sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: the "include" property in tsconfig.json is not nessecary (and can sometimes causes issues)
Labels: bug,TypeScript

### 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 Apr 2 22:23:49 UTC 2021
    Binaries:
      Node: 19.2.0
      npm: 8.19.3
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.2.4-canary.5
      eslint-config-next: 13.2.3
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

TypeScript

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/github/vercel/next.js/tree/canary/examples/reproduction-template

### To Reproduce

1. Create a reproduction template
2. Add `"baseUrl": "."` as instructed here: https://nextjs.org/docs/advanced-features/module-path-aliases
3. Add `"allowJs": true` and create an export in a javascript file to import.
4. Attempt to use intellisense with root paths on any `.js` files. (vscode will not pick it up)

### Describe the Bug

An example of a DX snag that this may cause is that the `include` property excludes javascript files, which isn't default behavior.

as stated here: https://github.com/microsoft/TypeScript/issues/27318#issuecomment-537084708
>  (My advice is always to go without any files/include/exclude until you need it.)

If I attempt to remove the `include` property myself as a workaround, it will start working on js files, but next will add the property right back when i run `next dev`.

**The ts team recommends avoiding the `"include"/"exclude"` property unless needed** and in this case, it doesn't seem to be needed.

The default property does catch `"next-env.d.ts"`, and having to specify `"**/*.ts", "**/*.tsx"` means users will need to reconfigure their `include` if they allow javascript, and it is not meaningfully excluding any files that should be excluded (like tests).

### Expected Behavior

Simply remove the `include` property from the next tsconfig defaults.

I would expect that the tsconfig defaults for what files to include matches the default for typescript, because it isn't necessary to specify otherwise. and can cause DX snags if people change their config.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: pytorch
Issue: [MPS] F.conv1d and F.conv2d produce incorrect gradients when minibatch >= 2^16
Labels: triaged,module: correctness (silent),module: mps

### 🐛 Describe the bug

Both `F.conv1d` and `F.conv2d` (and `torch.nn.Conv1d` and `torch.nn.Conv2d`) produce incorrect gradients
when the minibatch size is 65_536 (=2^16) or greater. In the example below, the bottom two assertions fail. `F.conv3d` doesn't have this issue.
```python
import torch

def test_grad(minibatch, dimensions=1):
    if dimensions == 1:
        view = (-1, 1, 1)
        op = torch.nn.functional.conv1d
    elif dimensions == 2:
        view = (-1, 1, 1, 1)
        op = torch.nn.functional.conv2d
    elif dimensions == 3:
        view = (-1, 1, 1, 1, 1)
        op = torch.nn.functional.conv3d

    # create identical input tensors
    input_cpu = torch.ones(minibatch)
    input_mps = torch.ones(minibatch, device="mps")

    # create identical weight tensors
    weight_cpu = torch.ones(1, requires_grad=True)
    weight_mps = torch.ones(1, requires_grad=True, device="mps")

    # get output
    out_cpu = op(input_cpu.view(view), weight_cpu.view(view)).mean()
    out_mps = op(input_mps.view(view), weight_mps.view(view)).mean()
    out_cpu.backward()
    out_mps.backward()

    # compare CPU and MPS outputs
    assert torch.allclose(out_cpu, out_mps.to("cpu"))
    assert torch.allclose(
        weight_cpu.grad, weight_mps.grad.to("cpu")
    )  # fails with minibatch >= 2**16

test_grad(2**16 - 1, dimensions=3)
test_grad(2**16 - 1, dimensions=2)
test_grad(2**16 - 1, dimensions=1)
test_grad(2**16, dimensions=3)
test_grad(2**16, dimensions=2)  # second assertion fails
test_grad(2**16, dimensions=1)  # second assertion fails
```

### Versions

PyTorch version: 1.13.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.2.1 (arm64)
GCC version: Could not collect
Clang version: 15.0.7
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.6 (main, Aug 29 2022, 10:06:59) [Clang 13.1.6 (clang-1316.0.21.2.5)] (64-bit runtime)
Python platform: macOS-13.2.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Max

Versions of relevant libraries:
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.24.2
[pip3] torch==1.13.1
[pip3] torchtext==0.13.1
[conda] Could not collect

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen @razarmehr @abhudev
Repository: flutter
Issue: Remove Authentication Requirement for Subscription Flow
Labels: P3,team-news

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## Use case


Apple has rejected iOS submissions for apps leveraging the Flutter News Toolkit based on required user authentication for the subscription flow. Per [Apple Guideline 5.1.1](https://developer.apple.com/app-store/review/guidelines/#data-collection-and-storage), apps cannot require user registration prior to allowing access to app content and features that are not associated specifically to the user. User registration that requires the sharing of personal information must be optional or tied to account-specific functionality.

Per Apple, although [App Store Review Guideline 3.1.2](https://developer.apple.com/app-store/review/guidelines/#subscriptions) requires an app to make subscription content available to all the iOS devices owned by a single user, it is not appropriate to force user registration to meet this requirement; such user registration must be optional.


## Proposal

I propose we modify the logic in the toolkit to support optional authentication for subscriptions. Users should be prompted with a login option to access their subscription content across all devices and optionally opt out and proceed through the in-app purchasing flow. Here's an example prompt that could be leveraged:

![Screen Shot 2023-03-07 at 5 19 57 PM](https://user-images.githubusercontent.com/101207931/223566733-0a31b056-4269-4aff-ac10-7bd2a38ce753.png)


This is change should be made by Flutter or a contributor, so users of the toolkit can take advantage of this change across the board.
Repository: godot
Issue: Script editor does not recognise key presses from QMK keyboards using the KC_PEQL key code
Labels: bug,platform:linuxbsd,topic:porting,topic:input

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Ubuntu 22.04

### Issue description

When using a QMK keyboard that is setup to use the `KC_PEQL` QMK keycode (the numpad equals key), the Godot script editor does not recognise the key press and injects no text into the script. The key is recognised by other applications on the system, but not Godot.

This can be worked around by rebinding the key in QMK to use the `KC_EQL` keycode (the =/+ key), as opposed to the numpad equals keycode. Ideally, Godot would pick this key press up though.

### Steps to reproduce

Use a keyboard that has a numpad equals key and try to use it when editing a script in Godot. Alternatively, if a QMK keyboard is available, flash the firmware / use VIA to set a key to use the `KC_PEQL` keycode and attempt to use it in Godot.

### Minimal reproduction project

N/A
Repository: godot
Issue: "3D" letters suddenly appearing in filenames of sprite .pngs after importing from 3.5 to 4.0 - causing .tscn not to load.
Labels: bug,topic:editor

### Godot version

4.0 Stable - Win64

### System information

Windows 11

### Issue description

Tried to upgrade my project from 3.5 to 4.0 and a .tscn will not load now because a bunch of .png filenames associated with the .tscn are coming up as being missing from dependencies because 4.0 says they should have the letters "3D" in the filename.  The .png filenames never had the "3D" in them so I'm not sure where this is coming from.

Here's a link to what it's saying one of the .png filenames should be in the dependencies for the .tscn that won't load: https://i.stack.imgur.com/fe9dj.jpg   (the part that says "3D" right after the word "Light" in the filename was never there - and isn't there when I look at the actual file in the folder outside of the engine).  When I look at the error it appears to also be seeking for the .pngs in folders that are also supposed to contain "3D" in them - however the folder names also have never had this in their names (and also don't currently have them when I check the actual folders outside of the engine).

I can fix the issue by manually going in and reselecting the correct file for each error - however there are hundreds of them so I'm hoping there's a better way to get it to pick things up correctly other than having to go through and correct one by one.

Project still works fine in Godot 3.5, so it seems to just be an import to 4.0 issue.  Game is a 2D side scroller using sprites.

Thanks!

### Steps to reproduce

To reproduce upgrade a 2D sprite game where a .tscn has a bunch of .pngs for sprites associated with it as dependencies.

### Minimal reproduction project

N/A
Repository: flutter
Issue: ExpansionTile should have a sliver equivalent
Labels: c: new feature,framework,f: scrolling,a: quality,customer: google,P3,team-framework,triaged-framework

It is not uncommon for users to want to compose a list of ExpansionTiles that themselves contain lists.
This is difficult for users to compose, and can lead them to make inefficient scrolling choices.
ExpansionTile should have a sliver equivalent, so the tiles themselves can just be included in a CustomScrollView.
Repository: flutter
Issue: Streamline Flutter getting started.
Labels: c: new feature,tool,platform-mac,platform-windows,c: proposal,P1,team-tool,triaged-tool

I am helping people in [flutter-chat.dev](http://flutter-chat.dev/) to rump up with flutter.

Path setup is a huge ramp up friction point for both mac and windows, because people normally do not know how to do it, and need to investigate, and the process is very error prone.

Complexity for mac: there is no certainty which configuration is executed, as there is classic bash and zshell.
Windows: there is no certainty if the variable should be set up for user or for environment.

A script that could do this for user, would simplify the ramp up significantly.
Repository: excalidraw
Issue: Images blank
Labels: bug,images

Just an FYI...I spent a fair amount of time today building a whiteboard for my work using screen capture images and markups.  I saved the drawing to my OneDrive and then created a share link for my colleagues.  I posted the link in Teams and then followed the link to make sure they could see everything and when I landed all the images were greyed out.  When I try to import from the saved file they still don't show up.  I haven't been able to figure out how to recover a working copy.  If this is a known bug then I would appreciate knowing the solution.  If its a new bug, then I just wanted to let you know so you can try to troubleshoot and resolve at some point in your product development.  I really like this app and hope it continues to improve.
Repository: node
Issue: http2.Http2Server listen conditionally leaves an open file handle after cleanup
Labels: http2

### Version

18.14.0

### Platform

Linux 5.14.0-1045-oem #<!-- -->51-Ubuntu SMP Mon Jul 4 06:41:22 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

node:http2

### What steps will reproduce the bug?

Given the following Jest test suite, replace `test` with `test.only` and run each scenario in isolation.

```ts
import http2 from 'node:http2';

function verifyListen(host: string | undefined): void {
    const server = http2.createServer({});
    server.listen(8888, host);
    server.close();
}

describe.only('HttpServer', () => {
    test('good scenario', () => {
        console.log('good scenario');
        verifyListen(undefined);
    });

    test('bad scenario 1', () => {
        console.log('bad scenario 1');
        verifyListen('localhost');
    });

    test('bad scenario 2', () => {
        console.log('bad scenario 2');
        verifyListen('127.0.0.1');
    });
});
```
Jest command:
`npx jest --testRegex test/BugReport.ts --detectOpenHandles`

There are no connections being created, just listen on the port and then close the port.

### How often does it reproduce? Is there a required condition?

Always when `localhost` or `127.0.0.1` are used.

### What is the expected behavior?

When close is called there should be no open handles after all connections complete. In the simplest case there are no connections needed to cleanup and still there's an open handle.

### What do you see instead?

The good scenario runs without problems.

The 2 bad scenarios, when run in isolation, both yield:
```console
Jest has detected the following 1 open handle potentially keeping Jest from exiting:

  ●  TCPSERVERWRAP

      3 | function verifyListen(host: string | undefined): void {
      4 |     const server = http2.createServer({});
    > 5 |     server.listen(8888, host);
        |            ^
      6 |     server.close();
      7 | }
      8 |

```

### Additional information

_No response_
Repository: PowerToys
Issue: Image Resizer Right Click Action missing
Labels: Issue-Bug,Product-Image Resizer,Needs-Triage

### Microsoft PowerToys version

0.68.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Image Resizer

### Steps to reproduce

Right-click + drag and drop the selected images no longer shows the "Resize Image here" option.

### ✔️ Expected Behavior

Right-click + drag and drop selected images should have a "Resize image here" option

### ❌ Actual Behavior

It doesn't show the option, and ends up only being able to resize in the same folder/ resize the original copies.

### Other Software

Explorer folders
Repository: flutter
Issue: Issue on web html rendering RTL
Labels: engine,platform-web,e: web_html,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-web,triaged-web

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: 23.5
    wrong web html rendering result: 5.23

Another example:

    correct expected output: (test) (هذا نص تجريبي (اختبار
    wrong web html rendering result: )test() هذا نص تجريبي )اختبار

we have tried this code sample, but it was not working

```
`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: Column(
       children: const [
         Directionality(
           textDirection: TextDirection.rtl,
           child: Text(
             'سعر المنتج 23.5 دولار',
             style: TextStyle(fontSize: 30, fontWeight: FontWeight.bold),
           ),
         ),
         SizedBox(height: 20),
         Directionality(
           textDirection: TextDirection.rtl,
           child: Text(
             '(test) (هذا نص تجريبي (اختبار',
             style: TextStyle(fontSize: 30, fontWeight: FontWeight.bold),
           ),
         ),
       ],
     ),
   );
 }
}`

```
Repository: PowerToys
Issue: Quick Accent malfunctioning with Microsoft Korean IME
Labels: Issue-Bug,Priority-1,Product-Quick Accent

### Microsoft PowerToys version

0.68.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

1. Enable Quick Accent in PowerToys Settings.
2. Set input language to Microsoft Korean IME (`Microsoft 입력기`).
3. Set to Hangul mode (`가` in the system tray) and type some Hangul.

Bug report log: [PowerToysReport_2023-03-08-09-20-58.zip](https://github.com/microsoft/PowerToys/files/10915268/PowerToysReport_2023-03-08-09-20-58.zip)


### ✔️ Expected Behavior

The input flow should be smooth, with or without enabling Quick Accent.

### ❌ Actual Behavior

The bug appears when you press Spacebar after typing some Hangul.

In Chromium-based browsers, pressing Spacebar doesn't finalize the current syllable. 
The space just gets attached after the current syllable, and the next keystroke will affect as if the Spacebar was never pressed. (The video below is Chrome but it comes just same in MS Edge)

In PowerPoint, the last syllable just goes away.

These symptoms don't occur every time but only occasionally, and I can't expect when it will come.

<details>
  <summary>Videos</summary>  

  https://user-images.githubusercontent.com/31509569/223589250-38da97a5-42b2-4d00-9024-d323c0925a86.mp4

  https://user-images.githubusercontent.com/31509569/223589246-cb06c8f2-006c-4cf7-be8d-79db89514b90.mp4
</details>

### Other Software

Windows 10 v22H2 (build 19045.2604)
MS Edge v110.0.1587.63 (official build, x64)
Chrome v111.0.5563.65 (official build, x64)
PowerPoint 2019 MSO(version 2302 build 16.0.16130.20186) x64
Repository: PowerToys
Issue: Wrong or inconsistent Korean translation for "activation key"
Labels: Issue-Bug,Area-Localization,Needs-Triage,Needs-Team-Response,Loc-Sent To Team,Issue-Translation

### Microsoft PowerToys version

0.68.1

### Utility with translation issue

General

### 🌐 Language affected

Korean

### ❌ Actual phrase(s)

* `활성화 바로가기 키` (Always on Top)
* `활성화 바로가기` (Color Picker; FancyZones)
* `활성화 바로 가기` (Mouse Jump; Paste as Plain Text; PowerToys Run; Screen Ruler; Text Extractor)
* `바로 가기 활성화` (Mouse Highlighter; Mouse Pointer Crosshairs)
* `정품 인증키` (Quick Accent)
* `바로 가기` (Video Conference Mute)

### ✔️ Expected phrase(s)

~~`단축키`~~ `바로 가기 키` (for all cases)

### ℹ Why is the current translation wrong

`정품 인증키` means **_product_** activation key (a.k.a. serial code, CD key etc.) so this is obviously wrong.

`바로 가기 활성화` means "to activate a shortcut", not "a shortcut to activate a feature".

`@"활성화 바로 ?가기( 키)?"` (yes, this is a C#-style regex) is not that bad here, but is inconsistent from feature to feature. 

~~Finally, the phrase `바로 가기` implies that this is a shortcut icon (on Desktop or in a folder, in Windows Explorer context) rather than a shortcut key. `단축키` is more appropriate here.~~

----
Edit 2025-01-06: The expected phrase was changed to comply with Windows Explorer's Properties dialog.
Repository: go
Issue: x/pkgsite: source files links for stdlibs are incorrect in local mode
Labels: NeedsInvestigation,pkgsite

cmd/pkgsite version @ 0a30e374544fc794cc1769dd04254f5be9b62c68 (2023-03-01T13:51:50Z)

Repro: 
  run `pkgsite`
  visit http://localhost:8080/time (it may take some time to index stdlib)
  From "Source Files" section, click "format.go" and see the link is invalid.
  
I started `pkgsite` from my pkgsite project directory checked out at /Users/hakim/projects/pkgsite, and the link is "http://localhost:8080/files/Users/hakim/projects/pkgsite/golang.org/x/pkgsite/time/format.go", a strange combination of the process wd + main module path + "/time/format.go".

Probably related: the "Repository" info is incorrect.

![image](https://user-images.githubusercontent.com/4999471/223607964-accb9ab1-05b0-442b-8465-31e4a04a3b1f.png)
Repository: godot
Issue: Godot Editor Stealing Focus From Game
Labels: bug,topic:porting,confirmed,topic:input

### Godot version

4.0 Stable

### System information

Windows 10

### Issue description

After a game starts, the Godot Editor steals focus, sending keypresses to the editor, until I either Alt-Tab out and back into the game, or click with the mouse, anywhere in the window. (Fullscreen and Exclusive modes only)

### Steps to reproduce

This happens in ALL my projects, even just now an empty test project I made, added a Character3D node, with the default movement controls, and the Character3D would not move until after I alt-Tabbed out and back in, OR until after I clicked somewhere in the window. All the keypresses I made before clicking appeared in the script editor.

I put print statements in all my input handlers in all my projects and confirmed that no keyboard inputs are ever registered until after an alt-tab or a click. 

IMPORTANT: This issue does not happen with any other version of Godot, only 4.0 Stable. Input works perfectly in all previous versions, so I'm assuming it's not a hardware issue. This issue ONLY happens in Fullscreen and Exclusive Fullscreen modes and does not occur in Windowed modes. This issue happens in both Forward+ and Compatibilty mode.

### Minimal reproduction project

[project - Copy.zip](https://github.com/godotengine/godot/files/10916960/project.-.Copy.zip)

My current practice project (Trying out things that are different in Godot 4 for the first time, like CharacterBody3D)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Switch to XMP image metadata instead of current PNG info
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 ?

It's common for images created with SD to be edited in an editor like Photoshop or GIMP, but altering the image will destroy the png info that is so helpful for remembering prompts and parameters. Can this info survive general editing if it's migrated to the XMP metadata standard?

### Proposed workflow

It would be most excellent to have a dropdown that would essentially fill these fields:

![image](https://user-images.githubusercontent.com/93168145/223613530-db4bc599-0ee0-4735-a96f-09fefe16104d.png)

Description could contain the data blob that is normally put as a tag for png info.

Another thing to consider is the current format is some arbitrary tag and is not well supported by other sites and programs that analyze metadata. 95% of the offerings out there for image data won't allow you to edit, extract, or even see this data.

### Additional information

_No response_