sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Symlinked app pages fail to resolve in DEV but not PRODUCTION
Labels: bug,Navigation

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP Fri Jan 27 02:56:13 UTC 2023
    Binaries:
      Node: 18.12.1
      npm: 9.7.1
      Yarn: 1.22.18
      pnpm: 8.6.6
    Relevant Packages:
      next: 13.4.13-canary.1
      eslint-config-next: 13.4.12
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

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

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/cseitz/next-13.4.13-bug-symlinked-app-dir/

### To Reproduce

Running `next dev` and visiting [`localhost:3000/test1`](http://localhost:3000/test1) will `404 NOT FOUND`.

However, running `next build` and `next start` and visiting [`localhost:3000/test1`](http://localhost:3000/test1) **will work just fine**.

(Additional details in the README of my repo)

### Describe the Bug

I am using a symlinked directory within my `app` folder. This symlink route 404's in development, but **works perfectly** in production.

- I have a directory, [`src/features/test1/app`](https://github.com/cseitz/next-13.4.13-bug-symlinked-app-dir/tree/main/src/features/test1/app), that is symlinked into [`src/app/(features)/(test1)`](https://github.com/cseitz/next-13.4.13-bug-symlinked-app-dir/tree/main/src/app/(features)/(test1))
- I symlinked this folder via `ln -sr "./src/features/test1/app" "./src/app/(features)/(test1)"`
- Running `next dev` and visiting `localhost:3000/test1` will `404 NOT FOUND`

### Expected Behavior

When running via `next dev`:
- Visiting `localhost:3000/test1` should render [`src/features/test1/app/test1/page.tsx`](https://github.com/cseitz/next-13.4.13-bug-symlinked-app-dir/blob/main/src/features/test1/app/test1/page.tsx), which is located within the symlinked folder
- That `next dev` mirrors the behavior of `next build && next start` (which is proven to support this symlink feature as it works in production)

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

Chrome 114.0.5735.199

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

_No response_
Repository: flutter
Issue: [Impeller] Show malioc.json stats on a performance dashboard.
Labels: P2,e: impeller,team-engine,triaged-engine

Today, we have to [read the JSON file directly](https://github.com/flutter/engine/blob/9e00c11eb519076292c7b70b0353c82466234ac7/impeller/tools/malioc.json) to determine the performance impact (as statically determined) of changes to Impeller shaders.

We should track this on a dashboard of some sort to spot regression in a more user friendly manner. I am not too sure if Skia Perf is setup for this but that would be the logical spot to visualize such stats.
Repository: godot
Issue: Copying variable value from debugger panel doesn't work
Labels: bug,topic:editor

### Godot version

v4.1.1.stable.official.bd6af8e0e

### System information

Vulkan API 1.2.231 - Forward Mobile - Using Vulkan Device #0: Apple - Apple M1 Max

### Issue description

Copying variables from debugger panel doesn't work using command+c or popup menu. This is a problem when copying array/dictionary values (the problem occurs with string and integers too). ps.: `control` key doesn't work too.

<img width="606" alt="Screen Shot 2023-07-25 at 17 19 44" src="https://github.com/godotengine/godot/assets/3025661/36b12b25-b6a1-44e8-bdc4-4961a9a482ff">

"Copy Property Path" works fine.


### Steps to reproduce

Add a breaking point to any script and try to copy some variable value using `command+c` or popup menu.

### Minimal reproduction project

This doesn't need a specific project.
Repository: godot
Issue: `script` property shadows inexistent native property
Labels: discussion,topic:gdscript

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 19 Jul 2023 19:19:38 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.86.05) - Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz (8 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/69520693/a5b27d7d-492f-49d2-a094-28c161563b44)
The documentation clearly says there is no member named `script`.
```gdscript
extends Object
var script
```


### Steps to reproduce

Creating a variable named `script` inside a class will result in the error.

### Minimal reproduction project

N/A
Repository: godot
Issue: Pausing a running project from the editor does nothing if the project has no script
Labels: bug,topic:core

### Godot version

Godot 4 stable

### System information

Fedora linux

### Issue description

The "pause running project" button does nothing. The shortcut does not work either. The game keeps running anyways.

### Steps to reproduce

The scene consist in a floor and a rigidbody box bouncing. Click the f7 shortcut of the editor button. The project keeps running.



### Minimal reproduction project

[PauseBug.zip](https://github.com/godotengine/godot/files/12165529/PauseBug.zip)
Repository: flutter
Issue: [iOS] Avoid using _accessibilityHitTest in SemanticsObject
Labels: platform-ios,engine,a: accessibility,P2,team-ios,triaged-ios

`_accessibilityHitTest` was introduced in SemanticsObject to fix an iOS 16 issue. https://github.com/flutter/engine/pull/38794

At the time, it was considered the only solution.

Using `_accessibilityHitTest` relying on underlying iOS implementation and may cause undefined behavior. We should try to avoid it if possible.

One potential solution is to change all the SemanticsObject to be UIViews, so we don't need to build our custom accessibility hit tests.
Repository: go
Issue: testing: use $GOTMPDIR for temporary files when set
Labels: OS-Windows,Proposal,Proposal-Accepted

### Outline

This started as a bug report, however this appears to be a greater change which has a far reaching impact. The use case is regarding devices under restrictive security profiles which require specific directories to be used for specific purposes. 

Due to the nature of current security profiles, when generating unit test data which requires a file system usage, the TMPDIR usage is causing the file to become locked by antivirus or other security applications. We can create a security profile which allows for an exception for golang application files (based on directory). This would require an override to TMPDIR or TEMPDIR env vars with the value from GOTMPDIR. 

We can bypass this restriction by using a VM on windows (WSL or otherwise) which is unrestricted within the VM. However, this is severely sub-optimal.

### What version of Go are you using (`go version`)?
<pre>
$ go version
go version go1.20.4 windows/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
set GO111MODULE=
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Dev\GO_ENV\CACHE
set GOENV=C:\Users\anonymous\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\anonymous\go\pkg\mod
set GONOPROXY=none
set GOOS=windows
set GOPATH=C:\Users\anonymous\go
set GOROOT=C:\Dev\GO
set GOSUMDB=sum.golang.org
set GOTMPDIR=C:\Dev\GoTemp
set GOTOOLDIR=C:\Dev\GO\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.20.4
set GCCGO=gccgo
set GOAMD64=v1
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOWORK=
set CGO_CFLAGS=-O2 -g
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-O2 -g
set CGO_FFLAGS=-O2 -g
set CGO_LDFLAGS=-O2 -g
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=C:\Dev\GoTemp\go-build3481635822=/tmp/go-build -gno-record-gcc-switches
</pre></details>

### What did you do?
Using GoLang across many different environments. 
```golang
func TestUserStore_writeRead(t *testing.T) {
	t.Parallel()
	dir := os.TempDir()
	dir := t.TempDir()	
}
```
dir = TMP/TEMP system variable in both cases.

### What did you expect to see?
Allow for GOTMPDIR to override OS setting for TMPDIR if set.  This allows us to use TMPDIR for all other operations while enabling golang to adhere to security posture on development machines which are windows based. 

### What did you see instead?
TMP / TEMP dir setting within Windows ENV VAR.
Repository: TypeScript
Issue: Type narrowing of `super` when using `this`
Labels: Bug

# Bug Report

### 🔎 Search Terms

super, this, class

### 🕗 Version & Regression Information

Nightly

### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.2.0-dev.20230720#code/MYGwhgzhAECCB2BLAtmEAeAKgPmgbwChpjoBTMAFy2wAoKALRCALjiVQxwEp8iT+GAJwD2Ad2jxS4gKKCRgmgHJMjGABNhpCPArRUFCqUGKuAbj7EAvgWsFQkGABFhAc2pkAHofhqYCFGjuhPzkVACqtAxMrM5uETzB-CQQAK4ADkYAdKE0ZtAA9PnQKqTQFACeGdBMbAGc2NmU1HSqrP4c1FysAG7CiGoWSUPDhcX0pRVVEPTCKSBq0ABGpe2BEY3hka21HfE9fQP81tZAA

### 💻 Code

```ts
class Animal<T> {
    eat<T>(this: Animal<T>) {
        throw new Error('This doesnt matter');
    }
}

class Dog<T> extends Animal<T> {
    eat<U>(this: Dog<U>) {
        super.eat(); // The type is Animal<T>.eat<T>(this: Animal<T>): void
                     // The type should be Animal<U>.eat<U>(this: Animal<U>): void
    }
}
```

### 🙁 Actual behavior

`super.eat()` is typed as `Animal<T>.eat<T>(this: Animal<T>): void`

### 🙂 Expected behavior

`super.eat()` should be typed as `Animal<U>.eat<U>(this: Animal<U>): void` since `this` is declared as `Dog<U>` which is a subclass of `Animal<U>`.

One can workaround this by writing `super.eat<U>()`, but the signature then becomes goofy (it becomes `Animal<T>.eat<U>(this: Animal<U>): void`)
Repository: flutter
Issue: Shape vision on how to improve flutter doctor UX.
Labels: tool,t: flutter doctor,P2,team-tool,triaged-tool

Bigger issue: https://github.com/flutter/flutter/issues/122148

Steps:
1. Review the [initial design doc](https://docs.google.com/document/d/1G4xWU-C8ogCxdD84nF64ze5Cyfd6sVJkDN6E9rCQ83o/edit?resourcekey=0-z9X4S_tYFcy-NdD5_ZLm2w#heading=h.kcsp4qkdky6k)
2. Create your own design doc using [the template](http://flutter.dev/go/template) and outline your suggestion for the improvement
3. Link the doc to this issue and send for review.
4. Create prototype, send for review and discuss next steps

Be ready for many review iterations, as flutter doctor is on critical path of Flutter getting started.
Repository: stable-diffusion-webui
Issue: [Feature Request]: TensorRT support for SDXL models
Labels: enhancement,sdxl,extension-request

### 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 ?

allow the TensorRT optimization to be able to be executed on SDXL.

### Proposed workflow

same as using TensorRT on 1.5 models, except it works with SDXL, basically add SDXL support to this: https://github.com/AUTOMATIC1111/stable-diffusion-webui-tensorrt

### Additional information

TensorRT is Nvidia's optimization for deep learning. it increases performance on Nvidia GPUs with AI models by ~60% without effecting outputs, sometimes even doubles the speed. I don't see why wouldn't this be possible with SDXL.
Repository: PowerToys
Issue: Welcome to PowerToys GIFs not fully visible
Labels: Issue-Bug,Area-User Interface,Area-OOBE,Status-Reproducible

### Microsoft PowerToys version

0.71.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Welcome / PowerToys Tour window

### Steps to reproduce

Tested only on a 4k monitor but I suspect this happen across smaller resolutions.

1. Navigate to _Welcome to PowerToys_.
2. Select a menu option that uses a GIF as the header image i.e. Color Picker, Image Resizer.
3. Maximise the screen.

### ✔️ Expected Behavior

- GIF is fully visible so that the feature preview can be viewed.

### ❌ Actual Behavior

The header is cutoff rendering the GIF animation useless unless the window is resized. 

Maximised window:
![image](https://github.com/microsoft/PowerToys/assets/76923256/fafadf8a-2b4c-4ada-b1a4-150edb3fb2ed)

Resized window:
![image](https://github.com/microsoft/PowerToys/assets/76923256/fdd1ae03-723b-4d92-b7d5-c91465e2f64f)


### Other Software

_No response_
Repository: vscode
Issue: Can't hover on top few pixels of editor
Labels: bug,editor-hover

Type: <b>Bug</b>

1. In a JS file:

```js
console.log(123)
console.log(123)
console.log(123)
console.log(123)
```

3. Scroll so the first line is just a little bit off the top of the screen
4. Try over `console` on the first line at the very top of the screen

**bug**
Only part of the word is hoverable. If the cursor is too close to the top of the editor, it transformed from the text cursor icon into the pointer icon and hover no longer works

![image](https://github.com/microsoft/vscode/assets/12821956/cc53d7ee-00b5-4308-8a49-5da8da924a48)

Notice how the cursor is over the text but using the pointer icon instead of the normal text icon

VS Code version: Code - Insiders 1.81.0-insider (Universal) (fda972663af87b4d1dab87845e36c357738b44f9, 2023-07-25T08:15:40.243Z)
OS version: Darwin x64 22.5.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|5, 4, 3|
|Memory (System)|32.00GB (1.40GB free)|
|Process Argv|--crash-reporter-id 48781ca2-1705-4f64-9bab-325055aab55d|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: PowerToys
Issue: FancyZones per PC user
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

I would like to enable user assigned layouts for FancyZones. I currently have 2 users on my pc, user1 and user2. I would like to assign a specific layout(ex. 3 vertical sections on middle monitor) to user1 and a different layout(ex. 2 horizontal sections on middle monitor) to user2. 

### Scenario when this would be used?

As many others do, I work from home and am able to work directly from my pc. For work I have a few programs/windows that I need open/easily viewable. However, for my personal use the number of programs, and the size I want these programs, are different.  I would like to just be able to switch users without having to open the layout shortcut and choose the correct layout, then rearrange windows and then do it all again when I login to the other user. 

### Supporting information

_No response_
Repository: pytorch
Issue: Flatbuffer torchscipt files don't load in PyTorch Android Lite 1.13.1
Labels: oncall: jit

### 🐛 Describe the bug

When attempting to load a flatbuffer traced pytorch file, I get the following exception:

```
Caused by: com.facebook.jni.CppException: Flatbuffer input file but the build hasn't enabled flatbuffer
Exception raised from _load_mobile_from_bytes at /home/agunapal/pytorch/torch/csrc/jit/mobile/import.cpp:638 (most recent call first):
(no backtrace available)
    at org.pytorch.LiteNativePeer.initHybrid(Native Method)
    at org.pytorch.LiteNativePeer.<init>(LiteNativePeer.java:28)
    at org.pytorch.LiteModuleLoader.load(LiteModuleLoader.java:30)
    at ai.sensory.face.model.ImageProcessingModel.<init>(ImageProcessingModel.java:49)
    at ai.sensory.face.model.FaceLivenessModel.<init>(FaceLivenessModel.java:42)
    at ai.sensory.face.CaptureActivity.onCreate(CaptureActivity.java:195)
    at android.app.Activity.performCreate(Activity.java:7327)
    at android.app.Activity.performCreate(Activity.java:7318)
    at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1271)
    at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:3096)
    ... 11 more
```

### Versions

[1.13.1](https://mvnrepository.com/artifact/org.pytorch/pytorch_android_lite/1.13.1)

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: next.js
Issue: Intercepting Routes is not working with a combination of URL query parameters, soft navigation, and hard navigation.
Labels: bug,Parallel & Intercepting Routes

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 20.6.0: Mon Aug 30 06:12:20 PDT 2021; root:xnu-7195.141.6~3/RELEASE_ARM64_T8101
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: 8.6.3
    Relevant Packages:
      next: 13.4.12
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: N/A
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

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

### Link to the code that reproduces this issue or a replay of the bug

https://nextgram.vercel.app/?par=21

### To Reproduce

I will get https://nextgram.vercel.app for examples (because my project is private, I cannot public it. I confirmed it still on the latest version)
![CleanShot 2023-07-26 at 10 35 35](https://github.com/vercel/next.js/assets/39333905/10a4cfc6-0eeb-402f-b9f6-1b0aed5ef297)


Reproduce
1. Add query params into the URL looks like this: https://nextgram.vercel.app/?example=21
2. Choose one of the items on the list.
3. Reload the current page (trigger hard navigation).
4. Click on the back previous button of the browser (or the way back to the previous page, ensure ?example=21 still exists on the URL).
5. You need to choose one of the items like step 2, you can see the "intercepting route" will not work now.

### Describe the Bug

As you can see, the "intercepting route" not working when the URL existed query params + hard navigation + soft navigation.

### Expected Behavior

"Intercepting route" working every-time I use "soft navigation"

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

Version 114.0.5735.133 (Official Build) (arm64)

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

Vercel
Repository: vscode
Issue: bracket pair color flickers if large text is commented and then uncommented
Labels: feature-request,bracket-pair-colorization

Does this issue occur when all extensions are disabled?: Yes
- VS Code Version: 1.81.1
- OS Version: Windows

Steps to Reproduce:

1. comment a text from large file and uncomment it
2. bracket's pair color is flickring


https://github.com/microsoft/vscode/assets/50770619/88758473-bc01-41c6-be22-6e1199c8f25f
Repository: ant-design
Issue: table 使用scroll属性，控制台抛出ResizeObserver loop limit exceeded
Labels: 🐛 Bug,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/compassionate-pine-67hcgr?file=/src/index.js)

### Steps to reproduce

打开控制台，会有ResizeObserver loop limit exceeded报错

### What is expected?

报错不再抛出

### What is actually happening?

报错不再抛出

| Environment | Info |
| --- | --- |
| antd | 4.22.6 |
| React | 16.130 |
| System | mac |
| Browser | 谷歌 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Glitch in shader when using screen_texture and Compatibility mode: pink gridded lines
Labels: bug,topic:rendering,confirmed,topic:2d

### Godot version

4.1.1.stable

### System information

MacOS - Ventura 13.1 - Godot 4.1.1.stable

### Issue description

When in a shader I use **screen_texture**:

    uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;

and **Compatibility** mode. In many cases, a gridded pink lines appear:

![Screenshot 2023-07-26 at 08 07 41](https://github.com/godotengine/godot/assets/23043/10307cf5-edd2-4988-8f4b-6ec915b22eb2)

In Forward+ mode:
![Screenshot 2023-07-26 at 08 01 03](https://github.com/godotengine/godot/assets/23043/e840b5f7-dbe3-43a0-a726-26458e2167a5)

In Mobile mode:
![Screenshot 2023-07-26 at 08 01 31](https://github.com/godotengine/godot/assets/23043/465ce7fe-a556-4375-962d-e81f249dcee2)

In Compatibility mode:
![Screenshot 2023-07-26 at 08 01 55](https://github.com/godotengine/godot/assets/23043/1c72afc9-ea75-40a5-8c68-88357ddd38ff)



### Steps to reproduce

Add this shader to a `ColorRect` in an independent `CanvasLayer`:

```
shader_type canvas_item;

uniform int amount = 40;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;

void fragment()
{
	vec2 grid_uv = round(SCREEN_UV * float(amount)) / float(amount);
	vec4 text = texture(screen_texture, grid_uv);
	COLOR = text;
}
```



### Minimal reproduction project

[TestingShaderGlitch.zip](https://github.com/godotengine/godot/files/12168581/TestingShaderGlitch.zip)
Repository: terminal
Issue: window of a windows terminal is appending to the end of windows stack
Labels: Help Wanted,Issue-Bug,Product-Terminal,Area-DefApp,Area-Windowing

### Windows Terminal version

1.17.11461.0

### Windows build number

Version 22H2 (OS Build 19045.3086)

### Other Software

_No response_

### Steps to reproduce

Open windows terminal;
Press Alt+Tab to go to another window;
Press Alt+Tab again.

### Expected Behavior

I should go to Windows terminal window again by pressing Alt+Tab

### Actual Behavior

I am getting second window in the windows stack instead of windows terminal and windows terminal is beeing appended to the end of stack and i need to press alt+shift+tab to find a terminal window