sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Using tailwind dependant classes (like dark:) doesn't work in CSS modules.
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Nitlix/TailwindBugShowcase

### To Reproduce

Simply try to place something like `dark:bg-slate-900` in any CSS module file while the "darkMode" option is set to "class" and NextJS will start compiling it into weird things.

Here's an example:
<img width="304" alt="image" src="https://github.com/vercel/next.js/assets/66027553/d3399c09-c7fc-4e36-9e14-9185bc1feaf3">
![image](https://github.com/vercel/next.js/assets/66027553/98c3eb90-23d0-4fe1-a6f6-0039bfbaec6a)


### Current vs. Expected behavior

The tailwind generated css shouldn't be changed by nextjs, so that it properly functions. Everything is completely fine when inserting the same stuff into the element's inline class.

### 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 11 Home
Binaries:
  Node: 20.9.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.2-canary.10
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

This bug happens on every version of Next.JS.
Repository: excalidraw
Issue: groups cause big performance issue when inside frames
Labels: performance ⚡️,frames
Repository: deno
Issue: [jupyter][VS Code] Syntax highlighting and LSP for JSX in Deno Notebooks
Labels: deno jupyter

Is there something on the Deno LSP side or on the VS Code side for picking up that the notebooks can have JSX in them now?

<img width="694" alt="image" src="https://github.com/denoland/deno/assets/836375/e83cd420-277a-495f-8325-c5abf098367c">
Repository: flutter
Issue: Add a canary build for windows swarming bot
Labels: team-infra,P3,infra: device lab,triaged-infra

### Is there an existing issue for this?

- [X] I have searched the [existing infra issues](https://github.com/flutter/flutter/issues?q=is%3Aopen+is%3Aissue+label%3Ateam-infra)

### Type of Request

infra task

### Infrastructure Environment

LUCI, swarming, devicelab

### What is happening?

We had an incident where a rollback due to a regression in the chromium windows image build broke our new swarming bots. Add a canary so that breaking changes raise notifications.

### Steps to reproduce

create a canary build with windows image

### Expected results

rainbows and unicorns.
Repository: rust
Issue: Unclosed string literals cause unhelpful diagnostic
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn main() { "a"-a"; }
```


### Current output

```Shell
error: prefix `a` is unknown
 --> src/main.rs:1:17
  |
1 | fn main() { "a"-a"; }
  |                 ^ unknown prefix
  |
  = note: prefixed identifiers and literals are reserved since Rust 2021
help: consider inserting whitespace here
  |
1 | fn main() { "a"-a "; }
  |                  +

error[E0765]: unterminated double quote string
 --> src/main.rs:1:18
  |
1 | fn main() { "a"-a"; }
  |                  ^^^^
```


### Desired output

```Shell
error[E0765]: unterminated double quote string
 --> src/main.rs:1:18
  |
1 | fn main() { "a"-a"; }
  |               ^  ^^^^ here
  |               help: you may have meant to close this string instead: `"a""`
  = note: prefixed identifiers and literals are reserved since Rust 2021
```


### Rationale and extra context

Confusing error when dealing with long unclosed string literals and command line options.

### Other cases

_No response_

### Anything else?

_No response_

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

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

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: godot
Issue: Tilemaps with multiple occlusion layers tank performance when reloading the scene
Labels: bug,topic:rendering,topic:2d,performance

### Godot version

4.1.3.stable.official

### System information

Godot v4.1.3.stable - Windows 10.0.19043 - Vulkan (Compatibility) - Intel(R) HD Graphics 4600 (Intel Corporation; 20.19.15.5144) - Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz (4 Threads)

Rendering was in COMPATIBILITY Mode

### Issue description

Tilemaps with two Occlusion layers will tank performance and framerate when the scene is reloaded (such as in the case of a player dying).

For my computer, framerate goes from 177 (with V-sync disabled) to 30 after about 5 seconds of continuous reloading a scene using this code:

```
func _process(delta):
	if Input.is_key_pressed(KEY_R):
		get_tree().reload_current_scene()
```
This will reload the scene hundreds of times every second. However, this is only for a very simple scene with only a few tiles. If you draw out an entire level, you can drop your performance by 10 FPS with every reload (as in the case of a game I'm working on).

This happens whether you are using `get_tree().reload_current_scene()` or `change_scene_to_file("res://NAME_OF_CURRENT_SCENE.tscn")`

This issue also happens (but noticeably weaker) if you continually go to a second scene and then change BACK to the first scene.

The framerate shoots back up to full if the DirectionalLight2D is made invisible or shadows is turned off. On the other hand, you can change the Range Mask and Shadow Mask to have NO layers enabled, and this slowdown will still happen.

If you remove either one of the occlusion layers off the tilemap, this effect also goes away.

### Steps to reproduce

1. Make a new project using Compatibility mode rendering
2. Create a Node2D. Give it a script with this code:
```
extends Node

func _process(delta):
	if Input.is_key_pressed(KEY_R):
		get_tree().change_scene_to_file("res://level3.tscn")
```
3. Now create two nodes: A DirectionalLight2D and a TileMap
4. On the DirectionalLight2D, enable shadows
5. On the Tilemap, create a Tileset and under rendering give it two occlusion layers
6. Import the icon (or any graphic) and create a simple tile with it. Give the tile an occlusion box for BOTH occlusion layers.
7. Draw the new tile all over your scene
8. Click `Project` on the top-left and go to "Project Settings -> Display -> Window" and click the "V-Sync Mode" option and change it to disabled. Now your profiler will show you the true framerate instead of capping it at 60
9. Run the scene. Open the Debugger and click "Monitors" Now you can see the FPS.
10. Hold down the "R" button. The framerate should fall dramatically.

### Minimal reproduction project

[LightingProblem.zip](https://github.com/godotengine/godot/files/13255616/LightingProblem.zip)
Repository: tauri
Issue: [feat] V2 to support iOS fullscreen viewcontroller
Labels: type: feature request,platform: iOS

### Describe the problem

Some app want to remove the top/bottom bar in iOS it will be awesome If Tauri could support that

### Describe the solution you'd like

set viewcontroller fullscreen

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: SA-Solver / support for new Stochastic Adams Solver for Fast Sampling of Diffusion Models
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 ?

From the paper:

> Under extremely small NFEs, our SA-Solver has improved or comparable FID scores, compared
> with baseline methods; 2) Under suitable NFEs our SA-Solver achieves the State-of-the-Art FID
> scores over all benchmark datasets; 3) Moreover, SA-Solver achieves superior performance over
> deterministic samplers when the model is not fully trained.

![sa](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/114955776/3b5e29be-e639-48f3-bad1-d0c121d00e39)
![sa2](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/114955776/2c054743-703a-41b2-86c0-294ca3831642)


### Proposed workflow

1. Select `SA-Solver` as a sampler in TXT2IMG mode 
2. Use WebUI as usual, but with faster and better looking results.

### Additional information

Research paper page: https://arxiv.org/abs/2309.05019
Research paper pdf: https://arxiv.org/pdf/2309.05019.pdf

Conclusions from that paper:

> In this paper, we propose an efficient solver named SA-Solver for solving Diffusion SDEs, achieving
> high sampling performance in both minimal steps and a suitable number of steps. To better control the
> scale of injected noise, we propose Variance Controlled Diffusion SDEs based on noise scale function
> τ (t) and propose the analytic form of the SDEs. Based on Variance Controlled Diffusion SDE,
> we propose SA-Solver, which is derived from the stochastic Adams method and uses exponentially
> weighted integral and analytical variance to achieve efficient SDE sampling. Meanwhile, SA-Solver
> has the optimal theoretical convergence bound. Experiments show that SA-Solver achieves state-ofthe-
> art sampling performance in various pre-trained DPMs models. Moreover, SA-Solver achieves
> superior performance when the score estimation is inaccurate.

> Although SA-Solver achieves optimal sampling performance, the noise scale τ (t) selection under
> different NFEs needs further research. The paper proposes empirical criteria for selecting τ (t), more
> in-depth theoretical analysis is still needed.
Repository: Web-Dev-For-Beginners
Issue: Cash app
Labels: no-issue-activity

        Terri McLaughlin
    Payment to Stimetolovemyself

    $3,000.00
    Today at 10:18 PM


    Pending
Repository: rust
Issue: nightly 2023-11-03 is missing
Labels: T-infra,C-bug
Repository: godot
Issue: Physical sky is too dark on compatibility renderer
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.1.stable

### System information

Godot v4.1.1.stable - Ubuntu Core 22 - Vulkan (Compatibility) - llvmpipe (LLVM 15.0.7, 256 bits) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads) - Also works on Nvidia. All GLES3 on GL.

### Issue description

Found this while shaving the gles3 fog yak. Physical sky seems dark especially compared to Vulkan. It doesn't seem to have to do with tonemapping. I'll fix this myself if I have time.

![image](https://github.com/godotengine/godot/assets/136748430/28347f70-981c-4abc-b80c-833497ba4b16)


### Steps to reproduce

Make a project with Compatibility renderer. Add WorldEnvironment. Set background mode to sky. Set sky material to PhysicalSkyMaterial. Sky should be dark like in the screenshot.

### Minimal reproduction project

[gles3-features-test.zip](https://github.com/godotengine/godot/files/13256095/gles3-features-test.zip)

Not _exactly_ minimal but this should do the trick.
Repository: flutter
Issue: [camera] taking image without saving it
Labels: c: new feature,p: camera,package,c: proposal,team-ecosystem,P2,triaged-ecosystem

### 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 would like to take a lot of images process them individually and send them off from my app over the network.

Using `cameraController.takePicture()` also saves the picture to the device cache and that is bloating my app 500mb+.



### Proposal

A new function to take pictures without saving them to the device/cache only to a local variable which Flutter garbage collector will clean (as a normal variable) when stops being in use.

The function will just take a picture and will output it as a variable to use.
Repository: neovim
Issue: Misbehavior when mapping `g<Up>`/`g<Down>`
Labels: bug-vim,needs:vim-patch

### Problem

In some circumstances `g<Up>` and `g<Down>` forgot the cursor column.

### Steps to reproduce

Start `nvim`:

    nvim -u NONE

Remap `i_<Up>` to `<Cmd>normal g<Up><CR>`:

    :lua vim.keymap.set('i', '<Up>', '<Cmd>normal g<Up><CR>')

In a new buffer:
      - Add an empty line
      - Edit the line below the empty line
      - Type `<Up>` (which we have remapped)
      - Type `<Down>`
      - The column is lost






### Expected behavior

The behavior should be same as if `<Up>` was not remapped: the cursor should come back to its initial location.

Note this behavior does not happen if you map with:

    :lua vim.keymap.set('i', '<Up>', '<C-o>:normal g<Up><CR>')

(however, it's damn slow)

### Neovim version (nvim -v)

v0.8.2 and v0.9.1

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Debian Bookworm

### Terminal name/version

konsole

### $TERM environment variable

xterm-256colors

### Installation

Debian package (0.8) and Appimage (0.9) provided by github.
Repository: PowerToys
Issue: Awake not shutting off after the user logs out
Labels: Issue-Bug,Product-Awake

### Description of the new feature / enhancement

It would be great if awake was automatically deactivated as soon as a user logs out and goes to the lock screen

### Scenario when this would be used?

I interrupt my work several times a day and lock my PC with a key combination. The PC then of course stays on according to my energy saving settings and that uses unnecessary power. I want the PC to always stay on when I'm logged in, but awake would be great as soon as I log in After signing out, he is welcome to go to sleep

### Supporting information

_No response_
Repository: neovim
Issue: Terminal memory leak
Labels: bug,job-control,terminal

### Problem

When using `vim.fn.termopen`, if I set the `on_stdout` and `on_stderr` functions, for the `termopen` and then run something producing lot of changing output in the term, like `btop`, then the `nvim` process will begin to accumulate memory that will not be freed up even after the terminal is closed.

### Steps to reproduce

```
nvim --clean
:lua vim.fn.termopen(vim.o.shell, {cdw = vim.fn.getcwd(),on_stdout = function(chan, data, _) end, on_stderr = function(chan, data, _) end, })
```

In another terminal, check out the nvim process memory consumption: `ps -o rss= <pid>`, where `pid` is the neovim process id.

You can check the memory consumption for a minute. You will notice the same memory footprint. 

Then, in the nvim terminal, open `btop`. Select a process from the list of processes. Now let the `nvim` terminal untouched. 

In the other terminal, check again the memory consumption of the `nvim` process every 30 seconds or so. You will notice that it keeps growing without stopping.

*NOTE*

If I run the termopen without the `on_stdout` and `on_stderr` functions, like this:
```
:lua vim.fn.termopen(vim.o.shell, {cdw = vim.fn.getcwd()})
```
then there is no memory leak. The memory consumption will remain the same after opening `btop` after several hours.


### Expected behavior

While the `btop` is opened in the terminal process, the memory consumption of the `nvim` process should remain unchanged.

### Neovim version (nvim -v)

0.9.4 latest stable

### Vim (not Nvim) behaves the same?

N/A since the `termopen` is neovim specific

### Operating system/version

Arch linux 6.4.1-zen2-1-zen

### Terminal name/version

XTerm(383)

### $TERM environment variable

xterm-256color

### Installation

App image from the latest releases
Repository: vscode
Issue: VS code 1.84 automatically installs 1.79 (Old)
Labels: bug,install-update,windows

Type: <b>Bug</b>

I had VS code 1.79, and I downloaded the latest (1.84) from the website and I installed it and opened it, but it automatically checks for updates and rolls me back to 1.79, and when I restart it installs 1.79 and says this version is no longer supported in win8 consider updating your windows, even tho I have win10, and so many extensions break.........

VS Code version: Code 1.79.2 (695af097c7bd098fbf017ce3ac85e09bbc5dda06, 2023-06-14T08:57:04.379Z)
OS version: Windows_NT x64 6.2.9200
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-2540M CPU @ 2.60GHz (4 x 2594)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: unavailable_off<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: unavailable_off<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|7.93GB (1.60GB free)|
|Process Argv|--crash-reporter-id eb1dffbe-b625-405a-a2a4-e6e4e21f3b47|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (9)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-csharp-snippets|jor|1.1.0
unity-code-snippets|kle|2.2.5
csdevkit|ms-|1.0.14
csharp|ms-|2.9.20
vscode-dotnet-runtime|ms-|2.0.0
vscodeintellicode-csharp|ms-|0.1.26
hlsltools|Tim|1.1.303
vstuc|vis|0.9.2
material-theme|zhu|3.16.2


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
py29gd2263cf:30880073
vscaac:30438847
vsclangdc:30486549
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30695312
azure-dev_surveyone:30548225
3biah626:30602489
89544117:30613380
vscrp:30673768
a9j8j154:30646983
showlangstatbar:30737416
pythonfmttext:30731395
fixshowwlkth:30771522
showindicator:30805244
pythongtdpath:30769146
i26e3531:30792625
pythonnosmt12:30797651
pythonidxpt:30866567
pythonnoceb:30805159
synctok:30869157
dsvsc013:30795093
dsvsc014:30804076
dsvsc015:30845448
pythontestfixt:30871694
pythonregdiag2:30871582
pyreplss1:30879912
pythonmypyd1:30879173
pythoncet00cf:30874137
pythontbext0:30879054
dsvsc016:30880769
dsvsc017cf:30880893
dsvsc018:30880894

```

</details>

<!-- generated by issue reporter -->
Repository: next.js
Issue: Cannot run Server Actions in GitHub Codespaces or VSCode Tunnel
Labels: bug

### Link to the code that reproduces this issue

https://github.com/waki285/Server-Actions-Bug

### To Reproduce

1. Clone the repository in **GitHub Codespaces or VSCode Tunnel**.
2. Start the server with `next dev`.
3. Codespaces (or VSCode Tunnel) will automatically perform port forwarding and you can access the launched website through it.
4. Click the "Execute Server Actions" button.
5. An error will occur.

### Current vs. Expected behavior

Expected:
  Server Actions are executed successfully and no errors occur.

Current:
  The following error occurs
```
`false` header with value `********-3000.***.devtunnels.ms` does not match `origin` header with value `localhost:3000` from a forwarded Server Actions request. Aborting the action.
 ⨯ Error: Invalid Server Actions request.
    at AsyncLocalStorage.run (node:async_hooks:346:14)
    at AsyncLocalStorage.run (node:async_hooks:346:14)
```

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #25-Ubuntu SMP Wed Mar 30 15:54:22 UTC 2022
Binaries:
  Node: 20.9.0
  npm: 10.2.2
  Yarn: N/A
  pnpm: 8.10.2
Relevant Packages:
  next: 14.0.2-canary.11
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

_No response_
Repository: flutter
Issue: in_app_purchases codelab: verifyReceipt is deprecated
Labels: team-codelabs,p: in_app_purchase,package,P2,triaged-codelabs

### 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 couldn't find the correct issue type, but the codelab "report a mistake" link brought me here. The issue relates to this page:

https://codelabs.developers.google.com/codelabs/flutter-in-app-purchases#9

The iTunes `verifyReceipt` endpoint [is now deprecated](https://developer.apple.com/documentation/storekit/in-app_purchase/original_api_for_in-app_purchase/validating_receipts_with_the_app_store?language=objc).

By the way, some of the backend setup instructions are also out of date in the codelab:

https://codelabs.developers.google.com/codelabs/flutter-in-app-purchases#8

For example, setting up Google Play API access is no longer done through the Play console, it is done through the cloud console.

### Proposal

N/A
Repository: PowerToys
Issue: FancyZones pushing some full screen applications to one side of the screen
Labels: Issue-Bug,FancyZones-Layouts,Product-FancyZones,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Under _Window Behavior_, enable _Move newly created windows to their last known zone_ and try to open a full screen application, in my case Microsoft Flight Simulator. 

Note that I'm using a 32:9 monitor and I'm using this layout:
![Screenshot 2023-11-04 142028](https://github.com/microsoft/PowerToys/assets/22516334/bab37c9e-6558-4f1d-b7a8-0bb03443998b)

The simulator is using the middle zone.


### ✔️ Expected Behavior

When the full screen application starts it should fit properly across the monitor, regardless of which zone was selected.

### ❌ Actual Behavior

It appears that the full screen window gets offset to the right: it spans from the middle zone outwards to the right. The left zone stays empty. It's almost as if this left zone pushes the whole full screen window off to the right, essentially cropping out a portion of the window. Or in other words, it's not maximizing from the center of the screen.

Disabling _Move newly created windows to their last known zone_ solves this issue. However, this option worked fine prior to 0.75.0.

Additionally I have noticed that pop-up windows also get maximized now to the zone the main program is in. For example, Edge runs maximized in the middle zone for me, but when it opens a pop-up (a log-in window for example), it also maximizes that, which was not the case in the past.

My settings:
![Screenshot 2023-11-04 142942](https://github.com/microsoft/PowerToys/assets/22516334/fb2b2de1-601a-416b-9c8a-f02d2cf8e1da)

### Other Software

_No response_
Repository: deno
Issue: kv: Increase value size 
Labels: suggestion,ext/kv

Now the kv value can be 64KB max, but in some cases it's not enough. Though there do have some way to avoid the size limit (like chunking the data), but it's not ideal.

The value size limit is too small (compare to cloudflare workers kv which is 25MB limit), is there any plan to remove or increate the value size limit?