sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Resolving conflict manually cause 3wm editor jump to EOF after accepting next
Labels: bug,merge-editor

Type: <b>Bug</b>

1. Run git merge and use vscode to resolve conflict.
2. Resolve a conflict manually. (Showing `Manual Resolution`)
3. Move to next conflict, click Accept Incoming or Accept Current
4. Now Merge Editor jumps to the end of file, causing the conflict resolved in step 3 unable to locate.

https://user-images.githubusercontent.com/22394706/230714304-b505f92a-5078-4e51-9e3c-c5c188a6da1e.mp4


VS Code version: Code 1.77.1 (b7886d7461186a5eac768481578c1d7ca80e2d21, 2023-04-04T23:21:11.906Z)
OS version: Windows_NT x64 10.0.19045
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 x 2592)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|15.84GB (4.89GB free)|
|Process Argv|--disable-extensions --crash-reporter-id 6368ceee-3987-48f8-8dc1-08d28702bc55|
|Screen Reader|no|
|VM|0%|
</details>Extensions disabled<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes516:30244333
vslsvsres303:30308271
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vsdfh931cf:30280410
vshan820:30294714
vstes263:30335439
vscorecescf:30445987
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30410667
cppdebug:30492333
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
pynewext54:30695312
azure-dev_surveyone:30548225
nodejswelcome1:30587005
3biah626:30602489
pyind779:30671433
f6dab269:30613381
pythonsymbol12:30671437
2i9eh265:30646982
vsctsb:30705553
functionswalk:30687959
pythonms35:30701012
a2ce3375:30706076
pythonclientmvcf:30708686

```

</details>

<!-- generated by issue reporter -->
Repository: next.js
Issue: Routing breaking in v 13.2.5-canary.27 and upwards
Labels: bug,Navigation

### 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: x64
      Version: Darwin Kernel Version 22.1.0: Sun Oct  9 20:14:54 PDT 2022; root:xnu-8792.41.9~2/RELEASE_X86_64
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: 1.22.18
      pnpm: 7.12.2
Relevant packages:
      next: 13.2.5-canary.27
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/shawshankkumar/next-js-routing-bug

### To Reproduce

1. Clone this repository. 

2. Run npm i

3. Run npm run dev and wait for it to start

4. Go to http://localhost:3000/iamafolder/shashank , it should show something like:
<img width="515" alt="image" src="https://user-images.githubusercontent.com/74819565/230716533-3610d62e-d844-4359-a2e1-525b7d97c12a.png">

5. Go to http://localhost:3000/iamafolder/https://github.com/shawshankkumar/next-js-routing-bug and voila, it breaks.
<img width="1792" alt="image" src="https://user-images.githubusercontent.com/74819565/230716567-505a5c47-04fd-4d0a-b82b-72a78767712f.png">




### Describe the Bug


I, along with @whiletrueee , am making a project which would allow people to share links in the easiest way possible from their browser. We have already built a chrome extension which can share a URL, but we want it to be simpler. We want it to be something like singhharshit.me/send/https://vercel.com . We started working on it with Next js version 13.2.4 and it was working well (I'll attach screenshots ), as soon as bumped to the canary or any version upwards of 13.2.5-canary.27, it breaks.

### Expected Behavior

It should not break. (Well - )

The specifications of the code which is working : 

    Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.1.0: Sun Oct  9 20:14:54 PDT 2022; root:xnu-8792.41.9~2/RELEASE_X86_64
    Binaries:
      Node: 18.15.0
      npm: 6.14.17
      Yarn: 1.22.18
      pnpm: 7.12.2
    Relevant packages:
      next: 13.2.4
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

The screenshots:

<img width="934" alt="image" src="https://user-images.githubusercontent.com/74819565/230716762-83f5bb4f-96be-4fee-972b-c928a8cd22e7.png">


In the link I have given for the github repo, I have made 2 folders, 1 with the working code and the other where it isn't working. I am trying to check the changelogs and other stuff to find out what might cause this, help from the next js team will be helpful!

### Which browser are you using? (if relevant)

Arc and Chrome latest versions

### How are you deploying your application? (if relevant)

_No response_
Repository: next.js
Issue: npx create next app simply fails , unable to figure out the issue 
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
npx --no-install next info

    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: 18.15.0
      npm: 9.5.0
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.3.1-canary.3
      eslint-config-next: 13.3.0
      react: 18.2.0
      react-dom: 18.2.0
```


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

_No response_

### Link to the code that reproduces this issue

none

### To Reproduce

run npx create-next-app 

### Describe the Bug

next dev
ready - started server on 0.0.0.0:3000, url: http://localhost:3000
warn  - Found lockfile missing swc dependencies, patching...
event - compiled client and server successfully in 1504 ms (168 modules)
warn  - Lockfile was successfully patched, please run "npm install" to ensure @next/swc dependencies are downloaded



❯ npm install            

up to date, audited 362 packages in 1s

134 packages are looking for funding
  run `npm fund` for details

found 0 vulnerabilities
( i get the same erorr/ warning again ) 
❯ next dev   
ready - started server on 0.0.0.0:3000, url: http://localhost:3000
warn  - Found lockfile missing swc dependencies, patching...
event - compiled client and server successful

### Expected Behavior

it should not throw an error since i am simply running next dev 

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

chrome lts 

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

not deployed
Repository: opencv
Issue: BFMatcher with OpenCL for Binary Descriptors
Labels: feature

### Descripe the feature and motivation

cv::BFMatcher is currently implemented on the GPU for float descriptors (e.g. with L2 distance) but matching still takes place on the CPU for binary descriptors (i.e. with Hamming distance). It would be useful, for performance, for Hamming matching to also be available.

We have a system where we need to match 300+ high-resolution images, and have found both SIFT and AKAZE to be two viable options in this process. Which one is better can depend on the specific job. However, due to the inability for AKAZE's binary descriptors to be matched on the GPU, matching with SIFT descriptors is MUCH faster, and as a result AKAZE is no longer a viable option.

It seems brute_force_match.cl already contains an implementation for matching with Hamming distance, but there is a line of code in Features2D's matchers.cpp in knnMatchImpl which seems to prohibit binary matching with OpenCL (specifically requiring that _queryDescriptors.type() == CV_32FC1). I tried re-compiling OpenCV with this condition removed and it seemed to allow GPU matching to take place, but the results did not make sense compared to the CPU matches, suggesting something else is wrong.

This is a very desirable feature, and I would happily help implement the bits and bobs to get it working, but I'm not 100% sure what's missing in the currently impl to get there. Any help implementing this feature, or advice pointing in the right direction, would be greatly appreciated.
Repository: PowerToys
Issue: Registry Preview as default action for .reg files
Labels: Resolution-Built into Windows

### Description of the new feature / enhancement

Instead of `Merge` action, I'd like Registry Preview to open the .reg file after a double click. An option to set as default from Registry Preview settings would be great.

### Scenario when this would be used?

Whenever merging .reg files. It's just safe practice to make sure you're merging the right file, and Registry Preview has a "Write to Registry" button already. (Which could be called "Merge" for consistency, but that's minor.)

### Supporting information

_No response_
Repository: godot
Issue: skeleton_modification_2d_twoboneik does not track the target node correctly, in editor, on first creation
Labels: bug,topic:editor,topic:animation,topic:3d

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 11 Home Version	22H2 Installed on	‎27/‎11/‎2022 OS build	22621.1413 Experience	Windows Feature Experience Pack 1000.22639.1000.0

### Issue description

Creating a skeleton2d with two bones, a target, and a SkeletonModificationStack2D containing a single SkeletonModificationStack2DTwoBoneIK pointing to a target, does not behave correctly. 

When you follow all the steps, and move the target around the screen, you can see that the IK solver has come up with a solution, but the solution is completely incorrect. The movement of the bones does not follow the target, but seems to have a mind of its own.

![image](https://user-images.githubusercontent.com/968129/230720804-2710ba99-8323-47d6-be6c-df2dd91adf1a.png)



### Steps to reproduce

- Create a node2d
- Create a skeleton2d as a child of the node2d
- Create a new node2d and rename it as 'target'
- Create a bone as a child of skeleton2d
- Create another bone as a child of the first bone.
- Move the origin of the second bone some distance from the first.
- Turn off `auto_calculate_length_and_angle` on the second bone, and set its length to 130
- In the skeleton2d add a `modification_stack` entry `SkeletonModificationStack2D`
- As element 0 of `Modifications` add a `SkeletonModificationStack2DTwoBoneIK`
- Set the target as `target`
- Set the `joint_one_bone2d_node` as the first bone
- Set the `joint_two_bone2d_node` as the second bone, the child of the first bone
- Set `enabled` and move the target around the screen.

### Minimal reproduction project

~~[BoneTest.zip](https://github.com/godotengine/godot/files/11183236/BoneTest.zip)~~

## Workaround
If you save the project and reload it, the editor works again.
Repository: rust
Issue: How do crate-level macro attributes deal with standard library prelude?
Labels: A-linkage,A-resolve,A-macros

Here I'll talk about hightly unstable crate-level macro attributes first, but this issue is relevant even on stable because crate level `#![cfg(...)]` is also such a macro (sort of), and it is supported since Rust 1.0.
This case caused issues in https://github.com/rust-lang/rust/pull/108221.

We assume that macros work with token streams.
Implicitly injected extern prelude does not have any token representation, so I conclude that crate-level macro attributes should only receive explicitly written user code as input (collected during token collection as usual).

Now the question is how and when standard library prelude is added to *output* of a crate level attribute (including `#![cfg(FALSE)]`) because eventually it should be added there.

Note: https://github.com/rust-lang/rust/issues/104633 is a similar issue discussing the fate of `#![feature]` attributes on a fully unconfigured crate.
Repository: flutter
Issue: Make multiple `WillPopScope` ordered
Labels: platform-android,framework,f: routes,P2,team-android,triaged-android

Hi thanks for the wonderful Flutter framework! As is discussed in https://github.com/flutter/flutter/issues/97299, nested WillPopScope execution order is inconsistent. (There are reproducible samples there.) Thus, maybe we can make WillPopScope ordered. The code change to flutter framework is roughly:

1. `ModalRoute._willPopCallbacks` changes from `List<Function>` to `List<FunctionWithOrderInformation>`. Then, when executing the callbacks, follow the ordering information.
2. Add to `WillPopScope` widget a `ordering` field.

I will make a PR if this behavior is allowed!

Related discord discussion: https://discord.com/channels/608014603317936148/608021234516754444/1094241071040573520
Repository: pytorch
Issue: [ux] Non-blocking tensor constructors
Labels: triaged,enhancement,has workaround,module: tensor creation

### 🚀 The feature, motivation and pitch

It appears that regular `torch.tensor`/`torch.as_tensor` constructors incur blocking behavior when placing the result in CUDA memory: https://github.com/pytorch/vision/issues/7504 https://github.com/pytorch/vision/pull/7506

So @nlgranger had to replace `torch.tensor(..., device = my_cuda_device)` by `torch.tensor(...).to(device = my_cuda_device, non_blocking = True)`

I think, it would be more idiomatic/clean to allow `non_blocking` argument directly on torch.tensor/torch.as_tensor

### Alternatives

_No response_

### Additional context

_No response_

cc @gchanan @mruberry
Repository: godot
Issue: Godot 3 to 4 project converter doesn't remember animations with -loop
Labels: bug,needs testing,topic:import,topic:animation

### Godot version

4.0.2

### System information

Arch Linux, Xorg, Gnome 43

### Issue description

Godot 4 seems to truncate the "-loop" text it receives from the end of the names of animations it imports, which is a very welcome change. However, when converting a 3.0 project to 4.0, any animations with -loop in their names, which were in my case placed inside complex nested BlendSpaces, are all missing.

Manually reassigning can get really tedious, since the Inspector/AnimationNodeAnimation/Animation property doesn't display the last known name for missing animations like nodes in a BlendTree do.

![Screenshot from 2023-04-08 19-12-59](https://user-images.githubusercontent.com/9658355/230724444-67065478-1ff4-44f9-9b63-c6b63cb2ce5c.png) ![Screenshot from 2023-04-08 19-13-20](https://user-images.githubusercontent.com/9658355/230724449-387ca5b2-8713-4715-9198-4ec605d37337.png)


### Steps to reproduce

1. Open minimal reproduction project in Godot 3
2. Observe AnimationTree > TreeRoot > Animation
3. Import project into Godot 4, opting to convert the full project.
4. Repeat Step 2, and the animation is missing since it contained -loop originally.

### Minimal reproduction project

[root_motion_3.zip](https://github.com/godotengine/godot/files/11184780/root_motion_3.zip)
Repository: material-ui
Issue: [docs] Snackbar, control Slide direction. Type of property `children` are incompatible
Labels: component: snackbar,typescript,component: transitions

### Duplicates

- [X] I have searched the existing issues

### Related page

https://mui.com/material-ui/react-snackbar/#control-slide-direction

### Kind of issue

Broken demonstration

### Issue description

I was looking for "Control Slide direction" and it appears that `Types of property 'children' are incompatible.` Here is the my working env conf:

- `uname -a`: Linux kasir-lifebooke736 6.1.19-1-MANJARO #1 SMP PREEMPT_DYNAMIC Mon Mar 13 12:59:35 UTC 2023 x86_64 GNU/Linux
- `node -v`: v19.7.0
- `npm -v`: 9.5.0
- `pnpm -v`: 7.29.0
- "react": "^18.2.0"
- "@emotion/react": "^11.10.6",
- "@emotion/styled": "^11.10.6",
- "@mui/icons-material": "^5.11.16",
- "@mui/material": "^5.11.16",

And here is the complete error: 
```
Type '{ direction: "right"; appear?: boolean; enter?: boolean; exit?: boolean; timeout?: number | { appear?: number; enter?: number; exit?: number; } | { appear?: number; enter?: number; exit?: number; }; in?: boolean; ... 270 more ...; onTransitionEndCapture?: TransitionEventHandler<...>; }' is not assignable to type 'SlideProps'.
  Types of property 'children' are incompatible.
    Type 'ReactNode' is not assignable to type 'ReactElement<any, any>'.
      Type 'string' is not assignable to type 'ReactElement<any, any>'.ts(2322)
```

### Context 🔦

I was using snackbars and transitions without problem in the browser (`pnpm dev`), but VSCode shows me this error.

![image](https://user-images.githubusercontent.com/73785723/230726028-f39aedde-c530-4d35-93ba-ab59bc4386af.png)
Repository: godot
Issue: Emulate Mouse From Touch is broken, both on and off.
Labels: bug,platform:windows,topic:porting,topic:input

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Windows 10, Surface Pro 7, Compatibility (GLES3)

### Issue description

I'm trying to make a whiteboard/note taking app on a Microsoft Surface device with a touch screen using Godot.
For this, I've disabled `input_devices/pointing/emulate_mouse_from_touch` because I want to handle other things such as zooming and panning seperately as to how I do it with a mouse.
When this property is disabled, I am still receiving `InputEventMouseMotion` events every single time I drag my finger around the screen as well as `InputEventScreenDrag` events. This is clearly not intentional. The `event.pressure` when this property is enabled **for the mouse inputs received is `1.0`**.
However, if I *enable* the property, I receive `InputEventMouseMotion` as expected, but with `event.pressure` set to `0.0`? And I still receive touch events regardless
This makes no sense.


### Steps to reproduce

```gdscript
extends Node
func _input(event: InputEvent) -> void:
	if event is InputEventScreenDrag:
		print("Screen drag")
	if event is InputEventMouseMotion:
		print("Mouse motion, Pressure is ",event.pressure)
```
Tap and drag your finger around the screen.
Toggle `input_devices/pointing/emulate_mouse_from_touch` and try again.

### Minimal reproduction project

[Minimal Project.zip](https://github.com/godotengine/godot/files/11183585/Minimal.Project.zip)

Project contains a single node with above script.
Drag your finger around the screen.
Again, toggle `input_devices/pointing/emulate_mouse_from_touch` to see the full weirdness of this behaviour.
Repository: create-react-app
Issue: Ensure no cache problems with default templates
Labels: issue: proposal,needs triage

### Problem

In my experience many projects based on create-react-app have problems with cache.

### Solution

Please ensure the template (especially pwa templates) always **get or revalidate index.html** from server.
Repository: godot
Issue: Godot 4 get_global_mouse_position() input lag with Forward+ renderer
Labels: platform:windows,topic:rendering,needs testing,performance

### Godot version

4.0.2

### System information

Windows 10, GeForce GTX 1050 Ti 

### Issue description

The lag can easily be seen when moving a sprite with the mouse in _process()

```
extends Sprite2D
func _process(delta):
	position = get_global_mouse_position()
```

### Steps to reproduce


https://user-images.githubusercontent.com/19574112/230732987-19e6f6f7-35e7-4053-95d7-3a1c6e118e33.mp4



### Minimal reproduction project

[laggy_mouse.zip](https://github.com/godotengine/godot/files/11183680/laggy_mouse.zip)
Repository: PowerToys
Issue: 最需要的功能
Labels: Needs-Triage

### Description of the new feature / enhancement

一套键盘/鼠标，控制MAC & Window。
Logitech Flow有比较完美的软件解决方案。但是必须使用他们的硬件。
我就怒了……支持的Flow功能的键盘，都是超薄键盘。打字很困难。而且F1-F12不是标准的1.5cm的正方形。
我向Logitech建议了1年，他们根本不打算出标准 ANSI-104的键盘，区别他们的G系列、MX系列的产品。

### Scenario when this would be used?

移动端，pc端，mac端协调操作

### Supporting information

_No response_
Repository: flutter
Issue: Flutter Engine fails to configure for Linux due to undefined variable
Labels: engine,platform-linux,P2,team-engine,triaged-engine

### 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)

### Steps to reproduce

1. Set up `.gclient`
2. `gclient sync`
3. Configure Flutter Engine with these options:
  ```
  --no-goma --no-prebuilt-dart-sdk --runtime-mode debug --target-os linux --linux-cpu x64 --target-triple x86_64-linux-gnu
  ```

### Actual results

```
ERROR at //third_party/angle/BUILD.gn:1137:9: Undefined identifier
    if (use_system_libwayland) {
        ^--------------------
See //flutter/shell/common/BUILD.gn:332:9: which caused the file to be included.
        "//third_party/angle:libGLESv2_static",
        ^-------------------------------------
Generating GN files in: /home/runner/work/zig-flutter/zig-flutter/zig-cache/o/bf6bf58e544cbdeefc15dece482b99bf/out/linux_debug_x64
```

### Logs

<details>
<summary>Logs</summary>

```console
Run zig build -Doptimize=Debug -Dtarget=x86_64-linux-gnu -freference-trace -fsummary
WARNING: Your metrics.cfg file was invalid or nonexistent. A new one will be created.
/home/runner/work/zig-flutter/zig-flutter/src/depot_tools/vpython3 /home/runner/work/zig-flutter/zig-flutter/zig-cache/o/4e6f3d7acb7268cc046b3a24b44ba2d8/src/flutter/tools/gn --no-goma --no-prebuilt-dart-sdk --depot-tools /home/runner/work/zig-flutter/zig-flutter/src/depot_tools --runtime-mode debug --target-os linux --linux-cpu x64 --target-triple x86_64-linux-gnu --out-dir /home/runner/work/zig-flutter/zig-flutter/zig-cache/o/bf6bf58e544cbdeefc15dece482b99bf
ERROR at //third_party/angle/BUILD.gn:1137:9: Undefined identifier
    if (use_system_libwayland) {
        ^--------------------
See //flutter/shell/common/BUILD.gn:332:9: which caused the file to be included.
        "//third_party/angle:libGLESv2_static",
        ^-------------------------------------
Generating GN files in: /home/runner/work/zig-flutter/zig-flutter/zig-cache/o/bf6bf58e544cbdeefc15dece482b99bf/out/linux_debug_x64
Flutter Engine: error: process exited with code 1
Build Summary: 2/5 steps succeeded; 1 failed
install transitive failure
+- Flutter Engine failure
|  +- gclient sync success
|     +- Generate gclient success
+- install Flutter Engine transitive failure
   +- Flutter Engine (+1 more reused dependencies)
error: the following build command failed with exit code 1:
/home/runner/work/zig-flutter/zig-flutter/zig-cache/o/a730eaca8e6c1d1faa0f84233513590c/build /opt/hostedtoolcache/zig/zig-linux-x86_64-0.11.0-dev.2450+13aa7871b/x64/zig /home/runner/work/zig-flutter/zig-flutter /home/runner/work/zig-flutter/zig-flutter/zig-cache /home/runner/.cache/zig -Doptimize=Debug -Dtarget=x86_64-linux-gnu -freference-trace -freference-trace -fsummary
```

</details>


### Flutter Doctor output

<details>
<summary>Doctor output</summary>

*n/a*

</details>