sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Next.js App not working as an NPM package
Labels: bug,linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information
```
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.3.0: Wed Jan  5 21:37:58 PST 2022; root:xnu-8019.80.24~20/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.3.0
      npm: 8.11.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 12.2.5-canary.0
      eslint-config-next: N/A
      react: 17.0.2
      react-dom: 17.0.2
```
### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

I'm trying to distribute my next app through an npm package. I created a cli that builds the node_modules for the app by running `yarn mintlify init` (alias for `cd node_modules/<pkg> && yarn`) and then `yarn mintlify dev` (alias for `cd node_modules/<pkg> && next dev`) should start a dev instance of my next app, but instead I get this message:

```
ready - started server on 0.0.0.0:3000, url: http://localhost:3000
info  - SWC minify release candidate enabled. https://nextjs.link/swcmin
info  - automatically enabled Fast Refresh for 5 custom loaders
warn  - Found lockfile missing swc dependencies, patching...
error - ./src/pages/_app.tsx
Module parse failed: Unexpected token (46:60)
You may need an appropriate loader to handle this file type, currently no loaders are configured to process this file. See https://webpack.js.org/concepts#loaders
| Router.events.on('routeChangeError', () => progress.finish());
| 
> export default function App({ Component, pageProps, router }: any) {
|   let [navIsOpen, setNavIsOpen] = useState(false);
|
warn  - Lockfile was successfully patched, please run "npm install" to ensure @next/swc dependencies are downloaded
```

I think it has to do with the way next affects webpack when its inside a node_module? I've seen [#11606](https://github.com/vercel/next.js/discussions/11606), but now that next.js uses webpack 5 I don't think the workaround is applicable anymore.

### Expected Behavior

I expect to be able to run `next dev` inside my next app bundled as an npm package.

### Link to reproduction

https://www.npmjs.com/package/hahnbee-test

### To Reproduce

download my npm package using `yarn add hahnbee-test`
run `yarn mintlify init`
run `yarn mintlify dev`
Repository: go
Issue: x/tools/gopls: inaccurate completion results for partial function call syntax inside an if condition
Labels: gopls,Tools

Reported on Slack:

When typing out a function call inside an if condition, gopls provides incorrect completion results, apparently due to inferring that it is completing a type name:

![image](https://user-images.githubusercontent.com/57144380/183968735-ecd0fc87-e45f-43ce-a245-dbe8d3b6b6e2.png)

Generally gopls struggles with partial syntax and imbalanced delimiters, but in this case specifically it seems like we can do better. For example, the same syntax outside of an if condition generally works.
Repository: go
Issue: x/build: add to trybot set based on port-specific files
Labels: Builders,NeedsInvestigation

In #53383, @laboger suggests that, for example, if a CL touches a file that only builds in ppc64le, we could add a ppc64le builder to the trybot set automatically. We should investigate whether this is practical.
Repository: godot
Issue: Shader update memory leak
Labels: bug,topic:editor,confirmed,topic:shaders

### Godot version

3.5.stable, 4.0.alpha13

### System information

Arch Linux, AMD Radeon RX 5600 XT (navi10, LLVM 14.0.6, DRM 3.46, 5.18.16-zen1-1-zen), Vulkan API 1.2.0 - AMD RADV NAVI10

### Issue description

The Godot Editor appears to endlessly consume memory while editing shader/s. Every time the shader is changed (when saving or based on the 'idle parse delay' setting) and/or materials using it are updated more memory is used. 

* The effect is much greater in terms of memory usage in Godot 3.5
* I noticed the editor was up to ~19GiB (!)

### Steps to reproduce

1. create a ShaderMaterial with a text shader (as a file or not)
2. apply the material to a MeshInstance with any mesh (either the mesh' material or node's material_override)
3. make a change to the shader
4. wait for 'idle parse delay', or save manually
5. observe memory usage

* I haven't tested VisualShader.
* The MeshInstance isn't strictly necessary -- the material preview / thumbnail seems to suffice.

### Minimal reproduction project

_No response_
Repository: go
Issue: cmd/go: go test -json should only print JSON to stdout
Labels: NeedsInvestigation

Per discussion on #53893, go test -json should only print JSON to stdout.
We should ensure that's true.
Repository: kubernetes
Issue: Informer log messages only identify by object type
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

Sometimes I make a process with multiple informers working on the same object type.  Sometimes with different content filters, sometimes working against different apiservers.  But an informer uses a reflector internally, and it has debug log messages that are sometimes critical to debugging, but they do not distinguish among reflectors for the same type of object.

### What did you expect to happen?

I expected to be able to pass a name into the informer constructor that appears in all the relevant log messages.

### How can we reproduce it (as minimally and precisely as possible)?

Try it or read the code.

### Anything else we need to know?

#111604 is also about poverty in reflector logging.

### Kubernetes version

<details>

All of them

</details>


### Cloud provider

<details>
N/A
</details>


### OS version

<details>
all of them
</details>


### Install tools

<details>
N/A
</details>


### Container runtime (CRI) and version (if applicable)

<details>
N/A
</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>
N/A
</details>
Repository: PowerToys
Issue: disable border drag
Labels: Idea-New PowerToy,Product-Window Manager,Needs-Triage

### Description of the new feature / enhancement

Is it possible to disable border drag (to resize window)? 

### Scenario when this would be used?

because there is really no need since I have the zones set up already and I want the windows to stay in the zones fully all the time, sometimes I want to click something on the top but dragged the border instead, and I have to move the window to make it fit in the zone correctly again.

### Supporting information

_No response_
Repository: pytorch
Issue: module 'torch.distributed' has no attribute 'pipeline' - macOS, PyTorch 1.12.1
Labels: oncall: distributed,triaged,pipeline parallelism,release notes: distributed (pipeline)

### 🐛 Describe the bug

On macOS 12.5, I installed PyTorch 1.12.1 using Miniconda.

The following referring to class `Pipe` raised an exception `AttributeError: module 'torch.distributed' has no attribute 'pipeline`.

```
import torch
model = torch.distributed.pipeline.sync.Pipe(model, chunks=8)
```

However, the following works

```
from torch.distributed.pipeline.sync import Pipe
model = Pipe(model, chunks=8)
```

And the following works too.

```
from torch.distributed.pipeline.sync import Pipe
model = torch.distributed.pipeline.sync.Pipe(model, chunks=8)
```


### Versions

macOS 12.5

Python 3.10.5 | packaged by conda-forge

PyTorch 1.21.1 installed using Miniconda

```
>>> torch.__version__
'1.12.1'
```

It seems that PyTorch Distributed is enabled.

```
>>> import torch
>>> torch.distributed.is_available()
True
```



cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501
Repository: pytorch
Issue: Check support of FSDP + set_materialize_grads(False)
Labels: oncall: distributed,triaged,module: fsdp

### 🐛 Describe the bug

We should investigate whether FSDP will work well or any assumptions break with custom functions and setting `ctx.set_materialize_grad(False)` for undefined / None gradients: https://pytorch.org/docs/stable/generated/torch.autograd.function.FunctionCtx.set_materialize_grads.html#torch.autograd.function.FunctionCtx.set_materialize_grads.

In particular, some assumptions around here might break: https://github.com/pytorch/pytorch/blob/f534b2c627da65bbee7ccc8f7e054da0ba48eb79/torch/distributed/fsdp/fully_sharded_data_parallel.py#L2884

### Versions

main

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501 @ezyang
Repository: PowerToys
Issue: Always On Top covers a small portion of the top of the taskbar
Labels: Issue-Bug,Product-Always On Top,Priority-3,Status-Reproducible

### Microsoft PowerToys version

v0.61.1

### Running as admin

- [x] Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

First, fullscreen an application and then use the shortcut for Always On Top.

As seen in the image below, unless i set the pixel border to say 1px, it clips off the top of the taskbar

![image](https://user-images.githubusercontent.com/92825997/184014188-386c1e3a-ea36-4b57-af1c-5876a22dccbf.png)
<br>
![image](https://user-images.githubusercontent.com/92825997/184014680-2d76f319-c8a3-4dd2-80a6-9180cdb38a43.png)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: rust
Issue: Confusing error message in the presence of unicode combining characters
Labels: A-diagnostics,A-parser,A-Unicode,T-compiler

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
fn main() {
    println!("hello {}"̣, 1);
}
```

[Playground link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=25a457fb46a37a1b241c629870dfee5d)

The current output is:

```
error: unknown start of token: \u{323}
 --> src/main.rs:2:23
  |
2 |     println!("hello{}"̣, 1);
  |                       ^

error: could not compile `playground` due to previous error
```

<!-- The following is not always necessary. -->
Ideally the output should look like:

```
error: unknown start of token: \u{323}
 --> src/main.rs:2:23
  |
2 |     println!("hello{}"\u{323}, 1);
  |                       ^
help: Unicode character '\u{323}' might not be visible when rendered
error: could not compile `playground` due to previous error
```

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

<!--
If dramatically different output is caused by small changes, consider also
adding them here.

If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions. The output might also be
different depending on the Edition.
-->


<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"chenyukang"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: vscode
Issue: Git - "Add to gitignore" should add to closest gitignore file, not root one.
Labels: feature-request,git

<!-- ⚠️⚠️ 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. -->
The "Add to gitignore" command on the Source Control panel adds the file/folder to the root `.gitignore` file in the repository, regardless of whether there is a closer `.gitignore` file present in the directory or a parent.

I think there should be the option to choose the closest `.gitignore` file in the file hierarchy, or add all to the root `gitignore` file.
Repository: pytorch
Issue: Enable freezing parts of the model in Fully Sharded Data Parallel
Labels: oncall: distributed,triaged,module: fsdp

### 🚀 The feature, motivation and pitch

Due to how `FlattenParamsWrapper` is used in the current FSDP implementation, there doesn't seem to be a straightforward way to shard a parameter which doesn't need to be optimized. 

The particular use case I'm aiming at is where one shards the whole model's parameters to save memory, while only computing gradients for a small subset of parameters. 

### Alternatives

_No response_

### Additional context

Related to https://github.com/pytorch/pytorch/issues/76501

@awgu

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501 @ezyang
Repository: flutter
Issue: Task :google_sign_in_android:testDebugUnitTest fails during gradlew build
Labels: platform-android,p: google_sign_in,package,P3,team-android,triaged-android

The 12 unit tests fail and prevent me from completing the gradlew build

One of the failed tests is as follows

io.flutter.plugins.googlesignin.GoogleSignInTest > init_InterpretsClientIdAsServerClientId FAILED
    org.mockito.exceptions.base.MockitoException at GoogleSignInTest.java:50
        Caused by: org.mockito.exceptions.base.MockitoException at GoogleSignInTest.java:50
            Caused by: org.mockito.exceptions.base.MockitoException at GoogleSignInTest.java:50
                Caused by: java.lang.IllegalStateException at GoogleSignInTest.java:50
                    Caused by: java.lang.IllegalArgumentException at GoogleSignInTest.java:50



[testDebugUnitTest.zip](https://github.com/flutter/flutter/files/9304423/testDebugUnitTest.zip)
.
Repository: go
Issue: doc/go_mem: define "control flow constructs"
Labels: Documentation,NeedsInvestigation

https://github.com/golang/go/blob/6b80b62fd1b5338e6ec8bc2ff521b94f2fefae9c/doc/go_mem.html#L124

I'm reading the Go memory model doc, and this part is not clear to me,
'''
the sequenced before relation, defined as the partial order requirements set out by the
[Go language specification](https://go.dev/ref/spec) for Go's control flow constructs
as well as the [order of evaluation for expressions](https://go.dev/ref/spec#Order_of_evaluation)
'''

It's not clear what exactly consist `Go's control flow constructs`.
The link is a general link to the full language spec, but searching for "control flow constructs" in the language spec doesn't match anything.

1. It'll be great if there can be an explicit definition for "Go's control flow constructs", either in the language spec, or in the memory model doc.
2. The language spec does not have clear indication of the concept of 'partial order'. For example, in https://go.dev/ref/spec#If_statements, “If the expression evaluates to true, the "if" branch is executed, otherwise, if present, the "else" branch is executed.”
It seems to indicate the expression and the "if/else" branch has some partial order, but this isn't obvious enough to be reflected when reading the memory model doc.
Repository: vscode
Issue: Edit sessions view sometimes appears empty due to incorrect container height
Labels: bug,cloud-changes

1. Run the Show Edit Sessions command
2. Delete all edit sessions using the view container overflow menu action
3. Run the Store Edit Sessions action from the welcome view with some uncommitted edits
4. :bug: view appears initially empty, only happens sometimes though
![Recording 2022-08-10 at 16 21 31](https://user-images.githubusercontent.com/30305945/184040329-e832de99-6858-4375-b53a-87247ebbf440.gif)

Reported by @roblourens
Repository: flutter
Issue: [Impeller] Parameterize display_list_rendertests to render using Impeller.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

Once the tests are parameterized, the outputs of the different backends may be compared. The test target is [`display_list_rendertests`](https://github.com/flutter/engine/blob/c9b219f867eac355f5aac35b3b8b8071801c5379/display_list/BUILD.gn#L131).
Repository: pytorch
Issue: torch.nn.InstanceNorm{1|2|3}d doesn't verify the value type of parameter num_features
Labels: module: nn,triaged

### 🐛 Describe the bug

Parameter 'num_features' is the number of features or channels C of the input. However, I found that num_features can be set to negative integral / string / list and other type value. torch.nn.InstanceNorm1d doesn't verify whether the value of num_features and input channels are equal. 
```
import torch
results={}
arg_1 = 'max'
arg_2 = False
arg_class = torch.nn.InstanceNorm1d(arg_1,affine=arg_2,)
arg_3 = torch.rand([20, 100, 40], dtype=torch.float32)
results['res'] = arg_class(arg_3)
```
Above code works.

### Versions

pytorch: 1.8.1
python: 3.8.3
os: win11

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @saketh-are
Repository: flutter
Issue: We should validate the API docs against an HTML validator
Labels: a: tests,framework,d: api docs,P3,team-framework,triaged-framework

Looks like this one has a number of options that should be possible to deploy: https://github.com/validator/validator
Repository: three.js
Issue: FileLoader: Range request support
Labels: Suggestion

<!-- Ignoring this template may result in your feature request getting deleted -->

**Is your feature request related to a problem? Please describe.**

Currently `FileLoader` doesn't support [HTTP Range Requests](https://developer.mozilla.org/en-US/docs/Web/HTTP/Range_requests). It can send the request with Range header, but it doesn't accept [HTTP status 206](https://developer.mozilla.org/en-US/docs/Web/HTTP/Status/206) now.

```
const loader = new FileLoader();
loader.setRequestHeader({ Range: 'bytes=0-12' });
loader.load(url, ...);
// File loader error due to unknown HTTP status 206
```

I hope it supports the range requests.

Usecase example: I'm thinking of letting `GLTFLoader` load partial buffer for a buffer view. With the range requests support, partial asset loading (eg. with glTF LOD) can save network usage even with bundle glb because it will no longer need to download the entire buffer at once.

**Describe the solution you'd like**

`FileLoader` supports HTTP Range Requests.

Changes:
* Accept HTTP status 206. (But according to https://github.com/mrdoob/three.js/pull/13082#issuecomment-357242253, problematic if a server support `gzip`? I don't perfectly understand yet.)
* Workaround for servers that don't support range requets. [They ignore Range header and respond with HTTP status 200 (full content)](https://developer.mozilla.org/en-US/docs/Web/HTTP/Range_requests#partial_request_responses).

**Describe alternatives you've considered**

Make another loader for range requests in the core, examples, or an external user repository.
Repository: vscode
Issue: Request option to not expand top-level directories
Labels: bug,file-explorer,confirmation-pending

<!-- ⚠️⚠️ 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. -->
I have created a file system provider for a database and each time I log in and display the "directories" it goes through the `readDirectory()` step and fills the list. I'd prefer to have the directory start out collapsed and wait till the user expands it to populate the entries.

This is different from #134665 in that I want it to be collapsed the first time (not on re-open). This is different from #87956 in that I'm not selecting a file. 

I'd like an API in FileSystemProvider to specify that a directory starts collapsed. The second choice would be a configuration option. Thanks!
Repository: pytorch
Issue: torch.nn.MaxUnpool2d get negative size tensor
Labels: module: nn,triaged

### 🐛 Describe the bug

When the kernel_size is negative, torch.nn.MaxUnpool2d will output negative size tensor.
In torch.nn.MaxUnpool3d, if the kernel_size is <=0, the program will die, ctrl+c cannot quit and have to force to kill the program.
```
import torch
results={}
arg_1 = -100
arg_2 = False
arg_class = torch.nn.MaxUnpool2d(arg_1,stride=arg_2,)
arg_3_0 = torch.rand([1, 1, 2, 2], dtype=torch.float32)
arg_3_1 = torch.randint(-1,64,[1, 1, 2, 2], dtype=torch.int64)
arg_3 = [arg_3_0,arg_3_1,]
results['res'] = arg_class(*arg_3)
print(results['res'].shape)
#torch.Size([1, 1, -100, -100])
```

```
import torch
pool = torch.nn.MaxPool3d(3, stride=2, return_indices=True)
unpool = torch.nn.MaxUnpool3d(-3, stride=2)
output, indices = pool(torch.randn(20, 16, 51, 33, 15))
unpooled_output = unpool(output, indices)
print(unpooled_output.size())
#program die
```

### Versions

pytorch: 1.8.1
python: 3.8.3
os: win11

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @saketh-are
Repository: godot
Issue: Android custom build Gradle gives "java.io.IOException" error in 3.5
Labels: bug,platform:android,topic:editor,topic:export

### Godot version

3.5.stable

### System information

Windows 7 64 bit

### Issue description

I just switched from Godot 3.4.5 to 3.5, and getting a new error when exporting to Android.

(just in case, I deleted my C:\Users\Username\\.gradle folder to make sure it wasn't some configuration error with gradle updates)

![image](https://user-images.githubusercontent.com/4075314/184064114-3f030ca1-7aed-4eff-89bb-7f734d0c2805.png)

The build does complete successfully, just annoying to see this in the log.

Possibly relevant stack overflow post: https://stackoverflow.com/questions/50706096/getting-disconnectableinputstream-source-reader-while-trying-to-run-gradle-build

### Steps to reproduce

1. Create godot project
2. Project -> Install android build template
3. Project -> Export...
4. Add Android preset
5. Check "Use Custom Build"

### Minimal reproduction project

_No response_
Repository: godot
Issue: Giving Exporting Error: "Project export for platform: [platform] - x Failed."
Labels: bug,topic:editor,needs testing,topic:export

### Godot version

3.5

### System information

Windows 11

### Issue description

When exporting my game I receive the error from above `Project export for platform: [platform] - Failed.` I've never had this issue before 3.5.

### Steps to reproduce

Go to export a game of any version with the 3.5 export templates. 
NOTE: unable to reproduce with different project.

### Minimal reproduction project

unable, the error only is in my project for some reason