sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Nextjs - Getting the referer as null sometimes when reading from the next headers
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/rakeshneelarapu/nextjs-headers

### To Reproduce

1. checkout the project
2. npm install
3. npm run dev
4. open the browser on localhost:3000
5. check the referer is printed on the UI sometimes and upon refreshing the browser, we re getting the value as null consistently

Working Example
<img width="1315" alt="image" src="https://github.com/vercel/next.js/assets/32419524/dfc9271d-a16b-4901-8896-d107953b2164">

Not Working Example
<img width="1217" alt="image" src="https://github.com/vercel/next.js/assets/32419524/1da67b8b-d4a6-4a82-a0e4-9715ec54408d">



### Current vs. Expected behavior

Bug: Referer is coming as null when reading from the next/headers

Expected Behaviour: Referer should be fetched correctly when reading from the next/headers

### 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 18.7.0: Tue Jun 22 19:37:08 PDT 2021; root:xnu-4903.278.70~1/RELEASE_X86_64
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.3
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


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

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

### Additional context

Sometimes when we hot reload the server or make any changes in the component files, it works fine, but most of the times, we see this issue of null
Repository: next.js
Issue: Endpoints returns err'd data after build (see #55484)
Labels: bug,Pages Router

### Link to the code that reproduces this issue

https://github.com/antonm7/twitter-clone/blob/master/src/app/api/register/email_check/route.ts

### To Reproduce

1. endpoint works on npm run dev
2. run npm run build and npm run start
3. endpoint doesnt work anymore

### Current vs. Expected behavior

It seems to be a caching issue. For my part I'm fetching some data from firestore in regard to some query.
When I start the server after build, only the matches of the query at the point of time of me starting the application are returned. If I alter the data through the app, the endpoint doesn't pick up on the changes.

This fixed it:
```javascript
export const dynamic = "force-dynamic";
```

### Verify canary release

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

### Provide environment information

```bash
Darwin Arm64
Node.js 18
```


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

Data fetching (gS(S)P, getInitialProps)

### Additional context

_No response_
Repository: vscode
Issue: Dragging terminal across workspaces makes terminal disappear
Labels: bug,remote,confirmation-pending,terminal-persistence

- VSCode Version: 1.75.0
- Local OS Version: macOS 13.2
- Remote OS Version: Debian 11
- Remote Extension/Connection Type: ssh

Steps to Reproduce:

1. Open two projects on the same server using remote ssh
	or
	Open one project using remote ssh and then click File -> Duplicate Workspace
3. Open several terminals in each window (Terminal -> New Terminal)
4. Try to drag a terminal from one window to the other window

You can see the terminal just disappeared. You can no longer find that terminal.

Other experiments:
- Dragging terminal between local workspaces: Terminal will move to the new location. Everything works fine. (Expected behavior)
- Dragging terminal between local and remote workspaces: Terminal won't move. It will stay where it was. (Expected behavior)
- Dragging terminal between remote workspaces on different servers: Terminal won't move. It will stay where it was. (Expected behavior)


Does this issue occur when you try this locally?: No
Does this issue occur when you try this locally and all extensions are disabled?: No
Repository: PowerToys
Issue: PowerToys Fancy Zone Editor never opens on any monitor other than primary
Labels: Issue-Bug,Product-FancyZones,Needs-Repro,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.76.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

Load the editor.  It only ever loads to the primary display, regardless of mouse/focus option

### ✔️ Expected Behavior

To do what it says on the box

### ❌ Actual Behavior

It keeps opening on one display.

### Other Software

_No response_
Repository: godot
Issue: GPUParticles "finished" signal does not fire if "emitting" is true in AnimationPlayer's "RESET" track
Labels: bug,topic:particles

### Tested versions

v4.2.stable.official [46dc27791]
Also reproducible in other 4.x versions.

### System information

Godot v4.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.22023.1014) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

I have a GPUParticles2D node and an AnimationPlayer under a Node2D. The `finished` signal of the particles is connected to the script of Node2D and the AnimationPlayer has an autoplaying track that emits the particles once on load.

The AnimationPlayer also has a RESET track that is created automatically when creating a track for emitting the particles, with `emitting` set to true.

However, because of the RESET track setting `emitting` to true, the `finished` signal of the particles never fires for some reason. Only way to workaround this is to manually set `emitting` to false in the RESET track, or delete the RESET track all together.

NOTE: This does not seem to occur with CPUParticles, only GPU.

### Steps to reproduce

1. Create a GPUParticles2D (3D also works)
2. Give it some basic particles and set it to Oneshot
3. Add an AnimationPlayer
4. Add a track to the AnimationPlayer that sets the `emitting` of the GPUParticles to true
5. Set that track to autoplay on load
6. Create a script and attach it to the GPUParticles
7. Connect the `finished` signal of the GPUParticles to the script and add some debugging code to it
8. Run the project

Using the MRP, you can simply open it and run.

### Minimal reproduction project (MRP)

[Particles Reset Bug.zip](https://github.com/godotengine/godot/files/13572061/Particles.Reset.Bug.zip)
Repository: rust
Issue: `confusable_idents` should respect per-item lint level configuration
Labels: C-enhancement,A-lints,T-compiler,C-feature-request,L-confusable_idents

Trying to `#[allow]` this lint on a specific item is currently ignored and results in a warning

> allow(confusable_idents) is ignored unless specified at crate level

Since the lint is generally helpful, I only want to disable it for specific modules (in this case, one that contains a lot of mathematical formulae transcribed using the original notation), but that doesn't actually seem to work.
Repository: godot
Issue: Alpha Sorting with Nested SubViewports
Labels: bug,topic:rendering

### Tested versions

Reproducible in 4.2

### System information

Debian Bookworm - Godot 4.2 stable - GLcompat

### Issue description

When using a SubViewport to display 3D content that, itself, displays a SubViewport; some transparent items in the 3D world of the parent SubViewport render in front of the nested SubViewport.
![NestedViewportAlphaSortBug](https://github.com/godotengine/godot/assets/10942031/b13a8857-81bf-4756-a3ef-60bbc6d0a5e8)


### Steps to reproduce

- Create a scene with SubViewportContainer->SubViewport->3D Scene/SubviewportContainer->SubViewport->3D Scene.

- Add transparent items to the first 3D Scene and opaque items to the second 3D Scene.

- Set the visibility layers for the opaque items to 2, add a camera to the second 3D Scene, set the Cull Mask to 2 and point it at the opaque items.

- Set the visibility layers for the transparent items to 1, add a camera to the first 3D Scene, set the Cull Mask to 1 and point it at the transparent items.

- Disable TransparentBG on the parent SubViewport and enable it on the child SubViewport.

- Run scene.

### Minimal reproduction project (MRP)

[AlphaSort.zip](https://github.com/godotengine/godot/files/13572783/AlphaSort.zip)
Repository: flutter
Issue: [camera] Add support for setting the image file format
Labels: c: new feature,p: camera,team-ecosystem,P2,a: plugins,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

Add support to set the output file format for images. All images come out as JPEG by default. https://github.com/flutter/packages/pull/4586 adds the interface method and the implementation for iOS.

[x] iOS
[ ] Android
[ ] Windows
[ ] Web
Repository: material-ui
Issue: [typescript] VSCode autocompletion is slow with TypeScript
Labels: performance,typescript

### Steps to reproduce 🕹

I have installed the latest version 5.14.x with a blank new vite project with TypeScript and nothing else.
Then I imported a button as described in the docs, and the button is very nice and looks great, however the VSCode autocompletion is like really slow.

If you try to add attributes to get suggestions to any other HTML native element, like `<select>` or `<p>` for example, autocompletion the IDE is near 0ms. When you do the same with `<Button>` or `<Autocomple>` of mui, it's around 800ms.

I am using a very strong hardware. 

Seems impossible to use it like that.
Anyone has this issue as well?

### Current behavior 😯

Slow VSCode autocompletion.

### Expected behavior 🤔

Autocompletion should be sharp, smooth, and extremely fast without compromising.

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: TypeScript
Issue: Confusing diagnostics with exact optional property types (EOPT)
Labels: Bug,Help Wanted

### 🔎 Search Terms

EOPT
exact optional property types
exactOptionalPropertyTypes

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about EOPT


### ⏯ Playground Link

https://www.typescriptlang.org/play?exactOptionalPropertyTypes=true&ts=5.4.0-dev.20231205#code/PTAEAEGcBcCcEsDG0Bco4FcCmAoEEsAPAQ2QHkAHaeAewDtiAbABVhoq1mgE8AVbjpDSZcOHh1ABBUAF5QAb1DEA-GjoYAtgCNOAblBa0MBHQDmAGlAAvVQoC+oO7pw4AZhjrJadUK4AUxGiSAJQKoLBY0BiwPsT6di7+ioGgHgAmWK7wdFhpllZo6ZnZuY7BzviSsKaaWHTQoDSu6AJYoADkyYV0GVk5afHtoPCQoHQ0DcSQkPCmDFqMbdA0oBTEsMQakZyNzeJt7ZJDAO7w0AAWHUSk0JTU9Eys7Jw8-ILCsNjtAHSgAML0GYZWBKNJpbKmDpFPq5IbLdDnJatUZNBFLdamSLtUYUNgcLjwLCQb54MCgJ74ngdLRDEagDQjGZmYY+fYdLqpHrFfqDAwYBoRACOGHgETSLJaEkOPz8ACYAMwAdgAnMEcEA

### 💻 Code

```ts
// @strict: true
// @exactOptionalPropertyTypes: true

type A = { a?: number; b: string, z?: {} };

function f(a: A) { return a; }

f({ a: undefined, z: undefined });
// Argument of type '{ a: undefined; }' is not assignable to parameter of type 'A' with 'exactOptionalPropertyTypes: true'. Consider adding 'undefined' to the types of the target's properties.
//  Property 'b' is missing in type '{ a: undefined; }' but required in type 'A'.(2379)

```


### 🙁 Actual behavior

Normally nested diagnostic messages are a refinement of their parents.  In this case the inner diagnostic about property `b`  is not related to the EOPT assignability issue in the head message.  We have two different errors being represented in the same chain.

### 🙂 Expected behavior

There are several reasonable behaviors here.

1. Do not change the parent message to the EOPT flavor when the inner message is not EOPT related
2. Report two separate diagnostics
3. Display both the current inner message and the EOPT mismatches at the same level

I would prefer option 2.  
I have a working version of option 3 that I can a PR for if you want to go that route ( either as a permanent solution or a stop gap until further work on EOPT is done)

```
Argument of type '{ a: undefined; z: undefined; }' is not assignable to parameter of type 'A'.
  Properties not assignable with exactOptionalPropertyTypes: a, z
  Property 'b' is missing in type '{ a: undefined; z: undefined; }' but required in type 'A'.ts(2345)
```



### Additional information about the issue

_No response_
Repository: go
Issue: syscall: apparent deadlock in `TestExecPtrace`
Labels: help wanted,NeedsInvestigation,compiler/runtime

```
#!watchflakes
post <- pkg == "syscall" && log ~ `test timed out` && log ~ `\s+TestExecPtrace \(\d+m`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/478a8b9aa8543fb95688d943626646d285ea8e84)):

    panic: test timed out after 15m0s
    running tests:
    	TestExecPtrace (14m59s)
    
    goroutine 44 gp=0x400018c000 m=7 mp=0x4000080708 [running]:
    panic({0x14fe40?, 0x4000184050?})
    	/home/gopher/build/go/src/runtime/panic.go:779 +0x140 fp=0x4000051f00 sp=0x4000051e50 pc=0x472c0
    testing.(*M).startAlarm.func1()
    	/home/gopher/build/go/src/testing/testing.go:2366 +0x30c fp=0x4000051fd0 sp=0x4000051f00 pc=0xec68c
    runtime.goexit({})
    ...
    
    goroutine 20 gp=0x400018c340 m=nil [GC worker (idle), 14 minutes]:
    runtime.gopark(0x400003a7b0?, 0x0?, 0x0?, 0x0?, 0x0?)
    	/home/gopher/build/go/src/runtime/proc.go:402 +0xc8 fp=0x400003a730 sp=0x400003a710 pc=0x4aad8
    runtime.gcBgMarkWorker()
    	/home/gopher/build/go/src/runtime/mgc.go:1310 +0xd8 fp=0x400003a7d0 sp=0x400003a730 pc=0x2ba18
    runtime.goexit({})
    	/home/gopher/build/go/src/runtime/asm_arm64.s:1222 +0x4 fp=0x400003a7d0 sp=0x400003a7d0 pc=0x823a4
    created by runtime.gcBgMarkStartWorkers in goroutine 13
    	/home/gopher/build/go/src/runtime/mgc.go:1234 +0x28


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: pytorch
Issue: Enable an MPS benchmark
Labels: high priority,feature,triaged,module: benchmark,module: mps

### 🐛 Describe the bug

Right now we don't know MPS performance day by day or release to release
It would be good to run something and populate similar to https://hud.pytorch.org/benchmark/compilers

Some code pointers:
 - [UI] https://github.com/pytorch/test-infra/blob/main/torchci/pages/benchmark/compilers.tsx

### Versions

nightly

cc @ezyang @gchanan @zou3519 @kadeng @kulinseth @albanD @DenisVieriu97 @razarmehr
Repository: pytorch
Issue: Auto skip the entire test when @parametrize takes an empty list
Labels: module: tests,triaged,better-engineering

### 🚀 The feature, motivation and pitch

This feature is motivated by the discussion at https://github.com/pytorch/pytorch/pull/114309#discussion_r1416001808

A `@parametrize` may be used to select testing parameters/backends according to different platforms/hardware. However there are two limits in current implementation
1. `@parametrize` raises "An empty arg_values was passed to `@parametrize`" even if the entire test is skipped.
    + A temporary workaround is to put a placeholder into the list.
2. `@skip` and its variants are still necessary when the list is empty, duplicating the logic to select parameters/backends


### Alternatives

_No response_

### Additional context

A more concrete example, with this feature, the following UT
``` python
@unittest.skipIf(not PLATFORM_SUPPORTS_FLASH_ATTENTION, "Does not support SDPA or pre-SM80 hardware")
# ...
@parametrize("fused_kernel", [SDPBackend.FLASH_ATTENTION, SDPBackend.EFFICIENT_ATTENTION])
def test_fused_attention_vs_math_ref_grads_cudagraph(...):
```
can be simplified as
``` python
def get_supported_sdpa():  # May return empty list to skip entire test case
   ...

@parametrize("fused_kernel", get_supported_sdpa())
def test_fused_attention_vs_math_ref_grads_cudagraph(...):
```
There is another benefit in this example. When a new platform is supported, only `get_supported_sdpa` needs to be updated to enable all tests for testing. Currently we have to manually edit all unit tests for enablement.

cc @mruberry @ZainRizvi
Repository: flutter
Issue: Investigate and adopt new look and functionality of iOS 17 text input
Labels: c: new feature,platform-ios,P2,team-ios,triaged-ios

iOS 17 introduced a redesigned text cursor with things like:
* inline, interactive language switcher
* updated range selection
* completely new loupe
* https://github.com/flutter/flutter/issues/135221
* New dictation indicator & animations

https://developer.apple.com/videos/play/wwdc2023/10058/
https://developer.apple.com/videos/play/wwdc2023/10281/

We need to ensure iOS 17 text input looks and feels native.
Repository: vscode
Issue: allow copy paste of problem messages
Labels: bug,error-list


Type: <b>Feature Request</b>

there's a nice way to show a table of problems, but you can't copy-paste all the message column at once. if you could, it would be incredibly useful, because you could paste that to an AI LLM to get a batch of ideas to fix the problems. please let us copy paste the messages from the Problems table

VS Code version: Code 1.84.2 (1a5daa3a0231a0fbba4f14db7ec463cf99d7768e, 2023-11-09T10:51:52.184Z)
OS version: Windows_NT x64 10.0.22635
Modes:
Remote OS version: Linux x64 5.15.133.1-microsoft-standard-WSL2
Remote OS version: Linux x64 5.15.133.1-microsoft-standard-WSL2


<!-- generated by issue reporter -->
Repository: flutter
Issue: Investigate adopting KeyboardLayoutGuide
Labels: platform-ios,P2,team-ios,triaged-ios

WWDC 2023 announced iOS 17 keyboard is becoming asynchronous and out of process (https://developer.apple.com/videos/play/wwdc2023/10281/).

They also said that apps using notifications, which we use to animate keyboard inset, might experience delays and differences in timing of notifications due to the new model.

KeyboardLayoutGuide is the recommended approach to responding to keyboard movement, so we should investigate if we can use it for handling keyboard inset.
Repository: PowerToys
Issue: Paste as Base64
Labels: Idea-Enhancement,Idea-New PowerToy,Product-Advanced Paste

### Description of the new feature / enhancement

It would be fantastic if there was an easy way to take an image or file copied into the system clipboard and paste it as base64 text. This seems like a really good fit to the PowerToys toolset. 

### Scenario when this would be used?

- You are editing html or markdown in Vim or other text-based editor and want to add an image, but wish to remain in your text-based editor to stay focused. You could copy an image to your system clipboard and use a keyboard chord such as Win + Shift + V to paste the base64 of the image as text. 

- You are working with nested virtualization and need to move a file from your host to a nested virtual machine or container (perhaps Docker in Docker). Rather than figuring out the sequence of hops the file needs to make, you simply copy your file to the system clipboard and paste the file as base64 in your shell along with the appropriate command to save it to the filesystem. 


### Supporting information

_No response_
Repository: godot
Issue: Blender-inspired scaling of objects in 3D has bizzare input for 2 axis scaling
Labels: bug,topic:editor,topic:3d

### Tested versions

This is reproducible in 4.0 and 4.2 I haven't tested other versions. This control scheme was added in 4.0 so prior versions shouldn't matter.

### System information

Godot v4.2.stable - Ubuntu 23.04 23.04 - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 570 Series (RADV POLARIS10) () - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

When transforming objects by using the blender-inspired tools (as implemented by https://github.com/godotengine/godot/pull/56543) it's really hard to control the scaling factor when scaling is limited to 2 axis. On the attached video a default box is scaled on its XZ axis while Y is constrained.

https://github.com/godotengine/godot/assets/3763179/efabada4-5861-45e6-ba49-e7ac1cfdc27d

One would expect the scaling would apply equally to both affected axis and be controlled only by the distance of the mouse cursor from the transformation origin. Right now it looks scaling takes into account some sort of spatial position of the cursor, perhaps similar to how location transform works in the same system.



### Steps to reproduce

1.) In the 3D view, initiate scaling of an object using the blender-inspired transform method.
2.) Press SHIFT+Y to constrain the scaling to the XZ plane (exclude Y axis scaling)
3.) Move the mouse around

### Minimal reproduction project (MRP)

This occurs in a bare, out-of-the-box Godot project.
Repository: flutter
Issue: ☂️ add github actions for flutter releases
Labels: P2,team-release

1. Use Github Actions to create flutter cherrypick functionality through github labels

2. Use Github Actions to create engine->framework roll functionality

3. Use Github Actions to create dart->engine roll functionality

4. Use GitHub actions to update flutter licenses in release PRs
Repository: vscode
Issue: Not able to report issues while container is starting
Labels: bug,issue-reporter

Issue Type: <b>Bug</b>

When connecting to a new remote container, the extensions view does not load, and I am unable to report an issue. 

Extension version: 0.102.0
VS Code version: Code - Insiders 1.43.0-insider (e6a45f4242ebddb7aa9a229f85555e8a3bd987e2, 2020-02-21T05:39:20.465Z)
OS version: Darwin x64 18.7.0
Fetching remote diagnostics for 'dev-container+2f55736572732f6a6b6561726c2f446576656c6f7065722f7673636f64652d72656765782d72757374' timed out.

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-8850H CPU @ 2.60GHz (12 x 2600)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>protected_video_decode: unavailable_off<br>rasterization: enabled<br>skia_renderer: disabled_off_ok<br>video_decode: enabled<br>viz_display_compositor: enabled_on<br>viz_hit_test_surface_layer: disabled_off_ok<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|2, 2, 2|
|Memory (System)|32.00GB (7.28GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|

Fetching remote diagnostics for 'dev-container+2f55736572732f6a6b6561726c2f446576656c6f7065722f7673636f64652d72656765782d72757374' timed out.
</details>
<!-- generated by issue reporter -->
Repository: node
Issue: Debuggers cannot set breakpoints in certain Node.js internals
Labels: inspector

### Version

21.4.0

### Platform

Darwin mbp.peet.io 23.1.0 Darwin Kernel Version 23.1.0: Mon Oct  9 21:27:27 PDT 2023; root:xnu-10002.41.9~6/RELEASE_X86_64 x86_64

### Subsystem

inspector

### What steps will reproduce the bug?

1. Have a script containing `setTimeout(() => {}, 0); setTimeout(() => {}, 0)`
2. Debug the script in your choice of debugger.
3. Step into `setTimeout` and set a breakpoint in `timers. Continue.

### How often does it reproduce? Is there a required condition?

100%

### What is the expected behavior? Why is that the expected behavior?

The breakpoint should bind and the debugger should pause in the next call to `setTimeout()`

### What do you see instead?

The debugger doesn't pause and the process exits

### Additional information

- Chrome devtools will set the breakpoint via `Debugger.setBreakpointByUrl` , but setting the breakpoint by the script ID (`Debugger.setBreakpoint`) of `timers` also does not work, returning error -32000 "Could not resolve breakpoint"
- This regressed between Node 14 and Node 16
- This appears to only affect scripts loaded into executionContextId: 0. Breakpoints in other scripts, such code in `crypto`, work without issue.
- Potentially related to https://github.com/nodejs/node/issues/47438