sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Use same llvm_kind to link llvm's Polly library
Labels: A-LLVM

https://github.com/rust-lang/rust/blob/fdeef3ed1809aa9bd4ea9ff0fad92010c6de669c/compiler/rustc_llvm/build.rs#L286

When build rust 1.69.0 with static llvm 16 or llvm15, it will fail like:
"librustc_driver-.....so: undefined reference to `llvm::DOTGraphTraits<llvm::RegionNode*>::getNodeLabel[abi:cxx11](llvm::RegionNode*, llvm::RegionNode*)'"

After digging the build process, I find the undefined symbol is referred by libPolly.a and defined in libLLVMAnalysis.a.
And the --debug output showed that Polly is linked with dylib while LLVMAnalysis linked with static.
So here is the patch to fix this issue.

```rust
--- rustc-1.69.0/compiler/rustc_llvm/build.rs.orig    2023-04-25 09:45:38.469356829 +0800
+++ rustc-1.69.0/compiler/rustc_llvm/build.rs 2023-04-25 09:47:22.144017554 +0800
@@ -282,7 +282,7 @@
             continue;
         }
 
-        let kind = if name.starts_with("LLVM") { llvm_kind } else { "dylib" };
+        let kind = if name.starts_with("LLVM") { llvm_kind } else if name.starts_with("Polly") { llvm_kind } else { "dylib" };
         println!("cargo:rustc-link-lib={kind}={name}");
     }
 
```
Repository: material-ui
Issue: [codemod] several transformations are wrong
Labels: bug 🐛,package: codemod

1. `base-hook-imports` does not remove `Unstyled` from component import

   ```js
   import SelectUnstyled from '@mui/base/SelectUnstyled'; ❌
   ```
   
2. `joy-rename-classname-prefix` replaces other string that's not className

   ```js
   import JoyLink from '@mui/joy/Link'; => import MuiLink from '@mui/joy/Link'; ❌
   ```
Repository: rust
Issue: user-defined ansi codes in diagnostic output 
Labels: A-diagnostics,C-bug

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

I tried this code:

```rust
#![crate_type = "lib"]

const fn foo() {
    panic!("\x1b[32mR\x1b[33mU\x1b[34mS\x1b[35mT\x1b[31;1m")
}

const FOO: () = foo();
```

I expected to see this happen: the compiler to emit an error where ansi codes were escaped.

Instead, this happened:
![out](https://user-images.githubusercontent.com/38062690/234175162-defd2849-b787-4501-935a-7f9e9935c930.png)

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

runs on all versions

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Repository: godot
Issue: Touch input causes FPS drop and stuttering on some iOS devices (Pro Motion?)
Labels: bug,platform:ios,topic:porting,confirmed,topic:input,performance

### Godot version

3.6 beta 1

### System information

iOS 16, GLES3

### Issue description

Discussion started in #32139 but now seems like a separate issue. 

I believe #69200 fixed that issue, but now I'm still seeing stutter and FPS drop from touch input on iPhone 14 Pro Max.
The issue is not reproducible on iPhone 12 or iPhone 6s, so I guess maybe this has to do with Pro Motion (high refresh rate).

Here are some screen recordings comparing a near-empty scene on iPhone 14 Pro Max and iPhone 6s. Godot icons indicate tapping input.

iPhone 6s - performance unaffected by touch input, as it should be:

https://user-images.githubusercontent.com/33777501/234172363-56198b63-d709-4b8d-b4c9-4abd48f8d573.MP4



----
---
iPhone 14 Pro Max (high refresh rate DISABLED in Godot) - notice severe FPS drop:

https://user-images.githubusercontent.com/33777501/234172378-4ac52bd0-435e-485f-b2b1-6e6ecbaa4975.mov



---
---
iPhone 14 Pro Max (high refresh rate enabled in Godot) - again, significant FPS drop:


https://user-images.githubusercontent.com/33777501/234172394-a19cbd91-be93-4950-a3dc-60f20d76a2c0.mov


iPhone 14 is of course many times more powerful than the 6s, so this makes no sense at all. Especially the case where pro motion is not even enabled in Godot and the 14 is struggling.

Our game requires a lot of tapping, and these stutters are unfortunately making the difference between a nice smooth game, and a non-shippable one :(  so we'd be super grateful for any help on this.

### Steps to reproduce

Export and run MRP main scene on a recent iOS device (may require Pro Motion)

### Minimal reproduction project

[iOSTouchStutter.zip](https://github.com/godotengine/godot/files/11317628/iOSTouchStutter.zip)
Repository: opencv
Issue: ONNX LSTM pass weights as arguments 
Labels: feature,category: dnn,category: dnn (onnx)

### Descripe the feature and motivation

ONNX standard [states](https://github.com/onnx/onnx/blob/main/docs/Operators.md#lstm) that weights can be passed as input arguments to LSMT layer. Currently this feature *is not* supported in OpenCV (4.x) for the reason that the [use case](https://github.com/onnx/onnx/issues/5159) is not obvious. However, in the future revisions such functionality should be added.

### Additional context

_No response_
Repository: opencv
Issue: BGRA format from the camera
Labels: question (invalid tracker)

### Descripe the feature and motivation

Hello,  

OpenCV gives BGR image from the camera after converting BGRA to BGR. Is it possible to get BGRA images from a camera?

Thanks

### Additional context

_No response_
Repository: next.js
Issue: 404 on dynamic routes i18n enabled. 
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Mac OS
next@13.3.2-canary.5
react-dom@18.2.0
hosting on Vercel
Simple website with blog
blog files stored in filesystem (.md format). 
```

### Which area(s) of Next.js are affected? (leave empty if unsure)

Internationalization (i18n)

### Link to the code that reproduces this issue

- 

### To Reproduce

use dynamic routing with i18n and multi domain setup (https://www.easwee.net/testing-domain-level-localization-on-localhost/) and have defaultLocale: "en" and try dynamic route with non default locale selected e.g. "de" 


### Describe the Bug
--- 404 on dynamic routes with non default locale (defaultLocale in config !== currently selected locale) enabled. e.g. /blog/[id].tsx ----

I setup two localhost domains --> .de .com for testing localization. 
On non dynamic routes like localhost.de/blog and localhost.com/blog --> everything works fine. 
But on dynamic routes (blog posts) only the .com works. for the others i get a 404 error. I tested to force it to load the german posts on .com which worked. So that seems to work fine. 

I just found [#46841](https://github.com/vercel/next.js/issues/46841) where someone described this issue for the app directory. 
Seems similar to [#46841](https://github.com/vercel/next.js/issues/46841) but I am not using the app directory but the classic pages dir. 

Like in the issue above "defaultLocale" seems to be the problem. If is switch it to defaultLocale: "de" then the localhost.de/blog/[id] start working and .com stop working. 
Applies only to dynamic routes.


### Expected Behavior

No 404

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Vercel
Repository: three.js
Issue: HTMLMesh: hover on button elements in VR
Labels: Enhancement

### Description

Style :hover on button elements doesn't work in VR. That's because `window.getComputedStyle( element )` doesn't get updated once you are in a immersive-vr session.

### Solution

Save the hover styles before entering VR, so we can apply the correct style on mouseenter/mouseleave by adding a hover class on the button.
For this to work, you need to have some css rules like that :
```
button:hover,
button.hover {
  background-color: red
}
```

### Alternatives

You can modify on the fly all the loaded stylesheets to add the `button.hover` variant like it has been done on other aframe ui components, but I find that very intrusive.

### Additional context

I create this issue for visibility. I did some months ago a PR on aframe-htmlmesh https://github.com/AdaRoseCannon/aframe-htmlmesh/pull/9 to implement this. This works great, but could be generalized to other elements than button, and use something different than using data attributes to keep a list of css properties with their value. I'm not planning to work on it right now. If you have suggestions, you can comment on the PR.
Repository: PowerToys
Issue: Unicode/Character-Table
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

The feature includes a shortcut to a table with all Unicode/ASCII characters. Through this, the user should be able to search for a character, copy it and get information about a selected character. The table displays information about the character on the side so that the user can see the character itself, the Unicode number, the UTF-8 code and the name of the character. The user should also be able to copy the individual information there. 
A categorisation of the characters is a welcome relief for all those who want to scroll through a character set to find a suitable character.

Extensions would be, for example, further information on a character, such as the abbreviation in HTML or copying the character in different colours and sizes.
A good access option is a custom shortcut and an extended access via the PowerToys Run (ALT+SPACE) function by a specific keyword like `Abbr:` or `Code:` and the character you are looking for. For example, `Code: Copyright` to get the character copyright with all its information. The result of PowerToys Run can also redirect to the table here.

### Scenario when this would be used?

The function helps programmers and text editors in particular, as they often need the character itself or the abbreviation.

### Supporting information

In my description, I refer mainly to the character table that exists in MacOS. In addition, there are other functions that make it easier for the user to see information in the sidebar that is not present in the image.
I know there is a character table built into Windows, but this view does not give much information about a character and it is not linked to a shortcut, too.

![Unicode-Character Table](https://user-images.githubusercontent.com/79076586/234213585-9f105504-fe1c-4c37-bb86-eddcf44a712b.jpg)
Repository: vscode
Issue: VS Code: on using the keys control + right/left keys and moving to next line the information of moving to next line is not read 
Labels: accessibility,editor-core,under-discussion

**GitHubTags**:#A11ySev3;#A11yTCS;#A11yMAS;#DesktopApp;#Visual Studio Code Client;#WCAG1.3.1;#DesktopApp;#BM-VisualStudioCode-Win32-Nov2021;#NVDA;#JAWS;#Win32;#Win11;#A11yeDAD;#AINotInScope;#CEACCReviewed;#CEACCSevchange;

## Environment Details:​
Application Name: Visual Studio Code
Version: 1.78.0-insider (user setup)
V8: 10.8.168.25-electron.0
OS build 25300.1000
NVDA2023.1,JAWS 2023.2212.23 ILM

## Repro Steps:

1. Launch Visual Studio Code
2. Navigate to file and press enter select item new file
3. tab to the opened edit dropdown and type HTML and press enter
4. add 4 lines of text
5. start nvda
6. use key crl+right and move from line1 to line2

## Actual:
On using ctrl+right key to the last text on line 1 "pink" its read as pink then again on ctrl+right it says pink and then on next ctrl+ right it says blue
Same issue seen with JAWS

## Expected:
The screen reader should read the lines number when moving to the next line so when we are at the last work pink using ctrl+right on the next ctrl+right it should say line 2 blue

## User Impact:
screen reader users will not know which line they are on

## Attachment
[Video0.webm](https://user-images.githubusercontent.com/24580570/234216474-422cbcb5-1f82-47ab-94db-50d029d6fd70.webm)
[Video 4-25 at 13.55.webm](https://user-images.githubusercontent.com/24580570/234244226-a899b29c-3bbb-4ea1-977d-deb0a256d5c9.webm)
Repository: godot
Issue: Meshinstance Preview Picture and GridMap Preview Picture does not change when you change a texture
Labels: bug,topic:editor,topic:3d

### Godot version

4.0.2

### System information

MX Linux, Vulkan

### Issue description

If I export a scene as meshlibrary and then change a texture, the preview picture does not change - I need to have the scene open and export it again to get an updated preview picture. That's also a bit annoying if you make the gridmap items directly in the gridmap node and do not do it with the meshlibrary export function.

There is the preview box but even if I change that, I need to click on another node and back onto the gridmap node to see the updated version (and it doesn't look like the box, I can just place texture there, feels a bit cumbersome)

### Steps to reproduce

open node_3d.tscn, gridmap, meshlibrary, material, albedo, change texture to grass, look at preview picture in the gridmap

### Minimal reproduction project

[meshtestwithoutdotgodot.zip](https://github.com/godotengine/godot/files/11320788/meshtestwithoutdotgodot.zip)
Repository: vscode
Issue: "Report issue" for GH Codespaces opens issue reporter on 1st time clicking
Labels: bug,remote-explorer

Testing #180561

> The Report Issue node for GitHub codespaces now goes to GitHub Discussions rather than opening the issue reporter

The first time I click on "Report issue" and pick GH Codespaces from the quickpick, I get the issue reporter. After the first time, it does open the browser. I was thinking I just need to wait for extensions to get initialized, but this happens even after the TS Server fully starts working. 


https://user-images.githubusercontent.com/16353531/234232006-11b89444-32d6-4501-b876-49edb198c750.mov


## Version info

Version: 1.78.0-insider (Universal)
Commit: 2902f278ad8e2d830fa6883d3d8fd7b5c2ca59e9
Date: 2023-04-25T05:41:22.331Z
Electron: 22.4.8
Chromium: 108.0.5359.215
Node.js: 16.17.1
V8: 10.8.168.25-electron.0
OS: Darwin arm64 22.4.0
Sandboxed: Yes
Repository: godot
Issue: Gridmap visual selection does not match the actual selection
Labels: bug,topic:editor,topic:3d

### Godot version

4.0.2

### System information

MX Linux, Vulkan

### Issue description

Sometimes when I select the gridmap, an item is selected but it doesn't match the item that I'm actually drawing. This is easily fixed when you click on another item but still unexpected. In the picture I'm holding the prism atm

![selection](https://user-images.githubusercontent.com/73739524/234235650-03fdd002-6da2-4efe-9235-f4e1b6b59539.png)


### Steps to reproduce

click on the gridmap. select the lave mesh, click on another node, go back on the gridmap, the water mesh should be selected.

### Minimal reproduction project

[github_gridmap2.zip](https://github.com/godotengine/godot/files/11321011/github_gridmap2.zip)
Repository: vscode
Issue: Can we save a couple more pixels in the glyph margin
Labels: feature-request,polish,editor-rendering

Testing #180531

When there are two glyph margins it is quite wide.
Can we save some pixels here? For example, can we shave off 2 pixels between the two icons?

I would not change the visuals of the single glyph margin. 

fyi @hbons

![Screenshot 2023-04-25 at 12 18 43](https://user-images.githubusercontent.com/1926584/234247879-35e0189d-45ff-464a-9938-228f6e78cfb0.png)
Repository: rust
Issue: update internal terminology: `Substs` -> `GenericArgs`
Labels: C-cleanup,E-mentor,E-medium

change substitutions to the more familiar name of generic arguments in the compiler.

this work was started in #113591 but there are still some uses of the old terminology left.

### How to work on this

grep for remaining uses of `subst`, `substitution` and `substitute` and figure out how to replace them with the new terminology: instantiate and generic argument 

cc #110254 @oli-obk 
 

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Repository: PowerToys
Issue: [FancyZones] Allow change of keyboard bind to merge zones when moving a window
Labels: Needs-Triage

### Description of the new feature / enhancement

Currently a window can be moved between zones using win+<arrows>. When relative positioning is enabled the window can also be merged accross multiple zones using Ctrl+Win+Alt+arrows. This keyboard chord is difficult to fit (you have to move your hand from completely from the home row for example).

I would propose the ability to change which modifiers are active for this, for example I would like to be able to set either win+shift+arrows or win+ctrl+arrows instead, keeping the chord to only a single addition from the existing move function

### Scenario when this would be used?

I find the keyboard merging behaviour unusable as the keybind is difficult to reach. It's also badly documented, I didn't even know the feature existed and thought this would be a request for the feature (ala https://github.com/microsoft/PowerToys/issues/8530) until I discovered the feature actually existed - Despite using FancyZones for years!

### Supporting information

_No response_
Repository: next.js
Issue: Next beta app directory - random problem with local Images
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
Docker image from latest Next example
```


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

_No response_

### Link to the code that reproduces this issue

It's random

### To Reproduce

No way to reproduce. 

### Describe the Bug

I have random problem with next images served from public directory.
Currently i'm using latest v13.3.1 with beta App directory - but i had the same problem on all v13.3.1 canary versions. 

It's random - sometimes all images are working correctly sometime not. For example right now i have a banner with srcset:

`/_next/image?url=%2Fbanner-desktop.jpeg&w=640&q=75 640w, /_next/image?url=%2Fbanner-desktop.jpeg&w=750&q=75 750w, /_next/image?url=%2Fbanner-desktop.jpeg&w=828&q=75 828w, /_next/image?url=%2Fbanner-desktop.jpeg&w=1080&q=75 1080w, /_next/image?url=%2Fbanner-desktop.jpeg&w=1200&q=75 1200w, /_next/image?url=%2Fbanner-desktop.jpeg&w=1920&q=75 1920w, /_next/image?url=%2Fbanner-desktop.jpeg&w=2048&q=75 2048w, /_next/image?url=%2Fbanner-desktop.jpeg&w=3840&q=75 3840w"`

All sizes are working correctly except one:  /_next/image?url=%2Fbanner-desktop.jpeg&w=1200&q=75
It's pending forever without any error message or timeout. What's more funny if i'll change query param q from 75 to any different number for example /_next/image?url=%2Fbanner-desktop.jpeg&w=1200&q=76 - it'll work.

It's random without any way to reproduce it or errors in logs, sentry etc.
Is there any way to debug it?

### Expected Behavior

It should serve an image.

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

_No response_

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

_No response_
Repository: storybook
Issue: [Feature Request]: Throw error if `upgrade` CLI is run with same version as is already installed
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

The following scenario is currently causing issues for users:

1. user is on v 6.5
2. upgrades with `npx storybook upgrade`, which will use v6.5 of the CLI installed in the project because it has no version specifier (the correct command would instead be `npx storybook@latest upgrade`)
3. All dependencies and Storybook versions will be upgraded to latest - v7.0.X
4. The automigration scripts will run as if they were v6.5, basically not containing any of the automigrations for 7.0
5. The project will no longer work, because it wasn’t actually migrated.

### Describe the solution you'd like

We should throw an error in the `upgrade` CLI command if it detects that its own version matches the one that is already installed, basically if it detects the scenario above.

This should be backported to 7.0 and 6.5.

### Describe alternatives you've considered

There are more scenarios that could fail, eg. in a v6.5 project that runs `npx storybook@6.1 upgrade`, that would similarly fail, but wouldn't quite match the heuristic of `running version == installed version`, but those cases are so edgy that I don't feel like we need to handle that.

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

_No response_
Repository: TypeScript
Issue: Improve error message for @ts-expect-error directive
Labels: Suggestion,Needs Proposal

I've just been looking for a way to "unit test" some quite complicated generic type signatures, and have just come across the @ts-expect-error and @ts-expect-no-error directives, which I think are fantastic for this kind of use case.

However, if I do something like this:
```
let myVar = 'bob';

// @ts-expect-error
myVar = 'fred';
```

The actual error I get is "Unused '@ts-expect-error' directive".

This makes it look as though the directive has been used incorrectly (which obviously it has in this very simple example), but this seems like it will be confusing for anyone subsequently involved in maintaining my code - because it looks as though all they need to do is remove the directive in order to fix the problem, whereas generally speaking, I will have put the directive there for a good reason, and if it's "unused" it means that somebody has broken the type signature logic.

Please could this error message be changed to shift the emphasis more onto the code being wrong, rather than the directive needing to be removed?

E.g.: "'@ts-expect-error' directive - this code should have failed type-checking, but didn't"
Repository: godot
Issue: AtlasTexture rendering issue with 1px top border artifact
Labels: bug,topic:rendering,topic:2d

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10, RTX 2080 Super, Forward+(Vulkan?)

### Issue description

I used a AtlasTexture for a Sprite2D node. And when moved to some positions, a line would appear on top of the character's head.
Stretch Mode canvas_items, Scale 4x
This behavior is surprisingly consistent and exist even after exporting to PC.
I have tested with different zoom scales and I can confirm that 2x and 8x have this issue. 1x I am uncertain but seems to not have this issue.

![Godot_v4 0 2-stable_win64_2023-04-25_18-34-38](https://user-images.githubusercontent.com/50148803/234259906-7abdbbe0-a126-4a70-9875-15121740dbb8.png)


### Steps to reproduce

Set Stretch Mode canvas_items, Scale 4x
Create a Sprite2D, attach a new AtlasTexture, use a CompressedTexture2D and Edit Region.
Move the sprite around and sometimes there will be rendering artifacts. In the minimal reproduction project, the sprite is moved to (-33.87481, -19.3748) which consistently have this issue.

### Minimal reproduction project

[AtlasTexture Bug.zip](https://github.com/godotengine/godot/files/11321972/AtlasTexture.Bug.zip)