sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: WASM file is not included in Next.js Node runtime API routes
Labels: bug,Output (export/standalone)

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP Fri Jan 27 02:56:13 UTC 2023
    Binaries:
      Node: 18.16.1
      npm: 9.5.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.20-canary.2
      eslint-config-next: 13.4.1
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.9.5
    Next.js Config:
      output: N/A
```


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

App Router, Standalone mode (output: "standalone")

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

https://github.com/aaronfriel/next-wasm-standalone-bug-report

### To Reproduce

The repository linked was started from the turborepo `with-docker` example, as that includes a standalone build. 

In that repository, running `docker compose up` and navigating to `localhost:3000` will show the error. 

Running `npm run dev` **will not**. Only the standalone server exhibits this behavior.

### Describe the Bug

The WASM bundle `@dqbd/tiktoken/tiktoken_bg.wasm` is not included in the build. It's unclear if this is due to the library configuration (dqbd/tiktoken#67) or due to Next.js standalone.

### Expected Behavior

I would expect that if `next dev` is able to load the WASM bundle and use it, the standalone build server is as well.

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

irrelevant

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

irrelevant
Repository: flutter
Issue: Change inset handling from deprecated `SYSTEM_UI...` flags to `WindowInsetsController`
Labels: P2,c: tech-debt,team-android,triaged-android

The android embedding makes extensive use of the now deprecated `View.SYSTEM_UI...` flags. These were [deprecated in API level 30](https://developer.android.com/reference/android/view/View#SYSTEM_UI_FLAG_FULLSCREEN).

We should replace the usages according to each of their recommendations. For most of these flags this means replacing with a corresponding method call in [WindowInsetsController](https://developer.android.com/reference/android/view/WindowInsetsController), though from a brief glance it looks like some of them will be more complicated to replace.

See some places where these are being used in the android embedding:
https://github.com/flutter/engine/blob/06e1ed21b78c05b3b44d8b40f8b09e8bb6004bfc/shell/platform/android/io/flutter/plugin/platform/PlatformPlugin.java#L33C12-L33C40
https://github.com/flutter/engine/blob/06e1ed21b78c05b3b44d8b40f8b09e8bb6004bfc/shell/platform/android/io/flutter/plugin/editing/ImeSyncDeferringInsetsCallback.java#L171
https://github.com/flutter/engine/blob/06e1ed21b78c05b3b44d8b40f8b09e8bb6004bfc/shell/platform/android/io/flutter/embedding/android/FlutterView.java#L692
Repository: go
Issue: proposal: x/net/html: add Node.FindAll
Labels: Proposal

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->
Adding `node.FindAll(pred func(*Node) []*Node)` function will make using the code less lower level.

Example usage:
```go
isTr := func(node *html.Node) bool {
	return node.Type == html.ElementNode && node.Data == "tr"
}
for _, tr := doc.FindAll(isTr) {
	fmt.Println(tr)
}
```

A possible implementation is:
```go
// FindAll returns all child nodes (including the current node) matching pred.
func (n *Node) FindAll(pred func(*html.Node) bool) []*html.Node {
	var out []*html.Node
	stack := []*html.Node{node}

	for len(stack) != 0 {
		n := stack[len(stack)-1]
		stack = stack[:len(stack)-1]
		if pred(n) {
			out = append(out, n)
		}
		for c := n.FirstChild; c != nil; c = c.NextSibling {
			stack = append(stack, c)
		}
	}

	return out
}
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: inst-inpaint
Labels: enhancement,extension-request

### 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 ?

LLM inpaint request correctly addressed

Could we implement it?
https://github.com/abyildirim/inst-inpaint


### Proposed workflow

https://github.com/abyildirim/inst-inpaint

### Additional information

_No response_
Repository: youtube-dl
Issue: Please update website : https://www.youku.tv/. Thanks !
Labels: request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Search the bugtracker for similar feature requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a feature request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

<!--
Provide an explanation of your issue in an arbitrary form. Please make sure the description is worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient. Provide any additional information, suggested solution and as much context and examples as possible.
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WRITE DESCRIPTION HERE
Repository: godot
Issue: Removed CharacterBody2D position not updated when re-added, causes spurious collisions
Labels: bug,topic:physics

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - macOS 13.0.1 - Vulkan (Mobile) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

`move_and_collide()` is reporting a collision between two CharacterBody2Ds whose collision shapes do not overlap.

The two CharacterBody2Ds (ships) collided, and I removed ship 2 from the tree, updated its position to (far away), *waited .5 seconds*, and re-added it to the tree.  The wait causes the bug; if I directly re-add to the tree there is no bug.

Expected behavior: ship 1 continues on its way without collision.

Actual behavior: ship 1's next `move_and_collide()` reported another collision with ship 2, even though collider.position and self.position are correctly reported.

I'm told this is probably related to how physics is often a frame behind, but if it's expected behavior it certainly violates the POLA.

### Steps to reproduce

Run the minimal project's node_2d.tscn, and watch the two sprites approach each other.  The bottom one collides with the left one.  The left one disappears for a half second, then is reinserted far off to the left -- and there is an immediate collision.

### Minimal reproduction project

[crashtest.zip](https://github.com/godotengine/godot/files/12412706/crashtest.zip)
Repository: vscode
Issue: clean up `ISearchComplete` result field
Labels: search,polish

https://github.com/microsoft/vscode/blob/c7052333c22010bbaaca1c627bf11ed490bef73e/src/vs/workbench/services/search/common/search.ts#L235
This value is returned by `textSearch` (https://github.com/microsoft/vscode/blob/c7052333c22010bbaaca1c627bf11ed490bef73e/src/vs/workbench/services/search/common/search.ts#L45), but the result is almost never used because `onProgress` returns results gradually. Consider removing this field from the codebase if it's not needed by anything else.
Repository: vscode
Issue: Consider moving `NotebookSearchService` to be called with `ISearchService` or related service
Labels: search,polish

https://github.com/microsoft/vscode/blob/c7052333c22010bbaaca1c627bf11ed490bef73e/src/vs/workbench/contrib/search/browser/notebookSearchService.ts

Currently, it is up to the caller to get notebook results and text search results when searching something, but ideally, there should be a central `textSearchAllTypes()` function that can use all services to search.
Repository: pytorch
Issue: conv cudnn support integers
Labels: module: cudnn,triaged

### 🚀 The feature, motivation and pitch

conv cudnn support integers

i tried implementing by adding
 
```cpp
else if (scalar_type == at::kChar) {
    return CUDNN_DATA_INT8;
  }
```
to https://github.com/pytorch/pytorch/blob/c093fdf9245875213cae65eba9e246a70748f9c0/aten/src/ATen/cudnn/Descriptors.cpp#L25C1-L26

but ran into 

```python
    output = F.conv2d(input, kernel)
RuntimeError: cuDNN error: CUDNN_STATUS_BAD_PARAM
```

@ezyang @dzdang do you some pointers on what specifically i am missing?

related PR https://github.com/pytorch/pytorch/pull/3666 
https://github.com/pytorch/pytorch/pull/74673

cc: @cchan @ezhang887

### Alternatives

_No response_

### Additional context

_No response_

cc @csarofeen @ptrblck @xwang233
Repository: flutter
Issue: [Impeller] Typographer: Track multiple atlas Textures when exceeding the device limit.
Labels: engine,P3,e: impeller,team-engine,triaged-engine

Currently, if the rect packer is unable to fit all of the text glyphs into a single atlas texture, then text rendering will fail.

This is normally not a problem when targeting modern mobile devices with huge texture size limits, but Impeller may be used with embedded systems that are much more restrictive. For example, QNX with a 2048x2048 OpenGL texture size limit. To make Impeller text rendering safer, we should overflow atlas glyphs into multiple packed textures when the max texture size has been reached.
Repository: flutter
Issue: flutter version file not found during flutter pub get
Labels: P2,team-tool,triaged-tool

on beta/3.14.0-0.1.pre (on linux)
with command `flutter pub get`

```
PathNotFoundException: Cannot open file, path = '/home/ping/.puro/envs/beta/flutter/version' (OS Error: No such file or directory, errno = 2)
at _File.throwIfError(file_impl.dart:675)
at _File.openSync(file_impl.dart:490)
at _File.readAsBytesSync(file_impl.dart:574)
at _File.readAsStringSync(file_impl.dart:624)
at ForwardingFile.readAsStringSync(forwarding_file.dart:99)
at ErrorHandlingFile.readAsStringSync.<anonymous closure>(error_handling_io.dart:218)
at _runSync(error_handling_io.dart:590)
at ErrorHandlingFile.readAsStringSync(error_handling_io.dart:217)
at _DefaultPub._updateVersionAndPackageConfig(pub.dart:705)
at _DefaultPub.interactively(pub.dart:538)
at <asynchronous gap>(async)
at PackagesGetCommand.runCommand(packages.dart:314)
at <asynchronous gap>(async)
at FlutterCommand.run.<anonymous closure>(flutter_command.dart:1323)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at CommandRunner.runCommand(command_runner.dart:212)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand.<anonymous closure>(flutter_command_runner.dart:339)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand(flutter_command_runner.dart:285)
at <asynchronous gap>(async)
at run.<anonymous closure>.<anonymous closure>(runner.dart:115)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at main(executable.dart:90)
at <asynchronous gap>(async)
```
Repository: go
Issue: x/pkgsite: README relative image links are broken if hosted on googlesource.com
Labels: pkgsite

Similar to issue #37194 but when the source code resolves to *.googlesource.com.

Repro:
- Host a project on googlesource.com
- Create a redirector, e.g. go.fuchsia.dev/shac-project/shac -> https://fuchsia.googlesource.com/shac-project/shac
- Include a relative image in the README.md, e.g. `![usage demonstration](images/demo.gif)`

Example:
- https://fuchsia.googlesource.com/shac-project/shac/+/7fafae0f3d68b0a57a4532f7e2bd0fed7a2a1bf3/README.md
- https://pkg.go.dev/go.fuchsia.dev/shac-project/shac@v0.0.0-20230818210534-7fafae0f3d68

The latter has a broken image.
Repository: godot
Issue: bbcode `color` behaves incorrectly next to a `table`
Labels: bug,topic:gui

### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - macOS 13.4.0 - Vulkan (Mobile) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description


```bbcode
[color=#ff0]YELLOW[/color]___NO TABLE___[color=#f03]RED[/color]

[color=#ff0]YELLOW[/color]___[table=1][cell]TABLE[/cell][/table]___[color=#f03]RED[/color]
```

Result:
<img width="354" alt="image" src="https://github.com/godotengine/godot/assets/22598138/d6b07a68-105c-4095-86c4-1a99bb271b65">


Probably tags like `[table=1]`, `[cell]` are counted as letters, and it colors wrong letters.


### Steps to reproduce

Create a `RichTextLabel` with bbcode enabled, and set the text as above.



### Minimal reproduction project

Reproduction is super easy
Repository: godot
Issue: Enabling HDR 2D changes editor colors
Labels: bug,topic:rendering,topic:editor,confirmed,topic:2d

### Godot version

v4.2.dev3.official [013e8e3af]

### System information

Godot v4.2.dev3 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.2824) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

After enabling the HDR 2D setting in Project Settings > Rendering > Viewport and restarting Godot, the colors in the editor change. 
I believe this is an alpha compositing issue as described in #80868, since the elements that change are all faded overlay elements (such as the highlight rectangle for the currently selected code editor line).

before | after
------- | -----
![image](https://github.com/godotengine/godot/assets/9218934/b0229784-6681-4cef-ac44-b6b00e2192e0) | ![image](https://github.com/godotengine/godot/assets/9218934/9ad56e15-e23c-4027-9412-cfd12ad7f052)

Aside from making things a bit uglier, this makes grayed-out options even harder to differentiate.



### Steps to reproduce

1. Enable the HDR 2D setting in Project Settings > Rendering > Viewport 
2. Restart Godot

### Minimal reproduction project

N/A
Repository: godot
Issue: Opening the app for the first time, the directional light's shadow is invalid
Labels: bug,platform:ios,topic:rendering,topic:3d

### Godot version

godot-3.5-stable

### System information

macos 13.0.1 (22A400), ipad 10 (ios 16.2)

### Issue description

I have a room with a bed inside.
A vertically downward directional light with an intensity of 0.2 was added to the room.
After installing the app on the iPad, when opening the app for the first time and then turning on the directional light shadow, I found that sometimes the floor becomes darker and cannot produce shadows.
Exiting the app and reopening it will become normal.
No action was taken during the process, and the code remained the same.

Testing continuous installation and opening the app 10 times will result in one exception.
Is this a bug with directional light shadows in Godot?
Version 3.5 of Godot.

This is a picture of the floor and environment turning black after opening the app for the first time:
![image](https://github.com/godotengine/godot/assets/134466716/f9b6cefd-3cad-4fd0-bb5e-0bb6e3f67e0e)

This is a normal image after opening the app for the first time, or a normal image after restarting the app for the first time if there is an abnormality:
![image](https://github.com/godotengine/godot/assets/134466716/9725cb05-fdcf-4d39-875f-c79c6429bc78)


### Steps to reproduce

Export iOS project

Repeatedly using xcode to directly run into the iPad device

There will be one anomaly after running around 10 times

### Minimal reproduction project
https://github.com/godotengine/godot/files/12417712/workspace.zip
https://github.com/godotengine/godot/files/12417737/iosPorject.zip
I have placed the demo code file in the reply content
Repository: neovim
Issue: nvim_win_get_buf returns incorrect value in a callback of winenter event
Labels: bug,api,floatwin,events

### Problem

when nvim_win_get_buf() gets called in a callback of `WinEnter` event, it returns incorrect value.

### Steps to reproduce

1. nvim --clean +'luafile test.lua'
2. `:q`, `:q`

at step 1, messages can be seen as:
```
win=1002, winbuf=1, curbuf=1                                                    
win=1003, winbuf=2, curbuf=2
```

after step 2, messages can be seen as (via `:mes`):
```
win=1002, winbuf=1, curbuf=1                                                    
win=1003, winbuf=2, curbuf=2
win=1002, winbuf=2, curbuf=2
win=1000, winbuf=1, curbuf=1
```

test.lua
```lua
local api = vim.api

local b1 = api.nvim_create_buf(false, true)
local b2 = api.nvim_create_buf(false, true)

api.nvim_create_autocmd("winenter", {
  callback = function()
    local winid = api.nvim_get_current_win()
    local curbufnr = api.nvim_get_current_buf()
    local bufnr = api.nvim_win_get_buf(winid)
    print(string.format("win=%d, winbuf=%d, curbuf=%d", winid, bufnr, curbufnr))
  end,
})

local width = math.floor(vim.go.columns / 3)
local height = math.floor(vim.go.lines / 3)

-- stylua: ignore
api.nvim_open_win(b1, true, {
  relative = "editor", border = "single", width = width, height = height,
  row = 0, col = 0,
  title = "w1+"..b1,
})

-- stylua: ignore
api.nvim_open_win(b2, true, {
  relative = "editor", border = "single", width = width, height = height,
  row = 5, col = 5,
  title = "w2+"..b2,
})
```

### Expected behavior

nvim_win_get_buf and nvim_get_current_buf return correct value.

### Neovim version (nvim -v)

NVIM v0.9.1

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

archlinux

### Terminal name/version

st 0.9

### $TERM environment variable

st-256color

### Installation

system package manager
Repository: flutter
Issue: [Impeller] Add `Texture::GetContents` for host-readable textures.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

We already have places where we need to transfer texture data to the host. For example, the Metal golden tests: https://github.com/flutter/engine/blob/41912e7be15a96e410febcf62952ab4cf13e5706/impeller/golden_tests/metal_screenshoter.mm#L27-L55

Example of what retrieving a texture drawn by Impeller looks like with the GLES backend:
```cpp
auto canvas = impeller::Canvas();
// ... Record something into the canvas ...
auto picture = canvas.EndRecordingAsPicture();
std::shared_ptr<impeller::Image> image = picture.ToImage(your_aiks_context, impeller::ISize{800, 600});
std::shared_ptr<impeller::Texture> texture = image->GetTexture();

// From here, you're on your own. :(

auto& texture_gl = impeller::TextureGLES::Cast(texture);
std::optional<GLuint> texture_handle = texture_gl.GetGLHandle();

glBindTexture(GL_TEXTURE_2D, texture_handle.get());

auto size = texture.GetSize();
std::vector<uint8_t> pixels(size.width, size.height * 4);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
```
Repository: next.js
Issue: `Cannot set property message of ... which has only a getter` when an error happens during instrumentation hook being require'd
Labels: bug,Instrumentation

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #1 ZEN SMP PREEMPT_DYNAMIC Tue, 08 Aug 2023 22:13:48 +0000
    Binaries:
      Node: 18.17.1
      npm: 9.6.7
      Yarn: 1.22.19
      pnpm: 8.6.12
    Relevant Packages:
      next: 13.4.20-canary.2
      eslint-config-next: 13.4.13
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


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

_No response_

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

https://github.com/SeriousBug/nextjs-error-repro

### To Reproduce

Enable `instrumentationHook` experimental feature, then in the `instrumentation.ts` throw an error where the `message` field is a getter. This will cause the error `Cannot set property message of ... which has only a getter`. A similar error occurs if the error was not an object.

### Describe the Bug

The bug is caused by this line which incorrectly assumes that the error must have a `message` field, which results inside the catch block: https://github.com/vercel/next.js/blob/1e3920c3dde6a96623205f968aee6e18db7843dc/packages/next/src/server/dev/next-dev-server.ts#L566

I encountered this issue because I was parsing data with Zod at the top level of `instrumentation.ts`, which throws a custom error with a getter `message` field.

### Expected Behavior

A concise error message should still be displayed if the `message` field can not be overwritten.

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

_No response_

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

_No response_
Repository: Web-Dev-For-Beginners
Issue: test comment
Labels: no-issue-activity

              test comment

_Originally posted by @TylerLeonhardt in https://github.com/microsoft/vscode/pull/186633#discussion_r1246721523_
Repository: next.js
Issue: generateStaticParams does not work on Windows with a double-quoted "" slug
Labels: bug

### 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 Home
    Binaries:
      Node: 18.17.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.20-canary.2
      eslint-config-next: 13.4.17
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


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

_No response_

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

https://github.com/papa-dilton/nextjs-double-quote-issue-report

### To Reproduce

1. Have an API return objects. At least one of them should have a `slug` value containing double-quotes. 
     a. e.g. `{ slug: '"Hey" said the slug', content: ... }`
2. Have a dynamic-route page using `generateStaticParams()` to pull from that API
e.g. 
```TypeScript
/blog/[slug]/page.tsx
export async function generateStaticParams() {
     const posts: Post[] = await fetch('https://example.com/api/v1/blog/all').then(res => res.json())
     return posts.map((post) => ({slug: post.slug}))
}


export default async function Page({params}: {params: {slug: string}}) {
     const post: Post = await fetch('https://example.com/api/v1/blog/ '+ params.slug).then(res => res.json())
     return (
         <h1>{post.title}</h1>
         <p>{post.description}</p>
      )
}
```

### Describe the Bug

Windows disallows any files with any of `" / \ < > ? : * |` in them. When Next.js tries to generate the static files for these routes, however, it cannot complete the build as the files were not allowed to exist. 
e.g. `.next\server\app\blog\"hey"-said-the-slug.html` does not exist.

### Expected Behavior

Next should handle these pages differently, wither by utilizing folders or by URL encoding the characters, as percent symbols are allowed on Windows. 
e.g. `.next\server\app\blog\"hey"-said-the-slug.html` becomes `.next\server\app\blog\%22hey%22-said-the-slug.html`

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

_No response_

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

next start