sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: Image tutorial example not working with provideImgixLoader without extra configuration
Labels: P3,area: docs-infra

### Describe the problem that you experienced

I found an issue in the NgOptimizedImage example when using provideImgixLoader. The issue occurs when using the following code snippet from the documentation:
```typescript
import {NgOptimizedImage, provideImgixLoader} from '@angular/common';
import {Component} from '@angular/core';

@Component({
  standalone: true,
  selector: 'app-user',
  template: `
    <p>Preferred Framework:</p>
    <ul>
      <li>
        Dynamic Image:
        <img [ngSrc]="logoUrl" [alt]="logoAlt" />
      </li>
    </ul>
  `,
  imports: [NgOptimizedImage],
  providers: [
  provideImgixLoader('https://my.base.url/'),
]
})
export class UserComponent {
  logoUrl = 'image.png';
  logoAlt = 'Gentleman Programming test';
}
```
It also happens with a working url and img, example code:

```typescript
import { NgOptimizedImage, provideImgixLoader } from '@angular/common';
import { Component } from '@angular/core';

@Component({
  standalone: true,
  selector: 'app-user',
  template: `
    <p>Preferred Framework:</p>
    <ul>
      <li>
        Dynamic Image:
<img [ngSrc]="'placeholder-text-accooooooooooooooou.jpg'" [alt]="logoAlt" width="250" height="250" />
      </li>
    </ul>
  `,
  imports: [NgOptimizedImage],
  providers: [
    provideImgixLoader('https://media.makeameme.org/created/'),
  ]
})
export class UserComponent {
  logoUrl = 'image.png';
  logoAlt = 'Gentleman Programming test';
}
```
![image](https://github.com/angular/angular/assets/6935240/1581b210-3223-4b7f-bf91-e6151b0e2870)


### Enter the URL of the topic with the problem

https://angular.dev/tutorials/learn-angular/11-optimizing-images

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

![image](https://github.com/angular/angular/assets/6935240/4a86ca65-826a-4dcf-bed5-e543492f0f71)
![image](https://github.com/angular/angular/assets/6935240/0e2d2688-c8bd-4f81-b0d3-ce21e678371d)
![image](https://github.com/angular/angular/assets/6935240/95cc8cba-d8c1-409e-8acc-b6912928bb27)


### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: next.js
Issue: nextjs include all client components in the bundle when at least one client component is rendered from a server component
Labels: bug,SWC

### Link to the code that reproduces this issue

https://github.com/Fredkiss3/rsc-bundling-bug

### To Reproduce

1. Start the application in development `next dev`
2. inspect the network tab in the browser devtools, you will initially see that no client components are included in the bundle (no `page(-<something-random>).js`) 
3. Click on only one of the button, you will see that the client components are included in the bundle, it weighs around `500kb` 
4. refresh again the page, and you'll see only the client component that you rendered is shown, and the size is still `500kb`
5. click on the request for the client component bundle, and search for the strings `"MOMENT_CC_FINGERPRINT"` and `"JQUERY_CC_FINGERPRINT"` you will see both, even though only one is rendered at a time
6. Click on the same button to hide the component, and refresh the page, the `500kb` bundle will not be downloaded 
7. You can test with the other button, you'll get the same behavior


https://github.com/vercel/next.js/assets/38298743/4116eec4-a6ba-41cc-8658-55c8f49b4ac5



### Current vs. Expected behavior

Following the steps from the previous section, I expected that each time i render one of the component, only one is downloaded and 2 chunks are created, but I only chunk is generated and even if only one component is rendered within a server component, all of the component are included. 

I also tested in another branch : https://github.com/Fredkiss3/rsc-bundling-bug/tree/submit-button (deployed here : https://rsc-bundling-bug-git-submit-button-fredkiss3.vercel.app/ ) where no component are rendered initially, but the submit button is a client component, and still all the components are included in the bundle.

### 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 23.0.0: Fri Sep 15 14:43:05 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6020
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: 8.7.1
Relevant Packages:
  next: 14.0.2-canary.27
  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)

App Router, SWC transpilation

### Additional context

I tested the app, even in production build and i still get the same error, i also deployed the app on vercel for you test more easily : https://rsc-bundling-bug.vercel.app/
Repository: flutter
Issue: `FlTextureRegistrarTest.RegistrarRegisterTextureInMultipleThreads` crashes sometimes
Labels: engine,P1,c: flake,team-engine,triaged-engine

Seen in eb89b9440520672aadde05b26e0cdbbaa6668add

```
$ autoninja -C out/host_debug_unopt flutter_linux_unittests
$ ./out/host_debug_unopt/flutter_linux_unittests --gtest_filter=*RegistrarRegisterTextureInMultipleThreads* --gtest_repeat=100

..
Repeating all tests (iteration 72) . . .

Note: Google Test filter = *RegistrarRegisterTextureInMultipleThreads*
[==========] Running 1 test from 1 test suite.
[----------] Global test environment set-up.
[----------] 1 test from FlTextureRegistrarTest
[ RUN      ] FlTextureRegistrarTest.RegistrarRegisterTextureInMultipleThreads
Segmentation fault
```
Repository: pytorch
Issue: Early testing stop logic for CUDA error looks wrong for instantiated_test with pytest
Labels: module: cuda,triaged,module: testing

### 🐛 Describe the bug

Steps to reproduce:

1. Make a CUDA illegal memory access (IMA) in `TestCommonCUDA::test_noncontiguous_samples_all_cuda_float32`. Maybe modify the source code or manually raise a CUDA error there.
2. Run unit test with `python test/test_ops.py -v -k test_noncontiguous_samples_al` (note the ending is AL, not ALL). The test suite will terminate early with "TEST SUITE EARLY TERMINATION due to torch.cuda.synchronize() failure", as soon as `test_noncontiguous_samples_all_cuda_float32` fails.
3. However, if we run unit test with `python test/test_ops.py -v -k test_noncontiguous_samples_al --use-pytest`, the test suite doesn't terminate even if "TEST SUITE EARLY TERMINATION due to torch.cuda.synchronize() failure" is checked and printed. All following tests fail with CUDA IMA message since cuda context was polluted.


The `instantiated_test` here has a raise statement in `except` block, https://github.com/pytorch/pytorch/blob/1488bafb274fcc82c8aac429bad61738bc3f950e/torch/testing/_internal/common_device_type.py#L408-L433

Once the exception is raised, this probably terminates the python process at `super().run()` and makes the following `if self._stop_test_suite: result.stop()` statement not accessible? (checked with some print statements)
https://github.com/pytorch/pytorch/blob/1488bafb274fcc82c8aac429bad61738bc3f950e/torch/testing/_internal/common_device_type.py#L475-L480

I made some minor tweak like this:
```python
        try:
            super().run(result=result)
        finally:
            # Early terminate test if _stop_test_suite is set.
            if self._stop_test_suite:
                # pytest.exit('PYTEST EARLY EXIT')
                result.stop()
```

but it still didn't work 😟 . `pytest.exit` works and may terminate the test suite.

It also seems like the non-instantiated_test path goes through a better logic
https://github.com/pytorch/pytorch/blob/1488bafb274fcc82c8aac429bad61738bc3f950e/torch/testing/_internal/common_utils.py#L2609-L2628
which can successfully terminates the test suite

### Versions

https://github.com/pytorch/pytorch/commit/addb8e29cd842e1a290cb0b55662ee0423ab2498

cc @ptrblck @eqy @malfet @clee2000 @huydhn
Repository: vscode
Issue: [languages] contribution point `languages` provide the ability to extends
Labels: feature-request,languages-basic

Type: <b>Feature Request</b>

Sometimes we want to redefine a language to match specific file suffixes. But I also want to directly reuse the grammar and lexical files of some existing language.

For example, I want to recognize all files ending in `.sh` as a new language and call it `shellscript1`, but I am not prepared to provide grammar files and lexical files for `shellscript1` language, because in fact its configuration is exactly the same as`shellscript`, I just want to have a new language, which may not be the category of aliases.

The contribution point is roughly configured like this

```json
      {
        "id": "shellscript1",
        "extend": "shellscript",
        "aliases": [
          "shell"
        ],
        "extensions": [
          ".sh"
        ]
      }
```

VS Code version: Code 1.84.1 (Universal) (2b35e1e6d88f1ce073683991d1eff5284a32690f, 2023-11-06T12:37:18.666Z)
OS version: Darwin x64 21.3.0
Modes:


<!-- generated by issue reporter -->
Repository: vscode
Issue: The focused setting should remain in view after clicking "Clear Settings Search Input" 
Labels: feature-request,settings-editor

<!-- ⚠️⚠️ 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. -->
Keywords: accessibility, settings-editor, UX, UI

They say a picture is worth a thousand words:

![gif](https://github.com/microsoft/vscode/assets/373675/7df3d956-756d-483d-9226-ccae2c4e8d79)

As you can see, when the "Clear Settings Search Input" button is clicked, the location of your search is lost. Here's what I'd like to see happen instead:

![gif](https://github.com/microsoft/vscode/assets/373675/eeb442f3-49a9-491a-b09f-319ae911d23f)

In other words, when the "Clear Settings Search Input" is clicked, the currently focused setting should stay focused. Right now it goes to a "Commonly Used" page instead.

### Motivation:

The current functionality makes some tasks challenging. In this list, when I use the term "Search" I mean by typing in the input field.

1. Search for a section by name (e.g., the name of an extension) then browse all its settings
2. Search for a setting, find one _similar_ to what you were looking for, then browse others within its proximity to see if one is _exactly_ what you are looking for.

As far as I know, you can't perform these tasks without clearing the filter first, and since clearing the filter also clears what you were looking at, you now have to scan the entire settings tree to get back to where you were.
Repository: vscode
Issue: SCM - gutter click area is smaller than its visual appearance
Labels: bug,ux,scm

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Does this issue occur when all extensions are disabled?: Yes

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Version: 1.84.2 (user setup)
Commit: 1a5daa3a0231a0fbba4f14db7ec463cf99d7768e
Date: 2023-11-09T10:51:52.184Z
Electron: 25.9.2
ElectronBuildId: 24603566
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Windows_NT x64 10.0.19045

Steps to Reproduce:

1. Increase `scm.diffDecorationsGutterWidth` to max (5 at this time)
2. Try to click on the rightmost or topmost edge of a gutter decoration

Expected: Gutter popup opens
Actual: Noop

![gif](https://github.com/microsoft/vscode/assets/373675/38abda70-9403-499f-af45-557b539c8e7b)

I don't know if step 1 is required. 

To be honest, I think it would be even better to expand the gutter click area beyond the visual border.
Repository: next.js
Issue: Calling redirect() from server action doest not update url path on the browser correctly if a middleware is used for internationalization
Labels: bug,Navigation,Runtime

### Link to the code that reproduces this issue

https://github.com/dev2xl/nextjs-redirect-bug-example

### To Reproduce

1. Start the application with next dev
2. Use the Go To Login Page link, or type /login on the url bar
3. You will see how you were redirected to /en/login and the url path of the browser will be updated to the same url
4. Use the submit form button to trigger a server action and a redirect('/login') inside it.
5. Now you were redirected as well, but the url path of the browser will be '/login' instead of '/en/login', even when the middleware return the same response notifying that the url needs to be '/en/login'. 




### Current vs. Expected behavior

Current:

After using redirect('/login') from the server action, the url on the browser shows '/login', the route gets rendered even when there is not such route on the project, only the one with the [locale] parameter.

Expected:

The url path on the browser must be '/en/login' after trigger the redirect('/login') on the server action.

The problem is not on the middleware. In both scenarios, manual navigating throw the browser url to /login, or triggering redirect('/login') from the server action, and the response from the middleware will be the same. In fact, that's why nextjs is able to render the route even when the url path on the browser is '/login' and there is no route for that on the project.

### 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 23.1.0: Mon Oct  9 21:28:45 PDT 2023; root:xnu-10002.41.9~6/RELEASE_ARM64_T6020
Binaries:
  Node: 20.8.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: 8.9.0
Relevant Packages:
  next: 14.0.2
  eslint-config-next: 14.0.2
  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)

App Router, Middleware / Edge (API routes, runtime), Routing (next/router, next/navigation, next/link)

### Additional context

_No response_
Repository: next.js
Issue: 404 infinite redirect in development mode
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/vercel/next.js/tree/canary/examples/reproduction-template

### To Reproduce

In dev mode a 404 causes an infinite redirect.

1. npm run dev
2. open http://localhost:3000/x <== invalid path
Infinite 404 redirect


### Current vs. Expected behavior

Don't redirect indefinitly

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 21.6.0: Wed Oct  4 23:55:28 PDT 2023; root:xnu-8020.240.18.704.15~1/RELEASE_X86_64
Binaries:
  Node: 18.18.2
  npm: 9.8.1
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.3-canary.0
  eslint-config-next: 14.0.1
  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)

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

### Additional context

_No response_
Repository: vscode
Issue: Emmet command from snippets.json doesn't show up in intellisense and fails to expand abbreviation
Labels: bug,emmet,confirmation-pending

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- VS Code Version: `1.84.2 (Universal)`
- OS Version: `ventura 13.5`

Steps to Reproduce:

1. Create `snippets.json` file with code content below, then set `emmet.extensionsPath` to directory that holds that file.
```json
{
  "html": {
    "snippets": {
      "testing": "<!DOCTYPE html> (html[lang='en']>(head>meta[charset='UTF-8' ]+meta[name='viewport' content='width=device-width, initial-scale=1.0' ]+(title{Document})+(script[src='https://cdn.tailwindcss.com']))+(body))"
    }
  }
}
```
2. Type `testing` in html file
3. No intellisense
4. Press Tab, nothing happens and popup error of "Failed to expand abbreviation"

I would have expected for intellisense to popup with value of `testing` and when pressing tab to run custom command.

This command string `<!DOCTYPE html> (html[lang='en']>(head>meta[charset='UTF-8' ]+meta[name='viewport' content='width=device-width, initial-scale=1.0' ]+(title{Document})+(script[src='https://cdn.tailwindcss.com']))+(body))` is valid emmet command because if you past it in html file and press tab it will populate the intended html below

```html
<!DOCTYPE html> <html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>Document</title>
  <script src="https://cdn.tailwindcss.com"></script>
</head>
<body>
  
</body>
</html>
```
Repository: godot
Issue: Buttons respond to input when set to PROCESS_MODE_DISABLED
Labels: discussion,topic:gui

### Godot version

4.1.3.stable

### System information

Godot v4.1.3.stable - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA T500 (NVIDIA; 31.0.15.4601) - 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz (8 Threads)

### Issue description

As I understand it, setting a node's process mode to `Node.PROCESS_MODE_DISABLED` should cause it to behave as if the scene tree were paused. This behavior is inconsistent in the case of Buttons. When the scene tree is paused, Buttons fail to respond to any input as expected; however, when Buttons are disabled via `Node.process_mode`, they continue to display active hover and focus behavior. This may be the case for other interactable Controls as well, I haven't tested.

### Steps to reproduce

- Create any scene with a Button
- Set its process mode to "Disabled" in the Node settings
- Run the test scene and observe its behavior

### Minimal reproduction project

N/A
Repository: rust
Issue: Parallel frontend (-Z threads=8) results in a different output than single-threaded
Labels: T-compiler,C-bug,A-reproducibility,WG-compiler-parallel

I wanted to check if using the threaded compiler produced a different binary:

```shell
gix clone https://github.com/BurntSushi/ripgrep/ && cd ripgrep
unset RUSTC_WRAPPER
unset RUSTFLAGS
rm -r target/;time cargo +nightly build -r;cp target/release/rg ./rg.single
export RUSTFLAGS="-Zthreads=1"
rm -r target/;time cargo +nightly build -r;cp target/release/rg ./rg.multi1
export RUSTFLAGS="-Zthreads=8"
rm -r target/;time cargo +nightly build -r;cp target/release/rg ./rg.multi8
sha256sum rg.*
```

I expected to see this happen:

All binaries [should be the same](https://www.reddit.com/r/rust/comments/17rd8ww/comment/k8i3cr6/?utm_source=reddit&utm_medium=web2x&context=3).

Note that when not changing settings, multiple rebuilds yield a binary with the same checksum.

Instead, this happened:

Different binaries, even different sizes. I tried with ripgrep and with my own [emlop](https://github.com/vincentdephily/emlop).

For emlop, I also ran its benchmark (`./benches/exec_compare.rs -p e:./emlop.multi,e:./emlop.single -n -r 50`) and found a 1% perf regression (but this is a noisy benchmark, I'm sure the difference could have gone either way).


### Meta
```
rustc 1.75.0-nightly (0f44eb32f 2023-11-09)
binary: rustc
commit-hash: 0f44eb32f1123ac93ab404d74c295263ce468343
commit-date: 2023-11-09
host: x86_64-unknown-linux-gnu
release: 1.75.0-nightly
LLVM version: 17.0.4
```
Repository: godot
Issue: Error when windows goes to sleep and then wakes up (Error: WASAPI: Initialize failed with error 0xffffffff88890008)
Labels: bug,needs testing,topic:audio,performance

### Godot version

4.2 beta 5 - mono

### System information

Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF

### Issue description

I get this error as in the image:

![image](https://github.com/godotengine/godot/assets/33526847/d5677a93-5482-45f9-a45d-b2a7212f14b3)

~~My entire project drops from stable 60fps with vsync (without vsync the fps are in hundreds) down to ~20 fps due to something failing. It happens just once and since then the performance never gets back.~~
I'm not sure about he performance drop, it might have been a fluke, right now it gets back up after waking up the computer and give the game focus as usual.

This is apparently an audio driver from the error but I don't even use any audio stream or audio node, I also do not have any audio files in my project and never had. This has not been ahppening in beta 4, it started with beta 5 - potentially a regression maybe?

If it helps, I'm currently testing navigation (3D) in Godot.

### Steps to reproduce

No idea, I haven't found a trigger, I have my project running for couple seconds/minute and then BAM.

### Minimal reproduction project

~~No idea, at most I can provide my project if it's needed. Again I don't have and don't use audio at all at the moment or ever in this project, I'm testing navigation.~~

1 .Open a 3D project, doesn't matter what is in it, feel free to use an empty scene with just a single Node3D.
2. Let windows go to sleep.
3. Wake it up.
4. Observe the errors.