sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: middleware matcher should support template literals
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/stefanprobst/issue-next-middleware-matcher

### To Reproduce

1. clone https://github.com/stefanprobst/issue-next-middleware-matcher
2. `pnpm install && pnpm run dev`
3. see error message in console: 'Next.js can't recognize the exported `config` field in route "/middleware": Unsupported template literal with expressions at "config.matcher[1]".'

### Current vs. Expected behavior

i would want to be able to do this:

```ts
const locales = ["de", "en"] as const;

export const config = {
  matcher: ["/", `/(${locales.join("|")})/:path*`],
};
```

### 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: #26~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Thu Jul 13 16:27:29 UTC 2
Binaries:
  Node: 18.18.0
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 8.8.0
Relevant Packages:
  next: 13.5.4
  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)

Middleware / Edge (API routes, runtime)

### Additional context

_No response_
Repository: godot
Issue: Godot editor and game windows stutter and flicker black randomly
Labels: bug,platform:windows,topic:rendering,confirmed,topic:thirdparty

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Windows 11 GPU - RX 6600 CPU - 10400f - 16 GB RAM, Forward+ Renderer

### Issue description

The game will very annoyingly stutter and flicker black... This is happening in Godot v4.1.1-stable and Godot 4.2 dev 5.

I have been using Godot extensively for the past 2 years. This just started happening about 1 week ago at the time of writing this (2023 October 4th).

This issue does not happen in any of my Steam games. Only happens in Godot.

This happens at random. Although I have recently come to see a pattern. Running into this issue is very unlikely if I start up my PC and use Godot for the first 1 - 2 hours. However I start to see this issue appear much more frequently after 2 hours, it just keeps getting worse and worse as the time goes on and I find that I need to restart my PC to temporarily solve this.

Note that only the game window flickers and stutters. In other words the flickering and stuttering are contained within the game window and not the Godot editor.

Restarting Godot does not help. Restarting PC seems to help. Although this could just be the placebo effect.

Nothing suspicious appears in verbose logs or Godot monitors when the flickering happens.

I am using a 60 Hz monitor. No G-Sync or anything fancy like that. I am using a HDMI cable.

https://github.com/godotengine/godot/assets/6277739/9e60cb2a-f559-413c-9527-f5ba615f1f4d

https://github.com/godotengine/godot/assets/6277739/c747e948-5431-42af-8748-1d890c8f8f6c

I have tried [searching](https://github.com/godotengine/godot/issues?page=1&q=is%3Aissue+flicker) for all 400+ issues with the keyword "flicker" but no issue looked related to mine.

Update: I'm consistently getting this issue on v4.2.1.stable.mono.official [b09f793f5]

### Steps to reproduce

1. Create new blank Godot project with Forward+ renderer selected
2. Set root node to a Node2D
3. Set the main scene to this Node2D
4. Run the scene and if you're lucky you will see the black flickers and stuttering (I saw them on first time running the scene but then after that I couldn't reproduce the issue as the issue randomly comes and goes...)

Sometimes I get the flickering on the first try. Sometimes restarting the game 30+ times will give no flickers.

### Minimal reproduction project

[FlickerTest.zip](https://github.com/godotengine/godot/files/12800471/FlickerTest.zip) (this is a blank project with steps to reproduce described above applied in here)

I tried recording the minimal reproduction project flickers with OBS but they did not show up in the video. At least they show up on the video currently attached to this issue.
Repository: flutter
Issue: (Willing to PR) Just some thoughts - whether code like `EditableText` can be refactored a little bit
Labels: a: text input,c: new feature,c: proposal,P3,team-framework,triaged-framework

From my naive understanding, for example, I have heard we should try to keep a class small and has single responsibility, but `EditableTextState` seems to have several thousands of lines of code, with a lot of logic mixed inside.

As a simple example, `EditableTextState` has the following fields and functions:

```dart
Timer? _cursorTimer;
AnimationController get _cursorBlinkOpacityController;
AnimationController? _backingCursorBlinkOpacityController;
...
_startCursorBlink() {...}
_onCursorTick() {...}
_stopCursorBlink() {...}
_startOrStopCursorTimerIfNeeded() {...}
```

which seems like they are all related to cursor, and may be extracted to something like `class _CursorBlinkRelatedLogicAndState { ... }`.

I have guessed there may be some reasons: Maximize performance (since any extra object will cause a few bytes), or indeed the current code is simpler (if the refactored code is even more weird), or just because Flutter is growing so fast and popular that the codebase grows naturally and become this and nobody has had time to refactor it.

I am happy to make a PR (when I am on vacation) if the refactor is helpful. Please correct me if I am wrong!

Cross-posted in discord: https://discord.com/channels/608014603317936148/608021234516754444/1159025196838162524
Repository: vscode
Issue: Productivity idea, related to selecting proposed options by keyboard number 1-9
Labels: feature-request,suggest

<!-- ⚠️⚠️ 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. -->
Please consider implementing a feature where, in the proposed code options, clicking a number on the keyboard selects the corresponding option displayed under that number.
![vsCodeFeatureIdea](https://github.com/microsoft/vscode/assets/42960903/6140cfd4-1929-4131-93d5-d1b67be5bfda)
Repository: next.js
Issue: Next/Image SVG with Hash in URL
Labels: bug,Image (next/image)

### Link to the code that reproduces this issue

https://github.com/ThomasAunvik/next-image-hash-in-svgimage

### To Reproduce

1. Generate SVG Image from https://github.com/jstrieb/github-stats
2. Attempt use of Next/Image to the generated SVG.
3. Add `#gh-dark-mode-only` after the url, as shown point 8 in https://github.com/jstrieb/github-stats#installation
4. See that the style of the svg is not set
5. Use a direct img tag, and copy the next/image request url, remove the broken hash, and add to the correct way of hash.

https://github.com/ThomasAunvik/next-image-hash-in-svgimage/blob/fcf8a4fdb8b1508aead04bfa7db1e6162111030b/app/page.tsx#L18-L53

### Current vs. Expected behavior

I expected the URL of the request image to include the hash after the nextjs request url.

The result: The hash was url encoded with the image request, making it not apply styling trough the hash.

### 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: #1 ZEN SMP PREEMPT_DYNAMIC Sat, 23 Sep 2023 22:54:46 +0000
Binaries:
  Node: 20.8.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 13.5.5-canary.0
  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)

Image optimization (next/image, next/legacy/image)

### Additional context

_No response_
Repository: neovim
Issue: showmode+showcmd (both on by default) works poorly on narrow screens
Labels: bug,ui,messages

### Problem

There is an unexpected dash in the right most column of message area under certain conditions.

### Steps to reproduce

1. `nvim --clean`
2. `:set columns=12`
3. Press `v`. This will result into `-1         -` being shown in the bottom line. This seems out of place because it shows `--1          ` with `columns=13`.

### Expected behavior

Either `--          ` or `-1          ` being shown in the bottom line.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-1e7e9ee

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

No

### Operating system/version

EndeavourOS Linux x86_64 (6.5.5-arch1-1)

### Terminal name/version

st-0.9

### $TERM environment variable

st-256color

### Installation

appimage
Repository: material-ui
Issue: [TextField] Uncontrolled Input components do not fully reset when inside a `<form>` with a reset button
Labels: component: text field,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example without using state: https://codesandbox.io/s/admiring-ishizaka-yjy2wk?file=/Demo.tsx

Link to live example using state: https://codesandbox.io/s/charming-grothendieck-r9zw8y?file=/Demo.tsx

### Current behavior 😯

When I use certain components like `radio buttons`, `checkbox`, `switch`, `textfiled`, `select`, and `autocomplete`, I can't clear the value by pressing the reset button. When I click the reset button, the text inside the textfield gets cleared, but it will not shrink off the label.

If I use the above components with states then it will work properly (refer second codesandbox example above).

### Expected behavior 🤔

Changes in the value of the above components will get reset while clicking on the reset button when we are not using the state (for the first codesandbox).

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 13.2.1
  Binaries:
    Node: 18.17.1 - ~/.nvm/versions/node/v18.17.1/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.17.1/bin/yarn
    npm: 9.6.7 - ~/.nvm/versions/node/v18.17.1/bin/npm
  Browsers:
    Chrome: 116.0.5845.187
    Edge: Not Found
    Safari: 16.3
  npmPackages:
    @emotion/react: ^11.10.8 => 11.10.8 
    @emotion/styled: ^11.10.8 => 11.10.8 
    @mui/base:  5.0.0-alpha.127 
    @mui/core-downloads-tracker:  5.12.2 
    @mui/lab: ^5.0.0-alpha.128 => 5.0.0-alpha.128 
    @mui/material: ^5.12.2 => 5.12.2 
    @mui/private-theming:  5.12.0 
    @mui/styled-engine:  5.12.0 
    @mui/system: ^5.12.1 => 5.12.1 
    @mui/types:  7.2.4 
    @mui/utils:  5.12.0 
    @mui/x-data-grid: 6.0.3 => 6.0.3 
    @types/react: ^18.2.0 => 18.2.0 
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    typescript: ^5.0.4 => 5.0.4 
```
</details>
Repository: godot
Issue: Unexpected Additional Input in Visual Shader Node
Labels: bug,topic:editor,topic:shaders

### Godot version

4.1.1

### System information

Windows 11

### Issue description

I’ve encountered an issue with the visual shader node where it creates an additional input, despite the fact that it only supports one input. This behavior is unexpected and seems to be a bug.

![image](https://github.com/godotengine/godot/assets/146941200/8490f5c7-5df1-4cca-8c11-2503ad407a65)


### Steps to reproduce

1. Open the Godot engine and navigate to the visual shader editor
2. Add a node structure similar to the screenshot above
3. Save the shader and close Godot
4. Open it again and observe that an additional input is created



### Minimal reproduction project

[shader_file_bug-report.zip](https://github.com/godotengine/godot/files/12802342/shader_file_bug-report.zip)
Repository: godot
Issue: Atlas regions aren't adapted after Size Limit is set on atlas Texture2D  
Labels: bug,discussion,topic:import,topic:2d

### Godot version

4.1.2.stable.mono (also 4.2.dev-6.mono)

### System information

Godot v4.1.2.stable.mono - macOS 14.0.0 - Vulkan (Mobile) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

After creating an atlas and reimporting it I noticed the file was over 5k in height. As the target are android devices I tried limiting the size of the atlas to 4096 pixels. After reimporting the atlas `Texture2D` was correctly scaled, but the regions generated for sprites seem to be still targeting the not limited atlas texture.

You can see the results in the screenshots below. First one shows the original, not limited, atlas with correctly displayed `Sprite2D`s. Second one shows the atlas with `Size Limit` set and broken sprites.

![image](https://github.com/godotengine/godot/assets/121865850/10170038-5324-4b1f-bf6f-7fc4944316e0)

![image](https://github.com/godotengine/godot/assets/121865850/0f42d0c6-488c-4007-957e-29ba9769b203)


### Steps to reproduce

1. Create atlas containing sprites
2. Add `Sprite2D`s using textures used to create the atlas to the scene
3. Try limiting size of the atlas using the Import settings (`Size Limit`) 

### Minimal reproduction project

N/A
Repository: godot
Issue: macOS native open panel helper processes not terminated along with game
Labels: bug,platform:macos,topic:porting

### Godot version

4.2.dev6

### System information

Godot v4.2.dev6 - macOS 13.6.0 - GLES3 (Compatibility) - Apple M2 Pro - Apple M2 Pro (10 Threads)

### Issue description

It seems that when an application on macOS opens a file picker / open panel the system starts two helper processes for this, called "Open and Save Panel Service (AppName)" and "QuickLookUIService (Open and Save Panel Service (AppName))". These processes are created first time you open a dialog and they stick around until you quit when they are automatically terminated. This works as expected when running and quitting your game normally. 

However, if you instead use the editor "Stop button" to terminate the game, this leaves the helper processes orphaned behind (until you restart your computer). The same thing happens if you force quit the game application using the activity monitor. However, it does not happen if you force quit other macOS applications, as this also terminates these helper processes. So apparently in that case the OS associates these processes with the terminated app process and terminates them as well, while this does not happen for Godot apps.

![Screenshot 2023-10-04 at 12 55 39](https://github.com/godotengine/godot/assets/17763524/aac550cd-5c8b-46b4-831d-f1aa74a2cd2b)

### Steps to reproduce

- Run a Godot project that opens a native file dialogue on macOS, for example with this code snippet in a node:

```
openDialog = FileDialog.new()
openDialog.use_native_dialog = true
openDialog.access = FileDialog.ACCESS_FILESYSTEM
add_child(openDialog)
openDialog.popup()
```

- Stop the game from the editor using the Stop button

- Observe in the system Activity Monitor that the helper processes "Open and Save Panel Service (AppName)" and "QuickLookUIService (Open and Save Panel Service (AppName))" are still running

### Minimal reproduction project

I think this could be an issue either with how the processes are associated to the game process, or possibly how the game process is terminated by the editor when stopped. All that is required is to reproduce it is to open a native file dialog and then stop the game.
Repository: storybook
Issue: [Bug]: Latest version problems with :export statement in .scss
Labels: bug,needs triage

### Describe the bug

We have a file 
```$_XXS: 320;
$_XS: 414;
$_XS_SM: 568;
$_SM: 768;
$_SM_MD: 960;
$_MD: 1024;
$_MD_LG: 1280;
$_LG: 1366;
$_XL: 1920;

$XXS: #{$_XXS}px;
$XS: #{$_XS}px;
$XS_SM: #{$_XS_SM}px;
$SM: #{$_SM}px;
$SM_MD: #{$_SM_MD}px;
$MD: #{$_MD}px;
$MD_LG: #{$_MD_LG}px;
$LG: #{$_LG}px;
$XL: #{$_XL}px;

:export {
  XXS: $_XXS;
  XS: $_XS;
  XS_SM: $_XS_SM;
  SM: $_SM;
  SM_MD: $_SM_MD;
  MD: $_MD;
  MD_LG: $_MD_LG;
  LG: $_LG;
  XL: $_XL;
}
```

previously on version 6 this in webpackFinal worked

```
config.module.rules.push({
      test: /\.scss$/,
      use: ['style-loader', 'css-loader', 'sass-loader'],
      include: path.resolve(__dirname, '../'),
    });
```

After updating to latest version this .scss file is no longer being resolved so my storybook crashes with Cannot read XS of undefined. 

I tried discord, i tried github of styling addon webpack with no success.

Can someone please tell me what to do so that a simple .scss file with exports works ?

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: yt-dlp
Issue: bigmarker.com - tried to download webinar, "unsupported URL"
Labels: site-request

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.09.24** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Please make sure the question is worded well enough to be understood

Hello,
I wonder if there are particular options to be able download videos from some particular sites, like this one ...
https://www.bigmarker.com/eetech-media/Energizing-the-Future-Real-Time-Precision-in-Renewable-Energy-Management?bmid=57d0576b9150&bmid_type=member
Thanks

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: pytorch
Issue: Torch Nested Issue With Backward Pass In Transpose
Labels: triaged,has workaround,module: nestedtensor

### 🐛 Describe the bug

When transposing a nested tensor and doing a matrix multiplication, the backward pass requires the tensor to be contiguous. I'm guessing this issue has to do with transpose causing tensors to be non-contiguous after the operation which is fine with the forward pass, but the backward pass may have a bug for nested tensors when going through the backward transpose operation.

```python
import torch
X1 = torch.nested.as_nested_tensor([
    torch.tensor([[1,2],[3,4.],[5,6]]),
    torch.tensor([[7,8],[9,10]])
    ]).requires_grad_().cuda()
X2 = torch.nested.as_nested_tensor([
    torch.tensor([[1,2],[3,4.],[5,6]]),
    torch.tensor([[7,8],[9,10]])
    ]).requires_grad_().cuda()
Y = X2.transpose(-1, -2).contiguous()@X1
L = sum([i.sum() for i in Y])
L.backward()
```


```
Traceback (most recent call last):
  File "<pyshell#51>", line 1, in <module>
    L.backward()
  File "../torch/_tensor.py", line 487, in backward
    torch.autograd.backward(
  File ".../torch/autograd/__init__.py", line 200, in backward
    Variable._execution_engine.run_backward(  # Calls into the C++ engine to run the backward pass
RuntimeError: empty_like only supports contiguous memory format for Nested Tensors
```

### Versions

Collecting environment information...
PyTorch version: 2.0.1+cu118
Is debug build: False
CUDA used to build PyTorch: 11.8
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 11 Pro
GCC version: (Rev6, Built by MSYS2 project) 13.1.0

Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.10 (tags/v3.10.10:aad5f6a, Feb  7 2023, 17:20:36) [MSC v.1929 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.22621-SP0
Is CUDA available: True
CUDA runtime version: 11.8.89

CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3050 Ti Laptop GPU
Nvidia driver version: 537.42
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9


CurrentClockSpeed=2500


DeviceID=CPU0


Family=207


L2CacheSize=11776


L2CacheSpeed=


Manufacturer=GenuineIntel


MaxClockSpeed=2500


Name=12th Gen Intel(R) Core(TM) i9-12900HK


ProcessorType=3


Revision=

Versions of relevant libraries:
[pip3] clip-anytorch==2.5.2
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.24.1
[pip3] torch==2.0.1+cu118
[pip3] torch-geometric==2.3.1
[pip3] torchaudio==2.0.2+cu118
[pip3] torchdata==0.6.1
[pip3] torchdiffeq==0.2.3
[pip3] torchsde==0.2.5
[pip3] torchtext==0.6.0
[pip3] torchvision==0.15.2+cu118
[pip3] vector-quantize-pytorch==1.6.19
[conda] Could not collect

cc @cpuhrsch @jbschlosser @bhosmer @drisspg @soulitzer
Repository: PowerToys
Issue: Click interaction animation
Labels: Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

In the options on mouse highlighter, I'd like to use custom animation on left click or right click. Nowadays, it is only possible to change color in click interactions.

### Scenario when this would be used?

When in presentation, the possibility to show the click interactions, it would be interesting. 

### Supporting information

_No response_
Repository: go
Issue: html/template: investigate rewriting the JS parser
Labels: NeedsInvestigation

The JS parser used for contextual escaping is a best effort implementation that implements a subset of the lexical grammar required for our purposes. That said it is rather complex, can be somewhat painful to work with, and diverges in places from the ECMAScript 262 specification.

We should investigate if we can rewrite the parser to produce a token stream using the 262 parsing rules, and apply escaping rules directly to the tokens themselves before rendering them. This would likely be a significant undertaking, but also would likely be significantly simpler to maintain in the long term, making the lives of the Security team in particular somewhat easier.
Repository: PowerToys
Issue: Keyboard Manager disables while switching virtual desktops
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.74.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

## To Reproduce

remap a key and try using it while switching virtual desktops.

I don't know if this is a problem with Keyboard Manager or the recent Windows update that now takes ~4 seconds to change virtual desktops for me... however during the time that the switched-to virtual desktop is loading my keybindings stop working.

## Context

I've remapped the caps lock key to something else and am using it to do "push to talk" in various apps.

So while I'm working all day and switching desktops I'm repeatedly turning on caps lock. I then have to go into powertools -> turn off my key bindings -> press caps lock -> turn key bindings back on.

Since this most recent windows update I've been having to do this more than 15 x a day which is a huge blow to productivity. Again... this problem is likely with windows and how virtual desktop switching now lags horribly though I didn't know where else to post this issue and hope that it is something Power Toys can resolve.

### ✔️ Expected Behavior

my key bindings to work all the time

### ❌ Actual Behavior

my key bindings are removed while virtual desktops are changing

### Other Software

_No response_