sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Problem with chatGPT streaming response in v13.2.4
Labels: bug

### 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: 19.7.0
      npm: 9.5.1
      Yarn: N/A
      pnpm: 7.29.1
    Relevant packages:
      next: 13.2.4
      eslint-config-next: 13.2.4
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://github.com/igorxmath/openai-tools

### To Reproduce

pnpm install
pnpm dev

### Describe the Bug

I’ve just updated my app to 13.2.4 version. I just noticed that the streaming of ChatGPT is not working as it should using new route handlers. 


### Expected Behavior

In the first video, you can see how it used to be (in the old version). In the second one, it’s how it is now.

v13.2.3:

https://user-images.githubusercontent.com/103374874/224544674-6800ad8e-42ff-4645-9b43-00c7716e204a.mp4

v13.2.4:

https://user-images.githubusercontent.com/103374874/224544678-93b3bb1f-b0ef-4208-b7e7-a95a026faf2f.mp4

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Functions in shaders can't shadow global variable names
Labels: enhancement,topic:shaders

### Godot version

4.0.stable

### System information

Apple M1

### Issue description

### Summary

When writing a function in a shader program, the function is not allowed to shadow existing global names (consts, uniforms, varyings) with its parameter signature or local variables.

### Example 1

Using a parameter name that shadows an existing global:

![image](https://user-images.githubusercontent.com/1061/224547240-b18efffe-aedd-4dd7-8eed-58d215f0d16e.png)

### Example 2

Using a local variable that shadows an existing global:

![image](https://user-images.githubusercontent.com/1061/224547314-4fb3554f-50e0-457f-b2a2-0f7730b14314.png)

### Bonus Example 3

The issue does not seem to appear when shadowing global function names:

![image](https://user-images.githubusercontent.com/1061/224547539-41deebd4-638b-4f06-9c9c-ea759bec91dc.png)

### Impact

- Shader authoring as a whole gets a little more complicated because the author needs to make sure that there are no collisions. In the case of a monolithic shader file that is entirely under the control of the author or team, this problem is largely offset by them being able to easily work around it through more verbose scoped variable names.
- Worse, though, is the issue's impact on _shader includes_. If someone is authoring shader includes (possibly with the intention to distribute them), it is now on them to use parameter and local variable names that are obfuscated enough to minimize a chance of collision with _any_ global name that might be in use by the shaders that include them. (For example, you won't be able to use [this shader include](https://github.com/paddy-exe/ShaderFunction-Extras/blob/main/addons/ShaderFunction-Extras/Shapes/shapes.gdshaderinc) if your shader has a uniform named `width`, and so on.)

### Steps to reproduce

- Write a shader with uniforms, varyings, and/or consts
- Add a function that uses a parameter (or local variable) of the same name

I've attached an MRP with an example shader that demonstrates this.

### Minimal reproduction project

[MRP-Shader-Variable-Shadowing.zip](https://github.com/godotengine/godot/files/10950939/MRP-Shader-Variable-Shadowing.zip)
Repository: stable-diffusion-webui
Issue: Preview Image popover
Labels: enhancement,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 ?

When you hover over a preview image for a configurable amount of time the preview image is maximised.

Optionally -
It would also be useful to have 2 preview images for most things so you could configure a preview for 'realistic' and a preview for 'anime'
or
A toggle to switch between two (or more) sets of previews in the interface


### Proposed workflow

1. Hover over any preview image
2. Full size preview pops up

alternatively

1. click toggle switch next to the preview pane
2. 2. preview pane switches to 'B' (c, d, etc) set of preview images


### Additional information

_No response_
Repository: flutter
Issue: [Linux] Link plugin bundled dynamic libraries by default
Labels: c: new feature,tool,platform-linux,c: proposal,a: build,P2,a: plugins,team-tool,triaged-tool

## Steps to Reproduce

I have two prebuilt dynamic libraries, liba.so and libb.so, liba.so is depends on libb.so. I created a ffi-plugin to bundle them, like this:
```
set(prebuilt_bundled_libraries
  "${CMAKE_CURRENT_SOURCE_DIR}/liba.so"
  "${CMAKE_CURRENT_SOURCE_DIR}/libb.so"
  PARENT_SCOPE
)
```
I use `DynamicLibrary.open` in dart to open liba.so. Then, I run my application with `flutter run -d linux`, everything works no issue.
However, when I copy the bundle to another computer and open the app, will have the following error :
```
Invalid argument(s): Failed to load dynamic library 'liba.so': libb.so: cannot open shared object file: No such file or directory
```
Seem the link path is incorrect, but I can find libb.so in bundle/lib dir, then I use `ldd` to look liba.so, get this:
```
libb.so => not found
```
By the way,  `DynamicLibrary.open` works on MacOS and Windows.

Attach my flutter version info:

<!-- Finally, paste the output of running `flutter doctor -v` here. -->

```
[✓] Flutter (Channel stable, 3.7.7, on Ubuntu 20.04.5 LTS 5.15.0-67-generic,
    locale en_US.UTF-8)
    • Flutter version 3.7.7 on channel stable at
      /home/king1234/snap/flutter/common/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 2ad6cd72c0 (4 days ago), 2023-03-08 09:41:59 -0800
    • Engine revision 1837b5be5f
    • Dart version 2.19.4
    • DevTools version 2.20.1

[✗] Android toolchain - develop for Android devices
    ✗ Unable to locate Android SDK.
      Install Android Studio from:
      https://developer.android.com/studio/index.html
      On first launch it will assist you in installing the Android SDK
      components.
      (or visit https://flutter.dev/docs/get-started/install/linux#android-setup
      for detailed instructions).
      If the Android SDK has been installed to a custom location, please use
      `flutter config --android-sdk` to update to that location.


[✗] Chrome - develop for the web (Cannot find Chrome executable at
    google-chrome)
    ! Cannot find Chrome. Try setting CHROME_EXECUTABLE to a Chrome executable.

[✓] Linux toolchain - develop for Linux desktop
    • clang version 10.0.0-4ubuntu1
    • cmake version 3.16.3
    • ninja version 1.10.0
    • pkg-config version 0.29.1

[!] Android Studio (not installed)
    • Android Studio not found; download from
      https://developer.android.com/studio/index.html
      (or visit https://flutter.dev/docs/get-started/install/linux#android-setup
      for detailed instructions).

[✓] VS Code
    • VS Code at /snap/code/current
    • Flutter extension version 3.60.0

[✓] Connected device (1 available)
    • Linux (desktop) • linux • linux-x64 • Ubuntu 20.04.5 LTS 5.15.0-67-generic

```
Repository: godot
Issue: Tilemap pattern management
Labels: enhancement,topic:editor,usability,topic:2d

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

The UI for managing patterns (creating them etc) isn't very intuitive.
It shows no indication that it will add to the list when you drag tiles over to create them.
You create patterns in the TileMap instead of the TileSet which is contrary to how you create everything else in the TileSet editor.
(The only thing you appear to be able to do in the TileSet editor is view them)

And most importantly, if there is a way to delete patterns you no longer want to use I do not see it.

### Steps to reproduce

I listed a bunch of things I don't like with the UI but the main bug part of this is that you can't delete patterns.

1. Create a pattern in a tilemap.
2. Observe no UI or clicking allows you to delete the pattern.

### Minimal reproduction project

N/A
Repository: godot
Issue: The problem with Drag and drag node
Labels: bug,topic:editor

### Godot version

4.0

### System information

win10

### Issue description

![1111](https://user-images.githubusercontent.com/61361272/224549058-186d60a7-8cac-48dd-98e8-1872ed8e0b21.gif)

The Chinese character has become "_".

### Steps to reproduce

1

### Minimal reproduction project

1
Repository: deno
Issue: Deno fmt panick report message
Labels: bug,deno fmt

When trying formating the following code (deno fresh website on [routes/_app.ts](https://github.com/JOTSR/Planning-baguage/blob/7653a56ff903911dcdbb4ef468cfb2468fb03915/routes/_app.tsx#L16))

```ts
export default function App(
	{ Component }: AppProps,
) {
    const { pathname } = (<Component />).type().props.url as URL
    const title = (pathname in titles) ? titles[pathname] : '404'

	return (
		<>
                    ...
                </>
        )
}
```

```sh
>  deno fmt

============================================================
Deno has panicked. This is a bug in Deno. Please report this
at https://github.com/denoland/deno/issues/new.
If you can reliably reproduce this panic, include the
reproduction steps and re-run with the RUST_BACKTRACE=1 env
var set and include the backtrace in your report.

Platform: windows x86_64
Version: 1.31.1
Args: ["*\\.deno\\bin\\deno.exe", "fmt"]
thread 'tokio-runtime-worker' panicked at 'Formatting succeeded initially, but failed when ensuring a stable format. This indicates a bug in the formatter where the text it produces is not syntatically correct. As a temporary workfaround you can ignore this file (*\planning-baguage\routes\_app.tsx).

Expected a semicolon at *\planning-baguage\routes\_app.tsx:16:37

        const { pathname } = <Component />.type().props.url as URL
                                     ~', cli\tools\fmt.rs:428:13
stack backtrace:
   0:     0x7ff63be09a89 - napi_release_threadsafe_function
   1:     0x7ff63af7507b - napi_release_threadsafe_function
   2:     0x7ff63bde3f2a - napi_release_threadsafe_function
   3:     0x7ff63be0e1ab - napi_release_threadsafe_function
   4:     0x7ff63be0dda1 - napi_release_threadsafe_function
   5:     0x7ff63be0d9a5 - napi_release_threadsafe_function
   6:     0x7ff63ae68c9b - napi_fatal_error
   7:     0x7ff63be0e9f8 - napi_release_threadsafe_function
   8:     0x7ff63be0e766 - napi_release_threadsafe_function
   9:     0x7ff63be0e6af - napi_release_threadsafe_function
  10:     0x7ff63be0e684 - napi_release_threadsafe_function
  11:     0x7ff63d12e2d5 - CrashForExceptionInNonABICompliantCodeRange
  12:     0x7ff63ab2c419 - napi_cancel_async_work
  13:     0x7ff63bf8795e - napi_release_threadsafe_function
  14:     0x7ff63bf87502 - napi_release_threadsafe_function
  15:     0x7ff63be0548b - napi_release_threadsafe_function
  16:     0x7ffe58a926bd - BaseThreadInitThunk
  17:     0x7ffe5a32a9f8 - RtlUserThreadStart
```
Repository: godot
Issue: Loading scene failed Godot didn't let me retargeting to fix the missing resources
Labels: bug,topic:editor,needs testing

### Godot version

4.0 release

### System information

Win11 Vulkan

### Issue description

When my project is opened on another computer, due to the improper synchronization of files, the font file xx.ttf referenced by the tag in a certain scene .ttf does not exist in the current corresponding directory, of course, Godot opens the scene and fails, but the dialog box trying to repair the missing resource file does not have any entry information, so that the reason for the loading failure cannot be judged at all. Missing font files can only be found by comparing TSCN content. I think this is a bug?

![bug](https://user-images.githubusercontent.com/14953625/224552779-b8acea33-4b72-46aa-8f4c-c64fa2b68e3d.png)


### Steps to reproduce

Create a scene and create a new label. reference a font, save it closed, delete the font file and the corresponding import file from disk, and open the project again.

### Minimal reproduction project

N/A
Repository: godot
Issue: `AnimationLibrary` can have the same `Animation` added by different names, resulting in incorrect signal logic
Labels: bug,topic:animation

### Godot version

v4.0.stable.official [92bee43ad]

### System information

N/A

### Issue description

`AnimationLibrary` can have the same `Animation` added by different names which results in e.g. signal connection error when the given `Animation`'s `changed` signal was already internally connected, or it can result in incorrect state after removing one of such multiple-times-added animations. See the example script below.

I'm not sure what's the design / intended behavior in here. Whether it should be disallowed to add the same `Animation` multiple times, or whether it should be allowed and just signal connections logic needs to be fixed.

### Steps to reproduce

Run such script:
```gdscript
@tool
extends EditorScript

func _run() -> void:
	var A := "A"
	var B := "B"
	var anim := Animation.new()
	var lib := AnimationLibrary.new()

	lib.animation_changed.connect(
		func(anim_name: StringName):
			print("Animation %s has changed" % [anim_name])
	)

	# OK.
	lib.add_animation(A, anim)

	# Error: Signal 'changed' is already connected to given callable 'AnimationLibrary::_animation_changed' in that object.
	# But it's still added, only connecting fails.
	lib.add_animation(B, anim)

	# "Animation A has changed" printed as this triggers `lib.animation_changed`.
	anim.add_track(Animation.TYPE_VALUE)

	# Removing just one of A/B will disconnect `anim.changed` signal internally.
	lib.remove_animation(A)
#	lib.remove_animation(B)

	# OK (assuming only one of A/B was removed).
	assert(lib.has_animation(A) or lib.has_animation(B))

	# Nothing printed as `lib.animation_changed` is no longer emitted, even though `anim` is still added as either A or B.
	anim.add_track(Animation.TYPE_VALUE)
```

### Minimal reproduction project

N/A
Repository: rust
Issue: Returning owned array when function expects a slice with a trait results in misleading error message.
Labels: A-diagnostics,T-compiler

### Code

```Rust
trait MyTrait {}
struct ImT1 {}
impl MyTrait for ImT1 {}
struct ImT2 {}
impl MyTrait for ImT2 {}
pub struct MyStruct {
  imt1: ImT1,
  imt2: ImT2,
}

impl MyStruct {
  pub fn mytrait_array_mut(&mut self) -> &[&dyn MyTrait] {
    [
      self.imt1,
      self.imt2,
    ]
  }  
}
```


### Current output

```Shell
error[E0308]: mismatched types
  --> src/main.rs:16:7
   |
16 |       self.imt2,
   |       ^^^^^^^^^ expected `ImT1`, found `ImT2`

For more information about this error, try `rustc --explain E0308`.
```


### Desired output

```Shell
What should the suggested output be? Leaving it blank and hoping for good recommendations.
```


### Rationale and extra context

This error message is WORSE than a segfault because it is misleading. It gives the wrong message. At least segfaults tell you that there was an illegal memory operation.

### Other cases

_No response_

### Anything else?

The error message should reference the fact that the return value does not match the function signature.
Repository: godot
Issue: GLTF import: face normals look inverted with Vulkan Mobile and GL Compatibility
Labels: bug,topic:rendering,confirmed

### Godot version

4.0 stable

### System information

Windows 10

### Issue description

When I open the attached GLTF-file with a simple textured cube, I get in Godot 4 inverted faces. In Godot 3.5.1 this looks correct as a solid cube. 
<img width="1669" alt="GLTF_import" src="https://user-images.githubusercontent.com/50963378/224553719-925d69fd-16a9-4b59-bb86-9291812809c0.png">


### Steps to reproduce

Open the attached GLTF-file in a Spatial node: 
[Cube_Export.zip](https://github.com/godotengine/godot/files/10951217/Cube_Export.zip)


### Minimal reproduction project

-
Repository: flutter
Issue: Issue on Text Display with RTL
Labels: a: internationalization,a: typography,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-framework,triaged-framework

We are trying to upgrade our e-commerce site with multi language English and Arabic interface, but the right to left RTL text direction got missed up in web HTML rendering with Flutter 3.7

How to solve this issue? we are super excited to work on the new version of #flutter

for example:

> correct expected output: (test) (هذا نص تجريبي (اختبار
wrong  result:  
<img width="542" alt="Screen Shot 2023-03-12 at 6 14 10 PM" src="https://user-images.githubusercontent.com/99071005/224553974-355270e9-e4da-4e18-8888-1ffaf8e68aef.png">


we have tried this code sample, but it was not working
```
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: const HomePage(),
    );
  }
}

class HomePage extends StatelessWidget {
  const HomePage({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Center(
        child: Directionality(
          textDirection: TextDirection.rtl,
          child: Text(
            '(test) (هذا نص تجريبي (اختبار',
            style: TextStyle(fontSize: 30, fontWeight: FontWeight.bold),
          ),
        ),
      ),
    );
  }
}
```
Repository: godot
Issue: VisibilityEnabler2D forces Particle2D to emit
Labels: bug,topic:rendering,topic:2d

### Godot version

3.5.1 stable

### System information

Windows 10

### Issue description

If we have in a scene a Particle2D with Emitting off and a VisibilityEnabler2D with Pause Particles on, then the Particle2D will emit anyway.

### Steps to reproduce

1. Create a Node2D scene
2. Add Particle2D with Emitting off in the editor
3. Play the scene: OK, particles don't emit as expected
4. Add VisibilityEnabler2D with Pause Particles on in the editor
5. Play the scene: particles are emitting now

The expected is that particles don't emit in step 5.

### Minimal reproduction project

[VisibilityEnabler2D Particle2D Issue.zip](https://github.com/godotengine/godot/files/10951376/VisibilityEnabler2D.Particle2D.Issue.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: AMD CPU + Nvidia GPU installs the wrong version of torchvision
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

This if statement is true when your setup has an AMD CPU: https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/master/webui.sh#L118

Probably the AMD CPU has integrated graphics, hence the output of `lspci 2>/dev/null | grep VGA` is:
```
01:00.0 VGA compatible controller: NVIDIA Corporation Device 2684 (rev a1)
12:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Device 164e (rev c1)
```

I solved this thanks this comment: https://github.com/AUTOMATIC1111/stable-diffusion-webui/issues/7588#issuecomment-1419373283

### Steps to reproduce the problem

Fresh installation with NVIDIA GPU and AMD CPU gives an error:

```
AssertionError: Torch is not able to use GPU; add --skip-torch-cuda-test to COMMANDLINE_ARGS variable to disable this check
```

### What should have happened?

Installation should've worked.

### Commit where the problem happens

27eedb696661d031b9a7b8641b50eaec8dabf64f

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

_No response_

### Command Line Arguments

```Shell
./webui.sh
```


### List of extensions

No

### Console logs

```Shell
python -c "import torch; print(torch.cuda.is_available())"
/home/USER/stable-diffusion-webui/venv/lib/python3.10/site-packages/torch/cuda/__init__.py:88: UserWarning: HIP initialization: Unexpected error from hipGetDeviceCount(). Did you run some cuda functions before calling NumHipDevices() that might have already set an error? Error 101: hipErrorInvalidDevice (Triggered internally at ../c10/hip/HIPFunctions.cpp:110.)
  return torch._C._cuda_getDeviceCount() > 0
False
```
Repository: godot
Issue: the connect method flags in c#
Labels: bug,confirmed,topic:dotnet

### Godot version

3.5.1

### System information

Windows 10

### Issue description

The connect method in c# does not have any type  a flag parameter which is hard to know and code it. This hard to code because this parameter only gets unit and does not contain any information the flags value. you can see in this sample
```
_player.Connect("DiedEventHandler", this, nameof(_OnPlayerDied),flags:1);
```

### Steps to reproduce

start to coding with c# and use connect method.
```
_player.Connect("DiedEventHandler", this, nameof(_OnPlayerDied),flags:1);
```

### Minimal reproduction project

N/A
Repository: next.js
Issue: Pages directory cannot be found
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Home
    Binaries:
      Node: 18.15.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.2.5-canary.1
      eslint-config-next: 13.2.4
      react: 18.2.0
      react-dom: 18.2.0
```


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

ESLint (eslint-config-next)

### Link to the code that reproduces this issue

npx create-next-app@latest --experimental-app

### To Reproduce

npx create-next-app@latest --experimental-app

next link



### Describe the Bug

Pages directory cannot be found at C:\Users\enend\source\repos\Siranna\src\UIs\src\nextjs\siranna-web-app\pages or C:\Users\enend\source\repos\Siranna\src\UIs\src\nextjs\siranna-web-app\src\pages. If using a custom path, please configure with the `no-html-link-for-pages` rule in your eslint config file.

### Expected Behavior

no error.

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

_No response_

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

_No response_