sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [material-ui][Tooltip] Multiple tooltip sporadic repositioning with disablePortal and keepMounted true
Labels: bug 🐛,component: tooltip,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://mui.com/material-ui/react-tooltip/

Steps:

1. Scroll down to the [Positioned tooltips](https://mui.com/material-ui/react-tooltip/#positioned-tooltips) section
2. Press "Show code"
3. Modify the "top-start" and "top" tooltips to pass in `PopperProps={{ keepMounted: true, disablePortal: true }}` to the corresponding Tooltip components. e.g:
```
...
<Grid item>
    <Tooltip title="Add" placement="top-start" PopperProps={{ keepMounted: true, disablePortal: true }}>
        <Button>top-start</Button>
    </Tooltip>
    <Tooltip title="Add" placement="top" PopperProps={{ keepMounted: true, disablePortal: true }}>
        <Button>top</Button>
    </Tooltip>
    <Tooltip title="Add" placement="top-end">
...
```
4. Hover over the Top button, and move to Top-start and vice-versa to see the sporadic movement

### Current behavior 😯

When moving the mouse from one tooltip trigger to another, the current one will move position before disappearing, creating a jarring visual effect

https://github.com/mui/material-ui/assets/31372543/a351cff8-523c-427f-b7ea-ebd776887a68

### Expected behavior 🤔

The same way that it does when `PopperProps={{ keepMounted: true, disablePortal: true }}` has not been added to the Tooltip components. That is, the tooltip will simply fade out without changing position when the mouse hovers over a different Tooltip trigger

### Context 🔦

keepMounted and disablePortal are needed in this case in order to maintain the Dom's structure for SEO purposes

### Your environment 🌎

Chrome 120.0.6099.109
Repository: ollama
Issue: Feature Request: Add RSS feed to Blog
Labels: feature request,ollama.com

Hi! I am not sure if this is the right place for feature requests for the [Blog](https://ollama.ai/blog), but I did not find any other place where this would have been applicable — if I am wrong here I am sorry!

Regarding the feature request: It would be great to have a RSS feed for the blog to keep up with updates around the project. Would that be possible to implement?
Repository: storybook
Issue: [Documentation]: FAQ: Adding new languages to the syntax highlighter is no longer an issue
Labels: documentation

### Describe the problem

Currently the FAQ states

> Why aren't my code blocks highlighted with Storybook MDX
Out of the box, Storybook provides syntax highlighting for a set of languages (e.g., Javascript, Markdown, CSS, HTML, Typescript, GraphQL) you can use with your code blocks. Currently, there's a known limitation when you try and register a custom language to get syntax highlighting. We're working on a fix for this And will update this section once it's available.
https://storybook.js.org/docs/faq#why-arent-my-code-blocks-highlighted-with-storybook-mdx

Thanks to #23166 / #19794 / #21341 this is no longer an issue.

With storybook 7.6.3 and these packages

```json
    "@types/react-syntax-highlighter": "^15.5.11",
    "react-syntax-highlighter": "^15.5.0",
```

this code in `preview.ts`

```typescript
import scss from 'react-syntax-highlighter/dist/esm/languages/prism/scss';

SyntaxHighlighter.registerLanguage('scss', scss);
```

enables code highlighting in mdx:

```scss
@import '../../../src/lib/scss/variables';

.clazz {
  background-color: $ultra-fancy-blue;
}
```


### Additional context

_No response_
Repository: ant-design
Issue: Bundle contains the forms packages when using modals
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-hm4ccz)

### Steps to reproduce

- use a <Modal> in a new app
- use a bundle analyser like @next/bundle-analyzer or webpack-bundle-analyzer
![image](https://github.com/ant-design/ant-design/assets/4083652/45a58015-3597-4ea7-b5f3-3cc85afe508a)


### What is expected?

The rc-field-form package should not exist in the bundle when using just a <Modal>

### What is actually happening?

The rc-field-form package exists in the bundle when using just a <Modal>

| Environment | Info |
| --- | --- |
| antd | 5.12.2 |
| React | 18.2.0 |
| System | * |
| Browser | * |

---
I believe is line line imports the entire forms component: https://github.com/ant-design/ant-design/blob/45b80727136609506ed1c78cf102cda001a61eec/components/modal/Modal.tsx#L12

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Audio input gets muted after a while on android
Labels: bug,platform:android,topic:porting,topic:audio

### Tested versions

4.1.1,4.2 (all devs and betas), 4.2, 4.2.1
mono and regular, tried them all

### System information

MacOS, Sonoma 14, M1 pro -> Problem on Android (tested on 10 - 13)

### Issue description

When recording audio with this minimal project, the audio input gets muted for no apparent reason.
This was a problem on many of my projects and i finally made a minimal project to troubleshoot and same issue.
This only happens on Android, but not on my mac.

https://github.com/godotengine/godot/assets/144027730/ee85caa2-61bf-4dc5-ba8e-e2eca3931ef7

In the video above i was talking and making noise, the bar at the top displays the volume.
You will see it drop to 0 permanently after a while, this was not from me stopping but from the app not detecting any audio input anymore.

The audio file is muted from that part on as you'd expect.

I have tried messing around with mix rate, stereo, other random settings, audio focus an threads but with no luck.

I believe there is some issue in the godot backend

### Steps to reproduce

Install android build template on the minimal project.
Install on android.
Start recording.
Watch how it just mutes permanently after a while.
The muted thing resets after restarting the audio recorder.

### Minimal reproduction project (MRP)

[AudioRecord test.zip](https://github.com/godotengine/godot/files/13751660/AudioRecord.test.zip)
Repository: godot
Issue: Defaut values in custom Resources are not updated during export
Labels: bug,topic:export

### Tested versions

Tested in 4.1.3

### System information

Godot v4.1.3.stable - Linux Mint 21.2 (Victoria) - X11 - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 4600 (HSW GT2) () - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)

### Issue description

If you have an existing [custom Resources](https://docs.godotengine.org/en/4.1/tutorials/scripting/resources.html#creating-your-own-resources) and add a new variable to it, the default value of the new variable is not saved in the `tres` file. However, the default value is cached somewhere during export. Later when the default value changes and project is reexported, the old (cached) default value is used in the exported project.

Everything looks fine in the editor, the new default value is used everywhere. The old value is used only in the exported project.

Ideally the export process should notice that the default value is changed and update the cache.

### Steps to reproduce

1. Define a custom Resource script with no exported values (`test_resource.gd`).
![Screenshot from 2023-12-22 12-07-59](https://github.com/godotengine/godot/assets/2436340/6fb1bdb1-9fb8-4fbe-b02b-01dc2cd766be)

2. Create an instance of the custom resource (`new_resource.tres`).
3. Add an exported value to the resource script.
![Screenshot from 2023-12-22 12-08-13](https://github.com/godotengine/godot/assets/2436340/f466ad40-d890-4327-98d3-0a7788c1654e)

4. Notice that the new value is not saved in the tres file
![Screenshot from 2023-12-22 12-11-59](https://github.com/godotengine/godot/assets/2436340/c4bc275f-9e9f-4cc9-856c-0355b2ec2706)

5. Create a scene that uses the custom resource and displays the value that is stored in the resource.
![Screenshot from 2023-12-22 12-09-40](https://github.com/godotengine/godot/assets/2436340/2ce19b48-83e6-4516-b892-4fda514e4411)

6. Run the project and notice that the correct value (1000) is displayed.
7. Export the project and run the exported project and notice that the correct value (1000) is displayed.
8. Change the default value in the resource script and notice that it is updated in the editor.
![Screenshot from 2023-12-22 12-27-25](https://github.com/godotengine/godot/assets/2436340/30438bbc-c03f-4f01-92f2-2982c173743e)

9. Run the project and notice that the updated value (2000) is displayed.
10. Export the project and run the exported project and notice that the old value (1000) is displayed.


### Minimal reproduction project (MRP)

[tres_issue.zip](https://github.com/godotengine/godot/files/13752206/tres_issue.zip)

Export the project. Then change the value of `health` in `test_resource.gd` and export the project again. Old value should be displayed in the exported project.
Repository: rust
Issue: Runtime code is generated for functions only used in const eval
Labels: T-compiler,I-heavy,C-discussion

<!--
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:

- https://godbolt.org/z/M33K6afz8 
- https://play.rust-lang.org/?version=beta&mode=release&edition=2018&gist=095cc1d85dfd25b5dd1bc742fbf98432

I expected to see this happen: Both `check1` and `check2` should compile to functions that just use a compiletime-evaluated struct value

Instead, this happened: `check1` disapeared from the assembly, and it looks like all the code needed to runtime-evaluate it got added instead

The weird thing is that the function that regressed is the one that uses a `const` item by name, rather than the one that just calls a const function inside a non-const function body.

### Version it worked on

It most recently worked on: 1.74.1 (stable as of writing this)

### Version with regression

from playground:
```
1.76.0-beta.1 (2023-12-21 0e09125c6c3c2fd70d7d)
1.77.0-nightly (2023-12-21 3d0e6bed600c0175628e)
```
Repository: deno
Issue: [Feature Request] deno coverage --allow-none
Labels: suggestion,testing

I just tested the new deno version `1.39.1` and it would break some of our CI workflows. The root cause is https://github.com/denoland/deno/pull/21615

I maintain a CI template for several deno projects in my organization. Since the individual projects may include some tests or not, I wrote the test job like this:
```
deno test --coverage=cov --allow-none --allow-all
deno coverage --lcov cov > cov.lcov
```

Prior to `1.39.1` this would just create a 0 size `cov.lcov` if the project does not have any tests. Now the CI job fails. I could certainly work around that by checking the existence of coverage data first (I'm probably going to do this as a temporary mitigation anyways), but I'd like to suggest the addition of a `--allow-none` parameter just like what we have for `deno test`
Repository: kubernetes
Issue: kubectl version --short is not working on Client Version: v1.28.4 Server Version: v1.28.1
Labels: kind/bug,sig/cli,sig/docs,lifecycle/rotten,needs-triage



**What happened**: $ kubectl version --short
error: unknown flag: --short
See 'kubectl version --help' for usage.

**What you expected to happen**: As per documentation https://kubernetes.io/docs/reference/generated/kubectl/kubectl-commands#version, kubectl version --short command should return just the version number.

**How to reproduce it (as minimally and precisely as possible)**:
Install Client Version: v1.28.4 Server Version: v1.28.1 and run 'kubectl version --short' command

**Anything else we need to know?**: NA

**Environment**:
- Kubernetes client and server versions (use `kubectl version`): Client Version: v1.28.4 Server Version: v1.28.1
- Cloud provider or hardware configuration: AWS
- OS (e.g: `cat /etc/os-release`): CentOS7.9
- Containerd latest
Repository: godot
Issue: Rename field is shown out of window
Labels: bug,platform:macos,topic:gui

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - macOS 14.2.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

Godot v4.2.1.stable - macOS 14.2.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Steps to reproduce

Select a file and try to rename it. The name field will appear way down / out.
![Godot rename field launched out](https://github.com/godotengine/godot/assets/106015575/16066b47-51d2-4e91-82c9-92299d62a705)

### Minimal reproduction project (MRP)

Godot 4.2.1
Repository: material-ui
Issue: [system][Box] Add a `inset` prop for absolute positioning
Labels: new feature,waiting for 👍,package: system,component: Box

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

As a box is provided with a contained for a specific part of the page, it supports mostly the layout prop directly without using “sx”. Unfortunately, due to clean coding, I suggest that adding “inset” as a prop for the root of the component can avoid the developer to deal with a single prop “sx” which as a result it looks clean and quick. 


### Examples 🌈

This outside shape CSS is widely supported by approximately 96.28% of user clients related to [Can I Use](https://caniuse.com/?search=inset())

### Motivation 🔦

A shorthand proposal for making a box placed in full-screen as a background or other use cases.

```tsx
<Box position="absolute" inset={0} />
```

A way to achieving to that is use backdrop or use position with direction side props.
```tsx
<Box position="absolute" top={0} bottom={0} left={0} right={0} />
```

Another way is to use inset as a solo prop in “sx” with position absolute lonely as a direct prop.
```tsx
<Box position="absolute" sx={{ inset: 0 }} />
```
Repository: go
Issue: proposal: spec: allow additional constraints on methods of generic types
Labels: LanguageChange,Proposal,generics,LanguageChangeReview

### Proposal Details

# Proposal
Generic structures can have type parameters and constraints, and generic structures can also have methods. but there is no way to add more constraints on the methods of generic structures.


Let's look at a classic example, sorting slices:
```go

type Slice[E cmp.Ordered] struct {}

func (s *Slice[E]) Sort() {}

// or 

type Slice[E any] struct {}
func Sort[E cmp.Ordered](s *Slice[E]) {}

// but now, we can't write such code
type Slice[E any] struct {}

func (s *Slice[E cmp.Ordered]) Sort() {}

```
### Some currently feasible methods have some inconveniences
Adding narrower constraints on types also narrows the usefulness of the structure.

Top-level functions will directly affect the user experience, and some chain operations will have to be split into multiple lines.

Therefore I propose that the language should provide the ability to add type constraints on methods of generic structures.

---

Some possible syntax:
### Option 1
using where clause at the end of method signature, but before `{`
```
func (s *Slice[E]) Sort() where E: cmp.Ordered {}
```

This method can only be accessed when E satisfies the constraint cmp.Ordered, otherwise it cannot be accessed.


Other languages, such as c#/rust/swift, provide similar capabilities.

This approach is closer to common practice in other languages, but requires the introduction of a keyword.

### Option 2
add constraints near E
```
func (s *Slice[E cmp.Ordered]) Sort() {}
```

As far as I know, this approach has not been used in other languages.


This method does not require the introduction of additional keywords, but it looks a bit strange.

--- 
This is the complete proposal and some attempts at syntax.
Repository: PowerToys
Issue: Fancy Zones - Deleted zone does not adhere to "During zone layout changes, windows assigned to a zone will match new size/position" option.
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Enable  "During zone layout changes, windows assigned to a zone will match new size/position."
2. Create two different zone layouts.  One with three zones, and one with two zones.
3. Switch to the three zone layout.  Open three apps of your choice and place one app in each zone.
4. Switch to the two zone layout.

### ✔️ Expected Behavior

The app in the zone that was deleted (when switching from three zones to two zones) would automatically snap to its new zone that it is currently in.

### ❌ Actual Behavior

The app in the deleted zone retains its size of the window defined in the three zone layout.   After the zone is deleted via switching from three zone to two zone layout any app that sits in the area that was the deleted zone does not snap  to its new zone as I am assuming it is not inheriting its new zone information. 
[Fancy Zones- Deleted Zone Snap Issue.docx](https://github.com/microsoft/PowerToys/files/13753399/Fancy.Zones-.Deleted.Zone.Snap.Issue.docx)


### Other Software

_No response_
Repository: react-native
Issue: 100% height does not match window height on some devices.
Labels: Issue: Author Provided Repro,Needs: Triage :mag:

### Description

The height obtained from useWindowDimensions() and the height provided by "onLayout" when the style is "height: 100%" is not consistent on some Android devices.   I have specifically seen this on the Nexus 4 and Nexus 5X devices.  When the same code runs on the Pixel 6, it provide consistent results out to many decimal places.

### Steps to reproduce

1. Clone this project: [HeightBug (github)](https://github.com/dcorbin/rnHeightBug) (based on the standard new tempate-- only App.tsx differs)
2. Run it on a Pixel 6 (emulator, API 33).  See that it reports similar numbers
3. Run it on a Nexus 4 (emulator, API 33).  See that it does dissimilar numbers (616, and 592 for me).

### React Native Version

0.73.1

### Affected Platforms

Runtime - Android

### Output of `npx react-native info`

```text
info Fetching system and libraries information...
System:
  OS: macOS 14.2
  CPU: (10) arm64 Apple M1 Max
  Memory: 79.38 MB / 64.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 18.16.1
    path: ~/.nvm/versions/node/v18.16.1/bin/node
  Yarn:
    version: 1.22.19
    path: ~/.nvm/versions/node/v18.16.1/bin/yarn
  npm:
    version: 9.5.1
    path: ~/.nvm/versions/node/v18.16.1/bin/npm
  Watchman:
    version: 2023.07.03.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.12.0
    path: /opt/homebrew/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.0
      - iOS 17.0
      - macOS 14.0
      - tvOS 17.0
      - watchOS 10.0
  Android SDK:
    API Levels:
      - "29"
      - "33"
      - "34"
    Build Tools:
      - 29.0.2
      - 30.0.3
      - 33.0.0
      - 34.0.0
    System Images:
      - android-21 | Google APIs ARM 64 v8a
      - android-23 | ARM 64 v8a
      - android-33 | Google APIs ARM 64 v8a
      - android-33 | Google Play ARM 64 v8a
    Android NDK: Not Found
IDEs:
  Android Studio: Not Found
  Xcode:
    version: 15.0.1/15A507
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 20.0.1
    path: /Users/dcorbin/.jenv/shims/javac
  Ruby:
    version: 3.1.0
    path: /Users/dcorbin/.rbenv/shims/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.73.1
    wanted: 0.73.1
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: Not found
  newArchEnabled: false
```


### Stacktrace or Logs

```text
There is no crash.
```


### Reproducer

https://github.com/dcorbin/rnHeightBug

### Screenshots and Videos


Nexus4Api33
<image src="https://github.com/facebook/react-native/assets/396361/5773182d-f5ed-476b-b2ba-08f813669887" width="250" />
Pixel6API33
<image src="https://github.com/facebook/react-native/assets/396361/959fb919-15aa-49f3-9cb6-5a2b694f39e7" width="250" />
Repository: PowerToys
Issue: Powertoys run not on focused on top
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Sometimes when you press shortcut to evoke powertoys run, it is not on the top, I have to click it to make focus back to it and then begin to type.

### ✔️ Expected Behavior

When I press shortcut to evoke powertoys run, it should be on the top.

### ❌ Actual Behavior

It is not on the top and I have to click on it.

### Other Software

_No response_
Repository: node
Issue: Assertion failed: (!"unknown EAI_* error code"), function uv__getaddrinfo_translate_error, file src/unix/getaddrinfo.c, line 90.
Labels: libuv

### Version

16.18.1

### Platform

FreeBSD eisy 13.2-RELEASE-p4 FreeBSD 13.2-RELEASE-p4 #9 releng/13.2-n254638-d20ece445acf-dirty: Fri Oct 20 16:50:52 UTC 2023     root@bsdev.isy.io:/usr/obj/usr/src/amd64.amd64/sys/eisy amd64

### Subsystem

https://github.com/nodejs/node/blob/main/deps/uv/src/unix/getaddrinfo.c

### What steps will reproduce the bug?

node.js crashes randomly with this error. We can not find any way to reproduce it.

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

_No response_

### What do you see instead?

node.js crashes randomly with this error:
Assertion failed: (!"unknown EAI_* error code"), function uv__getaddrinfo_translate_error, file src/unix/getaddrinfo.c, line 90.

### Additional information

I believe the error would be caused by a EAI_MAX error

FreeBSD glibc's getaddrinfo() can return a EAI_MAX error, which is not trapped by libuv uv__getaddrinfo_translate_error()

Ref:
getaddrinfo man page says it can return errors from gai_strerror(3)
Freebsd man page: https://man.freebsd.org/cgi/man.cgi?query=getaddrinfo&sektion=3
gai_strerror(3): https://man.freebsd.org/cgi/man.cgi?query=gai_strerror&sektion=3&manpath=FreeBSD+13.2-
RELEASE+and+Ports

When googling around, I can find a reference to EAI_MAX error in netdb.h.
Ref: https://gitea-dev.freebsd.org/FreeBSD/src/src/tag/release/13.1.0/include/netdb.h

In node.js' uv__getaddrinfo_translate_error(), there is a case for all errors, except EAI_MAX
That's the case for node.js 16.18.1 which we are using, but also the main branch too.

Ref: https://github.com/nodejs/node/blob/main/deps/uv/src/unix/getaddrinfo.c

Therefore, we probably need to add:
#if defined(EAI_MAX)
  case EAI_MAX: return UV_EAI_MAX;
#endif

And of course UV_EAI_MAX would need to be defined.