sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Page that should give a 500 error shows 404 when deployed to Vercel
Labels: bug

### Verify canary release

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

### Provide environment information

This is my local environment. Not sure how to get this info on my deployed Vercel environment, but my project there is https://vercel-test-plum-rho.vercel.app/   
 
    Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.6.0: Sun Nov  6 23:31:16 PST 2022; root:xnu-8020.240.14~1/RELEASE_X86_64
    Binaries:
      Node: 16.13.0
      npm: 8.1.0
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.1.7-canary.4
      eslint-config-next: 13.1.1
      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/BethanyBerkowitz/vercel-test

### To Reproduce

Visit https://vercel-test-f5et36osj-bethanyberkowitz.vercel.app/test/should500. 

It shows a 404 error when the actual error should be a 500. 

### Describe the Bug

I added a page that I expect to throw a 500 error: `test/should500`. 

Locally, I get a 500 at http://localhost:3000/test/should500. When I deploy to Heroku, I get 500. When I deploy to Vercel, however, I get a 404. See https://vercel-test-f5et36osj-bethanyberkowitz.vercel.app/test/should500. 

The function log looks like:
<img width="558" alt="Screen Shot 2023-02-02 at 3 56 56 PM" src="https://user-images.githubusercontent.com/16493493/216447810-0d88ba2b-11d6-4ce7-bcb5-05c2af4d704e.png">

I also added a `test/should200` route just to make sure it was not some kind of routing issue. That route works fine. 

I sent a case to Vercel support (00115651) and they directed me here. 

### Expected Behavior

I expect that the page should give me a 500 error. 

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

Chrome 108.0.5359.124

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

Vercel
Repository: go
Issue: runtime: TestCgoExternalThreadPanic failures with `exit status 2`
Labels: help wanted,NeedsInvestigation,arch-mips,compiler/runtime

```
#!watchflakes
post <- pkg == "runtime" && test == "TestCgoExternalThreadPanic" && `exit status 2`
```

Factored out from https://github.com/golang/go/issues/57381#issuecomment-1403901425.

(attn @golang/mips; CC @golang/runtime)
Repository: go
Issue: net/http: Timeout while reading response body gives unexposed http.httpError
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20 linux/amd64

</pre>


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/user/.cache/go-build"
GOENV="/home/user/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/user/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/user/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.20"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/user/projects/go/test_http/go.mod"
GOWORK=""
CGO_CFLAGS="-O2 -g"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-O2 -g"
CGO_FFLAGS="-O2 -g"
CGO_LDFLAGS="-O2 -g"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build3588466548=/tmp/go-build -gno-record-gcc-switches"

</pre></details>

### What did you do?

Issue not reproducible on playground (needs network).
Might need to adjust timeout the hit the reading of the body on your network.
https://play.golang.com/p/9yaX7aYDf4A
```
package main

import (
	"bytes"
	"errors"
	"io"
	"log"
	"net/http"
	"time"
)

const httpTimeout = 600 * time.Millisecond

func main() {
	client := &http.Client{Timeout: httpTimeout}
	for call := 20; call >= 0; call-- {
		data := make([]byte, 100000)
		buffer := bytes.NewBuffer(data)
		req, _ := http.NewRequest(http.MethodGet, "https://httpbin.org/anything", buffer)
		resp, err := client.Do(req)
		if err != nil {
			log.Printf("Header timeout: %s", err)
			continue
		}
		defer resp.Body.Close()
		body, err := io.ReadAll(resp.Body)
		if err != nil {
			for newErr := err; newErr != nil; newErr = errors.Unwrap(newErr) {
				log.Printf("type: %T\n value: %+v\n", newErr, newErr)
			}
			return
		}
		log.Printf("No error: %d", len(body))
	}
}
```



### What did you expect to see?
A `*url.Error`, since that is what `Do` and related method returns, but another exposed error type would also work. Preferably wrapping the underlying error (`context.DeadlineExceeded` in this case)


### What did you see instead?
A `*http.httpError`, which is not exposed, and does not wrap underlying errors. This makes it impossible to handle this timeout with `errors.Is` or `errors.As`
Repository: pytorch
Issue: test_nccl_warn_not_in_group_debug_detail is flaky
Labels: oncall: distributed,triaged,module: flaky-tests

### 🐛 Describe the bug

Error: https://github.com/pytorch/pytorch/actions/runs/4066116189/jobs/7002264428

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu 

### Versions

main
Repository: godot
Issue: Cannot cast typed arrays using type hints
Labels: discussion,topic:gdscript

### Godot version

4.0 beta 17

### System information

Arch Linux

### Issue description

type hints for typed arrays seem to be entirely ignored. The particular use case I am having trouble with seems to be related both to Dictionaries not being typed as mentioned in #56, and to the typed array implementation change in #69248.

### Steps to reproduce

Attempt to run the following script, and note that the interpreter complains about trying to assign an Array to an Array[int], despite trying to cast the untyped Array to Array[int] in that very line.  Commenting out the lines related to the Array[int] will still leave you with an issue as you get the same error trying to pass an Array into an argument for an Array[String]. 


```
class_name ArrayCaster extends Node

var my_dictionary : Dictionary = {
	1 : "one",
	5 : "five",
	31 : "thirty-one",
}


func _ready():
	var arr : Array[int] = my_dictionary.keys() as Array[int]
	print(sum(arr))
	print_all(my_dictionary.values() as Array[String])


static func sum(ints: Array[int]) -> int:
	var result = 0
	for i in ints:
		result += i
	return result


static func print_all(strings: Array[String]) -> void:
	for s in strings:
		print(s)

```


### Minimal reproduction project

[array_casting_from_dictionary.zip](https://github.com/godotengine/godot/files/10573561/array_casting_from_dictionary.zip)
Repository: go
Issue: x/tools/gopls: provide a better error message when a file is excluded due to a package name mismatch
Labels: gopls,Tools,gopls/metadata

Context:
https://www.reddit.com/r/golang/comments/10rto2n/how_to_work_with_multiple_go_files/

We can and should do better here: if a file is not included in any packages due to its package name, we should diagnose this and try to explain to the user why the file was not in any package.
Repository: next.js
Issue: next/link on runtime experimental-edge causes pages to refresh
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: arm64
      Version: Darwin Kernel Version 22.2.0: Fri Nov 11 02:03:51 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.3.0
      npm: 7.15.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.1.6
      eslint-config-next: 13.1.6
      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

Only happens on Vercel Edge Runtime

### To Reproduce

Enable experimental-edge in your next.config.js

  experimental: {
    runtime: 'experimental-edge',
  },
  
  Then add a page with next/link
  
  i'm not using appdir. I'm using the regular /pages directory


### Describe the Bug

  After deploying to Vercel and clicking the link the browser will refresh and don't behave as a single page app

### Expected Behavior

Go to the target page without the browser refreshing

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: PowerToys
Issue: Change shortcuts only when specific programs run
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Needs-Triage

### Description of the new feature / enhancement

Can I change the shortcut key only for a specific program?

I play a game and I want to change the shortcut only when I play that game.

### Scenario when this would be used?

When playing a particular game, 

Change the shortcut key.

When you exit the program, the shortcut returns to before execution.

### Supporting information

_No response_
Repository: PowerToys
Issue: Hosts File Editor Does Not Clear/Reinstate Read Only Status
Labels: Idea-Enhancement,Needs-Triage

### Microsoft PowerToys version

0.67.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Hosts File Editor

### Steps to reproduce

1) open hosts file editor
2) make entry
3) receive error msg (in pink box at bottom) to the effect that hosts was not saved.
4) say, "hmmm, why not?"
5) investigate and discover that the read only status was not changed to allow the file to be written to.
6) remove read only status manually.
7) repeat steps 1 & 2
8) file saved as is ought to be
9) check file properties, discover read-only status not reinstated 
10) reinstate read-only status manually 


### ✔️ Expected Behavior

Things to work as they ought.  
Editor app should remove read-only, save file, reapply read-only.  
Should be done automatically, without operator intervention, but perhaps with notice.  
If overly cautious, could be done by opening the file property box so change can be made manually -- but why go through that, when you can do it as well or better with notepad+++?

### ❌ Actual Behavior

As detailed in 'Steps...'
The pink error msg box should be much more evident, maybe across the text area.  I missed it the first time it showed.   

BTW, attempted to generate bug report log.   Power toys refused and is now frozen.  I take that back -- has just crashed. 
Restarted it, now have two bug report logs.  Here they are:
[PowerToysReport_2023-02-02-16-42-40.zip](https://github.com/microsoft/PowerToys/files/10574316/PowerToysReport_2023-02-02-16-42-40.zip)
[PowerToysReport_2023-02-02-16-46-34.zip](https://github.com/microsoft/PowerToys/files/10574317/PowerToysReport_2023-02-02-16-46-34.zip)


### Other Software

_No response_
Repository: godot
Issue: Quick Load doesn't see custom resources created by EditorImportPlugin
Labels: bug,topic:editor,topic:import

### Godot version

4.0beta17

### System information

Window 10

### Issue description

Quick Load doesn't see custom resources created by ImporterPlugin

### Steps to reproduce

1) Create ImporterPlugin for custom file format
2) Create custom resource with class_name
3) Import file and create custom resource
4) Try to `@export` custom resource
5) Quick Load doesn't see these resources


https://user-images.githubusercontent.com/1756388/216478252-34a8df6f-707b-417d-9ccf-2253e67b767a.mp4



### Minimal reproduction project

[custom_resource_export.zip](https://github.com/godotengine/godot/files/10574360/custom_resource_export.zip)
Repository: flutter
Issue: [Skia & Impeller] Texture coverage leak when using clamp sampled Image filters
Labels: framework,c: rendering,a: layout,P2,team-framework,triaged-framework

This is a hybrid rendering + framework layout intent issue that I suspect can best be solved by modifying widgets in the framework.

Follow-up: issue for https://github.com/flutter/flutter/issues/119289.

Example app: https://github.com/HayesGordon/flutter-rive-design-code-demo

The layer texture size/coverage reveals itself through the edge sampling mode via flickering when using `ImageFiltered` with clamp sampling.  

```dart
ImageFiltered(
  imageFilter: ImageFilter.blur(sigmaX: 30, sigmaY: 30),
  child: const RiveAnimation.asset(app_assets.shapesRiv),
),
```

On the left and right side, the window size acts as a hard cutoff for the layer. But the height is varying in size throughout the animation due to a minimally sized texture being produced for the blurred layer.

One possible way to address this would be to try and reason about where the user intends the "hard edges" to be (perhaps the current clip's bounding box -- this is an imperfect solution because we support subpixel clipping) and expand the texture past the coverage by an extra pixel to avoid the flicker.
However, I'm not sure Skia and/or Impeller is the right place to address this issue -- the more reliable way to address this would be for the renderbox, who _knows_ the user's layout intent at layout resolution time, to provide the `saveLayer` a [bounds hint](https://api.flutter.dev/flutter/dart-ui/Canvas/saveLayer.html) that does this slight expansion behavior around edges when the sampling mode for the filter is `clamp`.

Skia:

https://user-images.githubusercontent.com/919017/216482161-b23f5934-6d39-45bd-a22f-73e5306cdace.mov

Impeller:

https://user-images.githubusercontent.com/919017/216482226-13b0a768-004e-4900-91a2-a87bbea2f95a.mov
Repository: pytorch
Issue: Set AVX2 is minimum supported instruction set for Linux X86
Labels: triaged,enhancement,module: intel

### 🐛 Describe the bug

Some of the ops already throwing this cryptic `Your CPU does not support FBGEMM`, which simply means CPU does not support AVX2 instruction set. Which makes me wonder, should we make it a uniform rule for the entire PyTorch codebase on x86?
https://github.com/pytorch/pytorch/blob/f84f89b1c3f2bc74512e7a7b05ae6185164a9b3e/aten/src/ATen/native/cpu/utils.h#L104

### Versions

CI

cc @frank-wei @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: flutter
Issue: Running `Mac framework_tests*` on arm64 Macs flakes with "Skia Gold received an unapproved image in post-submit"
Labels: team,framework,P2,team-framework,triaged-framework

We have new ARM Mac Mini capacity available to run Mac framework tests, and I tried to turn on running the `framework_tests_libraries`, `framework_tests_misc`, and `framework_tests_widgets` on these new bots in https://github.com/flutter/flutter/pull/119762


However I had to revert it because, though they passed in presubmit, they failed in postsubmit with Skia gold diffs:
https://ci.chromium.org/p/flutter/builders/prod/Mac%20framework_tests_libraries/9202
https://ci.chromium.org/p/flutter/builders/prod/Mac%20framework_tests_misc/9026
https://ci.chromium.org/p/flutter/builders/prod/Mac%20framework_tests_widgets/9122

Example:
```
══╡ EXCEPTION CAUGHT BY FLUTTER TEST FRAMEWORK ╞════════════════════════════════════════════════════
The following SkiaException was thrown while running async test code:
Skia Gold received an unapproved image in post-submit
testing. Golden file images in flutter/flutter are triaged
in pre-submit during code review for the given PR.

Visit https://flutter-gold.skia.org// to view and approve
the image(s), or revert the associated change. For more
information, visit the wiki:
https://github.com/flutter/flutter/wiki/Writing-a-golden-file-test-for-package:flutter

Debug information for Gold --------------------------------
stdout: Given image with hash b3df9b168969c63476708476137a356d for test
animation.LiveBinding.press.animation.2
...
Untriaged or negative image:
https://flutter-gold.skia.org/detail?test=animation.LiveBinding.press.animation.2&digest=b3df9b168969c63476708476137a356d


stderr: Test: animation.LiveBinding.press.animation.2 FAIL
```
https://flutter-gold.skia.org/detail?test=animation.LiveBinding.press.animation.2&digest=b3df9b168969c63476708476137a356d
Repository: stable-diffusion-webui
Issue: [Feature Request]: Option to defer "Interrupt" button to end of current generation
Labels: enhancement

### 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 ?

Sometimes I'm in the middle of generating a huge batch of images and come back to my computer so I can interrupt it, but I don't want to lose the image I'm generating. It would be nice to have an option to make the `Interrupt` button only interrupt the whole generation when the current batch has finished generating.

### Proposed workflow

1. Start generating a large number of batches.
2. Press `Interrupt` with a Ctrl+/Right-click to defer interruption.
3. The generation is interrupted when the current image has finished generating.

### Additional information

_No response_
Repository: PowerToys
Issue: Screen Ruler drag/move
Labels: Idea-Enhancement,Area-User Interface,Product-Screen Ruler

### Description of the new feature / enhancement

Add the ability to drag/move the tool on the screen.

### Scenario when this would be used?

I **love** this tool and use it frequently!
I use an ultra-wide monitor with windows split between two halves of the screen. The Screen Ruler tool opens in between them hindering minimize, maximize and close of the window on the left.
![ScreenRulerExample](https://user-images.githubusercontent.com/68550302/216531676-1479cc0d-a7c9-4bfe-891f-ce66e248b792.png)


### Supporting information

_No response_
Repository: PowerToys
Issue: Overlapping zones in FanzyZones
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

Be able to create zones that are overlapping eachother, snapping to a zone would still be handled the same way, windows would be assigned the new size but might have a portion that is overlapping another windows.
Currently zones goes up against eachother, showing all of a attached windows

### Scenario when this would be used?

Many websites and programs has dead/unnecessary space that takes up precious screen space, this feature could be used to hide parts that isn't needed at a glance, ie when I need the hidden search bar i Microsoft Teams I would just click the window popping it out in front of the others.

### Supporting information

_No response_
Repository: vscode
Issue: Incorrect Keyboard Shortcuts on Web Version of VSCode on Samsung Galaxy Tab S8 Ultra
Labels: bug,keyboard-layout,web

I am using the web version of vscode on a Samsung Galaxy Tab S8 Ultra with the matching keyboard cover. The system layout is set to German and this works correctly everywhere except for in the web version of vscode. When using the web version of vscode, the a-z characters work as expected but the keyboard shortcuts do not work as expected. For example, pressing Ctrl + Z is interpreted as Ctrl + Y and pressing AltGr + 8 for a [ character is interpreted as Alt + 8. These incorrect interpretations make the web version of vscode on my device unusable.

Steps to Reproduce:

Use the web version of vscode on a Samsung Galaxy Tab S8 Ultra with the matching keyboard cover.
Try to use keyboard shortcuts such as Ctrl + Z or AltGr + 8
Observe the incorrect interpretations of the keyboard shortcuts
Expected Result: The keyboard shortcuts should work as expected, matching the system layout set on the device.

Actual Result: The keyboard shortcuts are interpreted incorrectly, making the web version of vscode on the device unusable.
Repository: flutter
Issue: [Camera]: get focal length of camera
Labels: c: new feature,p: camera,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case

When a device is used with multiple back camera's. It would be handy to know the focal length of each camera.
That way a user interface can be implemented that shows the appropriate icons for each camera.
Ex:

![191372954-b30ebe8e-f417-4f7e-84f9-56267e006387](https://user-images.githubusercontent.com/83468355/216551936-5435cc4a-f1c1-4e6e-99ab-5bd117635a79.jpeg)



## Proposal

A new attribute to the CameraDescription class "focalLength". Used like this:
```
        cameras = await availableCameras();

        for (CameraDescription c in cameras) {
          print(c.focalLength);
        }
```

Android: camera2 supports focalLength
https://developer.android.com/reference/android/hardware/camera2/CameraCharacteristics


IOS: AvFoundation doesn't support a focallength parameter

A distinction between ultrawide, wide and telephoto lens would also be a huge step forward.
https://developer.apple.com/documentation/avfoundation/avcapturedevice/devicetype

Otherwise the videoFieldOfView parameter could be used and converted
https://developer.apple.com/documentation/avfoundation/avcapturedeviceformat/1624569-videofieldofview

```
func get35mmEquivalentFocalLength(format : AVCaptureDevice.Format) -> Float {
    // get reported field of view. Documentation says this is the horizontal field of view
    var fov = format.videoFieldOfView
    // convert to radians
    fov *= Float.pi/180.0
    // angle and opposite of right angle triangle are half the fov and half the width of 
    // 35mm film (ie 18mm). The adjacent value of the right angle triangle is the equivalent 
    // focal length. Using some right angle triangle math you can work out focal length
    let focalLen = 18 / tan(fov/2)
    return focalLen
}
```
Repository: godot
Issue: Editor always starts with some scene loaded even though 'restore scenes on load' is unchecked
Labels: discussion,topic:editor

### Godot version

4.0.beta17.mono.official

### System information

Windows 10

### Issue description

In the Editor settings under Interface/Scene Tabs -> Restore Scenes on Load is unchecked.
Situation: When re/starting the editor in a project that contains scenes it always starts up with one already loaded/opened.
Expected: no scenes are loaded/restored and the editor starts in a clean state.


### Steps to reproduce

Uncheck the editor setting and restart any project with scenes.

### Minimal reproduction project

N/A (editor setting related)
Repository: rust
Issue: Rust `1.67.0` stopped initializing the WASI environment for exported functions on `target="wasm32-wasi"`
Labels: P-medium,O-wasm,C-bug

The code:

```rust
fn main() {}

#[export_name="test"]
pub fn test() {}
```

would produce the following Wasm assembly on Rust `1.66.1` compiled with `cargo build --target="wasm32-wasi"`:
```wat
;; ... truncated ...
(func $test.command_export (type 0)
    call $__wasm_call_ctors ;; <- WASI initialized here
;; ... truncated ...
(export "test" (func $test.command_export))
(export "main" (func $main.command_export))
;; ... truncated ...
```

On `1.67.0` it produces this one:
```wat
;; ... truncated ...
(func $test (type 0)
    return)
;; ... truncated ...
(export "test" (func $test))
(export "_start" (func $_start))
;; ... truncated ...
```

Notice that the call to the `$__wasm_call_ctors` function is missing in the exported `test`. This means that when entering the Wasm instance through the exported function, it will not have a correctly set up WASI environment and calls to open files or look up environment variables will fail. The `_start` function in both versions calls `$__wasm_call_ctors` and works correctly.

I'm not sure what commit broke this. ~~The only PR that is related to this seems to be this one https://github.com/rust-lang/rust/pull/105405/~~.

EDIT: Or more likely, this one https://github.com/rust-lang/rust/pull/105395