**
This feature request is **only** about detaching bottom panels, specifically for dual monitor use. 

Please don't close this as a duplicate of #34442 (a 2017 issue which discusses using VS code's terminal as a standalone replacement for windows terminal apps, and is never going to get implemented so should be closed), nor #10121 (a 2016 issue which discussed a more general issue of moving all panels, primarily editor tabs, to new windows and was closed due to acrimony).
Repository: PowerToys
Issue: Mouse Without Borders disabling keyboard shortcuts
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.73.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Have Mouse Without Borders enabled

### ✔️ Expected Behavior

Combinatins like altgr + e for € working

### ❌ Actual Behavior

Combinatins like altgr + e for € not working (QWERTZ keyboard)

### Other Software

_No response_