sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Vercel + pages router + basePath + middleware - Full roundtrip when client navigating to index page
Labels: bug,Middleware,Navigation,Pages Router

### Link to the code that reproduces this issue

https://github.com/jpb06/next-repro-404-index.json

### To Reproduce

The issue only happens while deployed on Vercel.

1: Head to repro [sub page](https://next-repro-404-index-json-316g57w3p-jpb06s-projects.vercel.app/app/yolo).
2: Click on the `Home` link.

### Current vs. Expected behavior

## Current behavior

- We are doing a client navigation, but a full roundtrip is occurring when navigating from `/yolo` to `/`. 
- We get a 404 on the`index.json` file (prefetch), even though that file exists.

## Expected behavior

-  Client navigation should not cause a full roundtrip.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:12:58 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 10
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: 1.22.21
  pnpm: 9.1.3
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: 14.2.3
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


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

Middleware, Navigation, Pages Router

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

Vercel (Deployed)

### Additional context

_No response_
Repository: go
Issue: proposal: iter: relax Pull to not panic because of thread locking state
Labels: Proposal,compiler/runtime

### Proposal Details

`iter.Pull` snapshots the thread lock count and locked thread, if any. Calling `next`, `stop` or `yield` with a different snapshot [panics](https://github.com/golang/go/issues/65889#issuecomment-2101275271). This proposal is about lifting that restriction.

Adapted from my longer explanation at https://github.com/golang/go/issues/65889#issuecomment-2059844896, the proposal is to replace the panic behaviour with cooperative scheduling:

Let the locked thread (if any) and its lock count follow goroutine switches between caller and iterator, making `next`, `stop` and `yield` act as cooperative scheduling points. That is, the thread (and lock count) entering `next`, `stop` or `yield` is the same thread (and lock count) that resumes execution from the return of its counterpart. For example, calling `next` from (locked) thread T will see `yield` return (locked) on thread T and vice versa.

Notable consequences:

 - Deadlock free: no more than one goroutine has a particular thread locked at any one time.
 - A locked thread follows execution similar to rangefuncs: once `LockOSThread` is called by either caller or iterator, the execution trace has that thread locked from then on.
 - Thread "stealing" is possible. E.g. if the caller calls LockOSThread and the iterator yields from another goroutine. This is perhaps surprising, yet is [consistent with rangefuncs](https://github.com/golang/go/issues/65889#issuecomment-1979405291).

Other than making `iter.Pull` more widely useful by eliminating panics, this proposal elegantly fixes https://github.com/golang/go/issues/64755 and https://github.com/golang/go/issues/64777 by thread stealing. For example:

```go
// Package mainthreadapi implements a platform API that require the main thread.
package mainthreadapi

import "iter"
import "C"

func init() {
  // Lock the main thread.
  runtime.LockOSThread()
  next, _ := iter.Pull(func(yield func(struct{}) bool) {
       go yield(struct{}{}) // Pass a different thread to the caller.
       C.native_event_loop_that_require_the_main_thread_and_never_returns()
  })
  next() // Pass the main thread to the iterator
  // Continues on a different thread.
}

// API functions follow.
```
Repository: rust
Issue: run-make-support: investigate if it's possible to make rust-analyzer work with rmake.rs files
Labels: A-testsuite,C-enhancement,T-compiler,A-contributor-roadblock,A-run-make

Currently when editing rmake.rs test files you don't get any code completion support, which makes it harder to edit tests (editor doc previews are especially helpful). It would be awesome if we could hack in code completion support for run-make test files.
Repository: godot
Issue: Reflection probe resolution doesn't change despite changing the reflection atlas if reflection probe is in UPDATE_ALWAYS mode
Labels: enhancement,discussion,topic:rendering,documentation,needs testing,topic:3d

### Tested versions

reproducible in godot 4.0, godot 4.1, godot 4.2, godot 4.3 dev 1 to dev 6.


### System information

windows 10 and linux mint version 21.3

### Issue description

changing the reflection atlas size does not change the reflection probes resoloution. changing the reflection atlas size to anything above 512 (1024 for example) just breaks them all, makes them black and ruins the games performance.

### Steps to reproduce

csg cube, reflection probe, put reflection probe inside cube, go to settings, go to reflections, go to reflection atlas, change the size to anything.

### Minimal reproduction project (MRP)

https://drive.google.com/file/d/1ixRT9pDb_5yXnJ0zw3WRlbD1_Cf_mEJX/view?usp=sharing
Repository: vscode
Issue: Need a way for chat participants to continue the conversation 
Labels: feature-request,chat

Sometimes a chat extension runs a command and wants to reply to the user further in the chat panel. The best solution for now is to call back to the chat participant with a command like

`executeCommand('workbench.action.chat.open', 'query')`

But this should be better

- Right now it always goes back to the chat panel, but it should go to the correct chat session. Usually this would be the most recently focused chat session but I'm not sure whether that is always correct
- The chat participant ID and command should be parameterized like in ChatFollowup, not written with `@` in text
- It should be a real vscode ApiCommand

And in the future we should support things like just showing more content from the participant without having to write a fake user request.

Use cases

- `/fixTestFailure`
- https://github.com/microsoft/vscode/issues/213274#issuecomment-2136335264
Repository: flutter
Issue: ListView does not scroll correctly when using keyboard tab focus traversal
Labels: a: accessibility,f: scrolling,from: a11y review,f: focus,P2,customer: quake (g3),team-framework,triaged-framework

b/271054705

### Steps to reproduce

1. run this on web, but I assume this would also affect desktop
2. press on a button on a screen to focus it
3. hit tab repeatly until reach the end
4. continue hit tab for focus to wrap around and focus first item in the list again

### Expected results

The scroll view scroll to the top to reveal the focused item

### Actual results

the item is focused, but it doesn't scroll to reveal its position

### Code sample

<details open><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(
    const MaterialApp(
      home: TestGamePage(),
    ),
  );
}

class TestGamePage extends StatelessWidget {
  const TestGamePage({super.key});

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Center(
          child: SizedBox(
              height: 100,
              child:ListView(
                  children: [
                    TextButton(child: Text('press'), onPressed: () {}),
                    TextButton(child: Text('press'), onPressed: () {}),
                    TextButton(child: Text('press'), onPressed: () {}),
                    TextButton(child: Text('press'), onPressed: () {}),
                    TextButton(child: Text('press'), onPressed: () {}),
                    TextButton(child: Text('press'), onPressed: () {}),
                    TextButton(child: Text('press'), onPressed: () {}),
                    TextButton(child: Text('press'), onPressed: () {}),
                  ]
              ))
      ),
    );
  }
}
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console

```

</details>
Repository: godot
Issue: MultiplayerSynchronizer in a bad state after saving branch as scene that it was referencing.
Labels: bug,topic:multiplayer

### Tested versions

- Found bug in 4.2.2 custom build that doesn't touch anything with Multiplayer Synchronizers

### System information

Godot v4.2.2.stable unknown - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3713) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

MultiplayerSynchronizer should display all properties in its path. It looks like when I `saving branch as scene` for a property it was replicating it continued to try and replicate it even though the UI just showed it as referencing the root node with the property name. MultiplayerSynchronizer does not allow you to replicate the same property if you try and add it. The below images show multiple instances of the same property name, but I believe the Path is actually different. One image shows a reference to a path that no longer exists after I `saving branch as scene` and then renamed some of the nodes.

![image](https://github.com/godotengine/godot/assets/31255098/e3a3d909-86ea-4228-b37a-c7c95c63593c)
![image](https://github.com/godotengine/godot/assets/31255098/66020201-2043-4279-b92d-e3ca667c2268)
![image](https://github.com/godotengine/godot/assets/31255098/19292708-b83b-4258-b723-e5e95deda826)


### Steps to reproduce

Have multiplayer synchronizer. Replicate fields position and rotation on the root, and some children. Save the children branch as a new scene. Modify that new scene to have different node names. Instantiate and add that scene as a child to the initial root.

### Minimal reproduction project (MRP)

[MultiplayerSyncIssue.zip](https://github.com/godotengine/godot/files/15487709/MultiplayerSyncIssue.zip)
Repository: PowerToys
Issue: Fancy zones forcing zone to some OS apps
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

I'm not really sure how to reproduce pre issue. Fancy zones is forcing some OS apps (like clock and calculator) to my 4th zone even if close the app after undocking it from the zone. And also sometime after I copy and reassign may custom layout (in the beginning it works fine).

### ✔️ Expected Behavior

OS apps opening in a normal window, undocked from a zone. 

### ❌ Actual Behavior

OS apps docking to unassigned zone. 

### Other Software

Windows 11
Repository: react
Issue: [DevTools Bug]: Unable to edit props
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

https://react.dev/

### Repro steps

## Steps to reproduce
1. Navigate to the website (i.e. [React Dev](https://react.dev/))
2. Open React Developer Tools
3. Select an element in the page to inspect the component
4. Try to edit the props, they appear to be read-only

## Demo

> attempt to edit props not working

![Kapture 2024-05-29 at 12 59 10](https://github.com/facebook/react/assets/25286675/dbd8aca8-0cd4-470d-b5ab-75437f857418)

## Extension info

<img width="418" alt="image" src="https://github.com/facebook/react/assets/25286675/fdee9f6a-feb3-480f-ac03-038ca403f1ea">


### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: godot
Issue: Are res:// and user:// paths broken on Android?
Labels: platform:android,topic:porting,needs testing

### Tested versions

- Reproducible in: 4.3.dev and 4.2.2.stable, 4.1.4 (only `user://`, because `AudioStreamOggVorbis` doesn't have `load_from_file`-method)


### System information

Android 8 and 10 - Godot v4.2.2 - Mobile

### Issue description

 I want to attach media-files at run-time. But I have got `Can't open file from path res:// ..."` on Android devices (phone Redmi 5+ and VR-helm Oculus Quest 2). After some experiments, I found that it looks like both `res://` and `user://` are broken on Android (they are correct on Win).

### Steps to reproduce

1. Add one scene with `Main`-Node3D as a root and AudioStreamPlayer as a child 
2. Import one ogg-file.
3. Add a script to `Main`-node.
```
extends Node3D

func _ready():
	OS.alert("User path:" + ProjectSettings.globalize_path("user://"))
	var stream = AudioStreamOggVorbis.load_from_file("res://1.ogg")
	if not stream:
		OS.alert("Not found")
		return
		
	$AudioStreamPlayer.stream = stream
	$AudioStreamPlayer.play()
```
4. Run the application

The result is two alerts `/data/data/com.example.testres/files` (should be /sdcard/Android/data/...) and `Not found` (cause `res://` is empty string)

If I attach a media in Editor, there is no playing error.

### Minimal reproduction project (MRP)

[TestRes.zip](https://github.com/godotengine/godot/files/15487578/TestRes.zip)
Repository: vscode
Issue: After updating an un-activated extension, I get "Restart Extensions"
Labels: feature-request,extensions

Steps to Reproduce:

1. Follow the steps here: https://github.com/microsoft/vscode/issues/210837#issuecomment-2137152458
2. See the "Restart Extensions":
<img width="1281" alt="image" src="https://github.com/microsoft/vscode/assets/2644648/9fc00c54-645b-479f-8b20-7d64f50195b1">
Repository: node
Issue: The registration order of http server listen depends on the Node.js version
Labels: http,v20.x

### Version

v20.13.1

### Platform

Darwin 23.5.0 Darwin Kernel Version 23.5.0: Wed May  1 20:16:51 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T8103 arm64

### Subsystem

_No response_

### What steps will reproduce the bug?

The behavior of `Server.listen` on the same port has changed between node 20.12 and 20.13.

If you execute code like the following,
In node 20.12, 127.0.0.1:8888 (or 0.0.0.0:8888, localhost:8888) is listened to and the `Hello World` string is returned.
However, in node 20.13, only 192.168.10.104:8888 is listened to, and the rest, such as 127.0.0.1:8888, are not listened to.

```js
import { createServer } from "node:http";

const server = createServer((_, res) => {
  res.writeHead(200, { "Content-Type": "text/plain" });
  res.end("Hello World\n");
});

// listen order dependents on the version of node.js...
server.listen(8888, "127.0.0.1"); // 20.13 < , this one is used.
server.listen(8888, "192.168.10.104" /* replace your local ip address */); // 20.13 >= , this one is used.
```

### How often does it reproduce? Is there a required condition?

always

### What is the expected behavior? Why is that the expected behavior?

Both will be LISTENED to, or if there is a specification for the order, that document will be clearly noted.

### What do you see instead?

no outputs

### Additional information

For example, this is how it is used.
https://github.com/Azure/static-web-apps-cli/blob/352be8f4ce2d01e1dac17797a80f9f414d612bc0/src/msha/server.ts#L173-L174
Repository: vscode
Issue: Window hang when rendering deeply nested trees
Labels: bug,tree-widget,tree-sticky-scroll

- Install the Red Hat YAML extension
- Have the Outline view visible on the screen
- Open this file and copy the contents
[ghpr2.log](https://github.com/user-attachments/files/15488768/ghpr2.log)
- Open new untitled editor in vscode
- Paste
- File language is auto-detected as YAML, or change it to YAML if it picked a different one
- Renderer process hang

When I disable the YAML extension, this doesn't repro
Repository: PowerToys
Issue: Unable to disable sticky scroll
Labels: Issue-Bug,Needs-Triage,Product-Peek

### Microsoft PowerToys version

0.81.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Peek

### Steps to reproduce

1. Open an coding file (xsd, xml, c#, ...)
2. Scroll down until the sticky header appears
3. Right click on it and click on sticky scroll.

### ✔️ Expected Behavior

Sticky scroll should be disabled.

### ❌ Actual Behavior

The dropdown menu appears behind the text so it's not interactable.

https://github.com/microsoft/PowerToys/assets/80769556/98cf011e-83b3-47db-80a6-1f83aff1ec39



### Other Software

_No response_
Repository: next.js
Issue: Refractor languages missing when Turbopack is enabled
Labels: bug,Turbopack

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/serene-napier-go8s7s

### To Reproduce

1. Install `react-markdown` and `rehype-prism-plus`.
2. Set up a page that renders some Markdown with `<ReactMarkdown rehypePlugins={[rehypePrism]}>{markdown}</ReactMarkdown>`, where `markdown` is a string containing code with `json` as the specified language.
3. Run the dev server with the `--turbo` flag.

### Current vs. Expected behavior

If you run the dev server without the `--turbo` flag, the JSON renders as expected.

With the `--turbo` flag, the page fails to render, and instead you get this error:

```
Error: Unknown language: `json` is not registered

Call stack:

Refractor.highlight
node_modules/.pnpm/refractor@4.8.1/node_modules/refractor/lib/core.js (99:13)
highlight
node_modules/.pnpm/rehype-prism-plus@2.0.0/node_modules/rehype-prism-plus/src/generator.js (224:37)
...
```

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
  Available memory (MB): 4102
  Available CPU cores: 2
Binaries:
  Node: 20.9.0
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 15.0.0-canary.0 // Latest available version is detected (15.0.0-canary.0).
  eslint-config-next: N/A
  react: 19.0.0-rc-6f23540c7d-20240528
  react-dom: 19.0.0-rc-6f23540c7d-20240528
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Turbopack

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

According to the [rehype-prism-plus README](https://github.com/timlrx/rehype-prism-plus), the default export of `rehype-prism-plus` works with all languages supported by refractor. I suspect that what's happening here is some overly aggressive tree-shaking on Turbopack's part, where it's removing the refractor language imports that Webpack preserves.
Repository: rust
Issue: Tracking Issue for RFC 3467: UnsafePinned
Labels: B-RFC-approved,T-lang,C-tracking-issue,T-opsem,F-unsafe_pinned

This is a tracking issue for RFC 3467: `UnsafePinned`.

- https://github.com/rust-lang/rfcs/pull/3467

The feature gate for the issue is `#![feature(unsafe_pinned)]`.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.  They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.  A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.  Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

- [x] Accept an RFC.
  - https://github.com/rust-lang/rfcs/pull/3467
- [ ] Implement.
- [ ] Add documentation to the [dev guide][].
    - See the [instructions][doc-guide].
- [ ] Add documentation to the [reference][].
    - See the [instructions][reference-instructions].
- [ ] Stabilize.

[dev guide]: https://github.com/rust-lang/rustc-dev-guide
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[edition guide]: https://github.com/rust-lang/edition-guide
[nightly style procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md
[reference]: https://github.com/rust-lang/reference
[reference-instructions]: https://github.com/rust-lang/reference/blob/master/CONTRIBUTING.md
[style guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions

- [ ] Do we want to bikeshed the name further before stabilization?

### Related

- https://github.com/rust-lang/rfcs/pull/3467

### Implementation history

TODO.
Repository: tauri
Issue: [bug] Anchors with target="_blank" inside of an iframe are not working
Labels: type: bug,status: needs triage

### Describe the bug

If I have a anchor with target="_blank" inside an iframe nothing happen when I click.

anchors outside iframe open in a normal way (new page on my default browser)

### Reproduction

I make a small repo to reproce this bug

https://github.com/toppermitz/tauri-iframe-bug

Just click on link inside the iframe and nothing happen.

### Expected behavior

When I click in an anchor inside an iframe, the anchor href must be loaded on my default browser.

### Full `tauri info` output

```text
1.6.7

[✔] Environment
    - OS: Mac OS 14.5.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.77.2 (25ef9e3d8 2024-04-09)
    ✔ cargo: 1.77.2 (e52e36006 2024-03-26)
    ✔ rustup: 1.27.0 (bbb9276d2 2024-03-08)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.12.0
    - pnpm: 9.1.3
    - yarn: 1.22.19
    - npm: 10.5.0
    - bun: 1.0.17

[-] Packages
    - tauri [RUST]: 1.6.7
    - tauri-build [RUST]: 1.5.2
    - wry [RUST]: 0.24.10
    - tao [RUST]: 0.16.9
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli [NPM]: 1.5.14

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../src
    - devPath: ../src


For 2.0.0-beta.22

[✔] Environment
    - OS: Mac OS 14.5.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.77.2 (25ef9e3d8 2024-04-09)
    ✔ cargo: 1.77.2 (e52e36006 2024-03-26)
    ✔ rustup: 1.27.0 (bbb9276d2 2024-03-08)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.12.0
    - pnpm: 9.1.3
    - yarn: 1.22.19
    - npm: 10.5.0
    - bun: 1.0.17

[-] Packages
    - tauri [RUST]: 2.0.0-beta.22
    - tauri-build [RUST]: 2.0.0-beta.17
    - wry [RUST]: 0.40.0
    - tao [RUST]: 0.28.0
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli [NPM]: 2.0.0-beta.19

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../src
```


### Stack trace

_No response_

### Additional context

This problem occours in 1.6.7 and 2.0-beta version