sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: npm default export is incorrectly typed for clsx
Labels: bug,node compat

**Describe the bug**

`npm:*` default exports are incorrectly typed. Packages that are exported as `default` are assumed to have a `default` property. The plugin will claim a type error when there are no actual runtime errors. Furthermore, trying to appease the plugin error by using the `default` property _will actually result_ in runtime errors.

**To Reproduce**

1. Create a file `script.ts`

```ts
import clsx from 'npm:clsx';

console.log(clsx("hello", "goodbye"));
```

2. Cache dependencies, notice the following error:

```
This expression is not callable.
  Type 'typeof import("file:///Users/pting/Library/Caches/deno/npm/registry.npmjs.org/clsx/1.2.1/clsx")' has no call signatures.deno-ts(2349)
```

3. Try running `deno run script.ts`, notice there are no errors at runtime

4. Try appeasing the compiler:
```ts
console.log(clsx.default("hello", "goodbye"));
```
5. Notice runtime error.

**Expected behavior**

Expected plugin parsing behavior to match runtime behavior.

**Screenshots**

<img width="353" alt="Screen Shot 2023-04-27 at 9 54 50 PM" src="https://user-images.githubusercontent.com/1680910/235057634-5abd9238-248f-460c-b2e4-2b76c7b805d9.png">

**Versions**

vscode: 1.77.3 deno: 1.33.0 extension: 3.17.0
Repository: go
Issue: go/types: specious "invalid recursive type" error?
Labels: NeedsInvestigation,early-in-cycle

Given:

```
package p

type s struct { i i }
type i interface { s | any }
```

go/types currently reports:

```
/tmp/y.go:3:6: invalid recursive type s
/tmp/y.go:3:6: 	s refers to
/tmp/y.go:4:6: 	i refers to
/tmp/y.go:3:6: 	s
```

Notably, changing the field type from `i` to `*i` makes the error go away. I don't see any fundamental reason why that should make a difference though.

Synthetic test case, constructed while trying to write additional test cases for #60117.

/cc @adonovan @findleyr @griesemer @ianlancetaylor
Repository: excalidraw
Issue: support `scrollToContent` `opts.fitToViewport` 
Labels: enhancement,good first issue,package:excalidraw

```[tasklist]
### Tasks
- [ ] change docs for `opts.fitToContent` to clarify it contains the content to viewport (down to 10% limit), but does not zoom above 100%. Perhaps we should rename the option to something more clear.
- [ ] add an option `opts.fitToViewport` to _actually_ fit content to viewport, in other words go above 100% if the element(s) are smaller than viewport
```
Repository: pytorch
Issue: GLCM implementation in pytorch C++ api and cuda
Labels: module: cpp,triaged

### 🚀 The feature, motivation and pitch

The Gray Level Co-occurrence Matrix GLCM https://en.wikipedia.org/wiki/Co-occurrence_matrix is heavily used to calculate a variety of texture features called haralick features, for many bio-medical imaging applications. Currently there is no GPU implementation available using pytorch. However, skimage and pyradiomics have CPU implementations available that are very slow. 

I have very elementary level understanding of Cuda, C++, and Torch C++ API. However, as you know, a proper documentation for Torch C++ is really lacking. I would your help to write these in Torch C++ API and Cuda. Thank you.

### Alternatives

Here are two CPU implementations available in Cpython or C.
calculate_glcm in:
https://github.com/AIM-Harvard/pyradiomics/blob/master/radiomics/src/cmatrices.c

GLCM Loop in:
https://github.com/scikit-image/scikit-image/blob/v0.20.0/skimage/feature/_texture.pyx

There is also the following paper, that has a simple comparison of implementation of it on CPU and GPU:
Computation of Gray Level Co-Occurrence Matrix Based on CUDA and Optimization for Medical Computer Vision Application

### Additional context

_No response_

cc @jbschlosser
Repository: godot
Issue: Visual shader error when using an expression with a Sampler input
Labels: bug,topic:shaders

### Godot version

4.0.2 stable

### System information

Mac OS X M1 Max

### Issue description

I am trying to make a visual shader using the visual shader expressions. 

![Screenshot 2023-05-11 at 12 15 27 PM](https://github.com/godotengine/godot/assets/1486399/d01a7ee5-d2ff-41a4-ac67-90f92519bee9)

When I look at the produced code I can see there is an error "error(87): Unknown identifier in expression: 'texture'."

![Screenshot 2023-05-11 at 12 15 04 PM](https://github.com/godotengine/godot/assets/1486399/9059e17f-8064-4d84-a3a6-59bc149d85bb)

I noticed that the `normalmap` variable ends up being called in the expression without a generated variable name like the others. I also noticed that no matter what I do the name of that variable is always normalmap and can't be changed. 

I tried to change it to "normalmap_text" in the expression and the code block but it still didn't propagate to the generated shader code for some reason. I can't seem to setup the expression to generate the code I want, even if I change it to something random like `gladis` which was just to see if I was somehow confounding it with some internal value. It still just says "normalmap" in the internal expression code.

![Screenshot 2023-05-11 at 12 24 18 PM](https://github.com/godotengine/godot/assets/1486399/0bbc2ebc-4957-478e-a7ad-34ab69ba3310)
![Screenshot 2023-05-11 at 12 24 25 PM](https://github.com/godotengine/godot/assets/1486399/8d953ea6-a377-491d-90a9-7accf4049082)

It seems like updating the parameter that feeds into the expression changed the name of the value in my expression in the generated code for some reason. Which is unexpected. 

It seems like the visual shader is not creating a new variable for the normalmap like it does for the other values. I'm not sure if that's just a thing with Samplers. That value does exist as a uniform in the shader though, so it seems like it should still be captured regardless.

![Screenshot 2023-05-11 at 12 15 15 PM](https://github.com/godotengine/godot/assets/1486399/0e8cdd3b-95c8-439f-b538-0c182df79a77)

Semi related: (I changed the value for the parameter from none to instance and it crashed Godot).



### Steps to reproduce

It seems like it's wholly related to just having an expressing that intakes a Sampler. Possibly the sampler has to be a uniform.

### Minimal reproduction project

[NewTerrain.tres.zip](https://github.com/godotengine/godot/files/11455745/NewTerrain.tres.zip)
Repository: next.js
Issue: `rewrites` return a 404 until a valid non-rewritten page is loaded first
Labels: Navigation

### 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 22.4.0: Mon Mar  6 20:59:28 PST 2023; root:xnu-8796.101.5~3/RELEASE_ARM64_T6000
    Binaries:
      Node: 20.1.0
      npm: 9.6.4
      Yarn: N/A
      pnpm: 8.5.0
    Relevant packages:
      next: 13.4.2-canary.5
      eslint-config-next: 13.4.1
      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)

### Link to the code that reproduces this issue

https://github.com/timfee/rewrite-repro

### To Reproduce

1. Clone the trivial repro above, which has this general setup:
>
> /app/page.tsx -> Redirects to `./company/{searchParams.path}`
> /app/company/[path]/page.tsx -> Prints `company` param
> rewrites() set up to rewrite `"/:path([^.|company]*)*"` -> `"/?path=:path*"`
2. Run `next dev`
3. Attempt to hit `localhost:3000/test/123` and observe a 404.
4. Hit `localhost:3000` and observe the trivial blank page.
5. **Then** go to `/test/123` and observe the redirect occurs successfully.

### Describe the Bug

Rewrites aren't applied unless the default `page.tsx` is first rendered.

(I also attempted to work around this using `afterFiles` and `fallback` but to no avail)

### Expected Behavior

Rewrites happen immediately.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: flutter
Issue: Drop support for reusing DisplayListBuilder after calling Build
Labels: engine,c: proposal,P3,c: tech-debt,team-engine,triaged-engine

For now, unit tests are attempting to reuse an existing DisplayListBuilder after they Build a DisplayList from it as they were written that way using MockCanvas. This is a really muddy way to perform the tests and doesn't match the way that the builders are used in real-world code. Additionally, there is a bunch of code in Build() right now to make that possible that we really shouldn't need.

DisplayListBuilder should be re-spec'd to not allow use after Build and we should adjust the tests accordingly.
Repository: flutter
Issue: Make .ci.yaml target timeouts consistent on type and unit
Labels: team-infra,P2,triaged-infra

There are two timeout entries in .ci.yaml target configuration:

- `timeout` directly under target is with Integer and minute
- `test_timeout_secs` under target properties is with String and second.

We can change unit for sure, but as for type, we need to look into how yaml file is being parsed from cocoon backend.

It would be good to have them consistent.
Related doc needs update: https://github.com/flutter/cocoon/blob/main/CI_YAML.md
Repository: deno
Issue: High minimum delay of setTimeout/setInterval in comparison to node/Firefox/Google Chrome
Labels: bug,web

Considering the following code
```js
let count = 0;
let average = 0;
let lastTime = performance.now();
setInterval(() => {
  const time = performance.now();
  const d = time - lastTime;
  lastTime = time;
  average = (average + d) / 2; // not really the average but good enough
  if (count > 100) {
    console.log(`Time ${d} ms`);
    count = 0;
  }
  count++;
}, 1);
```

If I run it I get the following times:
deno 1.33: ~5.5 ms
node 19.9: ~1.2 ms
Firefox 113: 4-5 ms
Google Chrome 113: ~3.8-4 ms

I think deno should have at least the same minimum delay as Firefox and Google Chrome.
And with --allow-hrtime the same resolution as node.
Repository: flutter
Issue: Auto-expand draggable sheet on focus
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

Initial feature request/issue report:
https://twitter.com/RobertBrunhage/status/1655890369932935169

### 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 have a bottom sheet that starts at half height and contains a `TextField`. When the user taps on the `TextField` to type something, I want the sheet to expand to it's max extent to give the user room to type with the keyboard now displayed.

### Proposal

The above can be done by listening on the focus scope and manually manipulating the draggable sheet's scroll controller, but this is tedious for a pretty basic feature.
My proposal is that we add an "expand on focus" feature that:
1. Is gated behind a bool in sheet's contructor (defaults to `false`?)
2. Expands the sheet to it's max size when a child of the sheet is focused

Open question: what should the sheet do when it loses focus? Shrink back to it's initial size? Shrink back to the size it had before it was focused? Should these behaviors kick in even if the user has interacted with the sheet since it was focused?
My current thought is to do nothing on un-focus as the desirable behavior here is a bit ambiguous and the developer can implement their own logic if it's desirable here. If developers request a default behavior on unfocus it can be added later.
Repository: godot
Issue: Launching Godot results in ERROR: Window 1 spawned at invalid position
Labels: bug,platform:linuxbsd,topic:core,topic:porting

### Godot version

4.0.2.stable.arch_linux, 4.0.2.stable.mono.official.7a0977ce2

### System information

Arch Linux, Kernel 6.3.1-arch1-1, X11, KDE Plasma 5.27.4, Intel Core i5-11600k, AMD RX 6800

### Issue description

Launching Godot presents me with a window that does not respond to any clicks or key presses, and refuses to be closed via the title bar close button

When launching from a command line, I get the following error:
> ERROR: Window 1 spawned at invalid position: (2639, 1930)

### Steps to reproduce

This issue appears to be caused by having a secondary display above your primary one, as displayed in the following screenshots
![Screenshot_20230511_215124](https://github.com/godotengine/godot/assets/10724538/e369bb67-91cc-4998-9e5f-6a602b9e3ad2)
![Screenshot_20230511_215858](https://github.com/godotengine/godot/assets/10724538/caa05be5-cafc-43d1-ae29-8c4fc4fb68c1)

As shown, I have 3 displays. My Asus VG258 and 2460G5 are positioned side-by-side, with a BenQ GW2765 positioned above both.

I have found a few work-arounds so far:

1. Adjusting the display priorities so the BenQ display is no longer second (i.e. making it highest or lowest)
2. Moving the BenQ display to the side

This may be related to [issue 75273](https://github.com/godotengine/godot/issues/75273), although it was reported with a slightly older version of Godot, and with two displays instead of three.

### Minimal reproduction project

N/A
Repository: go
Issue: net: failures with `signal arrived during cgo execution`
Labels: OS-FreeBSD,NeedsInvestigation

```
#!watchflakes
post <- goos == "freebsd" && pkg == "net" && `signal arrived during cgo execution`
```
Repository: next.js
Issue: Styled JSX class not being applied to anchor tag via Link component
Labels: bug,Navigation

### 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: 19.8.1
      npm: 9.6.5
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.3.1
      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)

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

### Link to the code that reproduces this issue

https://stackblitz.com/edit/nextjs-x3gz1j?file=pages%2Findex.js

### To Reproduce

- Visit link
- Observe that the Link component classname (via styled JSX) only applies the class name without the JSX class name
- Observe that it works in the Legacy Link component

### Describe the Bug

The styled JSX classname isn't passed to the anchor tag that is generated by the Link component

### Expected Behavior

The styled JSX classname should be passed to the anchor tag that is generated by the Link component

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

_No response_

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

_No response_
Repository: godot
Issue: 3D Gui doesn't render in exported project
Labels: needs testing,topic:gui,topic:export

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10/11

### Issue description

Using a 3D Gui setup for my xr project, I did a test export of the project, and saw that the GUI that is visible in the editor, is not visible in the exported version.

https://github.com/godotengine/godot/assets/93025618/77d5d4b0-b03d-44a9-a47c-f060187cc59d


### Steps to reproduce

Create a project with 3D GUI:

3D GUI can be made with:
```
Node3D
| SubViewport
  | GUI
| MeshInstance3D
```

### Minimal reproduction project

[Minimal project (3d_gui_bug.zip)](https://drive.proton.me/urls/7MKPPZ7RWG#YUeH7u6LeJYm)
Repository: excalidraw
Issue: disallow grouping bound containers to themselves
Labels: bug

```[tasklist]
### Tasks
- [ ] disallow grouping text containers or labeled arrows with themselves
- [ ] if you copy such container from inside a group and paste outside that group, make sure the group ids are stripped
- [ ] repair such existing groups on restore (legacy)
- [ ] if we end up with such invalid grouping anyway, make sure that selecting such a container ignores the group
```

steps:

1. create text container or labeled arrow
2. `cmd/ctrl-G` to group
3. shouldn't be allowed
Repository: stable-diffusion-webui
Issue: [Feature Request]: global job counter file name pattern
Labels: enhancement

### 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 ?

I would like to be able to prepend a global job counter to the generated images (also grids), so that mixing  results in folders will keep the ordering and its also clear which files belong together.

This counter should be persistent between webui launches (maybe editabe via settings).

The format of the counter shall be changeable to contain n leading zeros.

proposal `[jobnumber<length>]` 

### Proposed workflow

no workflow - pattern should be usable in filename pattern config

### Additional information

_No response_
Repository: flutter
Issue: HTML renderer ignores scaling parameters in `decodeImageFromPixels`
Labels: engine,platform-web,e: web_html,P3,team-web,triaged-web

There is a `targetWidth` and `targetHeight` parameter in `decodeImageFromPixels` which is supposed to scale the image, and it is completely ignored by the HTML renderer.
Repository: flutter
Issue: [image_picker] No response when picking a PIC image on iOS 
Labels: e: device-specific,platform-ios,p: image_picker,package,P2,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)

### Steps to reproduce

I Use 
image_picker 0.8.7+4
flutterSDK 3.7.12
dart 3.64.0
iPadOS 16.4.1

pick *.PIC file from gallery

### Expected results

Future (final image = await _picker.pickImage(source: ImageSource.gallery)) returns image data.

### Actual results

No result returned, future hangs and no error comes.

### Code sample

I Use image_picker [sample code](https://github.com/flutter/packages/tree/main/packages/image_picker/image_picker/example)

### Screenshots or Video

_No response_

### Logs

_No response_

### Flutter Doctor output

wanlixin@wanlixindeAir mobileApp % flutter doctor -v
[✓] Flutter (Channel stable, 3.7.12, on macOS 13.3.1 22E261 darwin-x64, locale zh-Hans-CN)
    • Flutter version 3.7.12 on channel stable at /Users/wanlixin/flutter/flutter_SDK
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 4d9e56e694 (3 weeks ago), 2023-04-17 21:47:46 -0400
    • Engine revision 1a65d409c7
    • Dart version 2.19.6
    • DevTools version 2.20.1
    • Pub download mirror https://pub.flutter-io.cn
    • Flutter download mirror https://storage.flutter-io.cn

[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
    • Android SDK at /Users/wanlixin/Library/Android/sdk
    • Platform android-33, build-tools 33.0.0
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6916264)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 14.3)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 14E222b
    • CocoaPods version 1.11.3

[✓] Android Studio (version 4.2)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6916264)

[✓] VS Code (version 1.78.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.64.0

[✓] HTTP Host Availability
    • All required HTTP hosts are available

• No issues found!
Repository: vscode
Issue: Complete app for android 
Labels: feature-request,workbench-os-integration

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Vscode is currently a cross-platform code editor, with its Windows, Linux, Mac and web version, but it does not have an Android version. 

It is quite possible that there will be a message saying that they are not planning for the moment or bringing a kind of automatic message about analyzing the idea. But Android needs a good code editor, we already have some, but not at vscode level yet. 

Today's Android is not like 5 years ago, with many restrictions. There are more possibilities for developing more powerful apps and apps from other platforms are already being added to Android, such as Krita and LumaFusion.

Samsung DeX and Ready For already exist. Interfaces that make Android more friendly for desktop environments and large screens.

There are Linux terminal emulators, for example, Termux, which is very close to the linux terminal and uses the same commands.

vscode web can be used in environments like DeX or Ready For or on tablets, but its limitations can get in the way of code editing. 

If they choose to bring support to Android, I believe it is possible to create an app that gives extra permissions to vscode.dev, such as saving and rewriting files from internal storage, enabling live preview, adding a terminal. and other functions of vscode desktop.
Repository: pytorch
Issue: Tool for identifying where in eager model an operation is nondeterministic
Labels: triaged,module: determinism

### 🐛 Describe the bug

Let's say you have a model code and when you run it twice you get bitwise different results. Where did it diverge? We can use TorchFunctionMode/TorchDispatchMode to localize where the first divergence occurred.

### Versions

master

cc @mruberry @kurtamohler
Repository: godot
Issue: Adding/Removing entries from an array causes the inspector to rebuild.
Labels: bug,topic:editor,usability

### Godot version

4.0.2

### System information

Ubuntu 22.04.1 LTS

### Issue description

In my curve editor overhaul PR #74959, I wanted to make it so LMB creates points and allows to adjust them before the mouse button is released. However, as soon as I add a point, the dictionary with the points adds a new entry, which causes a property tree update, reconstructing the whole inspector. This causes the point to become unselected, messing up the workflow in my PR. It's the only loose end remaining for that PR and I don't believe it's necessary, since Dictionary is handled by its own editor plugin.

### Steps to reproduce

If you have Godot's source code, you can add `print_line("test")` to the CurveEditor constructor (`curve_editor_plugin.cpp`) and see that it prints every time points are added or removed.

### Minimal reproduction project

N/A