sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: When importing components to a client component via a path alias that points at a directory index, a ReferenceError is thrown.
Labels: TypeScript

### 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: x64
      Version: Darwin Kernel Version 20.6.0: Mon Aug 30 06:12:21 PDT 2021; root:xnu-7195.141.6~3/RELEASE_X86_64
    Binaries:
      Node: 16.18.1
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.4.5-canary.0
      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)

App directory (appDir: true), TypeScript (plugin, built-in types)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/rynmgdlno/ts-paths-with-use-client-test

### To Reproduce

In a component using the `'use client';` directive, simply import a component using a path alias that points to a directory index, defined in `tsconfig.json`. Bug replicated in 13.4, 13.4.4 using `npx create-next-app@latest`, and 13.4.5-canary.0. Behavior is the same at any location in the component tree and with any type of child component (client/server).

When a path alias is defined as (for example): `"@components": ["./src/components"]` where 'components' is a directory with an `index.ts` that exports all components, importing from it within a client component will throw the error. Example component:

```typescript
'use client';

import { LeafComponent } from '@components';

export const UseClientWrapperComponent = () => {
  return (
    <div>
      <LeafComponent />
    </div>
  )
};
``` 


### Describe the Bug

Trying to import a component via a route defined in `tsconfig.json` throws the following error:

`Unhandled Promise Rejection: ReferenceError: Cannot access uninitialized variable.`

The component usually renders for a split second before the error is thrown. This error does not happen when path aliases are defined with wildcards like `"@/components/*" : ["./src/components/*"]`  instead of using a directory index or outside of client components. Removing `'use client';` from the component or using an absolute import path prevents the error, though non-component imports using the same path setup still work as expected.

### Expected Behavior

A component should import successfully without throwing an error. 

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Error is happening while running `yarn dev` locally.
Repository: three.js
Issue: cant use target.texture.source in another texture
Labels: Enhancement

### Description

when you try to create a texture with different repeat values but same source, it does not work with WebGLRenderTarget textures

### Reproduction steps

1. https://jsfiddle.net/vs1540zk/
2.
3.


### Code

```js
  t2.source = target.texture.source;
  // next line triggers the error:
  //t2.needsUpdate = true;
  // without it, the texture stays black
```


### Live example

[here](https://jsfiddle.net/vs1540zk/)

### Screenshots

_No response_

### Version

latest

### Device

Desktop

### Browser

Firefox

### OS

Windows
Repository: next.js
Issue: cms-wordpress-app server error: WPGraphQL Plugin must be enabled
Labels: examples

### 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: 18.16.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.4
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.9.5
```


### Which example does this report relate to?

cms-wordpress

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

Chrome

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

npm run dev

### Describe the Bug

1. `npx create-next-app --example cms-wordpress cms-wordpress-app`
2. `cd cms-wordpress-app`
3. copy the .env.local.example to a new .env.local, containing:
```
WORDPRESS_API_URL=https://sdoig-nextjs.local/graphql

# Only required if you want to enable preview mode
# WORDPRESS_AUTH_REFRESH_TOKEN=
# WORDPRESS_PREVIEW_SECRET=
```
4. At `https://sdoig-nextjs.local/wp-admin/`, confirm `WPGraphQL` plugin activated
5. At `https://sdoig-nextjs.local/wp-admin/admin.php?page=graphql-settings`, confirm GraphQL endpoint = graphql
6. Back in the cms-wordpress-app terminal, I run `npm install`, and then `npm run dev`, and then `http://localhost:3000/` displays the error:
```
1 of 1 unhandled error
Server Error
TypeError: fetch failed

This error happened while generating the page. Any console logs will be displayed in the terminal window.
Source
lib\api.ts (13:14) @ async fetchAPI

  11 | 
  12 | // WPGraphQL Plugin must be enabled
> 13 | const res = await fetch(API_URL, {
     |            ^
  14 |   headers,
  15 |   method: 'POST',
  16 |   body: JSON.stringify({
Call Stack
async getAllPostsForHome
```

I find this strange, as WPGraphQL Plugin is enabled at `https://sdoig-nextjs.local/wp-admin/`

### Expected Behavior

`npm run dev` should load the front end and fetch the home page posts without an error.

### To Reproduce

Create a new local website using LocalWP, then follow the steps above in `Describe the Bug`.
Repository: deno
Issue: Panic when running `deno check`/`deno test`
Labels: bug,node compat

When running `RUST_BACKTRACE=1 deno check -q src/mod.ts` in `libraries/deno-postgres` in https://github.com/dossierhq/dossierhq/ I get this panic.

**Note:** the repo is a mono repo using [rush](https://rushjs.io/) as the mono rep orchestrator, with [pnpm](https://pnpm.io/) as the package manager. So `libraries/deno-postgres/node_modules` is created by pnpm, not by deno.

```
Platform: macos aarch64
Version: 1.34.0
Args: ["deno", "check", "-q", "src/mod.ts"]

thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', cli/npm/resolvers/local.rs:89:29
stack backtrace:
   0: _rust_begin_unwind
   1: core::panicking::panic_fmt
   2: core::panicking::panic
   3: core::option::Option<T>::unwrap
   4: deno::npm::resolvers::local::LocalNpmPackageResolver::resolve_package_root
   5: <deno::npm::resolvers::local::LocalNpmPackageResolver as deno::npm::resolvers::common::NpmPackageFsResolver>::resolve_package_folder_from_specifier
   6: deno::npm::resolvers::CliNpmResolver::resolve_package_folder_from_specifier
   7: <deno::npm::resolvers::CliNpmResolver as deno_node::NpmResolver>::in_npm_package
   8: deno::tsc::op_is_node_file::call
   9: deno::tsc::op_is_node_file::v8_fn_ptr
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
```

Same for `RUST_BACKTRACE=1 deno test -A`:

```
============================================================
Deno has panicked. This is a bug in Deno. Please report this
at https://github.com/denoland/deno/issues/new.
If you can reliably reproduce this panic, include the
reproduction steps and re-run with the RUST_BACKTRACE=1 env
var set and include the backtrace in your report.

Platform: macos aarch64
Version: 1.34.0
Args: ["deno", "test", "-A"]

thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', cli/npm/resolvers/local.rs:89:29
stack backtrace:
   0: _rust_begin_unwind
   1: core::panicking::panic_fmt
   2: core::panicking::panic
   3: core::option::Option<T>::unwrap
   4: deno::npm::resolvers::local::LocalNpmPackageResolver::resolve_package_root
   5: <deno::npm::resolvers::local::LocalNpmPackageResolver as deno::npm::resolvers::common::NpmPackageFsResolver>::resolve_package_folder_from_specifier
   6: deno::npm::resolvers::CliNpmResolver::resolve_package_folder_from_specifier
   7: <deno::npm::resolvers::CliNpmResolver as deno_node::NpmResolver>::in_npm_package
   8: deno::tsc::op_is_node_file::call
   9: deno::tsc::op_is_node_file::v8_fn_ptr
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
```
Repository: godot
Issue: optionButton Can't scroll when list is long
Labels: needs testing,topic:gui

### Godot version

godot 4.0.3

### System information

os: windows 8.1
graphics: intel hd 520

### Issue description

i can't scroll in optionButton when the list is long

### Steps to reproduce

add optionButton node
add 100 item using for loop
try to scroll

### Minimal reproduction project

add optionButton node
add 100 item using for loop
try to scroll
Repository: pytorch
Issue: Add additional "sigmoid" approximation to GeLu activation?
Labels: module: nn,triaged,enhancement,needs research

### 🚀 The feature, motivation and pitch

Hi,

I was just ranomly browsing [tinygrad](https://github.com/geohot/tinygrad) and saw the "quick_gelu" function, noticing also that this implementation is not a part of pytorch it self.

Pytorch only seems to have the `tanh` - approximation, so this is a feature request to add the second approximation also mentioned in the paper [Gaussian Error Linear Units (GELUs)](https://arxiv.org/abs/1606.08415v4)

I am not a AI expert, but this was just a simple thing I noticed and could gladly implement :)

### Alternatives

* Add a `sigmoid` approximation also, `x*sigmoid(1.702 * x)`
* Do nothing :)

### Additional context

Basically this commit:

https://github.com/pytorch/pytorch/commit/f7a1ca8476b4788265f7b4e2d9d088937dd1f033


cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: PowerToys
Issue: Mouse without borders port change.  
Labels: Idea-Enhancement,Product-Mouse Without Borders

### Description of the new feature / enhancement

as in previous stand alone application, was some hidden way ( throught registry ) to change port for this app. 
it should be a nice to add this posibility to PowerToys port - to avoid conflict, or closed port on some computers.

### Scenario when this would be used?

blocked port by firewall,  conflict with another app.

### Supporting information

_No response_
Repository: rust
Issue: Search should support including samples and comment text
Labels: T-rustdoc,A-rustdoc-search

Often features features are coded with jargon or unique keywords that are nonetheless elaborate by comments or examples with other phrases. `Search` does not appear to include those text and so misses being as useful as it needs to be. For instance, `clap.rs` has a `debug_assert` for "Catch problems earlier in the development cycle". Recalling and subsequently finding the description of this feature in `docs.rs` was very difficult. Unless you remember part of `debug_assert` feature name, you were out of luck using other phrases associated with the included example such as "test" and "verify".

Perhaps a secondary indexing system can be established to collect less common phrases associated with items and features and used to provide a secondary set of results.
Repository: vscode
Issue: Partial Accept Should Autoclose Brackets/String Quotes
Labels: feature-request,inline-completions

Current behavior:

![chrome_ljp6XytxaA](https://github.com/microsoft/vscode/assets/2931520/965254f1-39ad-4abe-a183-d31f4fe000ec)


Desired behavior (brackets and quotes get autoclosed):

![chrome_FVV6YkDMxq](https://github.com/microsoft/vscode/assets/2931520/cd6679f1-f806-4932-8d0b-d9c61e8caddb)

PoC:

```patch
diff --git a/src/vs/editor/contrib/inlineCompletions/browser/inlineCompletionsModel.ts b/src/vs/editor/contrib/inlineCompletions/browser/inlineCompletionsModel.ts
index 95346e787b6..c56e64f63a3 100644
--- a/src/vs/editor/contrib/inlineCompletions/browser/inlineCompletionsModel.ts
+++ b/src/vs/editor/contrib/inlineCompletions/browser/inlineCompletionsModel.ts
@@ -14,6 +14,8 @@ import { ICodeEditor } from 'vs/editor/browser/editorBrowser';
 import { EditOperation } from 'vs/editor/common/core/editOperation';
 import { Position } from 'vs/editor/common/core/position';
 import { Range } from 'vs/editor/common/core/range';
+import { TypeOperations, TypeWithAutoClosingCommand } from 'vs/editor/common/cursor/cursorTypeOperations';
+import { Handler } from 'vs/editor/common/editorCommon';
 import { InlineCompletionContext, InlineCompletionTriggerKind } from 'vs/editor/common/languages';
 import { ILanguageConfigurationService } from 'vs/editor/common/languages/languageConfigurationRegistry';
 import { EndOfLinePreference, ITextModel } from 'vs/editor/common/model';
@@ -296,13 +298,19 @@ export class InlineCompletionsModel extends Disposable {
 			editor.setPosition(completion.snippetInfo.range.getStartPosition());
 			SnippetController2.get(editor)?.insert(completion.snippetInfo.snippet, { undoStopBefore: false });
 		} else {
-			editor.executeEdits(
-				'inlineSuggestion.accept',
-				[
-					EditOperation.replaceMove(completion.range, completion.insertText),
-					...completion.additionalTextEdits
-				]
-			);
+			const viewModel = editor._getViewModel()!;
+			editor.pushUndoStop();
+			editor.executeCommands('keyboard', TypeOperations.lineInsertBefore(
+				viewModel.cursorConfig, editor.getModel(), editor.getSelections()));
+			/*
+
+						editor.executeEdits(
+							'inlineSuggestion.accept',
+							[
+								EditOperation.replaceMove(completion.range, completion.insertText),
+								...completion.additionalTextEdits
+							]
+						);*/
 		}
 
 		if (completion.command) {
@@ -392,9 +400,8 @@ export class InlineCompletionsModel extends Disposable {
 		this._isAcceptingPartially = true;
 		try {
 			editor.pushUndoStop();
-			editor.executeEdits('inlineSuggestion.accept', [
-				EditOperation.replace(Range.fromPositions(position), partialText),
-			]);
+			editor.trigger('keyboard', Handler.Type, { text: partialText });
+
 			const length = lengthOfText(partialText);
 			editor.setPosition(addPositions(position, length));
 		} finally {
```

This does not work:
https://github.com/microsoft/vscode/blob/6c8cdf325eb1dc8a0e2ea9205a1d2ca05f69c101/src/vs/editor/common/cursor/cursor.ts#L461-L463
Repository: godot
Issue: Remote scene tree dock not auto-expanding to selected node
Labels: bug,topic:editor

### Godot version

v4.1.rc2.official [46424488e]

### System information

OS: Windows 10

### Issue description

In Godot 3.4.4, while running a project from the editor, with the remote scene tree open in the scene dock, clicking on a node's reference in the inspector or the debugger expands the remote scene tree to show the location of that node. This behavior no longer occurs in (at least) Godot 4.0.3 and above, meaning selected nodes have to be tracked down manually when viewing the remote scene tree.

There is a new option compared to Godot 3.4.4, called 'Auto expand to selected', accessible by clicking the three dots right of 'Filter nodes' in the scene dock as well as under Editor Settings -> Docks -> Scene Tree, and enabled by default. It appears to be intended to enable or disable the behavior described above, as according to its tooltip in Editor Settings, if enabled, "_the scene tree dock will automatically unfold nodes when a node that has folded parents is selected_". Unfortunately, this behavior fails to occur regardless of whether the option is enabled or disabled.

Though the setting in question originates in #51413, the pull request notes that the feature of the scene tree automatically expanding was already broken before that.

### Steps to reproduce

1. Run the included project in the editor.
2. Switch the Scene dock to the Remote tab.
3. Select "Node2D" in the Scene tab.
4. In the inspector, click the Object ID in Members -> Node Reference, causing a node further down in the scene tree to be shown in the inspector. Note that the remote scene tree does not expand.

### Minimal reproduction project

[TreeExpander.zip](https://github.com/godotengine/godot/files/11585053/TreeExpander.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: webui cant work,always processing
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

i download webui 1.30,than i cant use webui,CKPT always processing,and show/hide extra networks cant open.extensions dont load.button not working.can not creative photo
unload than reinstall,Still the same,But CMD no problem.

### Steps to reproduce the problem

launch webui
click on the button
creative photo

### What should have happened?

It should run normally

### Commit where the problem happens

20ae71faa8ef035c31aa3a410b707d792c8203a3

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
-xformers
```


### List of extensions

no

### Console logs

```Shell
venv "E:\SD\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.3.0
Commit hash: 20ae71faa8ef035c31aa3a410b707d792c8203a3
Installing requirements
Launching Web UI with arguments: --xformers
Loading weights [6ce0161689] from E:\SD\stable-diffusion-webui\models\Stable-diffusion\v1-5-pruned-emaonly.safetensors
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Startup time: 2.9s (import torch: 0.7s, import gradio: 0.6s, import ldm: 0.2s, other imports: 0.5s, load scripts: 0.4s, create ui: 0.3s).
Creating model from config: E:\SD\stable-diffusion-webui\configs\v1-inference.yaml
LatentDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.52 M params.
Applying optimization: xformers... done.
Textual inversion embeddings loaded(0):
Model loaded in 2.5s (load weights from disk: 0.4s, create model: 0.2s, apply weights to model: 0.5s, apply half(): 0.4s, move model to device: 0.3s, load textual inversion embeddings: 0.7s).
```


### Additional information

_No response_
Repository: rust
Issue: Mismatch reported for fn impl with HRTB lifetime without cast
Labels: A-diagnostics,A-lifetimes,T-compiler,D-confusing,D-terse,A-higher-ranked

```rust
type IntCallback = fn(&i32);

enum Callback {
    Int(IntCallback)
}

impl Into<Callback> for for<'a> fn(&'a i32) {
    fn into(self) -> Callback {
        Callback::Int(self)
    }
}

fn callback(_: &i32) {
}

fn main() {
    let callback: Callback = callback.into();
}
```

I expected to see this happen: the impl for the fn pointer should be picked up and used.

Instead, this happened:

```
Compiling playground v0.0.1 (/playground)
error[[E0277]](https://doc.rust-lang.org/nightly/error_codes/E0277.html): the trait bound `Callback: From<for<'a> fn(&'a i32) {callback}>` is not satisfied
  --> src/main.rs:17:39
   |
17 |     let callback: Callback = callback.into();
   |                                       ^^^^ the trait `From<for<'a> fn(&'a i32) {callback}>` is not implemented for `Callback`
   |
   = help: the trait `Into<Callback>` is implemented for fn pointer `for<'a> fn(&'a i32)`, cast using `as`
   = note: required for `for<'a> fn(&'a i32) {callback}` to implement `Into<Callback>`

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground` (bin "playground") due to previous error
```

Since `callback` can be passed directly to a function taking `IntCallback` as a parameter, it should be possible for the existing `From<>` impl to be used directly.

This makes it extremely verbose to use generic bounds to accept a callback:

```rust
fn callback(_: &i32) {
}

fn foo<C: Into<Callback>>(c: C) {
    todo!();
}

fn main() {
    foo(callback);
}
```

which returns

```
error[[E0277]](https://doc.rust-lang.org/nightly/error_codes/E0277.html): the trait bound `Callback: From<for<'a> fn(&'a i32) {callback}>` is not satisfied
  --> src/main.rs:17:9
   |
17 |     foo(callback);
   |     --- ^^^^^^^^ the trait `From<for<'a> fn(&'a i32) {callback}>` is not implemented for `Callback`
   |     |
   |     required by a bound introduced by this call
   |
   = help: the trait `Into<Callback>` is implemented for fn pointer `for<'a> fn(&'a i32)`, cast using `as`
   = note: required for `for<'a> fn(&'a i32) {callback}` to implement `Into<Callback>`
note: required by a bound in `foo`
  --> src/main.rs:20:11
   |
20 | fn foo<C: Into<Callback>>(c: C) {
   |           ^^^^^^^^^^^^^^ required by this bound in `foo`

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground` (bin "playground") due to previous error
```

Playground link: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=c367afd81fc7219e802099735acc2507

Side note: the diagnostics for this have drastically improved in the latest nightlies. The nightly build I have installed didn't give me the "cast using `as`" hint and instead said "type xxxx doesn't implement Foo, implemented for \<same type xxxx\>"

### Meta

`rustc --version --verbose`:
```
 1.71.0-nightly (2023-05-27 cca7ee58110726983951)
```
Repository: godot
Issue: Concave collision mesh is completely broken
Labels: bug,topic:physics,topic:3d

### Godot version

4.0.2(stable)

### System information

OS: Windows 10
Versions: Godot 4.0.2 (stable)
CPU: AMD Ryzen 5 7600
GPU: AMD RX 7900 XT
GPU driver: 23.4.3 Adrenaline
Backend: unknown
renderer: Forward +

### Issue description

Whenever I try to create a quick collision mesh for a mesh the collisions don't work except going at it from the side. 

### Steps to reproduce

(using built in character controller in 3D)
1. Create a floor with a box shape as the collision shape for the floor
1.1 if the floor is generated with trimesh or static body you will just fall through
2. create a wall to jump onto and generate trimesh collision or static body
3. jump onto the wall and get stuck inside the wall
4. restart and run at the wall being unable to jump the wall and the wall being "sticky"
5. restart jump to the wall and go through it and get stuck inside the wall

### Minimal reproduction project

[bugReport.zip](https://github.com/godotengine/godot/files/11585398/bugReport.zip)
Repository: PowerToys
Issue: Feature: CLI/API integration for Peek
Labels: Idea-Enhancement,Area-Build,Area-App Compat,Product-Peek

### Description of the new feature / enhancement

Congratulations on the new Peek feature! This adds a popular functionality that until now required the use of third-party apps. Files (https://github.com/files-community/Files) already has support for QuickLook, but we'd like to add support for PowerToys Peek https://github.com/files-community/Files/issues/12432 in order to provide users with more choices.

### Scenario when this would be used?

We're ready to add support for PowerToys Peek in Files whenever an API is available, in fact, we've already completed the preparation work and we're looking forward to this integration. In addition to Files, there are a couple of other third-party file managers that can also benefit from an API.

### Supporting information

Feature request on the Files repo: https://github.com/files-community/Files/issues/12432