sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Websocket server shuts down connection as soon as browser starts polling
Labels: bug,needs testing,topic:network

### Godot version

4.0.dev

### System information

Windows 11, NVIDIA 3060, Vulkan Mobile

### Issue description

When running a web assembly from inside the browser, the web socket server will shut down the connection as soon as the client starts polling with the following error message: WebSocket connection to 'ws://127.0.0.1:4100/' failed: WebSocket is closed before the connection is established.

Simple code for client\server logic:

```gdscript
func start_network(server: bool):
	# Connect base signals to get notified of new client connections
	multiplayer.peer_connected.connect(_connected)

	# disconnections
	multiplayer.peer_disconnected.connect(_disconnected)
	
	var peer : WebSocketMultiplayerPeer = WebSocketMultiplayerPeer.new()
	
	if server:
		# Start listening on the given port.
		error = peer.create_server(PORT)
		if error != OK:
			print("Unable to start server, code: " + str(error))
			set_process(false)
		else:
			print("Server Unique ID: " + str(peer.get_unique_id()))
			print("Server is listening")
	else:
		error = peer.create_client("127.0.0.1:4100")
		if error != OK:
			console.log("Error message: " + str(error))
	multiplayer.multiplayer_peer = peer`
```

### Steps to reproduce

Create a project and run as an HTML export.  This code was used to start the server\client:

```gdscript
func start_network(server: bool):
	# Connect base signals to get notified of new client connections
	multiplayer.peer_connected.connect(_connected)

	# disconnections
	multiplayer.peer_disconnected.connect(_disconnected)
	
	var peer : WebSocketMultiplayerPeer = WebSocketMultiplayerPeer.new()
	
	if server:
		# Start listening on the given port.
		error = peer.create_server(PORT)
		if error != OK:
			print("Unable to start server, code: " + str(error))
			set_process(false)
		else:
			print("Server Unique ID: " + str(peer.get_unique_id()))
			print("Server is listening")
	else:
		error = peer.create_client("127.0.0.1:4100")
		if error != OK:
			console.log("Error message: " + str(error))
	multiplayer.multiplayer_peer = peer`
```

### Minimal reproduction project

Easy to duplicate
Repository: godot
Issue: Occasionally freeze when moving the mouse in the editor
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,confirmed,topic:input

### Godot version

f692b4768

### System information

Linux mint 21, forward_plus ,NVIDIA GeForce GTX 1050 Ti

### Issue description

I occasionally get stuck when moving the mouse in the editor. I have encountered it many times so far, but I have not explored the specific cause. Cannot use the screenshot tool to take a screenshot after being stuck.

Recently I tried to reproduce it by just moving the mouse, and I only succeeded once, but still can't find any reproducible steps. Might be related to the tooltip popup. When the popup does not disappear with the mouse movement, it means that it has been stuck.

I use i3wm, prone to this problem in the following situations. 

1. When switching workspaces, you may need to stay in other workspaces for a while; 
2. Or let the editor display on the screen, leave the computer for a while and use the mouse to move again.

Just using the mouse to move in the editor will also encounter this issue.

There are no signs or messages. Might be related to #69582, I'm not sure.

### Steps to reproduce

Sorry, this issue came up by accident and I'm not sure of the exact steps to reproduce.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Breadcrumbs revealing logic
Labels: bug,breadcrumbs

I noticed this while working on https://github.com/microsoft/vscode/pull/168823 and wanted to follow up: is breadcrumbs having an issue with revealing items?

**Steps:**
* open `anythingQuickAccess.ts` in `vscode` repo
* open a second empty editor group to the side so that we can make the first group narrow and thus have a scrollbar in breadcrumbs
* click on `NO_RESULTS_PICK` or `MAX_RESULTS`

=> for me the items do not fully reveal, only partially. I think I would expect the breadcrumb item to be fully revealed.

See this example where `NO_RESULTS_PICK` is not fully revealed:

![Recording 2022-12-12 at 07 23 23](https://user-images.githubusercontent.com/900690/206975631-4bfc0305-1b50-4ac7-be71-01eff6047133.gif)

**PS:** this is without the changes from https://github.com/microsoft/vscode/pull/168823
Repository: electron
Issue: [Bug]: window does not go into fullscreen mode when taskbar hidden
Labels: platform/windows,bug :beetle:,component/BrowserWindow,has-repro-gist,27-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

19.1.9

### What operating system are you using?

Windows

### Operating System Version

Windows 11

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

A window should go into fullscreen mode.

### Actual Behavior

A window does not go into fullscreen mode.

### Testcase Gist URL

https://gist.github.com/b9fff942bf40dbba62c922b4ee7110d1

### Additional Information

This only reproduces when the windows taskbar is set to hidden. See video:

![Recording 2022-12-12 at 07 58 16](https://user-images.githubusercontent.com/900690/206980793-f1e34719-c0ad-49cf-b0f1-e282a4101cd5.gif)
Repository: rust
Issue: Rustdoc can't create link to trait implementation with generics (`[link](#impl-Trait-for-Type<G1, G2>)`)
Labels: T-rustdoc,C-feature-request,A-intra-doc-links

I tried this code: (bit modified, taken from https://github.com/StackOverflowExcept1on/simple-graph/blob/master/simple-graph/src/graph.rs)

```rust
/// ### Serialization to [`String`] in Trivial Graph Format
/// See [`impl<V, E> Display for Graph<V, E>`](#impl-Display-for-Graph<V, E>)
///
/// ### Deserialization from [`&str`] in Trivial Graph Format
/// See [`impl<V, E> FromStr for Graph<V, E>`](#impl-FromStr-for-Graph<V%2C%20E>)
```
I expected to see this happen: *you can create link in rustdoc to `#impl-Trait-for-Type<Generic1, Generic2, Generic3, ...>`*
![image1](https://user-images.githubusercontent.com/109800286/207009555-c3c6e3bc-4fb1-46e6-9bd4-9324a82a24bd.png)

Instead, this happened: *without manually URL-encoding rustdoc can't create link to trait implementation*
![image2](https://user-images.githubusercontent.com/109800286/207009153-bf8823c3-b04b-4c9b-af70-8ee0b45959dd.png)

### Fast way to reproduce issue with rustdoc

```bash
git clone https://github.com/StackOverflowExcept1on/rustdoc-issue.git
cd rustdoc-issue
cargo doc
firefox target/doc/rustdoc_issue/struct.Type.html
```

### Meta
`rustc --version --verbose`:
```
rustc 1.68.0-nightly (bdb07a8ec 2022-12-11)
binary: rustc
commit-hash: bdb07a8ec8e77aa10fb84fae1d4ff71c21180bb4
commit-date: 2022-12-11
host: x86_64-unknown-linux-gnu
release: 1.68.0-nightly
LLVM version: 15.0.6
```
Repository: godot
Issue: AnimationPlayer transitions transitioning from an AnimationLibrary Animation  malfunction
Labels: documentation,topic:animation

### Godot version

4.0.beta8

### System information

Windows 10

### Issue description

https://user-images.githubusercontent.com/46985106/207013303-ea31a938-c4f5-4021-90a9-0c430787917e.mp4

AnimationPlayer transitions, specifically transitions transitioning from an Animation from an AnimationLibrary, do not work.
Looking at the resources in a text editor, it looks like an issue with how transitions are stored:

"koala" set to transition to "yes please koalas/koalas" (works):

![image](https://user-images.githubusercontent.com/46985106/207011817-be97ffce-64b2-4ef5-b2d4-03362cef6e13.png)

"yes please koalas/koala" set to transition to "koalas" (does not work):

![image](https://user-images.githubusercontent.com/46985106/207011834-f628a40b-cbf6-4536-b3cc-4316d3faa690.png)

... and here's the error:

![image](https://user-images.githubusercontent.com/46985106/207013235-bb6437c8-9559-41fd-af69-31a9ea83e0a8.png)



### Steps to reproduce

1. Open MRP.
2. In the AnimationPlayer, add a transition between "koala" and "yes please koalas/koalas" and set autoplay to "koala".
3. Run game. Observe that the transition works.
4. Add a transition between "yes please koalas/koala" and "koalas" and set autoplay to "yes please koalas/koala".
5. Run game. Observe that the transition does not work and an error is produced.

### Minimal reproduction project

[AnimationPlayer Transition Issue.zip](https://github.com/godotengine/godot/files/10206689/AnimationPlayer.Transition.Issue.zip)
Repository: flutter
Issue: Add extensions property to CupertinoThemeData
Labels: c: new feature,framework,f: cupertino,c: proposal,P2,team-design,triaged-design

## Use case

The `MaterialApp` has a property `theme` that accepts `ThemeData` which has a property `extensions`, the CupertinoApp has also a property `theme` but it accepts `CupertinoThemeData` and it doesn't have the property `extensions`. I would like a solution to extend my theme the same way I can do it using Material.

## Proposal

Add the `extensions` property to `CupertinoThemeData` as well in order to use code like

`Theme.of(context).extension<MyTheme>()?.myPropertyName`
Repository: node
Issue: discuss: remove domain module
Labels: domain,discuss

- `require('domain')` was deprecated 7.5 years ago

- modern code uses `AbortController`

- [bug tracker activity](https://github.com/nodejs/node/issues?q=is%3Aissue+label%3Adomain) suggests it's not in active use (or it works so well people never hit bugs<sup>0</sup> - unlikely!)

- the supporting infrastructure for `domain` is a kind of technical debt that also has performance implications<sup>1</sup>; it's not as bad as it used to be but it's still there

Proposal:

- remove it for good in the next major release

- leave a stub `lib/domain.js` that prints a warning, a la the `sys` module.

<hr>

<sup>0</sup> the prime reason for deprecation was because it was so buggy due to part poor design, part poor implementation

<sup>1</sup> at one time it was so bad that if even one module imported `domain`, whole-program performance tanked
Repository: react
Issue: [DevTools Bug]: Unsupported hook in the react-debug-tools package: Missing method in Dispatcher: origHooks
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

https://ny.tess.no/

### Repro steps

Error in _all_ components that use any built in React hook.
![image](https://user-images.githubusercontent.com/5270514/207038916-188aac17-0879-4b2e-b88a-cb649dedbbdf.png)

Issue is present only when running development build of React.

React version `16.12.0`


### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: flutter
Issue: [local_auth][ANDROID] localizedReason should be optional
Labels: c: new feature,platform-android,p: local_auth,package,c: proposal,P3,team-android,triaged-android


## Use case

`localizedReason`  should be optional for Android. There could be use case where we only want to show a single piece of text on the biometric prompt. Currently showing 2 pieces of texts is mandatory

## Proposal

Only set the `description` parameter to the `BiometricPrompt` if a non empty String is passed in the call.

code:

`AuthenticationHelper.java`

use

```  java
.setDescription(((String) call.argument("localizedReason")).isEmpty() ? null : (String) call.argument("localizedReason"))
``` 
instead of 

```  java
.setDescription((String) call.argument("localizedReason"))
```

before:


![Screenshot_1670849205](https://user-images.githubusercontent.com/46779339/207049449-884af6bb-9ea6-472b-8b7d-c1f97fbc15a0.png)


after:


![Screenshot_1670849163](https://user-images.githubusercontent.com/46779339/207049530-8f50ce5c-d351-473f-96d2-22864186624f.png)
Repository: pytorch
Issue: `torch.empty` produces incorrect tensors with `layout=sparse_csr|sparse_csc` on the CPU
Labels: module: sparse,module: docs,module: cpu,triaged

### 🐛 Describe the bug

I would argue that this issue is potentially rather critical given how many sparse compressed algorithms rely on it.
A potential cause of https://github.com/pytorch/pytorch/issues/90693.

This also raises a question of the quality of the corresponding tests which probably do not test extreme cases.

```python
In [1]: import torch

In [2]: torch.empty(2, 2, layout=torch.sparse_csr)
<ipython-input-2-76b85c15c1f2>:1: UserWarning: Sparse CSR tensor support is in beta state. If you miss a functionality in the sparse tensor support, please submit a feature request to https://github.com/pytorch/pytorch/issues. (Triggered internally at /home/nik/git/Quansight/pytorch/aten/src/ATen/SparseCsrTensorImpl.cpp:54.)
  torch.empty(2, 2, layout=torch.sparse_csr)
Out[2]: 
tensor(crow_indices=tensor([139874393660768, 139874393660768, 139870036047680]),
       col_indices=tensor([], size=(0,)),
       values=tensor([], size=(0,)), size=(2, 2), nnz=0,
       layout=torch.sparse_csr)

In [3]: torch.empty(2, 2, layout=torch.sparse_csc)
Out[3]: 
tensor(ccol_indices=tensor([2314885530818453536, 8319099727289262112,
                            7591715963103638117]),
       row_indices=tensor([], size=(0,)),
       values=tensor([], size=(0,)), size=(2, 2), nnz=0,
       layout=torch.sparse_csc)

In [4]: torch.empty(2, 2, layout=torch.sparse_csr, device='cuda')
Out[4]: 
tensor(crow_indices=tensor([0, 0, 0]),
       col_indices=tensor([], size=(0,)),
       values=tensor([], size=(0,)), device='cuda:0', size=(2, 2), nnz=0,
       layout=torch.sparse_csr)

In [5]: torch.empty(2, 2, layout=torch.sparse_csc, device='cuda')
Out[5]: 
tensor(ccol_indices=tensor([0, 0, 0]),
       row_indices=tensor([], size=(0,)),
       values=tensor([], size=(0,)), device='cuda:0', size=(2, 2), nnz=0,
       layout=torch.sparse_csc)

```

### Versions

Current master.

cc @pearu @cpuhrsch @amjames @bhosmer @svekars @carljparker @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: angular
Issue: How to use Angular Elements with Form Control?
Labels: area: forms,area: elements

### Describe the problem that you experienced

Hello,
Since I cannot find any information online about it - I resort to asking straight from the source.

How to convert Angular component that uses Control Value Accessor to Web Component and use it correctly? Is there any official way uncovered in the documentation?

Main issues I have seem to be:
a) Provider array in component with following construct
![image](https://user-images.githubusercontent.com/59230634/207075900-605b2f71-f0a7-4877-b307-7b8972b38683.png)
![image](https://user-images.githubusercontent.com/59230634/207076017-de6d32d3-60e5-453f-9711-6450043940a5.png)
causes this NullInjectorError after conversion to Web Component and simply consuming it in index.html demo file
![image](https://user-images.githubusercontent.com/59230634/207076167-905ab072-3cd1-4a91-b558-1ce311da0fc5.png)
(we can assume here that conversion of other elements - without any items in providers array - are working correctly; this was succesful and relatively easy)


b) Actual consumption of converted element via formControl - I found conflicting information that Web Component can or absolutely cannot be used with Form Control, some info about adding ngDefaultControl directive to Web Component (to every element every time? seems weird but it does nothing for me either way OOTB).

Please, let's settle what is the proper approach here as the documentation seems lacking such information. It would be greatly appreciated by everyone who's trying to convert Angular lib to be widely used across platforms and frameworks.

Cheers!


### Enter the URL of the topic with the problem

https://angular.io/guide/elements#typings-for-custom-elements

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: PowerToys
Issue: Autostart PowerToys
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.65.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Settings

### Steps to reproduce

Active autostart PowerToys Windows 11

### ✔️ Expected Behavior

PowerToys autostart for every Windows's login

### ❌ Actual Behavior

PowerToys autostart stay in disable.

### Other Software

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Unlimited token support for img2img alternative test's original prompt bars
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

Allow for more than 75 tokens to work on both the positive and negative prompt bars with the img2img alternative test script.

### Proposed workflow

1. Go to img2img
3. Select the img2img alternative test script
4. Type a "original positive prompt" and/ or "original negative prompt" with more than 75 tokens
5. Generate

### Additional information

_No response_
Repository: rustdesk
Issue: gaming mouse function
Labels: enhancement,Fund

Hi,
I want to install rustdesk in my android pad (mi pad 5 pro and installed physical keyboard/mouse) to play games (like genshin-impact) or write code.
In daily use, thanks to the self-built server, the experience is perfect.
However, when I use rustdesk to play a 3D perspective game (like genshin-impact), the perspective won't move
**The current situation is as follows** Attempts to modify the remote control settings also have no effect

https://user-images.githubusercontent.com/51825113/207084298-80676380-e324-41f8-8e45-721b4dc27d65.mp4

When I use SunLogin(Turn on the gaming mouse function on the control side)

https://user-images.githubusercontent.com/51825113/207085235-f3d5f806-f4bf-44df-b1c1-c47745d397d4.mp4

I hope restdesk can implement functions similar to parsec or sunlogin's game mouse function.
PS: I am in school, and the android pad is not around, so I used the PC to record videos instead of Android Pad
look forward to your reply !!!

Apologize for my poor English

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Repository: create-react-app
Issue: react-scripts - kill terminal
Labels: needs triage

Im using MacOS and running "react-scripts start" with yarn on visual studio code terminal.
I cannot quit out of the process after it starts with Command + C/Z,  even if i kill whole terminal dev server still running on port.

Since im using docker im restarting the whole container. I also tried without docker just to avoid confusions its not related to it.
Repository: godot
Issue: Movie Maker: VideoStreamPlayer doesn't match FPS due to `--fixed-fps` being enabled
Labels: bug,topic:core,confirmed,topic:gui

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

v4.0.beta8.official [45cac42c0]

### System information

Windows 10

### Issue description

Using internal GODOT 4 - Beta 8 - "**Movie Writer**" everything records very well _(in my own limited tests)_, except when recording a scene that has a mesh _(it is the plane mesh, named "Ecra" as shown in the image)_ that gets its texture from a SubViewPort that has a VideoStreamPlayer inside.
In the final recorded AVI file, we can notice that the speed is different _(it is too fast, seems to me, that is 2x or 3x faster)_
Note: In the exported "exe" file or when in Godot Editor, the video file plays in the correct speed. No issues.

Recorded with these settings:
Recorded with 60 Fps
V-Sync is disabled



**1) The NODES:**

![GODOT_4_Beta_8_MovieMaker_1](https://user-images.githubusercontent.com/5511928/207096271-0984d0d1-dadc-4806-8f9d-b5cd7285cf63.jpg)

**2) The recorded VIDEO:**
In this video, uploaded in Youtube, the issue is visible at playing time: 04:53
Note: I haven´t noticed that when recorded it. Everything seems to be fine while recording.
Note: Even that its a "vintage" video file that is not its real speed, its 2x or 3x (at least) slower.
https://www.youtube.com/watch?v=N0Jr2ig0u8M&list=PLnhzSMPecj1HXo5IGrNFYiGyy6fHZYPTL&index=1


**THANKYOU for share with us all your hard work, GODOT team !!!**

.
Repository: flutter
Issue: showAboutDialog Allow for additional buttons
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

When showing the `AboutDialog`, we would like to add a 3rd button "PRIVACY", there is currently no method to do this. It would be nice if it acception some list of extra btns, like TabBar does.