sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tailwindcss
Issue: [v4] It seems that Oxide can't work with CSS Modules
Labels: v4

<!-- Please provide all of the information requested below. We're a small team and without all of this information it's not possible for us to help and your bug report will be closed. -->

**What version of Tailwind CSS are you using?**

`v4.0.0-alpha.19`

**What build tool (or framework if it abstracts the build tool) are you using?**

vite: `v5.4.1`, @tailwindcss/vite: `4.0.0-alpha.19`

**What version of Node.js are you using?**

`v22.6.0`

**What browser are you using?**

Firefox

**What operating system are you using?**

macOS

**Reproduction URL**

https://stackblitz.com/edit/vitejs-vite-pzkrfk?file=src%2Fmain.ts

But it seems that [the node version of stackblitz](https://developer.stackblitz.com/codeflow/codeflow-faq#can-i-change-the-node-version) does not support TailwindCSS 4.0.

**Describe your issue**

I tried to use `prose.module.css`:

```css
@import '@fontsource-variable/fira-code' layer(base);

@theme {
  --font-family-mono: 'Fira Code Variable', ui-monospace, SFMono-Regular, Menlo,
    Monaco, Consolas, 'Liberation Mono', 'Courier New', monospace;
}

.prose h1 {
  @apply text-4xl font-[900] lg:text-5xl font-mono;
}
```

But it looks like `@apply...` It has not been compiled.  `globals.css` is worked.

<img width="1116" alt="截屏2024-08-17 22 29 51" src="https://github.com/user-attachments/assets/8243c825-f31f-42f6-84ad-c730e5b82b29">
Repository: ui
Issue: [bug]: Wrong Bar Chart Tooltip For Horizontal Layout On Mobile
Labels: bug

### Describe the bug

When tapping on any bar in the chart, the tooltip for the first bar always appears first, as shown in the video below.

https://github.com/user-attachments/assets/86a5a274-7dd5-4878-a9cd-55eb8e610d98

### Affected component/components

Bar Chart

### How to reproduce

1. Open the bar chart page on the documentation site using a mobile device or Chrome's mobile simulator.
2. Tap on any bar other than the first one in a horizontal bar chart.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Windows and Android, Google Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: TypeScript
Issue: Signatures with less parameters aren't assignable to compatible targets with more when their rest param is an instantiated `NoInfer`
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

NoInfer signature parameters list rest

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.6.0-dev.20240817#code/CYUwxgNghgTiAEAzArgOzAFwJYHtXzCgggB4BBeEADwxFWAGd44pg8IBPeNAa1RwDuqANoBdAHwAKAFDx4sAOYAueJIB0GxQxUA5HAElUiEDHLiAlPAC84+ADccWYABpZ8DWq0qy0894Dc0mB4DBjwWEYmcMDWBEQQkpJQKqjIALYARiaWNvAA3gC+zvAAjMUATOaBAPTVcvUNjfAAegD80tKgkLAIKOjYeHHE5eSUNHSMzCCs7Fy8-EJiUm6KKuqaMAra8GQ5tg5OrnIeXju+AUEhYRHGMNHlsYTDJMKpmSbFb1kwEonJ8F9stZbIVimV4JUanV6m1pEA

### 💻 Code

```ts
declare function call<A extends readonly unknown[]>(
  arg: (...args: NoInfer<A>) => void,
  ...args: A
): A;

// Argument of type '(a: number) => void' is not assignable to parameter of type '(...args: NoInfer<[number, number]>) => void'.
//   Types of parameters 'a' and 'args' are incompatible.
//     Type '[number, number]' is not assignable to type '[a: number]'.
//       Source has 2 element(s) but target allows only 1.(2345)
const inferred = call((a: number) => {}, 1, 2);
//               ^? function call<[number, number]>(arg: (...args: NoInfer<[number, number]>) => void, args_0: number, args_1: number): [number, number]


declare function call2<A extends readonly unknown[]>(
  arg: (...args: A) => void,
  ...args: A
): A;
const inferred2 = call2<[number, number]>((a: number) => {}, 1, 2);
//    ^? const inferred2: [number, number]
```


### 🙁 Actual behavior

The first call fails to typecheck

### 🙂 Expected behavior

Both of those calls use the same arguments. The first one is using `NoInfer` so the covariant inference can get prioritized. That prevents the instantiated signature from typechecking like the second one. Note that the first call infers the same type argument as the one that is supplied explicitly to the second call: `[number, number]`

### Additional information about the issue

I think that this can be fixed by normalizing `NoInfer<[A, B]>` to `[NoInfer<A>, NoInfer<B>]`. This would be similar to what `instantiateMappedTupleType` does today at times.
Repository: node
Issue: Stalled Issue action is not working
Labels: meta

I noticed that #40354 has been labelled `stalled` for a while. While it's received activity in the past few hours, before that, there was no activity for 2 months (since https://github.com/nodejs/node/pull/40354#issuecomment-2158551355).

Another case is #51567.

The action is set up to close issues after 30 days of no activity after being labelled stale, yet that didn't occur?
Repository: material-ui
Issue: [docs-infra] Support full screen / screen-size switcher for demos
Labels: scope: docs-infra

## Context 

- To better  demonstrate the responsiveness feature on Toolpad Core's `DashboardLayout` component https://github.com/mui/mui-toolpad/pull/3750 and other responsive components we create in the future as part of Toolpad Core

## Benchmarks 

- Based off the screen-size switcher for https://ui.shadcn.com/blocks, we could add a version of that to our demos as well, placed similar to the styling system switcher on https://mui.com/base-ui/react-autocomplete/
<img width="858" alt="Screenshot 2024-07-08 at 7 11 07 AM" src="https://github.com/mui/mui-toolpad/assets/19550456/258dda10-dd12-4d6a-a7b3-06a8a1e07822">

- DevExpress full-screen button https://js.devexpress.com/React/Demos/WidgetsGallery/Demo/Common/NavigationOverview/MaterialBlueLight/

<img width="1119" alt="SCR-20240817-qvjd" src="https://github.com/user-attachments/assets/d05968f3-becf-41c7-834b-88c1d7ee8b9a">

## Solution 

**Search keywords**: 

**Search keywords**:
Repository: terminal
Issue: Rapid background palette changes can make Windows Terminal hang
Labels: Help Wanted,Area-VT,Issue-Bug,Product-Terminal

### Windows Terminal version

1.21.1772.0

### Windows build number

10.0.19045.4780

### Other Software

_No response_

### Steps to reproduce

Run the following python script:
```py
import sys

for j in range(21845):
  i = j*3 
  r,g,b = i,i+1,i+2
  seq = '\033]11;rgb:%04x/%04X/%04x\033\\' % (r,g,b)
  sys.stdout.write(seq)
  sys.stdout.flush()

sys.stdout.write('\033]11;rgb:00/00/00\033\\')
```

### Expected Behavior

The background color should fade from black to white, then reset to black and exit. The terminal should still work at that point.

### Actual Behavior

The background fade works, but the terminal become unusable once the script has finished. None of the tabs work, and the title bar eventually shows "(Not Responding)".

I briefly looked at this in the debugger, and it appeared that it was triggering some sort of theme update event whenever the background changed, and I suspect it may have just got overloaded with a backlog of those events.
Repository: PowerToys
Issue: Disk eraser utility
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

To provide extra functionality over the standard Windows format utility. Currently, if I need to use a USB stick on macOS, I can't format it in Windows without compatibility issues. Also the standard Windows format utility hasn't been updated since the 90s and is restrictive.

### Scenario when this would be used?

If I need to format a new drive with a specific file system, or need to securely format a drive using multiple passes to do so.

### Supporting information

_No response_
Repository: godot
Issue: two loops required for a body involved in a collision before they both get process-disabled, in order to detect collision
Labels: documentation,topic:physics

### Tested versions

v4.3.stable.mono.arch_linux [77dcf97d8]

### System information

Godot v4.3.stable.mono (77dcf97d8) - Arch Linux #1 SMP PREEMPT_DYNAMIC Thu, 15 Aug 2024 00:25:30 +0000 - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (nvidia; 555.58.02) - AMD Ryzen 5 7600X 6-Core Processor (12 Threads)

### Issue description

(if someone has a better title for this please comment it or change this title cause idfk how to describe this issue)

lets say you have staticbody A and B. B has a physicsprocess priority lower than A, so it runs before A does. both A and B only run in `_physics_process()`. B moves close to A, its transform is forcefully updated with `force_update_transform()`, and then it sets its processmode to disabled. A tests a move towards B such that it *should* collide, and then disables its processing too. the result of `test_move()` is `False`. however, if you add a counter, such that after 2+ physics ticks, B will disable, while A still only disables after 1, `test_move()` results in `True`

i also tested this by removing the process disabling, limiting in project settings the amount of physics steps to 1, and then looking at the first printed text, but it still resulted in `True`

this is insanity.

### Steps to reproduce

just look at the MRP

### Minimal reproduction project (MRP)

[weird-ass-physics-mrp.zip](https://github.com/user-attachments/files/16646344/weird-ass-physics-mrp.zip)
Repository: react
Issue: [React 19] style using precedence can produce many additional style elements after initial render
Labels: Resolution: Needs More Information,React 19

## Summary

When adding multiple style elements with the same precedence they will only ever be grouped on the initial render. During subsequent style elements being discovered they will each attach a new style element in the head of the document which can result in many elements being inserted as seen below:

<img width="1345" alt="image" src="https://github.com/user-attachments/assets/b9374fca-3b2b-430c-a6c3-a7f43f2df644">

I'm not sure if there is an inherent constraint because of concurrent rendering, but it would be nice if React could either batch these similar to the initial page render or always reuse a precedence once created and insert rules into the same style tag.
Repository: godot
Issue: The third argument of `SpriteFrames.add_frames()` is different in 3.x and 4.x, but is not processed by project converter
Labels: bug,topic:animation,topic:2d

### Tested versions

Reproducible in 4.0.stable, 4.2.2stable, 4.3.stable
**Not reproducible in Godot v3.4.4**

### System information

Godot v4.2.2.stable - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.2756) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

* When adding frames to SpriteFrames using code, i.e `SpriteFrames.add_frames`, the resulting playback is laggy.
* However, when adding frames using the SpriteFrames Editori UI in the Godot Editor, the resulting playback is smooth/is as expected.

I've packaged 2 repro projects which contains everything that is needed to demonstrate the problem.

This GIF is an example of the laggy playback
![godot-animatedsprite2d-anim_lag-2](https://github.com/user-attachments/assets/97a299ac-38ff-46c0-aaba-6999e56f0433)

And this is an example of playback that is normal
![godot-animatedsprite2d-anim_lag-1](https://github.com/user-attachments/assets/09ff833a-9835-48e0-bfac-16bf633c065d)


### Steps to reproduce

- Open the uploaded G4 project in Godot 4.x.
- Run the project.
- The initial walk animation (anim-2) you will see _should_ be rather slow in playback.
- Click on the screen; this will switch to another animation (anim-1) which would play back normally.

In the project itself you will see:
- In the SpriteFrames of the AnimatedSprite2D node, the `anim-1` animation set has been created and loaded.
- This is the animation that plays back smoothly.

In the `AnimatedSprite.gd` script in the project, you will see:
- `anim-2` has been loaded into the SpriteFrames using SpriteFrames.add_frames()
- `anim-2` is the animation that plays back slowly.

There are 2 projects, one for G4 and one for G3. Please note that this bug does not exist in G3, and you can test it with the G3 project.


### Minimal reproduction project (MRP)

[bugreport-animatedsprite2d-add_frames_runtime-godot4-1.zip](https://github.com/user-attachments/files/16646443/bugreport-animatedsprite2d-add_frames_runtime-godot4-1.zip)
[bugreport-animatedsprite2d-add_frames_runtime-godot3-1.zip](https://github.com/user-attachments/files/16646445/bugreport-animatedsprite2d-add_frames_runtime-godot3-1.zip)
Repository: godot
Issue: Particles from GPUParticles3D with rigid collision sporadically turn when velocity has fully dampened
Labels: bug,confirmed,regression,topic:3d,topic:particles

### Tested versions

- Reproducible in v4.3.stable.official [77dcf97d8]
- Not reproducible in v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.3.stable - Ubuntu 24.04 LTS 24.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (nvidia; 535.183.01) - 12th Gen Intel(R) Core(TM) i9-12900F (24 Threads)

### Issue description

When particles from a `GPUParticles3D` are colliding with a `GPUParticlesCollisionBox3D` with the mode set to `Rigid`, when they eventually come to a halt, they will sporadically begin to rotate (which also sometimes results in a shimmer effect if it seems to struggle to rotate on the spot).

It has only began to occur since 4.3, the same particle material has been OK in all 4.x releases so far (if I am correct).

An example containing a few iterations of the particle emitter can be seen below:

https://github.com/user-attachments/assets/456ecae1-5e50-4d09-8c5f-8121f3ae4b5e



### Steps to reproduce

Open the MRP and wait until the particles come to a halt and you should see them begin to rotate on the spot without any movement along the collider

### Minimal reproduction project (MRP)

[godot-particle-shimmer-mrp.zip](https://github.com/user-attachments/files/16646452/godot-particle-shimmer-mrp.zip)
Repository: three.js
Issue: DataTexture issue introduced in r145 
Labels: Needs Investigation

### Description

I was upgrading my [virtual texture system](https://discourse.threejs.org/t/virtual-textures/53353) to the latest revision up from r136, going directly to current version (r167.1) yielded a curious error:
```sh
WebGL: INVALID_OPERATION: texSubImage2D: no texture bound to target
GL_INVALID_OPERATION: Invalid combination of format, type and internalFormat.
``` 

I looked deeper and found that the problem was coming from `copyTextureToTexture`:

![image](https://github.com/user-attachments/assets/f545985a-80f1-4e6e-a33d-0fbdffa8f606)

So I started looking for the point where the breakage occurs, r144 is fine, r145 breaks.

Looking through the [patch notes](https://github.com/mrdoob/three.js/releases/tag/r145) yield little of interest except for:
* https://github.com/mrdoob/three.js/pull/24492
* https://github.com/mrdoob/three.js/pull/24599

and possibly
https://github.com/mrdoob/three.js/pull/24637

Here's the actual code that sets up the offending texture:
```js
#page_texture = new DataTexture(
        new Uint8Array(4096 * 4096  * 4),
        4096 ,
        4096 ,
        RGBAFormat,
        UnsignedByteType,
    );

/* ... */

const texture = this.#page_texture;

texture.unpackAlignment = 4;

texture.type = UnsignedByteType;
texture.format = RGBAFormat;
texture.internalFormat = "RGBA8";

texture.generateMipmaps = false;

texture.minFilter = NearestFilter;
texture.magFilter = LinearFilter;

texture.wrapS = ClampToEdgeWrapping;
texture.wrapT = ClampToEdgeWrapping;

texture.anisotropy = 8;
```

All of the above is done in the constructor of the containing class, so all parts are done before first usage.

The texture is bound to two custom shaders:
![image](https://github.com/user-attachments/assets/325f49c6-30d4-46cc-9254-1eafae2ca8c3)

here's what that looks like in r144:
![image](https://github.com/user-attachments/assets/e9717718-17b2-4deb-8b3f-39a0014a3c3d)


Nothing special there really, but perhaps important is the fact that these two use different `ShaderMaterial`s, because if I comment out uniform assignment for one of the shaders (the one used for central element), the error goes away:

![image](https://github.com/user-attachments/assets/4c2319ab-c185-4eca-b06a-bdc2ccc487fc)

The console is clean too.

My best guess is that when `textures.setTexture2D( dstTexture, 0 );` is being called inside `copyTextureToTexture`, it binds / activates the wrong texture. Why? - no idea.

### Version

r167.1

### Device

Desktop

### Browser

Chrome

### OS

Windows
Repository: tauri
Issue: [bug] Avif images are not loading.
Labels: type: bug,platform: Linux,status: needs triage

### Describe the bug

.png, .jpeg, [.webp](https://www.gstatic.com/webp/gallery/1.sm.webp) images load correctly inside Tauri.

![image](https://github.com/user-attachments/assets/3fcc7036-2a67-4ff4-9ab9-94a92dd6a0e6)

[.avif](https://aomediacodec.github.io/av1-avif/testFiles/Link-U/fox.profile0.8bpc.yuv420.avif) images do not load inside Tauri.

![image](https://github.com/user-attachments/assets/a29b2cec-f1ea-45b9-913a-998bafadf4d0)

---

This issue comes from WebKit2GTK 2.44.2. (_WebKitGTK mentions [libavif](https://www.linuxfromscratch.org/blfs/view/svn/x/webkitgtk.html) as a plugin in their website. I have installed libavif in the system, but it did not solve the issue. Probably libavif needs to be recognized by WebKitGTK. How can I extend WebKitGTK with this option before building the Linux application?_)

### Reproduction

Load .avif image in a Tauri project.

### Expected behavior

Webview inside Tauri should load .avif images.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Ubuntu 24.04 X64
    ✔ webkit2gtk-4.1: 2.44.2
    ✔ rsvg2: 2.58.0
    ✔ rustc: 1.80.1 (3f5fd8dd4 2024-08-06)
    ✔ cargo: 1.80.1 (376290515 2024-07-16)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 22.6.0
    - npm: 10.8.2

[-] Packages
    - tauri [RUST]: 2.0.0-rc.3
    - tauri-build [RUST]: 2.0.0-rc.3
    - wry [RUST]: 0.42.0
    - tao [RUST]: 0.29.0
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli [NPM]: 2.0.0-rc.4

[-] App
    - build-type: bundle
    - CSP: default-src 'self'; img-src 'self' data:; script-src 'self'; style-src 'self';
    - frontendDist: ../.vitepress/dist
    - devUrl: http://localhost:5173/
    - bundler: Vite
```
Repository: godot
Issue: MacOS 4.3 android build broken and editor settings not showing up
Labels: platform:android,topic:editor,needs testing,regression,topic:export

### Tested versions

4.3 is broken
4.2.2 works

### System information

Apple M1 v13 - Godot 4.3 - Mobile Forward and Compatible

### Issue description

I'm manually editing the 4.3 editor settings .tres file (because I can't get to editor settings in 4.3), to add the java sdk for android export. But after opening the export screen, I notice that the value I added in the .tres file becomes empty. Because of this, I cannot export for android because I get the "A valid Java SDK path is required in Editor Settings."

I should note that the 4.0 editor settings .tres file does have the correct value. But it seems this value is picked up by the 4.3 editor settings .tres file.

### Steps to reproduce

1. Follow export for android but manually edit the 4.3 editor settings .tres file.
2. Export for android

Expected: The "Export Project" should be enabled.
Actual: The "Export Project" button is disabled.

### Minimal reproduction project (MRP)

I don't have this.
Repository: three.js
Issue: Support for texture array / compressed texture array in MeshBasicMaterial and MeshStandardMaterial by index
Labels: Needs Investigation

### Description

Currently its not possible to create material using single texture from regular or compressed texture array. 

### Solution

When creating material, I would like to specify concrete texture from texture array by index / layer / depth so given texture is used. Also I would be able to change index to change texture easily in code.

### Alternatives

Currently to my understanding only custom shader can work with texture arrays.

### Additional context

Currently I am loading lot of texture from ktx2 container which contains lot of compressed textures. I would like to use existing MeshBasicMaterial so I can benefit from its features like lights.
Repository: flutter
Issue: Proposal: initialize fields at the declaration site
Labels: framework,c: proposal,P3,c: tech-debt,team-framework,triaged-framework,refactor

#### before
```dart
class _MyState extends State<MyWidget> with SingleTickerProviderMixin {
  late final int _value;
  AnimationController? _controller;

  @override
  void initState() {
    _value = widget.value;
    _controller = AnimationController(
      duration: Durations.medium1,
      vsync: this,
    );
  }

  // ...
}
```

#### after
```dart
class _MyState extends State<MyWidget> with SingleTickerProviderMixin {
  late final int _value = widget.value;

  late final AnimationController _controller = AnimationController(
    duration: Durations.medium1,
    vsync: this,
  );

  // ...
}
```

<br>

This has a few advantages:
1. More concise
2. Less jumping around to see how fields are initialized
3. Less prone to late initialization errors
4. The [prefer final](https://dart.dev/diagnostics/prefer_final_fields) & [unnecessary nullable](https://dart.dev/diagnostics/unnecessary_nullable_for_final_variable_declarations) lints will kick in
Repository: godot
Issue: "@export_range" step parameter causes inspector to visually round to one decimal place
Labels: bug,topic:editor,needs testing

### Tested versions

Reproducible in 4.3.stable and 4.2.2.stable. This is unlikely to be a recent regression.

### System information

Godot v4.3.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3080 Ti Laptop GPU (NVIDIA; 31.0.15.5123) - 12th Gen Intel(R) Core(TM) i9-12900H (20 Threads)

### Issue description

The `@export_range` annotation allows for a step value that snaps the slider to specific multiples. Taking the example from the docs, `@export_range(-10, 20, 0.2)` makes a slider from -10 to +20 stepping by 0.2. **However, the resulting slider stores the correct values but visually rounds the value to one decimal place.** This appears to be a visual bug, as opening the node/tres/etc in a text editor shows that the correct snap numbers are saved. 

### Steps to reproduce

- In a new project, create a script and attach it to a node in a scene.
- Add `@export_range(0.0, 1.0, 0.1) var foo := 0.5`. You will notice that this works as intended.
- Add `@export_range(0.0, 1.0, 0.25) var bar := 0.5`. The anticipated behavior would be 0.0, 0.25, 0.5, 0.75, and 1.0. However, the inspector does not allow those values and instead snaps to 0.0, 0.3, 0.5, 0.8, 1.0. Selecting 0.3 here actually stores 0.25 in the variable, but this is not visually apparent, and it rounds up to 0.3.
- Add `@export_range(0.0, 1.0, 0.125) var baz := 0.5`. The anticipated behavior is 0.0, 0.125, 0.25, 0.375, 0.5, 0.625, 0.75, 0.875, 1.0. The shown numbers are instead 0.0, 0.1, 0.3, 0.4, 0.5, 0.6, 0.8, 0.9, 1.0. Once again, the correct value is being stored, but the inspector is rounding to one decimal place.

### Minimal reproduction project (MRP)

N/A