sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: (improve error message) Error: Functions cannot be passed directly to Client Components because they're not serializable.
Labels: bug

### Verify canary release

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

### Provide environment information

Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 21.5.0: Tue Apr 26 21:08:22 PDT 2022; root:xnu-8020.121.3~4/RELEASE_X86_64
Binaries:
  Node: 16.17.1
  npm: 8.15.0
  Yarn: N/A
  pnpm: 7.13.6
Relevant packages:
  next: 13.0.1
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0

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

Chrome

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

_No response_

### Describe the Bug

Using `/app/notes/[id]/error.tsx` with Webpack (Turbopack doesn't support tailwind) would break and throw the following error. This seems to happen only with dynamic routes like `/notes/[id]/error.tsx` and not with `/notes/error.tsx`

```
Error: Functions cannot be passed directly to Client Components because they're not serializable.
  <... parallelRouterKey=... segmentPath=... loading=... hasLoading=... error={function} template=... notFound=... childProp=... rootLayoutIncluded=...>
                                                                              ^^^^^^^^^^
    at resolveModelToJSON (webpack-internal:///(sc_server)/./node_modules/next/dist/compiled/react-server-dom-webpack/server.browser.js:1710:39)
    at Object.toJSON (webpack-internal:///(sc_server)/./node_modules/next/dist/compiled/react-server-dom-webpack/server.browser.js:1081:40)
    at stringify (<anonymous>)
    at processModelChunk (webpack-internal:///(sc_server)/./node_modules/next/dist/compiled/react-server-dom-webpack/server.browser.js:163:36)
    at retryTask (webpack-internal:///(sc_server)/./node_modules/next/dist/compiled/react-server-dom-webpack/server.browser.js:1823:50)
    at performWork (webpack-internal:///(sc_server)/./node_modules/next/dist/compiled/react-server-dom-webpack/server.browser.js:1856:33)
    at AsyncLocalStorage.run (node:async_hooks:330:14)
    at eval (webpack-internal:///(sc_server)/./node_modules/next/dist/compiled/react-server-dom-webpack/server.browser.js:1934:55)
    at scheduleWork (webpack-internal:///(sc_server)/./node_modules/next/dist/compiled/react-server-dom-webpack/server.browser.js:52:25)
    at startWork (webpack-internal:///(sc_server)/./node_modules/next/dist/compiled/react-server-dom-webpack/server.browser.js:1933:29)
```

### Expected Behavior

`error.tsx` components should not throw errors.

### Link to reproduction

https://stackblitz.com/edit/vercel-next-js-1aokay?file=app%2Fnotes%2F[id]%2Ferror.tsx

### To Reproduce

Click the link in the browser to navigate to /notes/1
Repository: PowerToys
Issue: "Off" by default
Labels: Idea-Enhancement

### Description of the new feature / enhancement

Hi. Great tool!
Would just put "Off" the new features as they are installed.
This tool feels like "performance in mind" and I think the "off" would respect that.
Thanks!

### Scenario when this would be used?

When new features are installed - or any other situation that makes sense.

### Supporting information

_No response_
Repository: terminal
Issue: FAIL_FAST crash in conhost after shrinking the buffer height
Labels: Product-Conhost,Area-Output,Issue-Bug,Severity-Crash,Priority-2

### Windows Terminal version

Commit cfdea71dc08103b1f142cbb26c415ff7b1b2e529

### Windows build number

10.0.19044.2006

### Other Software

_No response_

### Steps to reproduce

1. Open a cmd shell in conhost.
2. Open the console _Properties_ dialog.
3. On the _Layout_ tab, set the _Screen Buffer_ height to 50, and the _Window_ height to 24.
4. Also make sure the _Wrap text output on resize_ option is UNCHECKED.
5. Back in the shell, keep pressing enter until you've filled up all 50 lines of the buffer.
6. Open the _Properties_ again, and set the _Screen Buffer_ height to 24.
7. Back in the shell, type any letter.


### Expected Behavior

I'd expect to see the letter that I typed being output at the prompt.

### Actual Behavior

The console crashes with the `FAIL_FAST` check here:
https://github.com/microsoft/terminal/blob/cfdea71dc08103b1f142cbb26c415ff7b1b2e529/src/host/_stream.cpp#L252
Repository: PowerToys
Issue: [Hosts File Editor] ability to sort entries and identify duplicates
Labels: Idea-Enhancement,Needs-Triage,Product-Hosts File Editor

### Description of the new feature / enhancement

It would be cool if you could click an option to sort the entries in the HOSTS file.

Even if it is not a permanent sort, just having column headers that you can click on to sort would be useful.

### Scenario when this would be used?

When you have lots of entries in HOSTS, and you are troubleshooting to see why (for example) you can't get to a site, it can be tedious to browse through the file looking for a particular IP address or host name. If you could click a header to temporarily sort by either IP address of hostname, this would make it much swifter.

Optionally, allowing the sorted order to be written back to the HOSTS file could be useful (I guess)

### Supporting information

_No response_
Repository: go
Issue: x/playground: program continues running after timeout
Labels: NeedsInvestigation

### What is the URL of the page with the issue?
 https://go.dev/play/p/nFK61FSRjMa
 
### What is your user agent?
Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/103.0.5060.134 Safari/537.36 Edg/103.0.1264.71

### Screenshot
![image](https://user-images.githubusercontent.com/59772293/199736709-fdf1c228-2a43-47a7-ab7a-df4d13d42bbe.png)
 
### What did you do?
I was playing with channels, trying to understand when a channel is blocked, and I managed to make the program to continue working even after getting the timeout prompt.
Here's a snippet of the code:
```
// You can edit this code!
// Click here and start typing.
package main

import (
	"fmt"
	"sync"
	"time"
)

func w(c chan<- int) {
	for {
		time.Sleep(time.Second * 1)
		fmt.Println("Sending number 1")
		c <- 1
	}
}

func main() {
	var wg sync.WaitGroup
	c := make(chan int)
	go func(wg *sync.WaitGroup, c chan<- int) {
		defer wg.Done()
		w(c)
	}(&wg, c)

	for r := range c {
		fmt.Printf("Got Number %d", r)
	}
}

```
 
### What did you expect to see?
 I expected the program to stop after getting timeout, and in general, for something to crash after the program continued
 
 
### What did you see instead?
The program runs forever
Repository: PowerToys
Issue: Shell extensions for 32-bit context menu
Labels: Idea-Enhancement,Help Wanted,Priority-3

### Description of the new feature / enhancement

PowerToys shell extensions (Image Resizer, File Locksmith, etc.) should show in both 32-bit and 64-bit context menus. Right now, they only show up in 64-bit applications like File Explorer, but it's possible to support 32-bit applications as well. A dll for each bitness would probably be the standard way of doing that.

### Scenario when this would be used?

File Explorer shows a 64-bit context menu, but some third-party software can show a 32-bit context menu with shell extensions. For example, [XYplorer](https://www.xyplorer.com/) is a popular advanced file manager. It can show a 64-bit menu but since it itself is a 32-bit application, its own context menu items can only show up in the 32-bit menu. Some people use it specifically because it can load old 32-bit shell extensions, but generally it's used as a file explorer substitute.

So, the default context menu in that app will not include the PowerToys shell extensions. By adding 32-bit versions of PowerToys' shell extensions, they will show up in the context menus for 32-bit applications.

### Supporting information

See [Attribute Changer](https://www.petges.lu/) or [TortoiseSVN](https://tortoisesvn.net/) for an example shell extension that shows in both 32 and 64-bit context menus.
Repository: pytorch
Issue: view_as_real and split_with_sizes links in Tensor Views docs are broken
Labels: module: docs,triaged

### 🐛 Describe the bug

https://pytorch.org/docs/master/tensor_view.html

### Versions

master and 1.13

cc @svekars @carljparker
Repository: PowerToys
Issue: tex extractor not working on second screen
Labels: Issue-Bug,Product-Text Extractor

### Microsoft PowerToys version

0.64.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

TextExtractor

### Steps to reproduce

Use a second monitor and the cursor is on the second monitor. The text extractor only works on the primairy monitor.

### ✔️ Expected Behavior

Text extractor to work on the second monitor (follow the cursor)

### ❌ Actual Behavior

The textextractor used the primairy monitor

### Other Software

/
Repository: go
Issue: cmd/compile: the Go compiler uses a hack to pretend it has a large startup heap
Labels: NeedsInvestigation,compiler/runtime

This is a placeholder bug to collect comment, input, experience concerning the compiler's hack. Anyone who sees that code and says "wow, I want this, I will try it myself", we'd like to hear about your experience, either positive or negative, because that is useful for determining if this just stays a hack or if it eventually gets turned into a GC knob.  It's important to remember that the compiler is a little bit special; in general its heap use grows and grows (the last phases are some of the most memory-hungry) and it has been carefully tuned and tweaked to reuse allocated objects and avoid generating garbage.  Its heap use is very input-dependent, and it also runs on a wide variety of hardware (ODroids and Raspberry Pi, busy laptops shared with greedy browsers, sole-tenant build containers, and 100+ processor and GB servers).  Your use case is probably not like the Go compiler, it looks weird in all the GC benchmarks that we do.

### What version of Go are you using (`go version`)?
This is true starting in Go 1.20.

### What operating system and processor architecture are you using (`go env`)?
This is true all places where people run the Go compiler.

### What did you do?
In [CL 436235](https://go.dev/cl/436235), in `cmd/compile/internal/base/base.go`, the function `AdjustStartingHeap` does exactly that, using runtime metrics and finalizers to monitor the heap's live size.  After-ish each GC, it estimates a new value of GOGC that will generate the requested heap "goal" (the maximum heap size, attained just as a GC cycle completes), and if that is larger than 125, it sets that GOGC and continues monitoring and adjusting.  Otherwise, it sets GOGC to 100 and stops the process.  This seems to work really well for the compiler, but this is yucky, and relies on finalizers running promptly, which they usually do.   This tweak currently has an interaction with manually requested GC, so, be aware of that.
Repository: electron
Issue: [Feature Request]: Document webcontents.on('close')
Labels: enhancement :sparkles:,component/webcontents

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

- Render processes that execute 'window.close()' within a BrowserView do not result in the window closing (see fiddle gist here, executed on v21.2.2: https://gist.github.com/mesner/56cdab123bd4cdd890641303b0d29afe).
- I've not found any documented way of determining if a window in a browserview has programmatically called close
- I've instead found an undocumented / private 'close' event on webcontents here: https://github.com/electron/electron/blob/main/shell/browser/api/electron_api_web_contents.cc#L1215
- The gist shows that the event is fired by logging "WEBCONTENTS.CLOSE" within the browserview
- The webcontents close method is being added in v22 here: https://github.com/electron/electron/pull/35509
- Note that the gist does not display a BrowserView in v22.beta.3.  I have not diagnosed why.

### Proposed Solution

- If approved, I believe the only necessary changes are to add the event to docs/api/web-contents.md and listeners and ensure they are fired in spec/api-web-contents-spec.ts.
- EDIT: I see that a preventDefault is added by default to emitted events.  Should the CloseContents() method return early if it is prevented?

### Alternatives Considered

- Have window.close() within a browserview close the browserwindow it belongs to?  This seems to have more risk of impact.
- EDIT: browserview.on('close') event, but that would be the first documented BV event

### Additional Information

I'd be happy to submit a PR for this if approved.
Repository: godot
Issue: Applying a canvas transform to the editor viewport doesn't apply to all node position markers
Labels: bug,topic:editor,confirmed,topic:2d

### Godot version

v4.0.beta3.official [01ae26d31]

### System information

Debian GNU/Linux 11.5, Nvidia RTX 2070 Super (470.141.03)

### Issue description

I'm applying a scale and translate transform to my viewport canvas in the editor. It works as intented except that markers for nodes that aren't selected don't scale and translate. When I select a node the position in the 2D editor is right, but when it's not selected it's shown where it would be if the viewport canvas hadn't been changed.

I expect the node position markers to not change position depending on the selected status. I'm trying to put a hires layer over the game that works in the editor too so I can add visual information about the nodes.

### Steps to reproduce

See the attached project. Selecting node 1 and node 2 alternatively and their position marks change. When it's selected the position is right according to the transform applied, when it's unselected the position shown is that of the node without the transform.

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/9930980/test.zip)
Repository: PowerToys
Issue: [Hosts File Editor] Add ability to group entries
Labels: Idea-Enhancement,Product-Hosts File Editor

### Description of the new feature / enhancement

Having the ability to group multine lines.
Naming those groups.
Expanding/collapsing groups.
Swtiching on/off all entries in a single group at once.

In the hosts file, it could look like this:
```
#==== Local
  127.0.0.1     example.com
# 127.0.0.1     another.com
#==== 

#==== Live
# 1.2.3.4       example.com
  1.2.3.4       another.com
#==== 
```

### Scenario when this would be used?

When managing my hosts file, I manually add comment lines to identify different groups of entries. With the current Hosts File Editor, just switching a line on or off reorders all lines, grouping all those comments at the top or bottom of the file, depending on the setting, and removes all other empty lines I used to visually separate groups. Being able to natively create groups in Hosts File Editor would solve this issue. Also, switching a group on/off might be useful to solve other similar requests, such as #21570.

### Supporting information

The group separator syntax is from this [Chrome app](https://chrome.google.com/webstore/detail/hostadmin-app/mfoaclfeiefiehgaojbmncmefhdnikeg) (which allows turning groups on/off by the way), but could be anything.
Repository: flutter
Issue: Migrate to c++20
Labels: engine,P2,team-engine,triaged-engine

This will help us make sure to avoid incompatibilities for C++20.
Repository: godot
Issue: Warnings and occasionally garbage in output tab on run.
Labels: bug,topic:rendering,needs testing

### Godot version

v3.5.1.rc1.official [293c3844b]
v3.5.1.stable.official [6fed1ffa3]
v3.5.2.rc1.official [f5f0543ae]

### System information

w10 64

### Issue description

The output tab shows garbage when running.
They look like little bits of some of my graphics.

![Captura1](https://user-images.githubusercontent.com/19652075/203937579-9d1ff995-d830-42d7-b60b-c14f41e0d40f.PNG)

![Captura1](https://user-images.githubusercontent.com/19652075/199801957-7a94e404-1527-4855-98af-af4791a6c972.PNG)

https://user-images.githubusercontent.com/19652075/199796328-0c244d4d-e0b6-4df9-a67f-3febb8a84139.mp4

### Steps to reproduce
Press play the project

### Minimal reproduction project
[testShaderProblem.zip](https://github.com/godotengine/godot/files/10084384/testShaderProblem.zip)
Repository: flutter
Issue: clang-tidy: Shard shared jobs
Labels: engine,P2,c: tech-debt,team-engine,triaged-engine

Right now many files are clang-tidied 4 times across the 4 different ci runs of clang-tidy.  The bots could divvy up that work to make faster clang-tidy runs.
Repository: godot
Issue: Font prerendering dialog's "partially checked" checkbox state is not updated when using Shape Text and Add Glyphs
Labels: bug,topic:editor,topic:import,topic:gui

### Godot version

4.0.beta (282e50ac8)

### System information

Fedora 36, AMD Radeon RX 6900 XT

### Issue description

The font prerendering dialog's "partially checked" checkbox state is not updated when using **Shape Text and Add Glyphs**, unlike when checking glyphs manually in the **Glyphs from the Character Map** tab;

Check glyphs manually by double-clicking them:

![2022-11-03_19 14 40](https://user-images.githubusercontent.com/180032/199802774-714bafa9-71c5-43e6-ad53-52203dc6af2e.png)

Check glyphs "automatically" by entering text in the **Glyphs from the Text** tab then clicking **Shape Text and Add Glyphs**:

![2022-11-03_19 14 54](https://user-images.githubusercontent.com/180032/199802761-58b7592d-a2cd-4f2c-8184-5a71107f6189.png)

### Steps to reproduce

- Double-click a font file in the FileSystem dock to access the Advanced Import Settings dialog.
- Go to the **Pre-render Configurations > Glyphs from the Text** tab within the dialog.
- Click the Add button next to the **Configurations:** text (this appears as a "broken" red icon until https://github.com/godotengine/godot/pull/68223 is merged).
- Enter an uppercase "L" character in the large text box on the right, then click **Shape Text and Add Glyphs** at the bottom.
- Go to the **Glyphs from the Character Map** tab within the dialog. Notice how the L character is highlighted, but the checkbox on the right next to **00000 - 0007fBasic Latin** is not marked as partially checked ("indeterminate" state) when it should be.

### Minimal reproduction project

[test_using_fonts.zip](https://github.com/godotengine/godot/files/9931990/test_using_fonts.zip)
Repository: flutter
Issue: CupertinoThemeData defaults different from Material
Labels: framework,f: cupertino,P3,team-design,triaged-design

When getting started with Cupertino Widgets, developers may expect to easily adapt Material examples. 

One example, is creating a simple hello world app, by using a centered text widget inside of a scaffold widget. 

However, CupertinoApp defaults to dark mode which makes it seem like the hello world example isn't actually working. See this example: https://dartpad.dev/?id=d3d38ae68f7d6444421d0485a1fd02db (if you add a bright theme, it will work, or if you change to material Scaffold it will work)

 It seems strange that MaterialApp would have a different default theme than CupertinoApp.
Repository: godot
Issue: Vulkan: SSIL produces undesirable distant occlusion when Half Size is enabled
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0 beta 4

### System information

Windows 10 build 19044, Nvidia GTX 1070 driver 516.94, Vulkan backend

### Issue description

When SSIL is turned on at half size, it produces noticeable 'stepping' artifacts ( presumably relating to #62881 ) and large, soft patches of occlusion on large, far-away objects. It is especially noticeable on objects with hard-edged geometry, but occurs on any large surface that's roughly perpendicular to the camera frustum. Please see the video below for an example of such. First run is with SSIL turned on, second run is off.

https://www.youtube.com/watch?v=939iq5dZm4M

I had assumed that something in the half size toggle was causing the culling distance to be doubled, but I tried reducing the fadeout distances to extremely low values, and this did not produce any noticeable difference - it appears that for whatever reason with half size toggled on, the fadeout distance is ignored altogether.

### Steps to reproduce

1. Add WorldEnvironment to scene and switch on SSIL, with 'Half Size' set to true
2. Place large mesh beyond 'fadeout to' value
3. Place camera facing towards mesh

### Minimal reproduction project

_No response_
Repository: next.js
Issue: [next-codemod] codemod changes all line endings to carriage returns on windows
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

Operating System:        
      Platform: win32        
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 18.12.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:       
      next: 13.0.1
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

Running either of the following commands on windows results in all newlines in all files to be changed to carriage returns.

```sh
$ npx @next/codemod@latest new-link
$ npx @next/codemod@canary new-link
```

<img width="444" alt="image" src="https://user-images.githubusercontent.com/192451/199816955-028514d7-1d0f-4594-badd-5bd69c06ac1d.png">


### Expected Behavior

Running codemod does not alter line endings one way or the other.

### Link to reproduction

This can be reproduced in any project, but only on Windows

### To Reproduce

Run `npx @next/codemod@latest new-link` on Windows.
Repository: rust
Issue: Cross-compiling `raw-dylib` doesn't work on Windows
Labels: T-compiler,O-windows-gnu,C-bug,F-raw_dylib

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

I tried this code:

```rust
#![feature(raw_dylib)]

fn main() {
    unsafe {
        MessageBoxA(0, b"hello\0".as_ptr(), "world\0".as_ptr(), 0);
    }
}

#[link(name = "user32", kind = "raw-dylib")]
extern "system" {
    fn MessageBoxA(hwnd: usize, lptext: *const u8, lpcaption: *const u8, flags: u32) -> i32;
}
```

I expected to see this happen:
Successful compilation

Instead, this happened:
```
$ PATH=/d/msys64/mingw32/bin:$PATH /c/Users/mateusz/.cargo/bin/rustc test.rs --target i686-pc-windows-gnu
error: Error calling dlltool: program not found

error: aborting due to previous error
```
Worth mentioning it works fine when building natively from x86_64 to x86_64 target.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.67.0-nightly (edf018221 2022-11-02)
binary: rustc
commit-hash: edf0182213a9e30982eb34f3925ddc4cf5ed3471
commit-date: 2022-11-02
host: x86_64-pc-windows-gnu
release: 1.67.0-nightly
LLVM version: 15.0.4
```


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