sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Next export with appDir fails
Labels: bug

### Verify canary release

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

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.5.0: Tue Apr 26 21:08:29 PDT 2022; root:xnu-8020.121.3~4/RELEASE_ARM64_T8101
    Binaries:
      Node: 18.13.0
      npm: 8.19.3
      Yarn: 3.4.1
      pnpm: N/A
    Relevant packages:
      next: 13.1.7-canary.2
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Static HTML Export (next export)

### Link to the code that reproduces this issue

https://github.com/kevzettler/bad-nextjs-export-bug

### To Reproduce

`npm install && next build && next export`

### Describe the Bug

`next export` fails with the following

```
warn  - You have enabled experimental feature (appDir) in next.config.js.
warn  - Experimental features are not covered by semver, and may cause unexpected or broken application behavior. Use at your own risk.
info  - Thank you for testing `appDir` please leave your feedback at https://nextjs.link/app-feedback

info  - using build directory: /Users/kevzettler/code/bad-nextjs-export-bug/.next
info  - Copying "static build" directory
info  - No "exportPathMap" found in "/Users/kevzettler/code/bad-nextjs-export-bug/next.config.js". Generating map from "./pages"
info  - Launching 7 workers
info  - Copying "public" directory
info  - Exporting (2/2)
PageNotFoundError: Cannot find module for page: /about
    at Object.getPagePath (/Users/kevzettler/code/bad-nextjs-export-bug/node_modules/next/dist/server/require.js:77:15)
    at /Users/kevzettler/code/bad-nextjs-export-bug/node_modules/next/dist/export/index.js:382:48
    at Array.map (<anonymous>)
    at /Users/kevzettler/code/bad-nextjs-export-bug/node_modules/next/dist/export/index.js:373:69
    at processTicksAndRejections (node:internal/process/task_queues:96:5)
    at async Span.traceAsyncFn (/Users/kevzettler/code/bad-nextjs-export-bug/node_modules/next/dist/trace/trace.js:79:20) {
  code: 'ENOENT'
}
```

### Expected Behavior

More clarity in the error message. What is actually missing? The file `app/about/page.tsx` exists and renders in `next dev`

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

_No response_

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

_No response_
Repository: pytorch
Issue: [BUG] jit.trace not working for torchvision ViT models
Labels: oncall: jit

### 🐛 Describe the bug

torch.jit.trace is not working for torchvision vision transformer models, i.e. vit_b_16, vit_b_32, and vit_l_16, vit_l_32. It made a TracingCheckError.

### Versions

pytorch 1.13.0
torchvision v0.14

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: PowerToys
Issue: Nagle's algorithm toggle (networking setting)
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

A quick toggle (on/off) for Nagle's algorithm.  In the same section and Ethernet adapter reset would be helpful but not necessary.   That or ip release and renew. 

### Scenario when this would be used?

Anytime I play an online game I disable it manually.  Then turn it back on. I also used power toys all the time so it would make life easier. Also if more people knew and use the feature I think gaming would be a better experience. 

### Supporting information

Unfortunately I don't have the charts I made when I originally looked into this but I tested 20 games over 6 months.

When disabled I would more often than not have less latency and an overall better connection to the server or other players due to the way Nagle's algorithm works at a fundamental level.  I don't think online gaming was on his mind.

On a artificially limited 30Mbps, 100, 500, and gigabit connection I had an average of 16ms lower latency and less packet loss & retransmission. 

A section with gaming tweaks is something I was considering working on but haven't had the time.
Repository: godot
Issue: Importing image as Texture2DArray does not work and produces errors.
Labels: bug,confirmed,topic:import

### Godot version

v4.0.beta17.mono.official [c40020513]

### System information

Windows 11, Vulkan, Forward+, RTX 3060 Laptop

### Issue description

After trying to import the texture as an array, I get the following errors in the console:
 - `servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:808 - Condition "p_layers[i]->get_format() != valid_format" is true.`
 - `Attempting to use an uninitialized RID`
 - `servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:1306 - Condition "!tex" is true.`
 - `Attempting to use an uninitialized RID`

Trying to preview textures in the inspector repeats the error:
 -  `Attempting to use an uninitialized RID`

### What I have tried
 - Restarting the editor
 - Reimporting the image again
 - Switching to another format and going back
 - **Creating a new fresh project**

### Steps to reproduce

1. Drag and drop an image (png) to the FileSystem
2. Select the image and in the Import tab change "Import As:" to Texture2DArray
3. Click on "Reimport"
4. Confirm to Save, Re-Import, and Restart
5. After restarting the editor, select the image by double-clicking it

# Update
After changing `Compress:Mode` to `VRAM Compressed` (It was set to `Lossless`), checking `High quality`, and restarting the editor (only reimport did not fix it) it imported the textures correctly!
Repository: flutter
Issue: Camera always capture image as jpg, not able to capture HEIF/HEIC extension
Labels: c: new feature,platform-ios,p: camera,package,c: proposal,P3,customer: castaway,team-ios,triaged-ios

Trying to capture image and also done settings (Camera > Formats > High Effieiency) but it always return jpg image. How can i capture image in iPhone with Heif or Heic extension?
Repository: PowerToys
Issue: Windows Toolbar positioning
Labels: Needs-Triage

### Description of the new feature / enhancement

Simple: Toolbar should be freely moveable as before..
For some "monitor-scenarios" this current restriction is simply not practical - or better: very impractical.
In terms of D&I for divers usage patterns.... to rethink..

### Scenario when this would be used?

always when using several monitors and having the main monitor above other monitors.

### Supporting information

_No response_
Repository: terminal
Issue: Automatic scrolling of window when setting cursor position
Labels: Product-Conhost,Help Wanted,Area-Output,Area-Server,Issue-Bug,Priority-1

### Windows Terminal version

1.16.230126001

### Windows build number

10.0.19044.2486

### Other Software

_No response_

### Steps to reproduce

I mentioned this first in #14759.

You can reproduce the problem with this test program:
```c
#include <windows.h>

int main()
{
  HANDLE con = GetStdHandle(STD_OUTPUT_HANDLE);
  CONSOLE_SCREEN_BUFFER_INFO csbi;
  GetConsoleScreenBufferInfo(con, &csbi);

  // use scrollback of 100 lines
  COORD con_size = {
    csbi.srWindow.Right - csbi.srWindow.Left + 1,
    csbi.srWindow.Bottom - csbi.srWindow.Top + 1 + 100
  };
  SetConsoleScreenBufferSize(con, con_size);

  // write 50 lines so the position is not at the top of the scrollback
  for (int i = 0; i < 50; i++)
    WriteConsoleA(con, "line\n", 5, NULL, NULL);

  // stop at escape key
  HANDLE in = GetStdHandle(STD_INPUT_HANDLE);
  INPUT_RECORD ir;
  DWORD didread;
  while (ReadConsoleInput(in, &ir, 1, &didread))
  {
    if (ir.EventType == KEY_EVENT && ir.Event.KeyEvent.bKeyDown)
    {
      if (ir.Event.KeyEvent.wVirtualKeyCode == VK_ESCAPE)
        break;

      WriteConsoleA(con, &ir.Event.KeyEvent.uChar.AsciiChar, 1, NULL, NULL);
      GetConsoleScreenBufferInfo(con, &csbi);
      // re-set the cursor position where it already is, this is done
      // so the cursor is visible at the new location after the character
      // was printed
      SetConsoleCursorPosition(con, csbi.dwCursorPosition);
      // now the console window is scrolled so that the cursor is at the bottom
      // of the window.
    }
  }

  return 0;
}
```
There is a difference of behavior when tried with either the conhost.exe of the current Win10, or the OpenConsole.exe of Microsoft.WindowsTerminal_Win10_1.16.10261.0_8wekyb3d8bbwe.msixbundle.

Between entering some keys, scroll the window up or down with the mouse.

### Expected Behavior

Once you enter a key, and the cursor position is re-set, it will scroll the window to the cursor, but only if the cursor was not already in the visible part of the window.
Which is exactly how it works in conhost.exe.

### Actual Behavior

But with OpenConsole.exe 1.16.230126001, the window is always scrolled so that the cursor is at the bottom of the screen, even if it was already visible before.
Repository: PowerToys
Issue: Suggestion for Mouse Utility 
Labels: Needs-Triage

### Description of the new feature / enhancement

Find mouse with 'share mouse' often works unexpected situation.

So, please add 'share mouse with right mouse button press'. 

### Scenario when this would be used?

It could be prevent unexpected action.

### Supporting information

_No response_
Repository: PowerToys
Issue: Windows toolbar handling - restored
Labels: Needs-Triage

### Description of the new feature / enhancement

simply put: enable the same positioning of the windows toolbar as before.

### Scenario when this would be used?

![20230202_091851](https://user-images.githubusercontent.com/64468686/216270303-6c2a844c-22d3-4938-a6fa-e312f8a2922d.jpg)


### Supporting information

_No response_
Repository: pytorch
Issue: Dynamo uses CONSTANT_MATCH guards for string inputs
Labels: feature,low priority,triaged,oncall: pt2,oncall: export

### 🐛 Describe the bug

There are cases when we define pytorch modules that take strings or list[str] as inputs. For example, torchtext.vocab which does vocab lookup for string tokens, and modules that use torchtext.vocab underlying.

With jit script this works fine and string inputs are treated as variable input, but with dynamo they are somehow treated as constants, leading to recompilation every time the values change.

I'm not sure if this is expected behavior. If yes, this can be quite more restrictive than torchscript, especially for model export

### Error logs

![截屏2023-02-02 下午5 09 45](https://user-images.githubusercontent.com/90181230/216287269-fc42e8f0-eb2b-4fd9-801d-38f768d758d4.png)

The compiled graph should not have `[1, 0]` as constants

### Minified repro

_No response_

### Versions

PyTorch version: 2.0.0.dev20230201+cpu
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.2.0-19ubuntu1) 11.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.10.5 | packaged by conda-forge | (main, Jun 14 2022, 07:04:59) [GCC 10.3.0] (64-bit runtime)
Python platform: Linux-5.10.130-118.517.amzn2.x86_64-x86_64-with-glibc2.35
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.22.4
[pip3] pytorch-lightning==1.5.10
[pip3] torch==2.0.0.dev20230201+cpu
[pip3] torch-tb-profiler==0.4.0
[pip3] torchdata==0.6.0.dev20230201
[pip3] torchmetrics==0.9.3
[pip3] torchtext==0.15.0.dev20230201+cpu
[conda] nomkl                     1.0                  h5ca1d4c_0    conda-forge
[conda] numpy                     1.22.4          py310h4ef5377_0    conda-forge
[conda] pytorch-lightning         1.5.10                   pypi_0    pypi
[conda] torch                     2.0.0.dev20230201+cpu          pypi_0    pypi
[conda] torch-tb-profiler         0.4.0                    pypi_0    pypi
[conda] torchdata                 0.6.0.dev20230201          pypi_0    pypi
[conda] torchmetrics              0.9.3                    pypi_0    pypi
[conda] torchtext                 0.15.0.dev20230201+cpu          pypi_0    pypi

cc @ezyang @bdhirsh @anijain2305 @chauhang @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4 @msaroufim @wconstab @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @soumith @ngimel @mlazos @yanboliang @Xia-Weiwen @desertfire
Repository: rust
Issue: Closure parameter lifetime inference erases hrtb
Labels: A-lifetimes,A-closures,T-compiler,A-inference,C-bug

It seems that closure type inference is causing "borrowed value does not live long enough" errors in places where it shouldent.

```rust
fn main() {
    let closure = |_v| {};
    {
        let x = 1;
        closure(&x);
    }
    {
        let y = 1;
        closure(&y);
    }
}
```

```rust
  --> src\main.rs:7:17
   |
7  |         closure(&x);
   |                 ^^ borrowed value does not live long enough
8  |     }
   |     - `x` dropped here while still borrowed
...
11 |         closure(&y);
   |         ------- borrow later used here
```

However changing the closure definition to 
```rust
let closure = |_v: &_| {};
```
or moving the `a` definition and call into the same scope as the `closure` definition allows it to compile.

I assume what is happening is when `closure` is called with `a`, `closure` is inferred to be `fn(&'1 i32)`, but then `b` is called so it is trying to call `fn(&'1 i32)` with a `&'2 i32`.
But when it is defined as `&_`, the compiler does not infer the lifetime and instead uses hrbt.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.67.0 (fc594f156 2023-01-24)
binary: rustc
commit-hash: fc594f15669680fa70d255faec3ca3fb507c3405
commit-date: 2023-01-24
host: x86_64-pc-windows-msvc
release: 1.67.0
LLVM version: 15.0.6
```
Repository: godot
Issue: [4.0 beta17 mono] Editor crashes when opening project
Labels: bug,platform:windows,topic:rendering,needs testing,crash,regression

### Godot version

v4.0-beta17_mono_win64

### System information

Windows 10, Forward+, RTX 3080, dotnet 6.0.101

### Issue description

The editor crashes when opening a project.
No log is showed in the console.

Deleting the **.godot** folder from the project will allow to open it in Godot again.
This will re-generating the folder again, and after that when trying to open again it will crash.

### Steps to reproduce

1. Open a project
2. Close Godot
3. Open the same project again
4. CRASH! 
5. Delete .godot folder from the project
6. Open the same project again
7. It works! (.godot folder is generated again)
8. Close Godot
9. Open the same project again
10. CRASH! 

### Minimal reproduction project

[testing-godot.zip](https://github.com/godotengine/godot/files/10567646/testing-godot.zip)
Repository: vscode
Issue: Support command variables in a terminal profile's env property
Labels: help wanted,feature-request,terminal-profiles

# Behavior
I am trying to create a Python integrated terminal profile for VSCode. This integrated terminal should always use the currently selected Python Interpreter. There does not seem to be a way to do that.

## Expected vs. Actual

I expect to be able to create an integrated terminal profile that uses the currently selected Python interpreter as part or all of its path.

When creating a custom terminal profile, setting the path to `python` works, but it does not use the correct Interpreter.

According to the VSCode documentation the path, args, and env properties of the integrated terminal configuration all support resolving variables.

https://code.visualstudio.com/docs/terminal/profiles#_configuring-profiles

Therefore, setting the terminal profile path to `${command:python.interpreterPath}` should work. It does not work. The profile will not even show up in the list as a valid choice.

## Steps to reproduce:

1. Make a new Python project in VScode that uses a non-default Python interpreter such as in a virtualenv.
2. Use the `Python: Select Interpreter` command to select the interpreter.
3. Create a .vscode directory in the project.
4. Create a settings.json file in the .vscode directory
5. Add the following custom integrated terminal profiles to the settings.json.

```json
{
	"terminal.integrated.profiles.linux": {
		"pythona": {
			"path": "python"
		},
		"pythonb": {
			"path": "${command:python.interpreterPath}"
		}
	}
}
```
6. Attempt to open new integrated terminals using these profiles.
7. The first profile will work, but it will use the wrong Python interpreter. 
8. The second profile will not work at all.
```

# Diagnostic data

-   Python version (& distribution if applicable, e.g. Anaconda): 3.8.16
-   Type of virtual environment used (e.g. conda, venv, virtualenv, etc.): Poetry
-   Value of the `python.languageServer` setting: Default
Repository: storybook
Issue: Clean up the webpack frameworks (delete preset-webpack-react, etc)
Labels: help wanted,maintenance,builder-webpack5
Repository: flutter
Issue: A Property to Change the Date Pattern in the Datepicker Popup
Labels: c: new feature,framework,f: material design,f: date/time picker,c: proposal,P2,team-design,triaged-design

<!-- Thank you for using Flutter!

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     to what you're looking for, then fill out the template below. Please read
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## Use case

<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe the alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
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I'm working on an app that allows users to choose a date.
Where the year is equally prominent as the month, and day shown in the Datepicker popup.
However, currenty the date is shown in the pattern `EEE, MMM d` (as per Locale).
There is no simple way to change this format to others like `MMMM-dd-yyyy` or  `d/M/y` or replace the `weekday` with `year`.

There is an implementation suggested on Stackoverflow.
[https://stackoverflow.com/questions/64925604/datepicker-flutter-change-display-date-format](https://stackoverflow.com/questions/64925604/datepicker-flutter-change-display-date-format)
However, that is pretty complicated for the simple thing.

## Proposal

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     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
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I would like Flutter to add a property to the `showDatePicker()` function to let developers change the date patern when the popup is visible (highlghted with red mark in the attachment below).

![image](https://user-images.githubusercontent.com/32666864/216300493-ac48f2d0-6636-4a70-b50e-40fb77807695.png)
Repository: storybook
Issue: [Bug] When using argTypes the component type should be loosened.
Labels: bug,help wanted,typescript,argtypes,sev:S3

For example, you may want to drop an arg in your argTypes:

![Image](https://user-images.githubusercontent.com/1035299/216305395-21d8fa9c-b58a-43b8-a4bb-fadaae5e214e.png)

Or you want to use arg mapping:

![Image](https://user-images.githubusercontent.com/1035299/216305607-03402259-d4f8-4344-9780-c49938e70370.png)

In this case, we could drop the constraints we put on the "component" of meta.
Repository: godot
Issue: [4.0.beta17] Material with missing texture is broken (inspect/use)
Labels: topic:editor,needs testing

### Godot version

4.0.beta17.mono.official

### System information

Windows 10

### Issue description

In the attached example just the texture assigned to the material is missing, but this already breaks godot form doing anything with the file; the inspector doesn't want to inspect it, asignments to other locations don't work - the file is basically useless until manually fixed, which is only possible by editing the file-text directly.

### Steps to reproduce

Try to open/inspect the only available material in the attached project (double click)

### Minimal reproduction project

[BrokenMaterialMRP.zip](https://github.com/godotengine/godot/files/10568130/BrokenMaterialMRP.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: C: drive storage leak
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

For some reason the C: drive keeps filling up even though my Stable Diffusion installation is in the D: drive. I have a feeling that it will keep filling up the C: drive until it can't contain any more space. It appears to be a storage leak.
![image](https://user-images.githubusercontent.com/84191897/216306958-b6003d45-85e8-4ba3-b11e-d86b0fcf7ed7.png)


### Steps to reproduce the problem

Just start the installer first try

### What should have happened?

Should have stopped at a certain storage number.

### Commit where the problem happens

cmd

### What platforms do you use to access the UI ?

_No response_

### What browsers do you use to access the UI ?

_No response_

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
N/A
```


### Additional information

I had 20 GB of C: drive memory before it began to drain rapidly. It even reached 10.5 GB
Repository: storybook
Issue: [Bug]: No helpful error message upon mdx extraction error / unhandledRejection error
Labels: bug,needs triage

### Describe the bug

If one hits 
https://github.com/storybookjs/storybook/blob/324bddabdd1f01291493783062ea9b0198635dfd/code/lib/core-server/src/utils/StoryIndexGenerator.ts#L285-L286
then one gets a pretty unhelpful error message, which doesn't include any stack trace:
```
WARN 🚨 Extraction error on components\JabRefLogo.stories.vue: 2:43: Could not parse import/exports with acorn: SyntaxError: Unexpected token

 ERROR  [unhandledRejection] Could not parse import/exports with acorn: SyntaxError: Unexpected token
```
Moreover, the error bubbles up and creates a unhandledRejection in the end.

Moreover, I would suggest to replace the npmlog library by https://github.com/unjs/consola, which automatically takes care of proper formatting and stack traces etc.

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_