sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Command line --check-only gives a false compilation error
Labels: bug,topic:gdscript

### Godot version

4.0.3-stable

### System information

Windows 10

### Issue description

When checking a gd script using the command line, it give a false compilation error. It seems to not be able to discover the autoload setup and fails to find defined autoloads, generating this error:

SCRIPT ERROR: Compile Error: Identifier not found: singleton

I thought that compilation does not check for this, but if I intentionally add "class_name singleton" I get this very correct compilation error:

SCRIPT ERROR: Parse Error: Class "singleton" hides an autoload singleton.

This means the compilation process knows the autoloads but still fails to identify them as already defined class. This is a language feature as per official documentation:

From https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html:

"If the Enable column is checked (which is the default), then the singleton can be accessed directly without requiring get_node():"

I've attached a minimal project to demo the bug. In the editor works correctly, but checking compilation errors on the command line fails to find the autoload identifier.






### Steps to reproduce

Execute the .bat associated in the attached .zip to compile the file and see the compilation error that should not happen. You might need to edit it to point to your godot executable. It just executes:

"c:\Program Files\Godot\Godot_v4-stable_win64.exe" --headless --check_only -s scene.gd

If you open the project in the editor the code compiles and works correctly



### Minimal reproduction project

[compilation_bug_test.zip](https://github.com/godotengine/godot/files/11840598/compilation_bug_test.zip)
Repository: neovim
Issue: [MacOS] ld: can't link with bundle (MH_BUNDLE) only dylibs (MH_DYLIB) file '/opt/local/lib/lua/5.1/lpeg.so' for architecture x86_64
Labels: bug,platform:macos,build

### Problem

The following problem occurs during building:

```
:info:build ld: can't link with bundle (MH_BUNDLE) only dylibs (MH_DYLIB) file '/opt/local/lib/lua/5.1/lpeg.so' for architecture x86_64
:info:build clang: error: linker command failed with exit code 1 (use -v to see invocation)
```

The LPeg library in its Makefile comes in a `.bundle` extension instead `.dyld` on macOS.  Based on this issue, I think that the bundle needs to be loaded using the dyld API. For example: https://stackoverflow.com/a/54012960

Full logs: [main.log](https://github.com/neovim/neovim/files/11840801/main.log)
Neovim version: 12c2c16acf7051d364d29cfd71f2542b0943d8e8

### Steps to reproduce

The build uses the standard Release build with disabled USE_BUNDLED (=OFF) option. However, changing this option does not solve this issue. The MacPorts build file for neovim:

https://github.com/macports/macports-ports/blob/master/editors/neovim-devel/Portfile

### Neovim version (nvim -v)

12c2c16acf7051d364d29cfd71f2542b0943d8e8

### Vim (not Nvim) behaves the same?

no

### Operating system/version

macOS 13.4

### Terminal name/version

kitty 0.28.1

### $TERM environment variable

xterm-kitty

### Installation

MacPorts (build from repo / maintainer)
Repository: flutter
Issue: [RFW] Wasm web example
Labels: d: examples,platform-web,P3,p: rfw,team-web,triaged-web

https://github.com/flutter/packages/tree/main/packages/rfw/example/wasm should probably have a web directory at this point, since I think it's possible now?
Repository: go
Issue: cmd/go: `-help` and `go version` are broken when go.mod contains non-standard version
Labels: NeedsInvestigation,GoCommand

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go: downloading go1.22-schrodingers-version-yall (linux/arm64)
go: download go1.22-schrodingers-version-yall for linux/arm64: toolchain not available
</pre>

### Does this issue reproduce with the latest release?

See above

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
go: downloading go1.22-schrodingers-version-yall (linux/arm64)
go: download go1.22-schrodingers-version-yall for linux/arm64: toolchain not available

</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

```bash
go mod init foo
sed -i 's/1.21rc2/1.22-schrodingers-version-yall/g' go.mod

go --help
go: downloading go1.22-schrodingers-version-yall (linux/arm64)
go: download go1.22-schrodingers-version-yall for linux/arm64: toolchain not available

go version
go: downloading go1.22-schrodingers-version-yall (linux/arm64)
go: download go1.22-schrodingers-version-yall for linux/arm64: toolchain not available

go --version
go: downloading go1.22-schrodingers-version-yall (linux/arm64)
go: download go1.22-schrodingers-version-yall for linux/arm64: toolchain not available

```


```bash
go mod init foo
sed -i 's/1.21rc2/1.22-schrödingers-version-yall/g' go.mod

go version
go: download go1.22-schrödingers-version-yall: non-semver module version "v0.0.1-go1.22-schrödingers-version-yall.linux-arm64"

go version --help
go: download go1.22-schrödingers-version-yall: non-semver module version "v0.0.1-go1.22-schrödingers-version-yall.linux-arm64"
```


### What did you expect to see?

```
go --help
Go is a tool for managing Go source code.

Usage:

	go <command> [arguments]
# (etc)

go --version
flag provided but not defined: -version
Go is a tool for managing Go source code.
```


### What did you see instead?

```
go: downloading go1.22-schrodingers-version-yall (linux/arm64)
go: download go1.22-schrodingers-version-yall for linux/arm64: toolchain not available
```
Repository: flutter
Issue: RFW Wasm should probably have a Dart source
Labels: package,team-ecosystem,P3,p: rfw,e: wasm,triaged-ecosystem

Since we can author Wasm from Dart, maybe the source file https://github.com/flutter/packages/blob/main/packages/rfw/example/wasm/logic/calculator.cc should just be a Dart file now?
Repository: flutter
Issue: SliverTransform
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

It would be nice to have a sliver equivalent of the Transform widget. What would be unique about this (rather than just wrapping a Transform around children of a scrollable) it that as a sliver it would have access to the siver constraints and be able to apply transforms based on that additional information, transforming slivers (I think it would want to take **sliver** children?) in response to changes in the scroll position.

Related https://github.com/flutter/flutter/issues/128870, which is discussing a transformation supported version of SliverList, so those individual **box** children can be transformed similarly in response to the scroll position as well.
Repository: flutter
Issue: [Impeller] Create a way to run the golden image tests locally.
Labels: engine,P3,e: impeller,team-engine,triaged-engine

Skia gold is super helpful on CI, but if it identifies a problem and you want to fix it locally it takes too long to verify the fix since the golden image tests can't be run locally and the golden image test is the last step for CI.

`impeller_golden_tests` keeps the images around when it executes, maybe we could make a quick and dirty Dart script that will compare 2 runs using some local diff.  That wouldn't match the diffing happening on skia gold but may be helpful for local testing.
Repository: godot
Issue: Animation tab sizes single-digit columns differently from multi-digit columns
Labels: enhancement,topic:editor,usability,topic:animation

### Godot version

4.1.beta3

### System information

Godot v4.1.beta3 - Fedora Linux 37 (Workstation Edition) - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i7-1280P (20 Threads)

### Issue description

Expected behavior: all animation frame columns are rendered at the same width, representing their identical timespans.

Actual behavior: columns for frames below 10 are compressed, distorting the timeline.

![image](https://github.com/godotengine/godot/assets/364501/8307cbe7-b2e1-438f-a800-a549ab9d5fad)


### Steps to reproduce

1. Create an AnimationPlayer
2. Add a new animation
3. In the Animation tab, set Snap to "60 FPS"



### Minimal reproduction project

N/A
Repository: godot
Issue: Translation files are removed by --convert-3to4
Labels: bug,topic:editor,confirmed

### Godot version

3.5.2-stable -> 4.0.3-stable

### System information

Windows 11, NVIDIA GeForce GTX 1650

### Issue description

Translation files(*.translation) settings are removed from the translations file list after project conversion.

The forllowing section of project.godot is not correct.
Actual:
```
[locale]

translations=PackedStringArray("res://languages.en.translation", "res://languages.ja.translation")
locale_filter=[0, []]
```

Expected:
```
[internationalization]

locale/translations=PackedStringArray("res://languages.en.translation", "res://languages.ja.translation")
```

### Steps to reproduce

1. Create Godot3 project
2. Add translation (I used csv).
3. Add *.translation files to project from Project > Localization > Translations.
4. Convert the project with --convert-3to4
5. Check Project > Localization > Translations and *.translation files are removed from the list.

### Minimal reproduction project

N/A
Repository: terminal
Issue: SGR 5 and SGR6 BlinkTime parameters to be customizable
Labels: Area-Settings,Product-Terminal,Issue-Task

# Description of the new feature/enhancement

Hello, would it be possible to implement BlinkTime for SGR 5/SGR 6 as parameter that can be customizable by user in wt and not linked to windows CaretTime? (Currently if I want to have faster blinking, I have to increase blinking time of cursor, which is annoying)

# Proposed technical implementation details (optional)

Create parameter in wt settings, that would be firstly asking if we want to use windows settings for cursor blinking time, and if not, provide parameter that would give time interval for blink time of SGR 5/SGR 6. Also, SGR 6 is just alias for SGR 5 which is not ideal, perhaps, make it twice as fast, and then user can choose from two options, with just one parameter (blink time).
Repository: next.js
Issue: "Unknown Error -4094" on `next dev` second compilation
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: 20.2.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.8-canary.1
      eslint-config-next: 13.4.4
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
```


### 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/Sukadia/next-sukadia.dev/tree/dev

### To Reproduce

Download the dev branch from the repo I've linked. `npm i` and run `npm run dev`; first compilation should work, try changing a file while on the page and it will error. Try removing .next or updating to canary and issue will still persist.

### Describe the Bug

On running the dev server through `next dev` the first compilation of a page works fine, however subsequent compilations will fail with the following error:
```
[Error: UNKNOWN: unknown error, open '[PROJECTPATH]\.next\server\webpack-runtime.js'] {
  errno: -4094,
  code: 'UNKNOWN',
  syscall: 'open',
  path: '[PROJECTPATH]\\.next\\server\\webpack-runtime.js'
}
```
I've also received this error pointing at `app-paths-manifest.json` within the same server folder as well.

### Expected Behavior

Compilation to happen without error.

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

_No response_

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

_No response_
Repository: storybook
Issue: [Bug]: Must import specific lodash methods individually
Labels: bug,needs triage

### Describe the bug

I tried upgrading from Storybook 6 to 7.0.23.  I'm using webpack + babel (react-webpack5 framework).

When I try running storybook, I get the following error:  

> TypeError:  Property source of ImportDeclaration expected node to be of a type ["StringLiteral"] but instead got "StringLiteral"

For a while I thought it may be related to #17398 due to [this comment](https://github.com/storybookjs/storybook/issues/17398#issuecomment-1578759463) referencing the error above, but after a lot of debugging I've discovered that it's because I'm importing lodash using curly braces.

Instead of:
```
import {forEach, isUndefined} from 'lodash';
```

I have to do:
```
import forEach from 'lodash/forEach';
import isUndefined from 'lodash/isUndefined';
```

This only applies to Storybook-specific code (i.e. `*.stories.js`) and not my existing code.

Is there a reason for this behavior?  Or is there some config I should be using to get this to work the way I expect?

### To Reproduce

_No response_

### System

Running `npx storybook@latest info` produces:

```shell
Error: Command failed: wmic os get Caption
'wmic' is not recognized as an internal or external command,
operable program or batch file.
```

I'm using node 18.16.1, yarn 3.5.0, npm 9.7.2.  Running on Windows 11.

From package.json:
```
    "@storybook/addon-a11y": "7.0.23",
    "@storybook/addon-actions": "7.0.23",
    "@storybook/addon-essentials": "7.0.23",
    "@storybook/addon-interactions": "7.0.23",
    "@storybook/addon-storysource": "7.0.23",
    "@storybook/jest": "0.1.0",
    "@storybook/react": "7.0.23",
    "@storybook/react-webpack5": "7.0.23",
    "@storybook/testing-library": "0.2.0",
```


### Additional context

_No response_
Repository: TypeScript
Issue: Allow subclasses to declare overloads of methods
Labels: Suggestion,Awaiting More Feedback

# Suggestion

Allow subclasses to declare an overload of a superclass method:

This would be useful with `addEventListener()` in order to provide the correct event type for an event name:

```ts
class MyElement extends HTMLElement {
  declare addEventListener(type: 'my-event', listener: (this: MyElement, ev: MyEvent) => any, options?: boolean | AddEventListenerOptions): void;
}
```

## 🔍 Search Terms

Various combinations: addEventListener subclass declare overload method

A lot of issues were returned from queries, I could have missed something.

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

## ⭐ Suggestion

See above. I'm not sure the reason for not allowing `declare` on methods currently, so hopefully that could be relaxed.

## 📃 Motivating Example

See above.

Right now you would have to augment the HTMLElementEventNameMap, but that makes events global, which they might not be if they don't bubble.

## 💻 Use Cases

See above.
Repository: vscode
Issue: Git - Adopt custom readonly message
Labels: debt,git

I think Git extension should adopt the custom readonly message that AlexR introduced for its scenarios. For example, typing in the right hand side of a staged file could mention so.

<img width="1432" alt="image" src="https://github.com/microsoft/vscode/assets/900690/f1a5137e-3726-426f-a088-b46ca9198393">


//cc @alexr00
Repository: PowerToys
Issue: FancyZones - Allow zone stretching (Ctrl + ⊞ + Alt + ←/→) in Zone Index mode.
Labels: Needs-Triage

### Description of the new feature / enhancement

When in Zone Index mode, zone stretching with the Ctrl + ⊞ + Alt + ←/→ commands doesn't seem to work. Is this intended behavior?

It works in Relative Position mode, however this then means that my ability to minimize/maximize windows goes away, because ⊞ + ↑/↓ is overridden.

I only use columns so I don't need ⊞ + ↑/↓. Alternatively, the Windows Snap overrides could have an option to be designated manually.

### Scenario when this would be used?

I use purely columns. I would like to be able to use purely my keyboard to do the following:
- Move windows between zones
- Stretch windows between zones
- Maximize/minimize windows

It does not seem that it is currently possible to have all 3 of these simultaneously.

### Supporting information

_No response_
Repository: godot
Issue: Engine freezes when manipulating many `Polygon2D`
Labels: topic:rendering,needs testing,topic:2d,performance

### Godot version

v4.1.beta3.official [ada712e06]

### System information

Godot v4.1.beta3 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3161) - AMD Ryzen 5 2600X Six-Core Processor (12 Threads)

### Issue description

If you create many nodes (256x128) of the Polygon2D class and start changing them, then the engine will freeze for 8-9 times. It doesn't matter if you delete and re-create nodes or just change the polygon.

### Steps to reproduce

Creates many nodes (256x128) of the Polygon2D class. Сreate a function that will change the "polygon" and the material of these nodes. At 8-9 times the engine will freeze for a while. I think the problem is somewhere in RenderingServer because if you enable OpenGL then the problem goes away.

### Minimal reproduction project

space - update
delete - rebuild

[freeze-issue.zip](https://github.com/godotengine/godot/files/11844787/freeze-issue.zip)
Repository: storybook
Issue: [Bug]: <Meta of={} /> must reference a CSF file module export or meta export. Did you mistakenly reference your component instead of your CSF file?
Labels: bug,block: other

### Describe the bug

"Meta of={} must reference a CSF file module export or meta export. Did you mistakenly reference your component instead of your CSF file?"

This error occurs in my .mdx story file when I want to reference my story as described in the documentation:

`<Meta of={ButtonStories} />` 

[Storybook documentation](https://storybook.js.org/docs/react/writing-docs/mdx#fully-control-custom-documentation)

I managed to get it to work changing it to: 

`<Meta of={ButtonStories.default} />`

### To Reproduce

Using "@storybook/html-webpack5": "^7.0.20",

### System

When deployed as a pr-preview link using rossjrw/pr-preview-action@v1 in my github action. Run locally, this behavior does not occur.

### Additional context

_No response_
Repository: TypeScript
Issue: Cannot use ".d.ts" file on non-relative import with `rootDirs` and `baseUrl`
Labels: Needs Investigation,Rescheduled

# Bug Report

### 🔎 Search Terms

baseUrl rootDirs non-relative module .d.ts

### 🕗 Version & Regression Information

- This is the behavior in every version I tried : 5.1.3 and 4.9.5.

### ⏯ Playground Link

[Playground link with relevant code](https://github.com/KirianCaumes/Bug-Typescript-Non-Relative-Module)

### 💻 Code

```json
// tsconfig.json
{
  "compilerOptions": {
    "baseUrl": "./src",
    "rootDirs": [".", "generated"],
  }
}
```

```ts
// src/index.ts
import stylesA from "css/a.module.scss" // 👎 Cannot find module 'css/a.module.scss' or its corresponding type declarations.ts(2307)
import stylesB from "./css/b.module.scss" // 👍

console.log(stylesA, stylesB)
```

```scss
// src/css/a.module.scss
.a {
    color: red;
}

// src/css/b.module.scss
.b {
    color: red;
}
```

```ts
// generated/src/css/a.module.scss.d.ts
export type Styles = {
  'a': string;
};

declare const styles: Styles;

export default styles;

// generated/src/css/b.module.scss.d.ts
export type Styles = {
  'b': string;
};

declare const styles: Styles;

export default styles;
```

### 🙁 Actual behavior

On first import in `index.ts`, the ".d.ts" file is not found: "Cannot find module 'css/a.module.scss' or its corresponding type declarations.ts(2307)"
On the second one, the ".d.ts" file is found and types are displayed correctly.

### 🙂 Expected behavior

Whenever it's a non-relative import (thanks to the `baseUrl` option) or a relative import, it should find the ".d.ts" file because of the `rootDirs` settings.
Repository: next.js
Issue: Critical i18n Support & Routing Deficiencies in APP ROUTER
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
Ubuntu 18,20
Windows 10,11
turbo-Repo latest

the current env I am reporting the bug:
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 18.12.1
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.7
      eslint-config-next: 13.4.4
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
```


### 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

Not Published

### To Reproduce

Dear Next.js team,

First and foremost, I'd like to extend my gratitude to all the contributors and maintainers of Next.js. The framework has been instrumental for countless developers, myself included.

However, I must express my concerns regarding the latest releases, particularly with the transition from PAGE ROUTER to APP ROUTER. It appears that APP ROUTER has stripped away the i18n support that was inherently available in the PAGE ROUTER. For instance, it was possible to have the root URL ("/") represent the default language in the older version. Attempts to restore this functionality via middleware.ts rewrites or redirects have proven futile.

### Describe the Bug

Furthermore, the examples in the repository pertaining to these changes are, unfortunately, more confounding than clarifying. This lack of clear guidance is exasperating, especially when updates seem to prioritize less crucial enhancements over this fundamental functionality.

From discussions within the developer community, it is apparent that I am not alone in this struggle. Numerous projects are at a standstill, hindered by these deficiencies and the absence of requisite features.

### Expected Behavior

I respectfully inquire why the APP ROUTER version was released as stable when it is palpably lacking in features that are indispensable for many. It appears more akin to an alpha release than a stable one.

Could you please provide some insights into the rationale behind this decision, and if there are any plans to promptly address these issues?

Thank you for your attention to this matter. Your continuous efforts in advancing this framework are highly valued by the community.

Sincerely,

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

latest of chrome and many chrome based, firefox, safari ios

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

old fasion way using ubuntu, nginx