sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Failed request to /_next/data during CSR triggers generic error instead custom error page
Labels: bug,Navigation

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #29-Ubuntu SMP Fri Dec 16 06:28:18 UTC 2022
Binaries:
  Node: 16.17.0
  npm: 8.15.0
  Yarn: 1.22.17
  pnpm: N/A
Relevant packages:
  next: 12.3.1
  eslint-config-next: N/A
  react: 17.0.2
  react-dom: 17.0.2
```


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

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/reactjs/react.dev

### To Reproduce

1. Load https://react.dev/learn
2. In browser dev tools Network tab, block requests to `/_next/data/*`
3. Click "Thinking in React"
4. A generic "Application error" is shown, rather than "Something went wrong" (https://react.dev/500)

### Describe the Bug

When a client-side transition (via `router.push()` or `next/link`) fails (due to the network request to `/_next/data` failing), a generic Next error page is shown.

This is problematic because the generic Next error page is unbranded and quite technical (`Application error: a client-side exception has occurred (see the browser console for more information).`) and therefore not a good user experience.

### Expected Behavior

I would expect Next to trigger a redirect to the originally-requested URL, rather than bubbling up a client-side error. That would have the effect of loading the non-generic error page (`_error`, if available).

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

_No response_

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

_No response_
Repository: flutter
Issue: Cupertino Navigation Bar: Menu on back button press and hold for previous routes.
Labels: c: new feature,framework,f: cupertino,f: routes,P2,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

In iOS 16, when you press and hold on the back button in the nav bar, a menu pops up with all of the previous page titles in the user history. When one is selected, the user goes directly to that page.

### Proposal

Below is an example of this behavior in action:


https://user-images.githubusercontent.com/58190796/235268808-1545da5a-082e-4963-8bee-1676aef2e69a.mov

Ideally we'd want to copy navigation shortcuts like this so end users that are used to this sort of muscle memory will still be able to navigate this way.

In order to make this work correctly, we'd need to make sure that the current page has the previous page titles in the most graceful way. Maybe from the Navigator API?
Repository: godot
Issue: "InputMap action doesn't exist" error spam when using `Input.is_action_pressed()` in a `@tool` script
Labels: discussion,topic:editor,confirmed,topic:input

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___ 

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10

### Issue description

It is tricky to reproduce but I caught it at least twice in the past week
It seems that leaving editor unattended running in the background leads it to check your code and find errors that are not actually there. Bringing it back reveal thousands (in one case half of million) errors.
Closing the project and opening it again mends the issue (EDT: It is not)

### Steps to reproduce

1. Add custom actions in Project Settings > Input Map
In my case "ui_next", "ui_prev", "ui_toggle"
2. Use them in your code 
EDT: scene script has to be marked as `@tool`
In my case `Input.is_action_just_pressed("ui_next")`
3. The tricky part: Leave the editor open for quite some time
It took something like a day or two, maybe three
EDT: This one turned out to be false, it reproduces right after the opening
4. Open the editor and take a note that Error counter in output tab is in the thousands and counting (+3..5 errors/sec)
It was something along the lines of "Can't find action "ui_next", did you mean "ui_do_something_that_I_clearly_din't_ment""

### Minimal reproduction project

I managed to reproduce it
[repro_error_flood.zip](https://github.com/godotengine/godot/files/11357898/repro_error_flood.zip)
Repository: godot
Issue: Vulkan Mobile: Crash on Samsung Galaxy Tab S2 (SM-T813)
Labels: bug,platform:android,topic:rendering,confirmed,topic:thirdparty,crash

### Godot version

4.0.2

### System information

Android

### Issue description

Sorry for declaring crash this way, but I can't get backtrace from this device, I've deployed game to google play store and it crashes on this device type, rest of androids works fine.

### Steps to reproduce

Just install game from app store, ui works fine and after clicking "Play" app crashes

### Minimal reproduction project

https://play.google.com/store/apps/details?id=com.lonje.jumpjump
Repository: godot
Issue: Fails to open scene in project converted from Godot 3.5
Labels: bug,topic:editor,crash,topic:2d

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 11

### Issue description

I used the project conversion tool to convert a project from Godot 3.5 (v3.5.stable.official [991bb6ac7]) and then successfully opened it in godot 4. When I try to open res://core/levels/map.tscn (or any inherited scenes) the editor freezes and then closes without showing any error messages.

### Steps to reproduce

1. open the attached project in godot 4.0.2 (I have already converted it from godot 3)
2. open the scene: "res://core/levels/map.tscn"

### Minimal reproduction project

[minimal_reproduction.zip](https://github.com/godotengine/godot/files/11358416/minimal_reproduction.zip)
Repository: terminal
Issue: Per-theme-mode profile icons
Labels: Help Wanted,Area-Settings,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement

It would be great to be able to set icons per theme-mode (ie dark/light) - as it stands now a monochromatic icon can look very out of place in the opposite mode. Or maybe this is already possible somehow?

# Proposed technical implementation details (optional)

Allow setting dark/light profile icons individually in `settings.json`
Repository: go
Issue: proposal: net: context variants for udp functions
Labels: Proposal

net/udpsock: exposes contexts for several UDP related functions:

In the `udpsock` package are several (exposed) functions (see below) which use `context.Background()` as context for calls to unexposed internal functions.

- `ResolveUDPAddr`
- `DialUDP`
- `ListenUDP`
- `ListenMulticastUDP`

I propose to expose the contexts to the user. See PR https://github.com/golang/go/pull/59880. This makes it possible for the user to hand over its own context and allows hin/her to e.g. cancel or timeout the named UDP actions.

The PR does not change the API for the existing functions above, it just adds another function for each of them with the suffix `WithContext` and an additional argument (namely the context `ctx`). This would add the following functions:

- `ResolveUDPAddrWithContext`
- `DialUDPWithContext`
- `ListenUDPWithContext`
- `ListenMulticastUDPWithContext`

With the same signature but a `context.Conteext` added as first argument. Internally the "non-context" function from above, are then just wrappers for the `WithContext` functions and call them with `context.Background()`.
Repository: godot
Issue: Setting Rotation in inspector is inconsistent with setting it using rotation_degrees in a script due to limited precision in `.tscn` files
Labels: bug,topic:core,confirmed

### Godot version

4.0.2 stable mono

### System information

Windows 10

### Issue description

I'm am not sure why but setting the rotation as 90 degrees in the inspector gives a slightly different value compared to setting the rotation using `rotation_degrees` in a script. Doing `rotation = deg_to_rad(90)` and `rotation = (90 * PI) / 180` also gives the same values as doing `rotation_degrees = 90`.

![Screenshot showing inconsistency](https://user-images.githubusercontent.com/69766972/235289855-ce5b26f2-dc34-4ef6-ae6e-09ee914f0805.png)

This inconsistency also applies to other angle values. (45, 60, 180)

![Screenshot showing inconsistency - Figure 4](https://user-images.githubusercontent.com/69766972/235294625-d3573637-4c77-4551-b5f9-ec4853c9fa94.png) ![Screenshot showing inconsistency - Figure 2](https://user-images.githubusercontent.com/69766972/235294595-c12685f2-5702-4590-83a3-d2e1f836726b.png) ![Screenshot showing inconsistency - Figure 3](https://user-images.githubusercontent.com/69766972/235294610-f9eb6bfb-4d9b-48c2-934f-4b67ea6a8d5c.png)

I expected that that inputting 90 degrees in the inspector would yield the same result as setting `rotation_degrees = 90` in code. However, it does not.

### Steps to reproduce

- Create a new project
- Add a Node2D to the scene tree
- Select it and in the inspector, under the Node2D's Transform property, set its Rotation to 90
- Create and add a script to the Node2D that sets `rotation_degrees = 90` in the ready function
- Write `print(rotation)` and `print(rotation_degrees)` above and below the `rotation_degrees = 90` statement
- Run project to see and compare the printed out values of the node's Rotation between setting it in the inspector and setting it in a script

### Minimal reproduction project

[Inconsistency with setting Rotation in Inspector (4-29-2023).zip](https://github.com/godotengine/godot/files/11358717/Inconsistency.with.setting.Rotation.in.Inspector.4-29-2023.zip)
Repository: flutter
Issue: Running iOS apps on M1 hardware via 'My Mac (Designed for iPad)'
Labels: c: new feature,platform-ios,tool,c: proposal,P2,platform-target-arm,team-ios,triaged-ios

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I looked around but didn't find a proper way apart from running the app straight from Xcode and attaching to the debug session, but it would be great to have an easier way to run iOS apps on the arm Macs. It speeds up development a lot (at least in our case) as we get the benefit from not using a simulator, wait better performance, making it easy to resize the window as well as iOS APIs. 

<img width="379" alt="image" src="https://user-images.githubusercontent.com/25441359/235296768-b1ba042c-febd-4ee5-ac80-57b01358de9f.png">


### Proposal

Have `flutter devices` add an additionnal device on M1s called My Mac (Designed for iPad) which allows to run the app on the mac as an iOS app.
Repository: godot
Issue: The NoiseTexture2D tutorial code gives errors
Labels: bug,topic:core,topic:gdscript

### Godot version

4.0.3.rc1, 4.0.2.stable.mono

### System information

Windows 11, i7, gpu:Intel® Iris™ Plus Graphics (integrated) - mobile and compatibility renderer

### Issue description

Running [the code provided in NoiseTexture2D docs](https://docs.godotengine.org/en/4.0/classes/class_noisetexture2d.html) gives the errors below.
Running only the two first lines does not give errors but the third does, and the ```image``` variable seems to contain a relevant image even if the errors occurred.

```
~Object: Object <Object#-9223372011571510143> was freed or unreferenced while a signal is being emitted from it. Try connecting to the signal using 'CONNECT_DEFERRED' flag, or use queue_free() to free the object (if this object is a Node) to avoid this error and potential crashes.
  <C++ Source>   core/object/object.cpp:1783 @ ~Object()


_disconnect: Disconnecting nonexistent signal 'changed' in <Object#0>.
  <C++ Error>    Condition "!s" is true.
  <C++ Source>   core/object/object.cpp:1329 @ _disconnect()
```


### Steps to reproduce

executing this code :
```
var texture = NoiseTexture2D.new()
texture.noise = FastNoiseLite.new()
await texture.changed
var image = texture.get_image()
var data = image.get_data()
```

### Minimal reproduction project

N/A
Repository: godot
Issue: Rendering glitching (memory leak?)
Labels: bug,topic:rendering,needs testing

### Godot version

4.0.2 stable

### System information

Windows 10, Forward+, 1060GTX, latest nvidia driver ver 531.68

### Issue description

I have been having rendering related full screen glitches lately while running any Godot 4.x projects. Both for my projects and others in the editor and in exported games. Eventually the editor itself started glitching. I didn't leave my Godot projects open so I'm guessing that means that the memory leak continues between sessions. I restarted my pc and it stopped happening.

Its worth noting I don't close my computer often so that's why I think it got progressively worse, and why I think its a memory leak. I also tried updating my nvidia driver from the previous one that was around 8 months old to the most recent one, with no changes really.

This also didn't happen every time i started a godot project, at the beginning it was only about half the time.

Might be related to #75613 .

Picture related:
![image](https://user-images.githubusercontent.com/73611276/235298239-9ecf8bd4-1406-4617-b5ef-10bb2fb8412d.png)

Pictures from TestSubject06#4319 on discord having a similar issue, on OS level:
![image](https://user-images.githubusercontent.com/73611276/235298531-009e135c-0384-434f-9a08-45c3c2fc8331.png)
![image](https://user-images.githubusercontent.com/73611276/235298534-8e0567a9-95e0-4236-9e77-06647bbdfee5.png)



### Steps to reproduce

Maybe let your computer run for a few days, open and close Godot a bunch of times and wait for something to start happening? :D

### Minimal reproduction project

N/A
Repository: pytorch
Issue: Using ddp training with different machine
Labels: oncall: distributed,module: elastic

### 🐛 Describe the bug

I train the project with different machine
https://github.com/ultralytics/yolov5

machine 1
```
docker run -it --gpus all --rm -v $(pwd):/mnt --network=host nvcr.io/nvidia/pytorch:21.09-py3
python -m torch.distributed.launch --nproc_per_node=2 --nnodes=2 --node_rank=0 --master_addr="192.0.1.1" --master_port=1234 train.py --device 0,1 --workers 1
```

machine 2
```
docker run -it --gpus all --rm -v $(pwd):/mnt --network=host nvcr.io/nvidia/pytorch:21.09-py3
python -m torch.distributed.launch --nproc_per_node=2 --nnodes=2 --node_rank=1 --master_addr="192.0.1.1" --master_port=1234 train.py --device 2,3 --workers 1
```

The machine 2  error then it hang
```
  warnings.warn(
ERROR:torch.distributed.elastic.multiprocessing.api:failed (exitcode: -7) local_rank: 0 (pid: 449) of binary: /opt/conda/bin/python
```

I try to ping the master address, it is ok.

### Versions

using ngc docker 
FROM pytorch/pytorch:2.0.0-cuda11.7-cudnn8-runtime


If I use the command with the same machine, it will be training successfully.

machine 1  on  docker1 
```
docker run -it --gpus all --rm -v $(pwd):/mnt --network=host nvcr.io/nvidia/pytorch:21.09-py3
python -m torch.distributed.launch --nproc_per_node=2 --nnodes=2 --node_rank=0 --master_addr="192.0.1.1" --master_port=1234 train.py --device 0,1 --workers 1
```

machine 1  on  docker2
```
docker run -it --gpus all --rm -v $(pwd):/mnt --network=host nvcr.io/nvidia/pytorch:21.09-py3
python -m torch.distributed.launch --nproc_per_node=2 --nnodes=2 --node_rank=1 --master_addr="192.0.1.1" --master_port=1234 train.py --device 2,3 --workers 1
```

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @dzhulgakov
Repository: PowerToys
Issue: Move active window to mouse cursor
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Press a hotkey, current active window is moved to your cursor, or full screen on the screen your cursor is currently on.


The feature request basicly lets you press a hotkey, it will move whichever window that is currently active to your mouse cursor, or it could full screen on the screen your cursor is currently on.

### Scenario when this would be used?

## Scenario 1
I have two monitors, main has windows machine and a server box connected to it. secondary has only the windows machine.

Some times i will have to switch inputs to the server box to troubleshoot any issues.

my main monitor keeps the windows machine output online when im displaying the server box output. if i wanted a terminal or a browser on my secondary monitor and i havent had it open on the secondary window, i would have to switch back to the windows machine output to drag the window onto the other screen.

## Scenario 2
Sometimes a window's top bar can be offscreen or behind the task bar. you're unable to drag it into view or into a better position as you cant get your cursor on the draggable window title bar.

### Supporting information

_No response_
Repository: next.js
Issue: [NEXT-1161] Cached data is used after reloading immediately deployed app
Labels: Pages Router,linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Sat Jun 18 17:07:22 PDT 2022; root:xnu-8020.140.41~1/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.16.0
      npm: 9.5.1
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.3.2-canary.13
      eslint-config-next: 13.3.1
      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), Data fetching (gS(S)P, getInitialProps)

### Link to the code that reproduces this issue

https://github.com/zartinn/nextjs-vercel-cache-testing

### To Reproduce

1. Call deploy hook for provided github Repo (main branch)
`curl -X POST https://api.vercel.com/v1/integrations/deploy/prj_OJkGJqg01lu7a2xuu2hGtntmqb4m/96mk0aXWzW\?buildCache\=false`
2. wait 60s until build is done
3. open deployed page: https://nextjs-vercel-cache-testing.vercel.app/
4. reload page within a couple of seconds (when you wait more than a minute it works fine and no old cache is used)
--> at second page load you should see an old value for the HTML

### Describe the Bug

**Prerequesites for error:**
- only with appDir (pages dir works fine)
- only on Vercel (Heroku works fine)

**Description**
- I have fetch some random data on build time.
- This data is fetched on build time (SSG).
- I previously deployed the app by calling a deploy hook without `buildCache=false`
- It seems that now when I am calling a deploy hook with `buildCache=false` that the deployed app after the reload shows an old cache from an earlier deploy where I didn't used `buildCache=false`.
- not using `buildCache=false` at all will not update the data at all btw (issue on its own?)

Really strange caching error. Even stranger is it that the reload must happen pretty quickly in order that the old cache show up. When I wait about a minute on the page and reload then (and all reloads afterwards) show the correct data.

### Expected Behavior

Old weird cache should never be visible after reload

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Vercel

<sub>[NEXT-1161](https://linear.app/vercel/issue/NEXT-1161/cached-data-is-used-after-reloading-immediately-deployed-app)</sub>
Repository: next.js
Issue: i18NextLng not updated when switching locale and mis
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
Template from examples
I play around with different configurations but I don't know how to get a value with current locale.
```


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

Internationalization (i18n)

### Link to the code that reproduces this issue

https://github.com/vercel/next.js/tree/canary/examples/app-dir-i18n-routing

### To Reproduce

Click to switch locale and localStorage value doesn't updated.
I can't switch it manually but it's not great way I think. 

### Describe the Bug

Value i18NextLng not updated

### Expected Behavior

Value should be updated

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

_No response_

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

_No response_
Repository: godot
Issue: Sprite3D.Axis Doesn't recognize Vector3.Axis Values
Labels: bug,topic:core,topic:gdscript

### Godot version

4.0.2 Stable

### System information

Zorin OS, Linux, Intel 15-5500

### Issue description

The Axis value on Sprite3D doesn't recognize that Vector3.Axis is an Enum value
![Screenshot from 2023-04-29 16-56-19](https://user-images.githubusercontent.com/5633261/235328814-ff55b847-c258-456e-895c-3fe80ce50f70.png)


### Steps to reproduce

just simple code would trigger this warning. 
`var visual:Sprite3D = Sprite3D.new()`
`visual.axis = Vector3.AXIS_Y`.

### Minimal reproduction project

N/A. This seems to be a issue with Strict Typing happening here. removing the type hint when creating the var see this issue gone. My guess is that Vector3 Axis's are constants and not enums..but Sprite3D.axis expects an enum value?
Repository: rust
Issue: NRVO miropt is unsound
Labels: T-compiler,I-unsound,C-bug,requires-nightly,A-mir-opt

I tried this code:

```rust
#![feature(custom_mir, core_intrinsics)]
extern crate core;
use core::intrinsics::mir::*;

#[custom_mir(dialect = "runtime", phase = "initial")]
pub fn wrong(arg: char) -> char {
    mir!({
        let temp = arg;
        RET = temp;
        temp = 'b';
        Return()
    })
}

fn main() {
    assert_eq!('a', wrong('a'));
}
```

```
$ rustc +master -Zmir-opt-level=0 -Zmir-enable-passes=+RenameReturnPlace test3.rs
$ ./test3
thread 'main' panicked at 'assertion failed: `(left == right)`
  left: `'a'`,
 right: `'b'`', test3.rs:16:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```

### Meta

Reproduces on master at `f5adff6bd8b29ac7dd173b36f0c8c35bb1c593c5`, as well as 

`rustc --version --verbose`:
```
rustc 1.71.0-nightly (7908a1d65 2023-04-17)
binary: rustc
commit-hash: 7908a1d65496b88626e4b7c193c81d777005d6f3
commit-date: 2023-04-17
host: x86_64-unknown-linux-gnu
release: 1.71.0-nightly
LLVM version: 16.0.2
```