sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/tools/gopls: go list diagnostics do not work for individual modules when go.work is used
Labels: gopls,Tools

gopls has various logic that extracts information from the original `go list` invocation (see `goCommandDiagnostics`). In particular, it looks for errors related to go.sum entries.

When using a `go.work` file, (1) the `go.work.sum` is automatically updated, contrary to the behavior with respect to `go.sum` files, and (2) gopls does not get errors about individual `go.sum` files that may be out of sync.

Low priority, but we should resolve this inconsistency. Ideally, we could separate the calculation of these diagnostics from the actual `go/packages.Load` invocation. Having them coupled is problematic.

CC @adonovan @bcmills
Repository: pytorch
Issue: [functorch] make batch norm docs point to UX limitations
Labels: triaged,module: functorch

UX limitations docs haven't been pulled over yet but batch norm docs have. We should make the batch norm docs point to the UX limitations section on in-place mutations when it talks about why batch norm doesn't generally work

See https://github.com/pytorch/pytorch/pull/89213#discussion_r1058373807

cc @zou3519 @Chillee @soumith
Repository: next.js
Issue: dynamic fetching with prisma
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 02:04:44 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T8103
    Binaries:
      Node: 19.2.0
      npm: 8.19.3
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.1.1
      eslint-config-next: 13.0.2
      react: 18.2.0
      react-dom: 18.2.0

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

App directory (appDir: true)

### Link to the code that reproduces this issue

can't disclose 

### To Reproduce

I just fallowed the docs:
https://beta.nextjs.org/docs/data-fetching/fetching#segment-cache-configuration

and add: 
export const dynamic = 'force-dynamic',
  revalidate = 0;
to make in pull fresh data each time i navigate to the page

### Describe the Bug

The page is not showing new records that are just being created

### Expected Behavior

After creating new records and navigate back to the page I should see them but instead I see the cached version. I have to manually reload the page to see fresh record.

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

_No response_

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

_No response_
Repository: material-ui
Issue: [Card] Image isn'y displayed
Labels: component: card,support: Stack Overflow

Hi, Ive been trying to use the card component to display an image within a card. Docs say use the component = img in which i have. I also specified the image="static/images/ imagefilename.png and i still haven't been able to figure it out. 

import * as React from 'react';
import Card from '@mui/material/Card';
import CardMedia from '@mui/material/CardMedia';
import { Button, CardActionArea, CardActions } from '@mui/material';


function DisplayProjectCard(props) {
    return (
    <Card elevation={0}
            sx={{ maxWidth: 645, 
            backgroundColor: "transparent" }}>
            <CardActionArea>
            <CardMedia
                component="img"
                title="My Next Promo App landing page"
                height="240"
                width="440"
                image="src/static/images/MyNextPromoApp.png"
                alt="Home page of My Next Promo App"
        />
            </CardActionArea>
        <CardActions sx={{ml: 20}}>
        <Button size="small" color="primary">
            View 
        </Button> |
        <Button size="small" color="primary">
            Github 
        </Button>
        </CardActions>
    </Card>
    );
}
export default DisplayProjectCard
Repository: flutter
Issue: Significant performance loss of Picture.toImage on Web/Canvaskit compared to mobile/desktop
Labels: c: performance,platform-web,e: web_canvaskit,P2,team-web,triaged-web

The fix for https://github.com/flutter/flutter/issues/103803 , https://github.com/flutter/engine/pull/35276  improves performance compared to software rendering, but compared to mobile or desktop it leaves a lot on the table. Reading back the pixels through the CPU is a high latency operation that can stall rendering for multiple milliseconds even on very fast computers. For example, on my gaming desktop PC, this takes anywhere from 5-10ms.


![arogueexperiment - Google Chrome 12_29_2022 11_16_09 AM](https://user-images.githubusercontent.com/8975114/209999908-d906359f-244d-4995-89a4-da140878c5f7.png)


This is a particularly troublesome regression, because most of the interesting usage of shaders involve re-sampling some part of the child widgets using toImage. On mobile/desktop this operation is nearly free as we're simply manipulating a texture that already exists (or will exist) on the GPU.
Repository: godot
Issue: Improper collision between `SphereShape3D` & `ConcavePolygonShape3D`
Labels: bug,topic:physics,topic:3d

### Godot version

v4.0.beta10.official [d0398f62f]

### System information

Xubuntu 22.04

### Issue description

When a `SphereShape3D` interacts with some `ConcavePolygonShape3D` in certain ways phantom collisions are manifested.

https://user-images.githubusercontent.com/172656/210009647-40acd126-d26f-489a-82f7-229bd70c4733.mp4

- Result: The ball on the bottom follows the ramp nicely, the ball on the middle and top hit invisible walls
- Expected result: All balls follow the ramp nicely

A workaround is to set `Physics tick per second to 240`

### Steps to reproduce

Open the provided scene, and press Space or Enter to apply a force to the balls.

### Minimal reproduction project

[PhysicsBug.zip](https://github.com/godotengine/godot/files/10322009/PhysicsBug.zip)
Repository: flutter
Issue: Implement `TextUnit_Format` for ITextRangeProvider
Labels: a: accessibility,platform-windows,a: desktop,P3,team-windows,triaged-windows

Recently added UIA implementation lacks the case for `TextUnit_Format` for moving text range endpoints, as our mojom enums currently lack `kFormatStart/End`. These additions will be necessary in order to support moving text selections by format.
Repository: vscode
Issue: TreeView.selection does not contain focused but not highlighted items
Labels: feature-request,api,tree-views,api-proposal

<!-- ⚠️⚠️ 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. -->
When looking at `TreeView.selection` , it seems that the tree view only keeps track of the selected items but not the focused one. For example, click on any item in the tree then using the arrow keys move up or down. The focused item has changed but there is no way to programmatically get it.

![image](https://user-images.githubusercontent.com/12927950/210013703-21d1d28d-344a-440d-afe6-ade453fcebe0.png)
Here, `selection` ONLY contains `MyFile3` and not `MyFile1` even though it is focused.

This is annoying because we have a tree view of the project, where the user can delete, copy, paste etc. So it's expected that they be able to perform these actions on the focused item like in the explorer.


A bit similar to https://github.com/microsoft/vscode/issues/157406 but this calls for the focused item (border but no highlight) to actually be accessible. If I had to amend the API, it would be `focusedItem` to separate it from `selection`.
Repository: flutter
Issue: google_sign_in plugin links to obsolete documentation for web
Labels: platform-web,p: google_sign_in,package,P2,team-web,triaged-web

https://pub.dev/packages/google_sign_in does not have instructions for web. Instead it says to go to https://pub.dev/packages/google_sign_in_web. 

- [ ] We should either just inline the documentation into the top-level package, like we do for other platforms, or we should have the other platforms also link to sub-level packages. Either way we should treat web the same way we treat other platforms.

The https://pub.dev/packages/google_sign_in_web instructions link to https://developers.google.com/identity/sign-in/web/sign-in#before_you_begin, which themselves say "The Google Sign-In JavaScript platform library for Web is deprecated" and that "new client IDs are now blocked from using" this library, which is concerning.

- [ ] We should make sure google_sign_in_web is using up-to-date libraries and documentation.
Repository: pytorch
Issue: functorch.so is installed back into the source directory
Labels: module: build,triaged,module: functorch

### 🐛 Describe the bug

It installs this file:
```
/usr/ports/misc/py-pytorch/work/pytorch-v1.13.1/functorch/functorch.so
```
where ```/usr/ports/misc/py-pytorch/work/pytorch-v1.13.1``` is a source directory it was built from.

cmake args:
-DPSIMD_SOURCE_DIR=/usr/ports/misc/py-pytorch/work/pytorch-v1.13.1/third_party/psimd  -DFREEBSD_PYTHON_VER=3.9  -DPYTHON_EXECUTABLE:STRING=/usr/local/bin/python3.9 -DBUILD_PYTHON:BOOL=true -DCMAKE_C_COMPILER:STRING="cc"  -DCMAKE_CXX_COMPILER:STRING="c++"  -DCMAKE_C_FLAGS:STRING="-O2 -pipe  -fstack-protector-strong -fno-strict-aliasing "  -DCMAKE_C_FLAGS_DEBUG:STRING="-O2 -pipe  -fstack-protector-strong -fno-strict-aliasing "  -DCMAKE_C_FLAGS_RELEASE:STRING="-O2 -pipe  -fstack-protector-strong -fno-strict-aliasing  -DNDEBUG"  -DCMAKE_CXX_FLAGS:STRING="-O2 -pipe -fstack-protector-strong -fno-strict-aliasing  "  -DCMAKE_CXX_FLAGS_DEBUG:STRING="-O2 -pipe -fstack-protector-strong -fno-strict-aliasing  "  -DCMAKE_CXX_FLAGS_RELEASE:STRING="-O2 -pipe -fstack-protector-strong -fno-strict-aliasing   -DNDEBUG"  -DCMAKE_EXE_LINKER_FLAGS:STRING=" -lexecinfo -fstack-protector-strong "  -DCMAKE_MODULE_LINKER_FLAGS:STRING=" -lexecinfo -fstack-protector-strong "  -DCMAKE_SHARED_LINKER_FLAGS:STRING=" -lexecinfo -fstack-protector-strong "  -DCMAKE_INSTALL_PREFIX:PATH="/usr/local"  -DCMAKE_BUILD_TYPE:STRING="Release"  -DTHREADS_HAVE_PTHREAD_ARG:BOOL=YES  -DCMAKE_INSTALL_RPATH_USE_LINK_PATH=YES  -DCMAKE_VERBOSE_MAKEFILE:BOOL=ON  -DFETCHCONTENT_FULLY_DISCONNECTED:BOOL=ON -DBUILD_CUSTOM_PROTOBUF:BOOL=OFF -DUSE_CUDA:BOOL=OFF -DUSE_ROCM:BOOL=OFF -DUSE_NNPACK:BOOL=OFF -DUSE_QNNPACK:BOOL=OFF -DUSE_PYTORCH_QNNPACK:BOOL=OFF -DUSE_FBGEMM:BOOL=OFF -GNinja -DPython_ADDITIONAL_VERSIONS=3.9 -DBOOST_PYTHON_SUFFIX:STRING=39


Version: 1.13.1
Python-3.9
FreeBSD 13.1


### Versions

```
$ python3.9 ./work/pytorch-v1.13.1/torch/utils/collect_env.py
Collecting environment information...
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A

OS: freebsd13
GCC version: Could not collect
Clang version: 14.0.5 (https://github.com/llvm/llvm-project.git llvmorg-14.0.5-0-gc12386ae247c)
CMake version: version 3.24.3
Libc version: N/A

Python version: 3.9.16 (main, Dec 18 2022, 01:15:32)  [Clang 13.0.0 (git@github.com:llvm/llvm-project.git llvmorg-13.0.0-0-gd7b669b3a (64-bit runtime)
Python platform: FreeBSD-13.1-STABLE-amd64-64bit-ELF
Is CUDA available: N/A
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 2060
Nvidia driver version: 510.60.02
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: N/A

Versions of relevant libraries:
[pip3] mypy-extensions==0.4.3
[pip3] mypy-protobuf==3.3.0
[pip3] numpy==1.23.4
[conda] Could not collect
```

cc @malfet @seemethere @zou3519 @Chillee @samdow @soumith
Repository: godot
Issue: Godot crashes when changing the strech_mode or the aspect  (In OpenGL 3)
Labels: bug,topic:rendering,needs testing,crash

### Godot version

Godot 4-beta10

### System information

Linux, KDE Neon, OpenGL3, Mesa Intel(R) UHD Graphics (CML GT2)

### Issue description

Godot crashes when changing the strech_mode or the aspect  (In OpenGL 3)

Thats don't happened in Vulkan, I think :worried:

https://user-images.githubusercontent.com/342117/210033114-b768e861-303c-48c6-8196-d1cd4ea92ead.mp4

When you change the strech_mode or aspect and run the project, Godot Engine crashes, and when you start again it works, but if you change it again it crashes again.


### Steps to reproduce

For more details see the video...

### Minimal reproduction project

[submarine.zip](https://github.com/godotengine/godot/files/10323083/submarine.zip)
Repository: deno
Issue: deno run - Uncaught PermissionDenied: Permission denied (os error 13) #5816
Labels: needs investigation

deno 1.29.1 (release, x86_64-unknown-linux-gnu)
v8 10.9.194.5
typescript 4.9.4

Originally commented the following here https://github.com/denoland/deno/issues/5816#issuecomment-1367713864, but then I realized this seems to be a different error and doesn't appear to have anything to do with TSL.

I was fighting and fighting with this error:
```sh
error: Permission denied (os error 13)
```

during this command:
```sh
setuidgid $MY_USER deno cache --import-map ./import_map.json --lock ./deno.lock main.ts
```

What fixed it was simply one of these:
```sh
chown $MY_USER deno.lock
```

or
```sh
chmod 666 deno.lock
```

Keep in mind `664` did NOT work. So something is requiring write permissions on the lock file.
Repository: youtube-dl
Issue: Subtitles not found on Red Bull TV
Labels: yt-dlp,site-update-request

- [x] I'm reporting a broken site support
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [x] I've searched the bugtracker for similar issues including closed ones


## Verbose log

```
$ youtube-dl -v https://www.redbull.com/int-en/episodes/reel-rock-s8-e6 --list-sub
[debug] System config: []
[debug] User config: []
[debug] Custom config: []
[debug] Command-line args: ['-v', 'https://www.redbull.com/int-en/episodes/reel-rock-s8-e6', '--list-sub']
[debug] Encodings: locale UTF-8, fs utf-8, out utf-8, pref UTF-8
[debug] youtube-dl version 2021.12.17
[debug] Python version 3.9.12 (CPython) - Linux-5.15.0-56-generic-x86_64-with-glibc2.35
[debug] exe versions: ffmpeg 4.4.2, ffprobe 4.4.2
[debug] Proxy map: {}
[RedBull] reel-rock-s8-e6: Downloading JSON metadata
[RedBullEmbed] rrn:content:episode-videos:c038ad0f-7ce7-4825-b47e-5c5de25ff2c6:en-INT: Downloading JSON metadata
[RedBullEmbed] AANUZR8HLR8731PQKS82: Downloading access token
[RedBullEmbed] AANUZR8HLR8731PQKS82: Downloading video information
[RedBullEmbed] AANUZR8HLR8731PQKS82: Downloading m3u8 information
AANUZR8HLR8731PQKS82 has no subtitles
```
## Description

It doesn't seems to be correctly finding subtitles on Red Bull TV. For example, the following video has many subtitles but they were not found by `youtube-dl`:

[https://www.redbull.com/int-en/episodes/reel-rock-s8-e6](https://www.redbull.com/int-en/episodes/reel-rock-s8-e6)
Repository: flutter
Issue: [local_auth][iOS] `useErrorDialogs= false` still shows system dialog when locked out by system
Labels: platform-ios,p: local_auth,package,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-ios,triaged-ios

I'm doing and custom UI for error popup of FaceID. However, even I had set useErrorDialogs = false for get the error code instead default popup, it's still not working of lockout case.

my code was as same as the README.md of local_auth but adding bioTmetricOnly = true in option,
```  
final bool didAuthenticate = await auth.authenticate(
          localizedReason: 'Please authenticate to show account balance',
          options: const AuthenticationOptions(useErrorDialogs: false,  bioTmetricOnly = true));
      // ···
    } on PlatformException catch (e) {
      if (e.code == auth_error.notAvailable) {
        // Add handling of no hardware here.
      } else if (e.code == auth_error.notEnrolled) {
        // ...
      } else {
        // ...
      }
    }
Repository: next.js
Issue: Client component in App dir warning about use of window or localStorage
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: x64
      Version: Darwin Kernel Version 22.2.0: Fri Nov 11 02:08:47 PST 2022; root:xnu-8792.61.2~4/RELEASE_X86_64
    Binaries:
      Node: 16.15.0
      npm: 8.5.5
      Yarn: 1.22.15
      pnpm: 6.11.0
    Relevant packages:
      next: 13.1.1
      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)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://github.com/The-Code-Monkey/PaperCMS/blob/main/app/provider.tsx

### To Reproduce

boot the server and it shows in the console as an error.

### Describe the Bug

Saying `localStorage is not defined` but its a client component meaning that it should only ever be run on the client side, where this would be defined. does the same for window.

### Expected Behavior

Shouldnt be an error because it is in a client component not a server component

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

Chome

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

Vercel
Repository: godot
Issue: [API] Property type hint is exported as property type in api if using a `TypedArray` of Resources
Labels: bug,topic:gdextension

### Godot version

4.0.dev (d0398f62f0)

### System information

Windows 10

### Issue description

Api export hint string as type when using a `TypedArray`.  
Here is an example for `SystemFont::fallbacks`:  
```json
				{
					"type": "typedarray::24/17:Font",
					"name": "fallbacks",
					"setter": "set_fallbacks",
					"getter": "get_fallbacks"
				}
```
This issue was already present in former api: https://github.com/godotengine/godot-headers/issues/67.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Virtual Desktop : Transition trought different virtual desktop (issue 2)
Labels: Needs-Triage

### Description of the new feature / enhancement

Provide for different ways to transition from one desktop to another.



### Scenario when this would be used?

Request of an aesthetic and not particularly functional type.

### Supporting information

_No response_
Repository: godot
Issue: Converted Particle Shader corrupts GPUParticle Node under certain settings.
Labels: bug,topic:core,needs testing,topic:shaders

### Godot version

Godot4 Beta10 64-bit

### System information

Windows 10, Vulkan

### Issue description

A certain configuration of Particle Settings with a Particle Shader corrupts the scene with the particle node.

This only happens when the scene (or maybe project) is reloaded.  Up until the point the scene or project need to be reloaded it seems to work fine.  If the shader is saved before closing, then the shader itself can be opened properly but the process material field in the inspector will not recognize it as a valid shader.

I am not 100% certain which setting or configuration is causing it, or if it might be because it is a child node, but I kept creating new particles, changing some settings, and reloading the project until the cannot parse file error appeared.  The settings I was changing when I encountered the bug were gravity, time, color ramp, texture, and I added a CanvasItemMaterial to set up an animation.

I was unable to narrow down exactly what is causing the issue, but I did manage to reproduce it with a clean project in Godot 4 Beta10 which is attached.

### Steps to reproduce

1. Create a Node2D scene
2. Add a child GPUParticle
3. Add a ParticleProcessMaterial
4. Change the Settings (Add a Texture, Color Ramp, set up an animation with a CanvasItemMaterial, fiddle with other settings)
5. Convert the ParticleProcessMaterial to a Shader
6. Close the Project
7. Reopen it
8. Open the scene with the particle
9. Observe "Error while parsing file" error
10. If error does not appear go to step 3 and try again

### Minimal reproduction project

[ParticleShaderTest.zip](https://github.com/godotengine/godot/files/10324554/ParticleShaderTest.zip)
Repository: storybook
Issue: [Bug]: [v7.0.0-beta.16] migration scripts formatting prevents clicking or copy-pasting links
Labels: bug,help wanted,sev:S4

### Describe the bug

The "box" formatting that’s used to output results from migration scripts is making it hard to use long links. Here is what the output looks like visually:

![storybook-formatting](https://user-images.githubusercontent.com/877585/210071111-437bb724-eaa0-4256-becd-47184e0583b9.png)

My terminal (iTerm2) normally auto-detects links so I can "cmd-click" to open in the browser. That’s not working because of the ASCII formatting used here cutting the link text in half. This formatting also gets in the way of manually selecting the text to copy-paste it into the browser URL bar:

```
https://github.com/storybookjs/storybook/blob/next/MIGRATION.md#start-st   ││   orybook--build-storybook-binaries-removed
```

### To Reproduce

This can be reproduced on more or less any v6 project I believe so I won’t create a separate repro. Here is one I provided for #18662 if it helps: https://github.com/thibaudcolas/storybook-react-16.

Steps:

1. Get a Storybook v6 project with at least one `build-storybook` or `start-storybook` run-script.
2. Run `npx sb@next upgrade --prerelease`
3. Attempt to click the "In case this migration did not cover all of your scripts" link.


### System

```shell
Environment Info:

  System:
    OS: macOS 13.1

[…]

iTerm2 Build 3.4.18
zsh 5.9
```


### Additional context

As an aside I’m surprised by the use of the term "binary" in this migration script:

> Starting in Storybook 7, the `start-storybook` and `build-storybook` binaries have changed to `storybook dev` and `storybook build` respectively. In order to work with Storybook 7.0.0-beta.16, your storybook scripts have to be adjusted to use the binary. We can adjust them for you:

Those things do live in the `.bin` folder but they don’t contain binary code compiled for my machine, so I’d have expected either "executable" or even the more abstract term "command".