sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Wayland: Menu Bar "Mixed" on Multiple Window Instance
Labels: bug,linux,confirmed,wayland

Type: <b>Bug</b>

1. Open VScode / VSCode Insider in Wayland Session
2. Open Project
3. Open New Window of VSCode.
4. Open Another Project
5. Open Terminal or Other Menu using Menu Bar in First Window
6. The Terminal instance will run on Second Window, not in First Window

[Screencast from 2023-10-29 04-48-32.webm](https://github.com/microsoft/vscode/assets/38871578/547469c2-96ec-49e2-8b8c-21acd33e3044)

The Issue Not Happening if using X11. The issue also doesn't affect when using keyboard shortcut.

VS Code version: Code 1.83.1 (f1b07bd25dfad64b0167beb15359ae573aecd2cc, 2023-10-10T23:45:31.402Z)
OS version: Linux x64 6.5.9-arch2-1
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 5 5600G with Radeon Graphics (12 x 3642)|
|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>video_decode: enabled<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|2, 2, 1|
|Memory (System)|13.52GB (8.74GB free)|
|Process Argv|--unity-launch --ozone-platform-hint=auto --enable-features=WaylandWindowDecorations --crash-reporter-id c27b0484-de08-4046-b792-641231aa23eb|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|gnome|
|XDG_CURRENT_DESKTOP|GNOME|
|XDG_SESSION_DESKTOP|gnome|
|XDG_SESSION_TYPE|wayland|
</details><details><summary>Extensions (5)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-tailwindcss|bra|0.10.1
vscode-eslint|dba|2.4.2
vscode-html-css|ecm|1.13.1
prettier-vscode|esb|10.1.0
helium-icon-theme|hel|1.0.0


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
py29gd2263cf:30856253
vsclangdf:30486550
c4g48928:30535728
dsvsc012:30540252
pynewext54:30695312
azure-dev_surveyonecf:30548226
282f8724:30602487
89544117:30613380
showlangstatbar:30737416
0bi6i642:30841073
03d35959:30757346
pythonfmttext:30731395
fixshowwlkth:30771522
showindicator:30805244
pythongtdpath:30769146
i26e3531:30792625
pythonnosmt12:30797651
pythonidxpt:30866567
pythonnoceb:30805159
copilotsettingt:30859503
asynctok:30869155
dsvsc013:30795093
dsvsc014:30804076
dsvsc015:30845448
pythontestfixt:30871694
pythonregdiag2:30871582
pyreplss1:30865275
pythonmypyd1cf:30859727
pythoncet0:30874138
h48ei257:30870396
pythontbext0:30864172

```

</details>

<!-- generated by issue reporter -->
Repository: vscode
Issue: vscode for MacOS adds 0x0a at the end of files but not in Windows
Labels: bug,macos,editor-core

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: Visual Studio for Mac 17.6.6 build 408
- OS Version: MacOS 14.0

Steps to Reproduce:

1. Make any Windows project with vscode for windows
2. Edit the project with MacOS versions of vscode
3. cs files have at the end the byte 0a (line Feed) if last line edited with macos, but not with windows.

This causes problems when running diff against 2 files because look like differ:
https://github.com/orgs/community/discussions/72813

Also files edited with MacOS version don't have the "BOM".
Repository: godot
Issue: Input Map > PS4 (gen 2) controller > D-pad > erratic behavior
Labels: bug,topic:input

### Godot version

v4.1.2.stable.mono.official [399c9dc39]

### System information

Godot v4.1.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3758) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

I encountered an issue similar to 2 others which have been previously reported on this forum and subsequently closed; however, my issue seems to be related specifically to the gen 2 PS4 controllers (model CUH-ZCT2U) to which I haven't found a solution. The problem is this: 

I ran through the official Gadot tutorial "Your first 2D game" (URL: https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html). In the section "Finishing Up > Keyboard shortcuts (para 4)," it recommends adding addition input maps for a controller. I added maps for the 4 cardinal directions for both the D-pad and the left analog stick. Please reference the image below:

When playing the scene/game, the keyboard's directional arrow keys and the PS4 controller's left analog stick work as expected; however, the PS4 gen 2 controller's D-pad operates erratically (sometimes it moves the player continuously, other times it moves just a few pixels in the desired direction, or does nothing at all). The gen 1 PS4 controller's (model CUH-ZCT1U) D-pad works as expected. 

In case this is on anyone's mind as being possible root cause, I've tested two PS4 controllers (gen 2) connected directly to my computer via USB cable, wireless Bluetooth, and through a compatible wireless adapter. This issue is consistent among all connection types (their D-pads work in games launched through Steam and other platforms but not with Gadot 4.1's input map, so the issue is not with the controllers). I've also tested four PS4 controllers (gen 1) through the same wireless adapter and their D-pads all work as expected (in both games and Gadot 4.1's input map). 

### Steps to reproduce

You should be able to reproduce this issue by following these steps:

1. connect a PS4 (official PlayStation 4, not a generic) controller (gen 2) to your Windows 10 environment, 
2. load the project files,
3. map the 4 cardinal directional inputs (reference the picture I uploaded), and 
4. play the "main" scene. 

![InputMap(PS4_gen2_D-pad)](https://github.com/godotengine/godot/assets/149273865/d38f80a9-b8c5-45b2-9a4a-a76491858c01)


### Minimal reproduction project

[YourFirst2DGame.zip](https://github.com/godotengine/godot/files/13196917/YourFirst2DGame.zip)
Repository: go
Issue: x/crypto: imports vulnerable x/net
Labels: Security,NeedsFix

### What version of Go are you using (`go version`)?
<pre>
$ go version 1.20
</pre>

### Does this issue reproduce with the latest release?
YES


### What operating system and processor architecture are you using (`go env`)?
 x64 windows



</pre></details>

### What did you do?
vulnarebility scanners show error: CVE-2023-44487, CVE-2023-3978 based on a realy old x/net library being referenced in the x/crypto go.mod file. Complete bullshit ofcourse, since the crypto lib itself is not vulnarable to those weaknesses. 
It however hinders automatic scanning of opensource projects and obscures real cybersecurity threats (false positive). 

golang.org/x/crypto@v0.14.0 › golang.org/x/net@v0.10.0
Fixed in golang.org/x/net@0.17.0

Please update the go.mod file of package x/crypto to  x/net to version > 0.17
Repository: pytorch
Issue: Library is included twice QNNPACK
Labels: module: build,triaged,oncall: mobile,actionable

### 🚀 The feature, motivation and pitch

it is included at
aten/src/ATen/native/quantized/cpu/qnnpack
and at 
third_party/QNNPACK
surely there is a way to just include it only once?

### Alternatives

we can use symlinks or edit Aten in a way such that it takes libraries from third_party?

### Additional context

_No response_

cc @malfet @seemethere
Repository: flutter
Issue: [go_router] Responsive ShellRoute
Labels: d: examples,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

### 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

I'm trying to create a responsive layout with go_router, where the ShellRoute that i'm using to create a nested navigation on desktop mode, should convert into a normal navigation for mobile. Basically, on desktop mode, the layout is like the first image, and on mobile the layout is like the second image. I know there are other issues open about similar topics, but there's not a clear answer about how to do this, and this behavior is very common when you want to create a responsive layout. I don't know if it's possible to do this with go_router, but if it's possible, this use case should be documented, because it's a very common situation.

<img width="1002" alt="image" src="https://github.com/flutter/flutter/assets/47545344/9fd8a4b2-36a6-452b-a7de-15e6d01f9661">
<img width="655" alt="image" src="https://github.com/flutter/flutter/assets/47545344/13c2309e-c564-4b8f-aa4a-2296a70e6b4b">


### Proposal

Create something like a ``ShellRoute.responsive`` that accepts a new parameter called breakpointWidth with the width that you want to use to switch between the layouts, and if the screen width is lower than the breakpointWidth, the ``ShellRoute.responsive`` behaves like a normal ``GoRoute``, and when the width is higher than the breakpoint, the ``ShellRoute.responsive`` behaves like the current ``ShellRoute``.

Alternatively you can just document how to implement this behavior.
Repository: deno
Issue: Error: Function called outside component initialization
Labels: bug,needs investigation,node compat

Hi, my framework supports Node, Deno and Bun. I get the following error (this is an error in Svelte, one of the supported frontend frameworks) when running it with Deno (`deno run --allow-all npm:primate`).

```
Error: Function called outside component initialization
    at get_current_component (file:///home/blue/projects/primatejs/app/node_modules/svelte/src/runtime/internal/lifecycle.js:11:32)
    at getContext (file:///home/blue/projects/primatejs/app/node_modules/svelte/src/runtime/internal/lifecycle.js:141:9)
    at file:///home/blue/projects/primatejs/app/node_modules/.deno/@primate+i18n@0.1.0/node_modules/@primate/i18n/src/svelte/locale.js:6:22
    at Object.subscribe (file:///home/blue/projects/primatejs/app/node_modules/svelte/src/runtime/store/index.js:82:11)
    at subscribe (file:///home/blue/projects/primatejs/app/node_modules/svelte/src/runtime/internal/utils.js:139:22)
    at file:///home/blue/projects/primatejs/app/node_modules/svelte/src/runtime/store/index.js:158:4
    at Array.map (<anonymous>)
    at file:///home/blue/projects/primatejs/app/node_modules/svelte/src/runtime/store/index.js:157:38
    at Object.subscribe (file:///home/blue/projects/primatejs/app/node_modules/svelte/src/runtime/store/index.js:82:11)
    at subscribe (file:///home/blue/projects/primatejs/app/node_modules/.deno/svelte@4.2.2/node_modules/svelte/src/runtime/internal/utils.js:139:22)
    at file:///home/blue/projects/primatejs/app/build/server/components/test/PostIndex.svelte.js:22:20
    at Object.$$render (file:///home/blue/projects/primatejs/app/node_modules/.deno/svelte@4.2.2/node_modules/svelte/src/runtime/internal/ssr.js:156:16)
    at file:///home/blue/projects/primatejs/app/build/server/svelte_root.js:36:82
    at $$render (file:///home/blue/projects/primatejs/app/node_modules/.deno/svelte@4.2.2/node_modules/svelte/src/runtime/internal/ssr.js:156:16)
    at Object.render (file:///home/blue/projects/primatejs/app/node_modules/.deno/svelte@4.2.2/node_modules/svelte/src/runtime/internal/ssr.js:164:17)
    at render (file:///home/blue/projects/primatejs/app/node_modules/.deno/@primate+frontend@0.6.0/node_modules/@primate/frontend/src/frontends/svelte/imports.js:5:36)
    at file:///home/blue/projects/primatejs/app/node_modules/.deno/@primate+frontend@0.6.0/node_modules/@primate/frontend/src/frontends/common/handler.js:49:30
    at async handle (file:///home/blue/projects/primatejs/app/node_modules/.deno/@primate+session@0.13.0/node_modules/@primate/session/src/module.js:70:24)
    at async ext:deno_http/00_serve.js:451:22
```

The same code runs with `npx primate`, `bun x primate` and `bun --bun x primate`, which has me thinking this could be an issue in Deno's NPM support.

Following steps to reproduce,

1. `git clone https://github.com/primatejs/app`
2. `cd app`
3. `deno run --allow-all npm:primate`
4. open `http://localhost:6161/svelte` in your browser
Repository: next.js
Issue: [NextJS 14] - Middleware + output: 'export' is no longer working from Next 13+
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/ShanonJackson/next-issue-output-export

### To Reproduce

1: Create application with `output: export` (in next.config.js)
2: Create middleware.tsx in the root of the directory
3: Run `npm run dev`
4: Note the error in the terminal and middleware not working.

### Current vs. Expected behavior

Current behavior in Next 13 is that there is no warning or error.
Expected behavior should be at most a warning letting people know that static deployments will not use middleware.

The reason why I believe this should be the expected behavior is that there's use cases for middleware that are only applicable for
development.

For example we use middleware currently to rewrite requests to a legacy CRA application if they're not hitting a NextJS route.
```ts
/*
    return undefined = route to next
    return rewrite = route to legacy application hosted.
*/
export async function middleware(request: NextRequest) {
	const path = new URL(request.url).pathname;
	if (path.includes("_next")) return undefined;
	if(path === "/next-page-example") return undefined;
	if(path ==== "/about") return undefined
	return NextResponse.rewrite(new URL(path, String(process.env.NEXT_PUBLIC_CRA_HOST)));
}
```
When we deploy our application we discard middleware and have a matching configuration in our gateway that does the same thing.

### Verify canary release

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

### Provide environment information

```bash
Binaries:
  Node: 18.18.2
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.1-canary.2
  eslint-config-next: 14.0.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: export
```


### Which area(s) are affected? (Select all that apply)

Middleware / Edge (API routes, runtime), Static HTML Export (output: "export")

### Additional context

Currently prevents upgrading many projects from 13 -> 14.

Workarounds for those that find themselves in a similar boat. This setup will enable middleware on dev mode, and hide the file before production build starts.
```
output: process.env.NODE_ENV === "development" ? undefined : "export",
```
```
"scripts": {
    "build:ci": "node ./scripts/prebuild && next build",
 }
 // .scripts/prebuild
 require("fs").renameSync("./middleware.tsx", "./_middleware.tsx", "utf-8");
```
Repository: rust
Issue: wasm32-unknown-unknown: must not re-enter module after abort
Labels: I-unsound,O-wasm

@thomcc points out that when we abort on wasm32-unknown-unknown, there's nothing actually stopping whoever invoked that module from calling back into it. That's bad, it leads to unsoundness!  We should either find some way to prevent this (I don't know how wasm works, maybe there's a global flag we can set on abort and check on every entry point), or we should at least document this prominently, in some place that people using this target are likely to see.

The wasi and emcscripten targets are not affected, they already "poison" modules on abort so they cannot be re-entered.
Repository: rust
Issue: Rustc fails to perform autovectorization for a loop when targeting aarch64-apple-darwin
Labels: A-LLVM,I-slow,T-compiler,O-AArch64,A-autovectorization,C-optimization

```rust
const N: usize = 4096;

#[inline(never)]
pub fn example_fn(xs: &[u64; N], ys: &[u64; N], res: &mut [u64; N]) {
    for i in 0..N {
        res[i] = xs[i] + ys[i];
    }
}

```

I expected to see `VADD` in resulting assembly but unfortunately instead it uses just `add`s:

```asm
        add     z0.d, z4.d, z0.d
        add     z1.d, z5.d, z1.d
        add     z2.d, z6.d, z2.d
        add     z3.d, z7.d, z3.d
```

Link to godbolt: https://godbolt.org/z/YWhT5GqxW

Just for reference I would expect it to mirror x86 SSE: https://godbolt.org/z/z5Pf3G17e

I think rustc should be able to perform autovectorization without additional hints/features enabled and use `VADD` in the loop.
Repository: PowerToys
Issue: Possibility to change the default view type for search results
Labels: Needs-Triage

### Description of the new feature / enhancement

in every new search, the results are shown with the "content" view. But I would prefer the "detailed" view.
I found only this tutorial, with editing the registry manually. it would be great if there was a possibility in the powertoys to do the change simply by clicking on the desired viewtype.

https://www.winhelponline.com/blog/search-results-content-view-fix-details-windows-10/

I don't know how the situation is in windows 11.

### Scenario when this would be used?

simply change the view type for all search results. easy way of changing again. no need to revert registry values.

### Supporting information

_No response_
Repository: next.js
Issue: i18n: Incremental migration to app results in 404 not found page
Labels: bug

### Link to the code that reproduces this issue

https://github.com/iljamulders/nextjs-i18n-incremental-adopt

### To Reproduce

1. Start the application in development (next dev)
2. Go to http://localhost:3000/en/about or http://localhost:3000/nl/about
3. You will see the 404 page not found


### Current vs. Expected behavior

The [internationalization](https://nextjs.org/docs/app/building-your-application/routing/internationalization) example will always return a `404 not found` when i18n is turned on in next.config.js

```js
// next.config.js

/** @type {import("next").NextConfig} */
module.exports = {
  reactStrictMode: true,
  i18n: {
    locales: ['en', 'nl'],
    defaultLocale: 'en'
  }
}
```

```tsx
// app/[lang]/about/page.tsx

export default async function Page({ params: { lang } }: { params: { lang: string } }) {
    return <div>Current language: {lang}</div>
}
``` 

This makes it impossible to incrementally adopt to the app router.

### Expected behavior
https://nextjs.org/docs/app/building-your-application/upgrading/app-router-migration#migrating-from-pages-to-app
> The app directory is intentionally designed to work simultaneously with the pages directory to allow for incremental page-by-page migration.

### 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 23.0.0: Fri Sep 15 14:41:43 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6000
Binaries:
  Node: 20.9.0
  npm: 10.2.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.0.1-canary.2
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Internationalization (i18n)

### Additional context

_No response_
Repository: rust
Issue: E0277 could provide useful details
Labels: A-diagnostics,T-compiler

I was looking at `trim_matches` std docs code example and tried to inline `x` into the trim_matches` :
https://doc.rust-lang.org/std/primitive.str.html#method.trim_matches
```rust
#![allow(unused)]
fn main() {
assert_eq!("11foo1bar11".trim_matches('1'), "foo1bar");
assert_eq!("123foo1bar123".trim_matches(char::is_numeric), "foo1bar");

let x: &[_] = &['1', '2'];
// x inlined here:
assert_eq!("12foo1bar12".trim_matches( &['1', '2']), "foo1bar");
}
```
https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=c39b60b2edc4e1363c60c9c153372785

```
error[[E0277]](https://doc.rust-lang.org/nightly/error_codes/E0277.html): the trait bound `CharArrayRefSearcher<'_, '_, 2>: DoubleEndedSearcher<'_>` is not satisfied
 --> src/main.rs:8:40
  |
8 | assert_eq!("12foo1bar12".trim_matches( &['1', '2']), "foo1bar");
  |                          ------------  ^^^^^^^^^^^ the trait `DoubleEndedSearcher<'_>` is not implemented for `CharArrayRefSearcher<'_, '_, 2>`
  |                          |
  |                          required by a bound introduced by this call
  |
  = help: the following other types implement trait `DoubleEndedSearcher<'a>`:
            CharSearcher<'a>
            CharSliceSearcher<'a, 'b>
            CharPredicateSearcher<'a, F>
note: required by a bound in `core::str::<impl str>::trim_matches`
 --> /rustc/e5cfc55477eceed1317a02189fdf77a4a98f2124/library/core/src/str/mod.rs:2021:5

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground` (bin "playground") due to previous error
```

The diagnostic issued is not helping, mentioning 5 different structs :sweat_smile: 
I assume this is some kind of lifetime problem, but my first intuition was "should not matter if the reference to an array is coming from within our without the function call, since its a reference anyway?"
Would be great if the error could give some useful details.
I think we already have "lifetime only goes until *here* but should go until *there* for code to be valid` diagnostics somewhere, maybe we could use that and suggest using a var binding for the array?