sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [docs-infra] Unstyled Circle appears at bottom when searching
Labels: bug 🐛,scope: docs-infra,support: docs-feedback

### Duplicates

- [X] I have searched the existing issues

### Related page

https://mui.com/

### Kind of an issue

Other

### Issue description

While searching and when my internet is slow, the page scrolls me down to part as shown in the page:-

![image](https://user-images.githubusercontent.com/53820439/208309632-ff303cca-0238-4af8-bc60-ba4652db3639.png)
![image](https://user-images.githubusercontent.com/53820439/208309814-a2ca0b9e-4bd4-4c09-818f-8b02081f2db3.png)

### Context 🔦

What brought me to this page? Search
Repository: next.js
Issue: [NEXT-643] FOUC using CSS-in-JS libraries in appDir through useServerInsertedHTML
Labels: bug,linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.2.0: Fri Nov 11 02:03:51 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.16.0
      npm: 8.11.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.0.8-canary.0
      eslint-config-next: 13.0.6
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://github.com/mghizzo/next-reproduction-app

### To Reproduce

Start the bug reproduction project and just navigate to `http://localhost:3000` to see FOUC, you can also disable javascript on the page to ensure that styles which should be injected are not there.

### Describe the Bug

Using `useServerInsertedHTML` inside a component won't inject result in the head if there's no `<head>` tag.
You can temporarily fix this issue by using `head` tag somewhere (head file if you have one or just put a `<head />` in the Root Layout.
I also found a [commit](https://github.com/vercel/next.js/commit/482fccb92234bb017cdc0d376724d678aa306e53) which was meant for a fix but it was then [reverted](https://github.com/vercel/next.js/commit/a19f04c5a1bbb27a9c7cbbc77a137e4a288abe1a).

### Expected Behavior

It is expected that the result of `useServerInsertedHTML` gets injected inside the head.

### Which browser are you using? (if relevant)

Google Chrome 108.0.5359.124 (ARM64)

### How are you deploying your application? (if relevant)

_No response_

<sub>[NEXT-643](https://linear.app/vercel/issue/NEXT-643/fouc-using-css-in-js-libraries-in-appdir-through-useserverinsertedhtml)</sub>
Repository: svelte
Issue: Tutorial - Expand Part 1 / Stores / Derived stores 
Labels: documentation

### Describe the problem

Derived stores explanation is short and cuts off with this suggestion box:

It's possible to derive a store from multiple inputs, and to explicitly set a value instead of returning it (which is useful for deriving values asynchronously). Consult the [API reference](https://svelte.dev/docs#run-time-svelte-store-derived) for more information.

### Describe the proposed solution

Include in the tutorial the suggestion box from above and expand the tutorial

### Alternatives considered

N/A

### Importance

would make my life easier
Repository: godot
Issue: Bluetooth keyboard does not work on Android
Labels: bug,platform:android,topic:input

### Godot version

3.5.1

### System information

Android and Android TV

### Issue description

The keyboard input map does not seem to work on Android. Regardless if I assign a normal or a physical key, the key presses are not recognized on Android. The same project works on Windows as intended. The HTML export also works on Android.
However the keys seem to be mapped to other keys. So I assign key X, but when pressing key Y it is recognized as X(Just a placeholder, not the real X/Y).

### Steps to reproduce

1. Connect a bluetooth keyboard to your Android(TV) device.
2. Create an entry in the input map for button X.
3. Use Input.is_action_pressed to get the key state.
4. Notice: It does work on Windows, but not on Android and Android TV.

### Minimal reproduction project

N/A
Repository: ant-design
Issue: Dropdown is not working in popout tabs
Labels: Inactive

### Reproduction link

[https://github.com/cashastri2016/popout-tabs](https://github.com/cashastri2016/popout-tabs)

### Steps to reproduce

Drop down works in normal DOM but if the window popout to child window then same dorpdown don't work, below file has screen recording for same https://github.com/cashastri2016/popout-tabs/blob/master/README.md

### What is expected?

dropdown should show on popout windows

### What is actually happening?

dropdown is unable to show options on screen

| Environment | Info |
| --- | --- |
| antd | 4.24.5 |
| React | react |
| System | windows |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: rust
Issue: maybe regression related to GATs
Labels: A-borrow-checker,P-high,regression-from-stable-to-stable,C-bug,T-types,A-GATs

<!--
Thank you for filing a regression report! 🐛 A regression is something that changed between versions of Rust but was not supposed to.

Please provide a short summary of the regression, along with any information you feel is relevant to replicate it.
-->

### Code

I tried this code:

```rust
trait Foo {
    type Gat<'a> where Self: 'a;
    fn bar(&self) -> Self::Gat<'_>;
}

impl<T: Foo> Foo for Option<T> {
    type Gat<'a> = Option<<T as Foo>::Gat<'a>> where Self: 'a;
    fn bar(&self) -> Self::Gat<'_> {
        self.as_ref().map(Foo::bar)
    }
}
``` 

### Version it worked on
The code is compiled on Rust 1.65


### Version with regression

<!--
Provide the version you are using that has the regression.
-->

The code is not compiled on current stable(1.66), beta, and nightly with error:
```
error: `T` does not live long enough
 --> src/lib.rs:9:9
  |
9 |         self.as_ref().map(Foo::bar)
  |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^

error: could not compile `playground` due to previous error
```
Repository: godot
Issue: Godot and everything else is freezing when trying to play main scene with gles3
Labels: discussion,needs testing

### Godot version

3.5.1

### System information

Linux Mint 21 vanesa

### Issue description

The game is playing only the first time when I press F5 the 2nd time it's always freezing without no errors in my code and no endless loops

I'm using gles2 now it's working fine

### Steps to reproduce

Open the project press play scene few times

### Minimal reproduction project

https://drive.google.com/file/d/1BT_YBtJQcqNcYnhLNFj7BXSWso29lYqO/view?usp=share_link
Repository: godot
Issue: Resource::reload_from_file() clears resource path for nested subresources
Labels: bug,topic:core

### Godot version

4.0.dev(0bb94df247)

### System information

Manjaro Linux

### Issue description

Resource::reload_from_file() produces error messages (see below) for resources that contain nested resources as properties which are stored in the same file on disk. It leads to all nested resource instances having an empty path. Saving such resource would result in a tres-file with different/changed sub_resource ids. This issue complicates workflow with git.

Error message says:
`Another resource is loaded from path 'res://decision_resource.tres::Resource_gqja1' (possible cyclic resource inclusion).`


### Steps to reproduce

1) Have a resource with a subresource property.
2) Save it to a tres file.
3) Change that file outside of editor.
4) Check for error message in console and check resource path in inspector for nested resources.

### Minimal reproduction project

[Subresource Bug.zip](https://github.com/godotengine/godot/files/10254652/Subresource.Bug.zip)
Repository: opencv
Issue: Build as iOS framework failed when using opencv_contrib module
Labels: bug,platform: ios/osx

### System Information

OpenCV version: 4.6.0
Operating System: MacOS 12.6.2
Mac: Macbook Pro with Intel
Xcode 14.2
Python version: 3.10.5

### Detailed description

I want to build opencv with modules as iOS Framework, but I get the following error:
```
** BUILD FAILED **


The following build commands failed:
	CompileC /Users/xxx/Projekte/ios/build/build-arm64-iphoneos/modules/world/OpenCV.build/Release-iphoneos/opencv_world.build/Objects-normal/arm64/charuco.o /Users/xxx/Projekte/opencv_contrib/modules/aruco/src/charuco.cpp normal arm64 c++ com.apple.compilers.llvm.clang.1_0.compiler (in target 'opencv_world' from project 'OpenCV')
(1 failure)
============================================================
ERROR: Command '['xcodebuild', 'IPHONEOS_DEPLOYMENT_TARGET=15.0', 'ARCHS=arm64', '-sdk', 'iphoneos', '-configuration', 'Release', '-parallelizeTargets', '-jobs', '12', '-target', 'ALL_BUILD', 'build']' returned non-zero exit status 65.
============================================================
Traceback (most recent call last):
  File "/Users/xxx/Projekte/opencv/platforms/ios/build_framework.py", line 181, in build
    self._build(outdir)
  File "/Users/xxx/Projekte/opencv/platforms/ios/build_framework.py", line 139, in _build
    self.buildOne(target[0], target[1], main_build_dir, cmake_flags)
  File "/Users/xxx/Projekte/opencv/platforms/ios/build_framework.py", line 318, in buildOne
    execute(buildcmd + ["-target", "ALL_BUILD", "build"], cwd = builddir)
  File "/Users/xxx/Projekte/opencv/platforms/apple/cv_build_utils.py", line 13, in execute
    retcode = check_call(cmd, cwd = cwd)
  File "/Users/xxx/.pyenv/versions/3.10.5/lib/python3.10/subprocess.py", line 369, in check_call
    raise CalledProcessError(retcode, cmd)
subprocess.CalledProcessError: Command '['xcodebuild', 'IPHONEOS_DEPLOYMENT_TARGET=15.0', 'ARCHS=arm64', '-sdk', 'iphoneos', '-configuration', 'Release', '-parallelizeTargets', '-jobs', '12', '-target', 'ALL_BUILD', 'build']' returned non-zero exit status 65.
```
### Steps to reproduce

In my project directory I have opencv and the opencv_contrib repositories.

Then I run the following command:
python opencv/platforms/ios/build_framework.py ios --contrib opencv_contrib --iphoneos_archs arm64 --iphonesimulator_archs x86_64 --disable-bitcode

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [x] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: neovim
Issue: remove Vimscript "dict watcher" feature? (dictwatcheradd, dictwatcherdel)
Labels: enhancement,needs:decision,refactor,vimscript,compatibility,lua

# Problem

- `dictwatcheradd` was originally added as a way to avoid the `options.c`, so we could use global variables instead of options. On the whole that was a reasonable idea, but didn't pan out because `:set` and friends are too ingrained in vim-land, plus the scoping rules of options, are useful despite being insane.
- Lua metatables are much nicer ways to implement dict-watchers.
- dict watchers were never upstreamed to Vim, and probably don't see much usage in plugins

# Proposal

Remove `dictwatcheradd` and related functions. 

# Related

- https://github.com/neovim/neovim/issues/12544#issuecomment-1116794687
- https://github.com/neovim/neovim/issues/20107
Repository: godot
Issue: Label height ignores line spacing if empty
Labels: discussion,topic:gui

### Godot version

v4.0.beta8.official [45cac42c0]

### System information

Windows 10

### Issue description

When adding text to a label the height changes, even with simple text like a space.
I would expect that the label height does not change, like it behaves in Godot 3.

### Steps to reproduce

Create a label.
Add text.

### Minimal reproduction project

N/A
Repository: deno
Issue: Empty test name makes language server panic, test doesn't exit
Labels: bug

**Describe the bug**

If I write a valid test and a test with an empty name and run either of them, the test never exits. Looking at Deno Language Server output, it seems to panic:
```
Executing test run with arguments: deno test --allow-all --no-check --config deno.json

============================================================
Deno has panicked. This is a bug in Deno. Please report this
at https://github.com/denoland/deno/issues/new.
If you can reliably reproduce this panic, include the
reproduction steps and re-run with the RUST_BACKTRACE=1 env
var set and include the backtrace in your report.

Platform: macos x86_64
Version: 1.25.1
Args: ["/Users/admin/.deno/bin/deno", "lsp"]

thread '<unnamed>' panicked at 'assertion failed: `(left == right)`
  left: `0`,
 right: `1`', cli/lsp/testing/execution.rs:687:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
[Info  - 3:05:25 PM] Connection to server got closed. Server will restart.
```

**To Reproduce**

1. Write two tests like this:
```ts
Deno.test("valid", () => undefined);
Deno.test("", () => undefined);
```
2. Run either test using the green triangle VSCode button.

**Expected behavior**

1. The test should exit, not run forever.
2. It should say what's wrong. When I run `deno test`, it correctly returns this:
```
Check file:///[...]/src/scratch/api.ts
Uncaught error from ./src/scratch/api.ts FAILED
valid ... cancelled (0ms)

 ERRORS 

./src/scratch/api.ts (uncaught error)
error: TypeError: The test name can't be empty
Deno.test("", () => undefined);
     ^
    at Object.test (deno:cli/js/40_testing.js:633:15)
    at file:///[...]/src/scratch/api.ts:180:6
This error was not caught from a test and caused the test runner to fail on the referenced module.
It most likely originated from a dangling promise, event/timeout handler or top-level code.

 FAILURES 

./src/scratch/api.ts (uncaught error)

FAILED | 0 passed | 2 failed (21ms)

error: Test failed
```
(That's why I report it here first)

**Screenshots**

![Test running forever](https://user-images.githubusercontent.com/103094889/208306033-64cb79a5-6da9-49d3-8b3a-a317aa4465f0.png)

**Versions**

vscode: 1.74.1 (Universal) deno: 1.29.1 extension: v3.15.0
Repository: terminal
Issue: 100% focused opacity interferes with unfocused opacity
Labels: Issue-Bug,Area-TerminalControl,Product-Terminal,Priority-3

When window opacity while focused is set to 100%, the background while unfocused doesn't follow the Unfocused Appearance settings:
![image](https://user-images.githubusercontent.com/105436210/208339864-2c6cfe49-313e-4f5c-a4f3-8d408d54fc2b.png)
Some extra padding allows you to see that the background is there, but the command window is opaque.

As soon as opacity is less than 100%, the background behaves as expected while unfocused:
![image](https://user-images.githubusercontent.com/105436210/208339492-60cd869a-165e-4f64-aca2-0640920db0df.png)

It doesn't matter what profile is used (note the displayed settings are defaults) - even when the settings are applied to individual profiles the behavior is the same.

I'll provide whatever other info I can, just let me know what's needed.
![image](https://user-images.githubusercontent.com/105436210/208340281-d06a7c04-0de3-402c-b56c-fcc3755ef981.png)
Repository: PowerToys
Issue: Fancy Zones wrong size when minimising and restoring window
Labels: Issue-Bug,Product-FancyZones,Priority-2

### Microsoft PowerToys version

0.65.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

My new Lenovo P14s runs at native resolution of 3840 x 2160 with recommended 300% zoom.  I also run 2 x 27" monitors at native res of 2560 x 1440.  If I minimise then restore chrome on my 27" it resizes chrome to go over the fancy zone and I have to resize it, very annoying bug.  Doesn't happen with any other application.  I recently discovered by way of having a replacement laptop for a few weeks then going back to my original laptop that I change my laptop resolution to 1980 x 1020 it fixes it.  If I close my laptop screen and just work off my external screens it also fixes it.

### ✔️ Expected Behavior

Chrome to be correct size when minimising to start bar and restoring

### ❌ Actual Behavior

Re-sizes chrome to be slightly wider which falls onto 2nd screen.

### Other Software

_No response_
Repository: node
Issue: Expose a faster way to create objects with properties for Node-API
Labels: feature request,node-api,never-stale

### What is the problem this feature will solve?

At the moment, there are a few ways to create objects using the napi C APIs. 

* `napi_create_object`, and then `napi_set_named_property` for each property.
* `napi_create_object`, and use `napi_define_properties` to set all properties at once (under the hood it still sets them one by one though).
* use `napi_define_class` + `napi_new_instance`, and then add properties using one of the above methods. You can define accessors on the prototype, or primitive values but instance properties must be set the same way as above.

In my use case I need to create a lot of small objects of the same shape. I've noticed in profiling that v8 functions under `napi_set_named_property` are slow, specifically `v8::internal::JSObject::MigrateToMap`. From my research in the v8 source code, this indicates that the object is transitioning from a fast struct/class-like object to a slower dictionary representation (I could be wrong here).

I think v8 exposes `ObjectTemplate` and `FunctionTemplate->InstanceTemplate` which are meant to help with this by defining the instance properties up front. This way, the object property slots can be allocated in the object itself rather than in a separate hash map. I found some useful info about v8 object representations [here](https://v8.dev/blog/fast-properties). I see that Node makes use of `ObjectTemplate` for internal objects, and a previous issue https://github.com/nodejs/node-addon-api/issues/1074 also found this to be the fastest way to create objects (though still not as fast as doing it in JS).

My problem is that napi does not expose a way to create an object together with its properties, or a way to define a template for class instance properties. This means, as far as I can tell, all objects constructed through napi will end up in the slow dictionary mode, leading to slower perf when both constructing and accessing properties.

### What is the feature you are proposing to solve the problem?

It would be awesome if node exposed a new `napi_create_object_with_properties` function, which would accept a list of property descriptors like `napi_define_properties` and allocate an object and assign properties all at once. This could potentially allow using faster v8 methods to create the object and assign properties so that it doesn't go into hashmap mode when adding properties one by one.

Alternatively, a way to define an instance property template for classes would also work for me. For example, `napi_property_attributes` could be extended with a `napi_instance` attribute for defining properties on the instance template rather than the prototype template.

### What alternatives have you considered?

I'm not a node or v8 internal expert, just noticed that setting properties on objects seemed slower than expected, so I could be totally wrong about everything above. Opening this issue to get a conversation started. Totally open to other suggestions!
Repository: PowerToys
Issue: drag single files up and down on the rows of file names quickly
Labels: Idea-Enhancement,Product-PowerRename

### Description of the new feature / enhancement

An option to drag single files up and down on the rows of file names quickly.

### Scenario when this would be used?

To help with organizing files in a particular order when applying the Enumerate option. Would help people organize files in their folders quickly.

### Supporting information

_No response_
Repository: node
Issue: test-fs-utimes-y2K38 fails on 32-bit platforms with 64-bit time_t
Labels: fs,test

### Version

v18.12.1

### Platform

Linux ember.foxkit.us 5.15.44-mc2-easy #1 SMP Wed Aug 17 20:37:04 UTC 2022 i686 GNU/Linux

### Subsystem

fs

### What steps will reproduce the bug?

1. `make jstest` on a 32-bit computer with 64-bit `time_t`.

### How often does it reproduce? Is there a required condition?

Always reproducible on any 32-bit computer with 64-bit `time_t`.  This includes Linux musl libc, and glibc when `_TIME_BITS=64`.

### What is the expected behavior?

Passing tests.

### What do you see instead?

```
=== release test-fs-utimes-y2K38 ===                                          
Path: parallel/test-fs-utimes-y2K38
node:assert:124
  throw new AssertionError(obj);
  ^

AssertionError [ERR_ASSERTION]: Expected values to be strictly equal:
+ actual - expected

+ -2147483648
- 2147483648
    at Object.<anonymous> (/usr/src/packages/user/node/src/node-v18.12.1/test/parallel/test-fs-utimes-y2K38.js:48:8)
    at Module._compile (node:internal/modules/cjs/loader:1159:14)
    at Module._extensions..js (node:internal/modules/cjs/loader:1213:10)
    at Module.load (node:internal/modules/cjs/loader:1037:32)
    at Module._load (node:internal/modules/cjs/loader:878:12)
    at Function.executeUserEntryPoint [as runMain] (node:internal/modules/run_main:81:12)
    at node:internal/main/run_main_module:23:47 {
  generatedMessage: true,
  code: 'ERR_ASSERTION',
  actual: -2147483648,
  expected: 2147483648,
  operator: 'strictEqual'
}

Node.js v18.12.1
Command: out/Release/node /usr/src/packages/user/node/src/node-v18.12.1/test/parallel/test-fs-utimes-y2K38.js
```

### Additional information

This is passing on the 16 LTS branch.  It seems like it may be fallout from #43714 but I'm not sure.
Repository: flutter
Issue: Allow passing alignment to BottomSheet
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

Can we pass in an alignment to the BottomSheet for use when it has constraints that make it not full width?
Repository: material-ui
Issue: [material-ui][docs] How to find out where all colors are defined?
Labels: docs,customization: theme

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Hi there :wave:

We are working on customizing the Material UI theme.
To do this job, we already modified the values of colors, borders, shadows, etc. but we have some problems with the colors in particular.

We already changed all the definitions in the pallet.ts file, but, when we tried it out, we found out that there are more complex color settings.

We think those colors come from taking one of the previous colors and having applied a transparent white or black (at different percentages).

Can you help us find where those colors are defined, so we can replicate correctly each component on Figma?

We are already working with the MUI for Figma file, and for example, with the Alert component, there are many color shades, and all of those use the main color + black/white at 60/90%, but when we use the code, the alert rendered uses the lighter value too, not only the main one.

There are some other colors that we are missing too, like:

- Actions active
- Standard Input Line
- Filled input background

Hope you can help us.

Greetings from Membrane

### Examples 🌈

_No response_

### Motivation 🔦

_No response_

### Order ID 💳 (optional)

55430