sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue:  SyntaxError: Unexpected token 'export' and type:module can't fix it
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Wed Aug 10 14:28:23 PDT 2022; root:xnu-8020.141.5~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.14.2
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: 8.5.1
    Relevant Packages:
      next: 13.4.13
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: N/A
    Next.js Config:
      output: N/A
```


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

App Router, Package manager (npm, pnpm, Yarn)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/vaynevayne/get-ui

### To Reproduce

run `pnpm i --hoist`
`pnpm run dev:docs`

### Describe the Bug

<img width="1082" alt="image" src="https://github.com/vercel/next.js/assets/124666577/ed1fa39c-ccc0-4823-af58-2a86bb93f55c">


### Expected Behavior

works well 

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

_No response_

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

_No response_
Repository: PowerToys
Issue: Find my mouse activating with league of legends + Game mode
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-Mouse Utilities

### Microsoft PowerToys version

V0.71.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

The mouse lookup function remains effective even when the game mode is enabled.

### ✔️ Expected Behavior

The mouse lookup function does not take effect when the game mode is enabled.

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: vscode
Issue: useInlineViewWhenSpaceIsLimited - only do this when there is horizontal scroll bar
Labels: feature-request,diff-editor

When the diff editor does not have much horizontal space but it has long lines, it should switch to the inline mode.
However, when it doesn't have long lines there is no need to switch.

Challenges:
* We don't know the content width before the widget is rendered
* It shouldn't toggle when typing
Repository: flutter
Issue: Make it possible to react to stream (de)activation in Flutter plugins with EventChannel.receiveBroadcastStream
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

We are using `EventChannel`s heavily in our application and it would be very useful for us to know when the first listener subscribes to the stream returned by [EventChannel.receiveBroadcastStream](https://api.flutter.dev/flutter/services/EventChannel/receiveBroadcastStream.html), and when the last listener cancels the subscription. In the documentation for this method it is called 'stream activation' and 'stream deactivation', respectively.

### Proposal

The https://api.flutter.dev/flutter/services/EventChannel/receiveBroadcastStream.html internally creates a `StreamController.broadcast` and uses the `onListen` and `onCancel` callback parameters of this constructor for creating a `MethodChannel` to do the actual work. What I'm thinking is that the `receiveBroadcastStream` could also take `onListen` (or `onActivate`?) and `onCancel` (`onDeactivate`?) and call them, if not `null`, as part of the logic of the callbacks it passes to `StreamController.broadcast`. Something like this (simplified code):
```dart
Stream<dynamic> receiveBroadcastStream([
  dynamic arguments,
  void Function()? onActivate,
  void Function()? onDeactivate,
]) {
  StreamController<dynamic> controller = StreamController<dynamic>.broadcast(
    onListen: () async {
      // Do current Flutter stuff here.
      onActivate?.call();
    },
    onCancel: () async {
      // Do current Flutter stuff here.
      onDeactivate?.call();
    },
  );

  return controller.stream;
}
```
Maybe introduce a new function with a different name to be able to use named parameters?
Repository: godot
Issue: Objects created via PhysicsServer3D/RenderingServer disappear shortly after they are created.
Labels: topic:rendering,topic:physics,needs testing

### Godot version

v4.2.dev2.mono.official [da81ca62a]

### System information

Godot v4.2.dev2.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.3640) - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads)

### Issue description

When rigidbodies and meshes are spawned by PhysicsServer3D/RenderingServer, they will disappear shortly thereafter. The higher the object count, the sooner they will be wiped. Expected behavior would be that they do not disappear before they are freed by the user.

### Steps to reproduce

// Use this as an autoload script or attach it to Node3D

```csharp
using Godot;

public partial class Balls : Node3D
{
    int ballCount = 1000;

    Rid[] body;
    Rid[] shape;
    Rid[] instance;
    Rid[] mesh;

    Transform3D transform;

    public override void _EnterTree()
    {
        Camera3D camera = new();
        DirectionalLight3D light = new();

        AddChild(camera);
        AddChild(light);

        camera.GlobalPosition = Vector3.Back * 50;
    }

    public override void _Ready()
    {
        body     = new Rid[ballCount];
        shape    = new Rid[ballCount];
        instance = new Rid[ballCount];
        mesh     = new Rid[ballCount];

        for (int i = 0; i < ballCount; i++)
        {
            transform = new Transform3D(Basis.Identity, Vector3.Up * i);

            body[i]     = PhysicsServer3D.BodyCreate();
            shape[i]    = PhysicsServer3D.SphereShapeCreate();
            instance[i] = RenderingServer.InstanceCreate();
            mesh[i]     = new SphereMesh().GetRid();

            PhysicsServer3D.BodySetSpace(body[i], GetWorld3D().Space);
            PhysicsServer3D.BodyAddShape(body[i], shape[i]);
            PhysicsServer3D.BodySetState(body[i], PhysicsServer3D.BodyState.Transform, transform);

            RenderingServer.InstanceSetScenario(instance[i], GetWorld3D().Scenario);
            RenderingServer.InstanceSetBase(instance[i], mesh[i]);
            RenderingServer.InstanceSetTransform(instance[i], transform);
        }
    }

    public override void _PhysicsProcess(double delta)
    {
        for (int i = 0; i < ballCount; i++)
        {
            transform = (Transform3D)PhysicsServer3D.BodyGetState(body[i], PhysicsServer3D.BodyState.Transform);
            RenderingServer.InstanceSetTransform(instance[i], transform);
        }
    }
}
```

### Minimal reproduction project

N/A
Repository: three.js
Issue: Texture lod bias
Labels: Suggestion

### Description

Are there any plans to add a texture lod bias option to textures and materials?

It seems that WebGL2 specification doesn't contain [TEXTURE_LOD_BIAS](https://www.khronos.org/opengl/wiki/Sampler_Object#LOD_bias)​ parameter for sampler objects, which makes this feature difficult.
The only way to do this in WebGL seems to be manually passing the bias into the `texture2D` function calls in shaders? Hopefully someone has a better idea?

If I wanted to do this today I'd have to create my own material shaders which pass the lod bias uniform to every call to `texture2D` in all shaders.

### Solution

`Texture` and `Material` objects have a `textureLodBias` parameter which biases mipmap selection when sampling textures.

### Alternatives

For my use case a global texture load bias applied to all material shaders would work as well.

### Additional context

_No response_
Repository: storybook
Issue: [Bug]: Can't resolve 'react/jsx-runtime' when trying to run storybook with mdx file (while migrate from 6=>7)
Labels: bug,react,upgrade:7.x

### Describe the bug
Failing run storybook after migrating to version 7 from 6
```
ModuleNotFoundError: Module not found: Error: Can't resolve 'react/jsx-runtime' in '/Users/...'
```



### To Reproduce

React 16.9.0
Storybook 7.2.2, also tried 7.0.11. same results. 
I also tried to use MDX1 as in the migration guide. same results

The only solution was to upgrade React 17.

Looks like mdx2-csf (and mdx1-csf) are using React 17
![image](https://github.com/storybookjs/storybook/assets/43725711/a5d0d311-022f-4190-84fb-094c50967488)

### System

```shell
Environment Info:

  System:
    OS: macOS 13.5
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 18.16.0 - ~/.nvm/versions/node/v18.16.0/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 9.5.1 - ~/.nvm/versions/node/v18.16.0/bin/npm
  Browsers:
    Chrome: 115.0.5790.170
    Safari: 16.6
  npmPackages:
    @storybook/addon-actions: 7.2.2 => 7.2.2 
    @storybook/addon-essentials: 7.2.2 => 7.2.2 
    @storybook/addon-interactions: 7.2.2 => 7.2.2 
    @storybook/addon-mdx-gfm: 7.2.2 => 7.2.2 
    @storybook/blocks: 7.2.2 => 7.2.2 
    @storybook/react: 7.2.2 => 7.2.2 
    @storybook/react-webpack5: 7.2.2 => 7.2.2 
    @storybook/testing-library: 0.2.0 => 0.2.0
```


### Additional context

Please help me find a solution to use MDX file within version 7 or at least update the migration guide to note that react 17 is required to fully migrate to version 7the
Repository: puppeteer
Issue: [Feature]: It should be possible to start a locator from an ElementHandle
Labels: feature

### Feature description

In certain situations, the author knows that a certain root element is stable and only need to use locators for the subtree elements. We should allow starting a locator for an ElementHandle in this case. 

```
const el = $page.el('.container');

await el.locator('.my-child-class').click();
```

Thoughts? cc @jrandolf @Lightning00Blade
Repository: next.js
Issue: Styling broken on route navigation when using vanilla-extract
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:22:20 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.12.1
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: 7.18.1
    Relevant Packages:
      next: 13.4.14-canary.1
      eslint-config-next: 13.4.5
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.9.4
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://share.cleanshot.com/2HmrBYgs

### To Reproduce

Use only pages dir, implement styling via vanilla-extract, navigate between pages using router

### Describe the Bug

Styles are broken after navigating to a different page, but on full page loads they are fine
On version ` "next": "13.4.5",` everything works fine, but after that version where big push was made with a lot of optimizations for the app dir, a lot of things started breaking for us, like styling as seen in the video and hot reload not working (any little change reloading the whole page always) so we need to stay on 13.4.5

### Expected Behavior

Styles should be good all the time

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Calling randi() % floor(2.0) causes engine to crash silently
Labels: bug,topic:gdscript,confirmed,crash

### Godot version

4.1.1.stable

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

The following code causes game to crash silently:
```gdscript
var result = randi() % floor(10.0)
```

### Steps to reproduce

Create a node, add the following code in `_ready()`

```gdscript
func _ready():
    var result = randi() % floor(10.0)
    print("Result: ", result)
```



### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: Tracer mistake
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Some strange mistake after end of generation, but the generation ends successfully, but the preview image shows an empty window or previous successful generations

### Steps to reproduce the problem

1. Start generation
2. Wait for the end
3. Profit (read console)



### What should have happened?

No errors in the tracer and showing photos in preview

### Version or Commit where the problem happens

v1.51

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### Cross attention optimization

xformers

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
@echo off

set PYTHON=
set GIT=
set VENV_DIR= 
set COMMANDLINE_ARGS= --xformers --no-half-vae
call webui.bat

@echo off

set PYTHON=
set GIT=
set VENV_DIR= 
set COMMANDLINE_ARGS= --xformers
call webui.bat
```


### List of extensions

no

### Console logs

```Shell
Traceback (most recent call last):
  File "C:\Stable Diffusion\system\python\lib\site-packages\gradio\routes.py", line 422, in run_predict
    output = await app.get_blocks().process_api(
  File "C:\Stable Diffusion\system\python\lib\site-packages\gradio\blocks.py", line 1323, in process_api
    result = await self.call_function(
  File "C:\Stable Diffusion\system\python\lib\site-packages\gradio\blocks.py", line 1051, in call_function
    prediction = await anyio.to_thread.run_sync(
  File "C:\Stable Diffusion\system\python\lib\site-packages\anyio\to_thread.py", line 31, in run_sync
    return await get_asynclib().run_sync_in_worker_thread(
  File "C:\Stable Diffusion\system\python\lib\site-packages\anyio\_backends\_asyncio.py", line 937, in run_sync_in_worker_thread
    return await future
  File "C:\Stable Diffusion\system\python\lib\site-packages\anyio\_backends\_asyncio.py", line 867, in run
    result = context.run(func, *args)
  File "C:\Stable Diffusion\webui\modules\call_queue.py", line 15, in f
    res = func(*args, **kwargs)
  File "C:\Stable Diffusion\webui\modules\ui.py", line 263, in update_token_counter
    token_count, max_length = max([model_hijack.get_prompt_lengths(prompt) for prompt in prompts], key=lambda args: args[0])
  File "C:\Stable Diffusion\webui\modules\ui.py", line 263, in <listcomp>
    token_count, max_length = max([model_hijack.get_prompt_lengths(prompt) for prompt in prompts], key=lambda args: args[0])
  File "C:\Stable Diffusion\webui\modules\sd_hijack.py", line 236, in get_prompt_lengths
    _, token_count = self.clip.process_texts([text])
  File "C:\Stable Diffusion\system\python\lib\site-packages\torch\nn\modules\module.py", line 1614, in __getattr__
    raise AttributeError("'{}' object has no attribute '{}'".format(
AttributeError: 'Identity' object has no attribute 'process_texts'
```


### Additional information

_No response_
Repository: three.js
Issue: Automated build and release workflow
Labels: Suggestion

### Description

Would you be interested in automating your releases?

Having an automated release workflow can make things easier for you (for example, just push a tag to the repository and the workflow does the rest). It also makes the release process transparent for the package's users.

### Solution

I'd be happy to send over a PR to automate three.js' releases. Let me know if you're interested.

The main ways of triggering the workflow are:
- when you push a tag
- when you merge a PR following a specific criteria
- by manually triggering it, specifying the desired tag or commit to publish

### Alternatives

n/a

### Additional context

_No response_
Repository: pytorch
Issue: Found two conflicting CUDA installs
Labels: module: build,triaged

### 🐛 Describe the bug

When I build FBGEMM in our CUDA 12.1 Docker image, it fails with this error message:

```
CMake Error at /opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/share/cmake/Caffe2/public/cuda.cmake:65 (mess
age):                                                                                                                  
  Found two conflicting CUDA installs:                                                                                 
                                                                                                                       
  V12.1.66 in '/usr/local/cuda/include' and

  V12.1.66 in '/usr/local/cuda-12.1/include'
Call Stack (most recent call first):
  /opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/share/cmake/Caffe2/Caffe2Config.cmake:87 (include)
  /opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/share/cmake/Torch/TorchConfig.cmake:68 (find_package)
  CMakeLists.txt:113 (find_package)
```

Workaround is to run with env var CUDA_PATH=/usr/local/cuda-12.1


### Versions

main

cc @malfet @seemethere
Repository: go
Issue: proposal: log/slog: add iterator form of `Record.Attrs` 
Labels: Proposal

`log/slog.Record.Attrs` is used to iterate over the attributes stored in a record:
```
func (Record) Attrs(f func(Attr) bool)
```

If #61897 is accepted, we propose adding a method that fits better with that proposal:
```
func (Record) AllAttrs() iter.Seq[Attr]
```
Repository: angular
Issue: Named characters references containing digits are not processed properly
Labels: area: compiler,P3,compiler: parser,bug

### Which @angular/* package(s) are the source of the bug?

compiler, core

### Is this a regression?

No

### Description

HTML standard defines many ["named HTML entities"](https://html.spec.whatwg.org/multipage/named-characters.html), 24 of them include digits in their names, none of them is rendered correctly when present in Angular component's template, in contrast with other valid entities.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-test-html-entities-with-numbers?file=src%2Findex.html

### Please provide the exception or error you saw

```true
`»&sup1;«` is output as `»&amp;sup1;«` instead of `»¹«` (or verbatim). See the screenshot further.
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
(Stackblitz Angular version in linked STR: 16.2.0)

Angular CLI: 13.2.6
Node: 16.20.2
Package Manager: npm 8.19.4
OS: win32 x64

Angular: 13.2.7
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                            Version
------------------------------------------------------------
@angular-devkit/architect          0.1303.9
@angular-devkit/build-angular      13.3.9
@angular-devkit/core               13.3.9
@angular-devkit/schematics         13.2.6
@angular/cdk                       13.3.9
@angular/cli                       13.2.6
@angular/material                  13.3.9
@angular/material-moment-adapter   13.3.9
@schematics/angular                13.2.6
rxjs                               7.5.7
typescript                         4.5.5
webpack                            5.75.0
```


### Anything else?

### Screenshot; "»𝕏«" in the first content line is for check.

![When static table is rendered, HTML entities work as expected, while same table in Angular component processes only entities without digits properly](https://github.com/angular/angular/assets/1761395/0be200a5-6406-4cf9-8c64-5f4b6e849974)

### List of all "entity names" (for search):

- blk12
- blk14
- blk34
- emsp13
- emsp14
- frac12
- frac13
- frac14
- frac15
- frac16
- frac18
- frac23
- frac25
- frac34
- frac35
- frac38
- frac45
- frac56
- frac58
- frac78
- sup1
- sup2
- sup3
- there4

(frac12, frac14, frac34, sup1, sup2, sup3 can be also without semicolon. None semicolon-less variant work in Angular component, even for non-digit entities.)
Repository: deno
Issue: Adding the data parameter to npm axios.request() or axios() fails with no errors
Labels: bug,node compat,node API,node:http

While trying to run the below code, doesn't throw any errors, and doesn't continue into the sequence (doesn't print "AXIOS RESPONSE"). 

Removing, `data` parameter will resolve the issue.

Seems that the `axios` lib is not fully compatible with Deno

Tried to replace the version of axios with 1.3.0 and 1.2.0 (same results)

```
import axios from 'npm:axios@1.4.0';

(async () => {
try {
  const options = {
    "Authorization": "Basic ABC"
  }
  console.log("axios request");
  const axiosRes = await axios({
    url: 'http://localhost:3000',
    headers: options,
    method: 'POST',
    data: {"title": "blah"}
  });
  console.log("AXIOS RESPONSE")
  console.log(axiosRes)

} catch (error: any) {
  console.log("ERRROOROR")
  console.log(error);

}
})()
```
Repository: next.js
Issue: [Data Fetching] Client side api call on same domain will be intercepted(or catched?) by routing and return a 404
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:39:46 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6020
    Binaries:
      Node: 18.17.0
      npm: 9.6.4
      Yarn: 1.22.19
      pnpm: 8.3.1
    Relevant packages:
      next: 13.4.7
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: N/A
```


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

App Router

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/G123-jp/g123-one

### To Reproduce

just make some API call with fetch on the client side.

### Describe the Bug

for some historical reason, our application service(e.g. https://xxx.com) runs with an API service on the same domain (https://xxx.com/api), that used to work on Nuxt+Vue, recently I tried to rewrite the application with Next.js 13(app router), everything works well (I've implemented some API call on the server side, with Server Component and [Route Handlers](https://nextjs.org/docs/app/building-your-application/routing/route-handlers), they work smooth).

But when I try to make an API call on the client side(for fetching some data), like ```fetch('https://xxx.com/api/v1/get_some_data')```, it will be caught by Next.js's routing and what I got is a 404 page(and that URL doesn't match any route.ts used for Route Handlers).

I'm confused how can I just call an API on the client side with a specific URL(like ```https://xxx.com/api/v1/get_some_data```) and bypass Next.js's routing?

### Expected Behavior

I'd like to call an API URL under some domain of my application, and let Next.js know it, and don't intercept it then route me for a 404 page as a result.

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

Chrome Version 115.0.5790.170 (Official Build) (arm64)

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

_No response_