sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: proposal: crypto/tls: support for openssl ciphers symbols, keywords in tls config
Labels: Proposal,Proposal-Crypto

<!--
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Currently openssl ciphers https://www.openssl.org/docs/man1.1.1/man1/ciphers.html does support all keyword based such as DEFAULT, ALL, NULL and symbols '+' and '-' to get 

Currently the API returns only https://pkg.go.dev/crypto/tls#CipherSuiteName CipherSuites returns string based on input constants https://pkg.go.dev/crypto/tls#pkg-constants instead if we have support for all Keywords and symbols accept strings and reruns array of strings.

This how openssl return the cipher suites based on keywords

```bash
❯ openssl ciphers RSA
TLS_AES_256_GCM_SHA384:TLS_CHACHA20_POLY1305_SHA256:TLS_AES_128_GCM_SHA256:AES256-GCM-SHA384:AES256-CCM8:AES256-CCM:ARIA256-GCM-SHA384:AES128-GCM-SHA256:AES128-CCM8:AES128-CCM:ARIA128-GCM-SHA256:AES256-SHA256:CAMELLIA256-SHA256:AES128-SHA256:CAMELLIA128-SHA256:NULL-SHA256:AES256-SHA:CAMELLIA256-SHA:AES128-SHA:CAMELLIA128-SHA:NULL-SHA:NULL-MD5

# all default suites
❯ openssl ciphers DEFAULT
TLS_AES_256_GCM_SHA384:TLS_CHACHA20_POLY1305_SHA256:TLS_AES_128_GCM_SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384:DHE-RSA-AES256-GCM-SHA384:ECDHE-ECDSA-CHACHA20-POLY1305:ECDHE-RSA-CHACHA20-POLY1305:DHE-RSA-CHACHA20-POLY1305:ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:DHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-SHA384:ECDHE-RSA-AES256-SHA384:DHE-RSA-AES256-SHA256:ECDHE-ECDSA-AES128-SHA256:ECDHE-RSA-AES128-SHA256:DHE-RSA-AES128-SHA256:ECDHE-ECDSA-AES256-SHA:ECDHE-RSA-AES256-SHA:DHE-RSA-AES256-SHA:ECDHE-ECDSA-AES128-SHA:ECDHE-RSA-AES128-SHA:DHE-RSA-AES128-SHA:RSA-PSK-AES256-GCM-SHA384:DHE-PSK-AES256-GCM-SHA384:RSA-PSK-CHACHA20-POLY1305:DHE-PSK-CHACHA20-POLY1305:ECDHE-PSK-CHACHA20-POLY1305:AES256-GCM-SHA384:PSK-AES256-GCM-SHA384:PSK-CHACHA20-POLY1305:RSA-PSK-AES128-GCM-SHA256:DHE-PSK-AES128-GCM-SHA256:AES128-GCM-SHA256:PSK-AES128-GCM-SHA256:AES256-SHA256:AES128-SHA256:ECDHE-PSK-AES256-CBC-SHA384:ECDHE-PSK-AES256-CBC-SHA:SRP-RSA-AES-256-CBC-SHA:SRP-AES-256-CBC-SHA:RSA-PSK-AES256-CBC-SHA384:DHE-PSK-AES256-CBC-SHA384:RSA-PSK-AES256-CBC-SHA:DHE-PSK-AES256-CBC-SHA:AES256-SHA:PSK-AES256-CBC-SHA384:PSK-AES256-CBC-SHA:ECDHE-PSK-AES128-CBC-SHA256:ECDHE-PSK-AES128-CBC-SHA:SRP-RSA-AES-128-CBC-SHA:SRP-AES-128-CBC-SHA:RSA-PSK-AES128-CBC-SHA256:DHE-PSK-AES128-CBC-SHA256:RSA-PSK-AES128-CBC-SHA:DHE-PSK-AES128-CBC-SHA:AES128-SHA:PSK-AES128-CBC-SHA256:PSK-AES128-CBC-SHA

# openssl returns on NULL cipher suites
❯ openssl ciphers NULL
TLS_AES_256_GCM_SHA384:TLS_CHACHA20_POLY1305_SHA256:TLS_AES_128_GCM_SHA256:ECDHE-ECDSA-NULL-SHA:ECDHE-RSA-NULL-SHA:AECDH-NULL-SHA:NULL-SHA256:ECDHE-PSK-NULL-SHA384:ECDHE-PSK-NULL-SHA256:ECDHE-PSK-NULL-SHA:RSA-PSK-NULL-SHA384:RSA-PSK-NULL-SHA256:DHE-PSK-NULL-SHA384:DHE-PSK-NULL-SHA256:RSA-PSK-NULL-SHA:DHE-PSK-NULL-SHA:NULL-SHA:NULL-MD5:PSK-NULL-SHA384:PSK-NULL-SHA256:PSK-NULL-SHA
```
Repository: ant-design
Issue: 设计-全局样式-阴影，5.6.2版本下显示的是三级阴影的介绍
Labels: 💄 Design,📝 Documentation,Inactive

### Reproduction link

[https://ant-design.antgroup.com/docs/spec/shadow-cn](https://ant-design.antgroup.com/docs/spec/shadow-cn)

### Steps to reproduce

版本选择5.6.2，打开https://ant-design.antgroup.com/docs/spec/shadow-cn，查看5.6.2版本下的阴影情况。

### What is expected?

显示ant design 5中的二级阴影，高度划分情况跟阴影具体数值

### What is actually happening?

显示的是与ant design4中一致的三级阴影

| Environment | Info |
| --- | --- |
| antd | 5.6.2 |
| React | 16 |
| System | windows |
| Browser | 谷歌114.0.5735.134 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: tensorflow
Issue: The repository '@llvm_zlib' could not be resolved and referenced by '@llvm-project//llvm:Support'
Labels: stat:awaiting tensorflower,type:build/install,type:support,subtype: ubuntu/linux

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Build/Install

### Have you reproduced the bug with TF nightly?

No

### Source

source

### Tensorflow Version

master

### Custom Code

Yes

### OS Platform and Distribution

Linux Ubuntu 18.04

### Mobile device

_No response_

### Python version

3.9

### Bazel version

6.1.0

### GCC/Compiler version

7.5.0

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current Behaviour?

tf-opt Build failure!

### Standalone code to reproduce the issue

```shell
build MLIR:
 -G Ninja ../llvm \
-DLLVM_BUILD_EXAMPLES=ON \
-DLLVM_ENABLE_PROJECTS=mlir \
-DLLVM_BUILD_EXAMPLES=ON \
-DLLVM_TARGETS_TO_BUILD="X86" \
-DCMAKE_BUILD_TYPE=Release \
-DLLVM_ENABLE_ASSERTIONS=ON\
-DCMAKE_C_COMPILER=/home/clang+llvm-16.0.0-x86_64-linux-gnu-ubuntu-18.04/bin/clang\
-DCMAKE_CXX_COMPILER=/home/clang+llvm-16.0.0-x86_64-linux-gnu-ubuntu-18.04/bin/clang++ \
-DLLVM_ENABLE_ZLIB=ON\
-DLLVM_ENABLE_ZLIB=ON\
-DLLVM_ENABLE_ZSTD=ON

bazel build:
bazel build --override_repository="llvm-raw=${LLVM_SRC}"   \
-c opt tensorflow/compiler/mlir:tf-opt```



### Relevant log output

```shell
ERROR: /root/.cache/bazel/_bazel_root/58adfe0c0193ce259b2b32549c3d3a4f/external/llvm-project/llvm/BUILD.bazel:184:11: no such package '@llvm_zlib//': The repository '@llvm_zlib' could not be resolved: Repository '@llvm_zlib' is not defined and referenced by '@llvm-project//llvm:Support'
ERROR: Analysis of target '//tensorflow/compiler/mlir:tf-opt' failed; build aborted:
INFO: Elapsed time: 2.104s
INFO: 0 processes.
FAILED: Build did NOT complete successfully (198 packages loaded, 3560 targets configured)
```
</details>
Repository: flutter
Issue: Move onTap from BottomNavigationBar to BottomNavigationBarItem
Labels: framework,f: material design,c: proposal,P3,team-design,triaged-design

### 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

When using the BottomNavigationBar in an app where the number or detail of the bottom navigation bar can change - e.g. one language has a webshop while others don't we need to build complicated edgecases handling into the "parent" onTap which only gives us the index of the item that has been tapped.

```
final bool hasOnlineshop = calculateHasOnlineShop();
final String location = getNavigationLocation();
// this highlights the problem, because if we don't have the shop, settings must be index 1 and not 2
final int activeIndex = switch(location){
'/' => 0,
'/shop' => 1,
'/settings' => 2,
_ => 0
};

BottomNavigationBar( ... , onTap: (index) {
if(hasOnlineshop){
 switch(index){
 case 0: navigateTo('/'); break;
 case 1: navigateTo('/shop'); break;
 case 2: navigateTo('/settings'); break;
 }
 }else {
 switch(index){
 case 0: navigateTo('/'); break;
 case 1: navigateTo('/settings'); break;
 }
 }, items: [
 BottomNavigationBarItem()
 if(hasOnlineshop)
 BottomNavigationBarItem()
 BottomNavigationBarItem()
 ],
 activeIndex: activeIndex,
 )
}
```

### Proposal

Move the "onTap" callback from "parent" to "child", since the active index is also set via the constructor it is "no different" if the child mutates the active index or the parent. This allows for varying lengths of the BottomNavigationBar's items without edgecase handling.

In the same go it would probably also be a good idea to change BottomNavigationBarItem to have a "builder" property which exposes either a style or just a boolean to the child, so that we can style it accordingly instead of using icon and activeIcon, but that might better be discussed in a separate issue.
Repository: next.js
Issue: Google Font with next/font/google have jagged edges
Labels: bug,Font (next/font)

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
Binaries:
      Node: 16.20.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
Relevant packages:
      next: 13.4.3
      eslint-config-next: 13.4.3
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
```


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

Font optimization (next/font)

### Link to the code that reproduces this issue or a replay of the bug

N/A

### To Reproduce

Import OpenSans from both `next/font/local` and `next/font/google` and use the CSS variable with the tailwind
![image](https://github.com/vercel/next.js/assets/34785917/115b1d4e-941b-4a22-a31a-0a7a35cd5a78)
![image](https://github.com/vercel/next.js/assets/34785917/8f26f74a-e1c1-4e2d-89a3-6a3b7e5652a5)


### Describe the Bug

When I add OpenSans locally, the font edges look smooth, but importing from `next/font/google` produces a font with jagged edges. for eg
![local font](https://github.com/vercel/next.js/assets/34785917/07a36615-73ee-4e0d-88bb-ff215639fc39)
![next/font/google](https://github.com/vercel/next.js/assets/34785917/cdcaf7bf-e89d-4ee5-8aac-19a2e4746ad7)



### Expected Behavior

Fonts should be similar to local when using the same font family

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

Chrome Version 114.0.5735.134 (Official Build) (64-bit)

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

Development server, next dev
Repository: godot
Issue: Unable to move game window position when using MOUSE_MODE_CONFINED
Labels: bug,platform:windows,topic:core,needs testing

### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 10 - Vulkan (Mobile)

### Issue description

While using MOUSE_MODE_CONFINED, attempting to reposition the game window causes it to drag downwards on the desktop.

### Steps to reproduce

1. Create a new project.
2. Create a new Node2D scene.
3. Attach a new gdscript to the scene.
4. In the `_ready()` function, add the following line: `Input.mouse_mode = Input.MOUSE_MODE_CONFINED`
5. Press F6 to run the scene.
6. Alt-Tab to another application, so the game window loses focus.
7. Move the mouse back to the game window's control bar, and try to drag  / reposition the window on the desktop.

The game window will slide downward on the desktop uncontrollably.  

https://github.com/godotengine/godot/assets/12895894/6bf6624a-cbb5-44d5-b3c3-0f5065cf41f9


### Minimal reproduction project

[MouseModeConfinedBugDemo.zip](https://github.com/godotengine/godot/files/11796861/MouseModeConfinedBugDemo.zip)
Repository: ant-design
Issue: dropdown's submenu is not injected into getPopupContainer defined in <Dropdown />
Labels: Inactive,improvement

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/cascading-menu-antd-5-6-2-forked-9wp7x5?file=/demo.tsx)

### Steps to reproduce

inspect element, first level menu is right in the container, second level menu is injected into child div of body.

### What is expected?

all level menu is right placed in custom container

### What is actually happening?

dropdown's submenu is not injected into getPopupContainer defined in <Dropdown />

| Environment | Info |
| --- | --- |
| antd | undefined |
| React | ^18.2.0 |
| System | all |
| Browser | all |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Pass http.proxyAuthorization in extension requests
Labels: bug,proxy

microsoft/vscode-proxy-agent needs to add support for http.proxyAuthorization
Repository: next.js
Issue: Locale desynchronizaion after locale swap in middleware rewrite
Labels: bug,Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #202204271406~1653440576~22.04~6277a18 SMP PREEMPT Wed May 25 01
    Binaries:
      Node: 16.17.0
      npm: 8.15.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.4.7-canary.1
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/clementdevos/next-middleware-rewrite-locale

### To Reproduce

- npm install
- next dev
- browse to devserver (ie . http://localhost:3000/)
- Click on the light blue button "Go to resource page"
- Change locale to FR using top right corner link

This is the result 

![image](https://github.com/vercel/next.js/assets/5870982/8bdf983a-b12b-4a5e-b2f8-96cadea57e07)


### Describe the Bug

There is a desynchronization with the resolved locale from the server and the locale resolved from useRouter

The desynchronization is introduced because we rewrite /fr/app links to /app/fr in a middleware to match our current webapp links. 

We recoded a link to swap /{locale}/app to /app/{locale}/ in the links. (https://github.com/clementdevos/next-middleware-rewrite-locale/blob/main/components/App_link.tsx)

### Expected Behavior

The locale from useRouter should be the same as the locale from the server.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

next start on Clever Cloud
Repository: vscode
Issue: Perl syntax highlighting bug with embedded JavaScript
Labels: bug,grammar

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- VS Code Version: 
- OS Version: 

Steps to Reproduce:

1. Create a new file and `Change Language Mode` to `Perl`
2. Add a HTML HEREDOC:
    ```
    # Perl syntax highlighting active
    <<'HTML'
    <script>
      // JS code goes here
    </script>
    HTML
    # HTML syntax highlighting still active instead of Perl
    ```

    Results in: 

   ![image](https://github.com/microsoft/vscode/assets/17141560/a9b1e4b7-2bd6-4cdb-a52d-7c06a8b633c3)

Adding a newline or any non-space characters after `</script>` causes the syntax highlighting to revert to Perl as expected:

![image](https://github.com/microsoft/vscode/assets/17141560/d5822c64-395d-405a-8d60-78f6d0452b76)

![image](https://github.com/microsoft/vscode/assets/17141560/9bdc3114-f3c2-4751-8373-3bfa13e2d0a2)
Repository: opencv
Issue: KCF Tracker Results different on local and Ubuntu base docker
Labels: bug,category: video,needs reproducer

### System Information

Python Version: 3.9.17
OpenCV Version: 4.7.0.72
Docker base: Ubuntu 22.04
Local: Windows 10

### Detailed description

Hi,
I have been using KCF Tracker on my local Windows Machine and it was working very good so I tried using it on Ubuntu base Docker.
I have seen that an object being lost while tracking is more frequent when I am using it in Ubuntu.
I am currently using opencv-contrib-python version 4.7.0.72 and as I tried to use previous versions this tracking turning off becomes more frequent with older versions like 4.6 and 4.5.

### Steps to reproduce

I have installed opencv-contrib-python in docker using these steps:
apt-get install libgl1-mesa-glx -y
pip install opencv-contrib-python==4.7.0.72

And on Windows using:
pip install opencv-contrib-python==4.7.0.72

For proprietary reasons, I cannot share the images and code.

### 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
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: deno
Issue: API to collect WriteableStreams to wait for unlocked state?
Labels: public API,needs discussion,triage required 👀

In this example the streams on the stdout and stderr pipes will not be complete by the time of reading them, which means that the writable stream is still locked. `await ChildProcess.output()` is not allowed, because I pipe the output. 

```ts
  const decout: string[] = [];
  const decerr: string[] = [];

  const c = new Deno.Command("echo", {
    Deno.cwd(),
    args: "test",
    stdout: "piped",
    stderr: "piped",
  });
  const p: Deno.ChildProcess = c.spawn();

  p.stdout.pipeTo(
    new WritableStream({
      write(chunk): void {
        for (const line of decoder.decode(chunk).split(/\r?\n/)) {
          decout.push(line);
          console.log(`${line}`);
        }
      },
    })
  );

  p.stderr.pipeTo(
    new WritableStream({
      write(chunk): void {
        for (const line of decoder.decode(chunk).split(/\r?\n/)) {
          decerr.push(line);
          console.error(`${line}`);
        }
      },
    })
  );

  const status: Deno.CommandStatus = await p.status;
  console.log(decout, decerr); // prints "[] []", still buffering
```

`await ChildProcess.output()` is a great example how to capture the stdout/stderr fully, but it won't support own pipes. It calls `collectOutput`/`readableStreamCollectIntoUint8Array` which should reveal how this can be done. However, it awaits `reader.read()` to get the sum of chunks to process at once. 

Since I am piping the stdout/stderr, I cannot reveal the number of chunks that will come, so the only way I found to await the streams to be unlocked is to poll for their states. If I set them to `wsout` and `wserr`, I can do this before `console.log` and after `await p.status` like so:

```ts
  while (true) {
    await new Promise((resolve) => setTimeout(resolve, 100));
    if (!wsout.locked && !wserr.locked) break;
  }
```

It feels very dirty. Polling can't be the optimal solution here. Something like `await wsout.collect();` would be a great.

I found this which is at a deeper layer of `ChildProcess.output()` that might be useful in an API call:

https://github.com/denoland/deno/blob/544878cd2b7121ac80a4d22c04a3840d705a2a87/ext/web/06_streams.js#L868

I think we need a proper way to wait for piped streams to get unlocked, so it becomes possible to get the output of a process in real-time while still being able to process it afterward without the mess of polling things.

Thoughts?
Repository: go
Issue: proposal: net/http/pprof: endpoint for debuginfo
Labels: Proposal

Add debuginfo from runtime/debug to pprof index http page.

Alternative: make a debug package that combines useful debug info and utility into a handler, ie. net/http/debug.

![image](https://github.com/golang/go/assets/13253873/decbe3be-6868-45f3-b23b-77abe964bc80)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Include all txt2img settings when generating training previews
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 ?

Include all settings from txt2img when generating the previews for training, and not just prompt, sampling steps, and cfg scale. Which is mainly script and batch. So that you can do a XYZ plot to e.g. verify training is going like it should, or to test different training settings or datasets. So you don't have to stop at certain milestones and do a manual txt2img.

### Proposed workflow

Include all txt2img settings when making the training preview.

### Additional information

_No response_
Repository: godot
Issue: Godot 4.0.3 - World Environment > Properties > Resources not displaying
Labels: discussion,topic:editor

### Godot version

Godot 4.0.3 - Windows - .NET - Standard (x86_64) 

### System information

Windows 11

### Issue description

I am getting an empty resources box when creating a new Environment. Its also happening on the World Environment > Camera Attributes resources.

I have tried Godot 4.0.3 MacOS Silicon version and can confirm that this issue does not occur. So this seems to only occur for Godot 4.0.3 Windows version.

I have attached a screenshot for reference.

![Screenshot 2023-06-19 205423](https://github.com/godotengine/godot/assets/29909503/bc18c8bb-9880-4782-b312-209caa8cf4cb)

### Steps to reproduce

1.) Create new Godot 4.0.3 Windows version project.
2.) Add the following Node Elements
- Node3D
-- WorldEnvironment

3.) Click on WorldEnvironment, go to Inspector.
4.) Click on Environment Dropdown and select 'New Environment'. 
5.) Click on 'Environment' > Environment (in Dropdown). At this point, the Environment resource list should appear but instead its just blank.


### Minimal reproduction project

[tut-3d-platformer.zip](https://github.com/godotengine/godot/files/11799232/tut-3d-platformer.zip)
Repository: storybook
Issue: [Bug]: P Elements are now using browser base styling when they weren't previously
Labels: bug,needs triage

### Describe the bug

I've just updated our Storybook to the V7 and have noticed that all `<p>` elements used within Storybook components are now having the browser specific margin of `14px`  applied to them

I've tested by going back an iteration of storybook and in V6, the margin is not applied, while in V7 the margin seems to be applied . On many of the elements, we're not providing a `className` or `id` so the only styling is being applied by the browser.

My current solution has been to disable the margin on the `<p>` elements in our Storybook CSS files, but I'm unclear whether this will be affecting other elements, as I've only noticed this on the `<p>` element thus far, and wanted to confirm what's changed in moving between V6 and V7 that would make this styling apply

### To Reproduce

* Install Storybook V6

* Create a storybook repo with a component written something akin to `<div><p>Hello World</p></div>` which can then be published and brought into another application

* Use component on another application, and render something below it

* Update the storybook repo to V7

* Go back to application and update storybook version to appropriate V7 version, then note that the `<p>` element now has the default margin applied

### System

_No response_

### Additional context

I've taken a small image of the `<p>` element with inline styling that has now been applied with V7 that can be seen here:
![image](https://github.com/storybookjs/storybook/assets/123957559/a122fcc5-0ac8-40ab-9b47-14ed5feaae67)