sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: create-react-app
Issue: omni
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

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  For example, "I'm always frustrated when..."
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(Write your answer here.)

### Describe the solution you'd like

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(Describe your proposed solution here.)

### Describe alternatives you've considered

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(Write your answer here.)

### Additional context

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  Is there anything else you can add about the proposal?
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(Write your answer here.)
Repository: flutter
Issue: In app purchase on ios and macos automatically send product purchase details again when its renewed
Labels: platform-ios,platform-mac,p: in_app_purchase,package,P2,team-ios,triaged-ios

### 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)

### Steps to reproduce

When first time user buy any non consumable product  the purchase details listened  but when user purchase renewed again it automatically send that data again its not a  great  approch when app is not app for some days the and user subscription renewed for 5 timee for example the listener recieved 5 update consectively its not happening in android 
we have implemented server that recived data from apple store kit apis when user subscription is renewed but why its providing data to listener

### Expected results

the listener should receive only one-time details when a product is subscribed by the user like android which did not receive the renewed data in the same listener instead we can check using the 
```
//import for GooglePlayProductDetails
import 'package:in_app_purchase_android/in_app_purchase_android.dart';
//import for SkuDetailsWrapper
import 'package:in_app_purchase_android/billing_client_wrappers.dart';

 final InAppPurchaseAndroidPlatformAddition androidAddition = _inAppPurchase
        .getPlatformAddition<InAppPurchaseAndroidPlatformAddition>();
    final QueryPurchaseDetailsResponse oldpurchases =
        await androidAddition.queryPastPurchases();```


### Actual results

listener triggered multiple times 
when subsciption renewd multiple times

### Code sample

<details><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: godot
Issue: Changing between scenes with global Volumetric Fog, VoxelGI weird behavior
Labels: discussion,topic:rendering,documentation,topic:3d

### Godot version

4.2.stable [46dc27791]

### System information

Windows 10 - Godot v4.2.stable - Vulkan (Forward+)

### Issue description

I have a 3D scene with VoxelGI lighting and global Volumetric Fog enabled. 
It looks as expected with F6 running current scene. But when I use `change_scene_to_file()` or `change_scene_to_packed()` the change to the this scene, it's very white and foggy. 
This can make the editor looks the same as well but I can't reliably trigger it. Not 100% sure, but I think I was able to reliably get rid of the editor fog by disable/enable global volumetric fog.

![屏幕截图(467)](https://github.com/godotengine/godot/assets/8059644/3e1992ae-441d-42a3-ad1f-e47352b441b7)
![屏幕截图(468)](https://github.com/godotengine/godot/assets/8059644/e760408a-4c46-4db2-984c-c88446082412)

I have a workaround to disable global volumetric fog by default then re-enable it after a short timer on scene _ready.

### Steps to reproduce

In the minimal reproduction project, with start scene(start.tscn) and target scene(light.tscn). start has global volumetric fog, target has voxel and volumetric fog.

1. Run target scene to see the red emissive light.
2. Run start scene then click `change scene` at bottom ~~light~~ left, to see target scene has become white and foggy.

### Minimal reproduction project

[voxelgi_volfog_bug.zip](https://github.com/godotengine/godot/files/13533391/voxelgi_volfog_bug.zip)
Repository: godot
Issue: Edit middle dock view (SceneView/CodeEditor) can't scale down past a certain size
Labels: enhancement,discussion,topic:editor

### Godot version

v4.2.stable.mono.official [46dc27791]

### System information

v4.2.stable.mono.official [46dc27791]

### Issue description

The editor middle dock view (SceneView/CodeEditor) can't scale down past a 900/400 and will take all the space it can to remain that size. If scaled down enough even the scene view will overflow.
When I want to have my Ide on one side of the screen Godot is nearly unusable and take more that half the screen.
![image](https://github.com/godotengine/godot/assets/11469647/12f2c6b2-acff-4d7c-a834-5d623346aed6)
![image](https://github.com/godotengine/godot/assets/11469647/032d802c-19bb-4113-8e94-4fdd4178ea57)



### Steps to reproduce

Try scaling down Godot editor window the right side panel will overflow and the left panel will shrink and at a certain size.
Better viewed on a 1920/1080 or smaller screen.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Auto indent for Ruby language's block is not performed If a string include "#" is used as the method argument.
Labels: editor-autoindent,under-discussion,ruby,on-unit-test

Type: <b>Bug</b>

Automatic indentation does not work when I perform the following operations.

1. I open `test.rb` by VS code.
2. I type `method('#foo') do`.
3. I push Enter key.

if I type `method('foo') do` in seconde step, Automatic indentation is working.


![indent](https://github.com/microsoft/vscode/assets/25636356/373c9cbb-4d02-4c16-b2ee-dbb8a76f3ca5)


VS Code version: Code 1.84.2 (1a5daa3a0231a0fbba4f14db7ec463cf99d7768e, 2023-11-09T10:51:52.184Z)
OS version: Windows_NT x64 10.0.22621
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 7 5800X3D 8-Core Processor            (16 x 3400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|31.93GB (21.50GB free)|
|Process Argv|--crash-reporter-id 606d3ee6-cdcd-4e13-a502-bbca2c410cb1 --crash-reporter-id 606d3ee6-cdcd-4e13-a502-bbca2c410cb1|
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscoreces:30445986
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
py29gd2263:30899288
vsclangdf:30486550
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
282f8724:30602487
89544117:30613380
vscrp:30673768
showlangstatbar:30737416
fixshowwlkth:30771522
showindicator:30805244
pythongtdpath:30769146
i26e3531:30792625
pythonnosmt12:30797651
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
dsvsc013:30795093
dsvsc014:30804076
dsvsc015:30845448
pythontestfixt:30902429
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
pythontbext0:30879054
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
aa_t_chat:30882232

```

</details>

<!-- generated by issue reporter -->
Repository: PowerToys
Issue: Alt + Space Windows Menu disable not working
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.75.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I want to use that shortcut for windows menu, instead it executes the window menu, and there's no option to disable the same.

### ✔️ Expected Behavior

It should be there to disable window menu

### ❌ Actual Behavior

It launches Window Search Menu

### Other Software

_No response_
Repository: godot
Issue: Android Editor Crash When opening project
Labels: bug,topic:editor,crash,regression

### Godot version

Godot4.2(beta2 & stable)

### System information

Android 7 - Godot4.2 stable - Compatibility

### Issue description

Since Godot 4.2 beta, my device editing project has crashed, but it runs perfectly in 4.1. 
Device information: 
Android 7, 
GPU: PowerVR Gogue GX6250, 
GPU Version: 3.2 OpenGL ES-CM 1.1, 
Key point: Vulkan not supported. 
(But all of my projects use compatibility mode and can run normally)

Here is my demonstration video, where I can see that the project can run but cannot open the editing interface.
https://github.com/godotengine/godot/assets/100025289/45e9fff6-c863-4b9c-98f2-e238b308a18c

I am trying to inject logs into the Godot editor using software:
[org.godotengine.editor.v4-20231202162454277.log](https://github.com/godotengine/godot/files/13533850/org.godotengine.editor.v4-20231202162454277.log)

This log records the least amount of content and is also the fastest editor crash
[org.godotengine.editor.v4-20231202160658212.log](https://github.com/godotengine/godot/files/13533872/org.godotengine.editor.v4-20231202160658212.log)


### Steps to reproduce

1.Open the Godot editor
2.create a new project
3.crash

### Minimal reproduction project

N/A
Repository: godot
Issue: create_tween returns null after scene change
Labels: topic:core,documentation

### Godot version

4.2

### System information

Manjaro Linux

### Issue description

When calling create_tween() from a method called by call_deferred() immediately after a scene change (e.g. with reload_current_scene), create_tween() returns null.


### Steps to reproduce

1. Create a new Godot project.
2. Create a scene Node2D with two Area2Ds.
3. Connect the area_exited signal of one of the Area2Ds to a method called on_area_exited.
4. Add the following code to the on_area_exited() method:

func _deferred_exited() -> void:
	print("Exited ",  create_tween())
        # If we need use the tween here, a crash is produced.

func on_area_area_exited(_area) -> void:
	#_deferred_exited() #<-- this works OK
	call_deferred("_deferred_exited") #<-- this create_tween returns null/ in godot 4.1 works OK

5. Create a button and connect its pressed signal to a method called on_button_pressed().
6. Add the following code to the on_button_pressed() method:

func _on_button_pressed() -> void:
	get_tree().reload_current_scene()

7. Run the project
8. Click the button.
9. Check the output to see the value of tween. It should be null.



### Minimal reproduction project

[reload_scene_tween_bug.tar.gz](https://github.com/godotengine/godot/files/13533944/reload_scene_tween_bug.tar.gz)
Repository: terminal
Issue: Unknown input AND output regression between v1/v2 conhost
Labels: Product-Conhost,Area-Server,Issue-Bug,Impact-Correctness

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I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING:
1. If I delete this entire template and go my own path, the core team may close my issue without further explanation or engagement.
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# Description of the new feature/enhancement

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
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Please add a button or menu entry that people can open the old CMD window settings. Sometimes there are situations where you need to change them. For example to enable legacy conhost behavior.

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
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Repository: PowerToys
Issue: Screen Ruler doesn't show up when opening from tray icon menù
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-Screen Ruler

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Screen ruler

### Steps to reproduce

Click on PowerToys tray icon
Click on screen ruler

### ✔️ Expected Behavior

Screen ruler shows up

### ❌ Actual Behavior

Screen ruler doesn't show up

### Other Software

_No response_
Repository: angular
Issue: feat(router): Support the new Navigation API
Labels: feature,area: router,feature: under consideration

### Which @angular/* package(s) are relevant/related to the feature request?

router

### Description

Currently, most SPA apps on the web implement a fake "loading" bar like you can see on GitHub when navigating between pages. In a real MPA app where it performs a full page reload browsers show a native loading indicator. This has been impossible to implement until now with SPA because there was no way to show browser's native loading indicator. But now there is a new browser api called the Navigation API, specifically designed for SPA apps that finally shows a native browser loader when navigating in SPA app. 🎉

### Proposed solution

Implement the new Navigation API. Yes, it is a new and bleeding edge feature but for those users with browsers that already support it (like Chrome) I think it adds a really nice UX touch.

[developer.chrome.com/docs/web-platform/navigation-api](https://developer.chrome.com/docs/web-platform/navigation-api/)
[developer.mozilla.org/en-US/docs/Web/API/Navigation_API](https://developer.mozilla.org/en-US/docs/Web/API/Navigation_API)

Demo:
https://gigantic-honored-octagon.glitch.me/

_(In the demo, you can activate the `Add an artificial two-second delay to all navigations (should impact the loading spinner/scroll restoration/focus reset/accessibility announcements).` checkbox to see the native loader appearing on the tab when navigating)_

![image](https://github.com/nuxt/nuxt/assets/34019878/e184690f-e448-4393-9695-3a73692ff12f)

### Alternatives considered

None because this is a new API.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add a way to resume sessions when browser exits?
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 ?

Be able to resume a session after closing an existing tab of Stable Diffusion WebUI, it's really annoying when you accidentally close a tab with an existing queue of 100+ images in batch and now you have to force close the console app and go back to start

### Proposed workflow

1. Close an existing stable diffusion tab
2. Go back to 127.0.0.1:7860 and be able to resume your session

### Additional information

none
Repository: TypeScript
Issue: GeneratorFunction should not be newable
Labels: Needs Investigation

### ⚙ Compilation target

ES2015 ES2018

### ⚙ Library

generator asyncgenerator

### Missing / Incorrect Definition

`GeneratorFunction` and `AsyncGeneratorFunction` (`async function * () {}`) should not be newable.

`GeneratorFunction` means `function * () {}` which is only callable, while `GeneratorFunctionConstructor` means `function * () {}.constructor` which is both callable and newable.


### Sample Code

```TypeScript
declare const gen: GeneratorFunction;
new gen;// there should cause a type error, but not
```


### Documentation Link

_No response_
Repository: neovim
Issue: Starting with `-E` flag doesn't fully redraw
Labels: bug,startup

### Problem

When working on #26334 I discovered then starting Neovim with `-E` flag doesn't result into full redraw. In particular, it doesn't update statusline color if there is `--cmd` option with `colorscheme` command. Not sure if this works as intended or even important, but decided to create an issue to keep track.

### Steps to reproduce

1. `nvim_new --clean -E --cmd 'colorscheme blue'`. This results into applied `blue` color scheme but with a different statusline color. Typing `redraw` command makes everything up to date (including statusline). 

### Expected behavior

Color scheme is fully in effect as a result of `--cmd 'colorscheme blue'`.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-1741+gc45d1e32a

### Vim (not Nvim) behaves the same?

Not sure, as it doesn't show statusline even with `set laststatus=2`

### Operating system/version

EndeavourOS Linux x86_64 (6.6.2-arch1-1)

### Terminal name/version

st-0.9

### $TERM environment variable

st-256color

### Installation

appimage
Repository: go
Issue: time: In time.Unix, an underflow occurs when you put a large negative value in the seconds area
Labels: NeedsInvestigation

### Go version

go version go1.21.4 linux/amd64

### What operating system and processor architecture are you using (`go env`)?

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/myyrakle/.cache/go-build'
GOENV='/home/myyrakle/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/myyrakle/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/myyrakle/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.4'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/myyrakle/Codes/Go/just_test/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build612091784=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

As follows, create a time object by entering the maximum and minimum values ​​of int64 and output it as a string.

```go
package main

import (
	"fmt"
	"math"
	"time"
)

func main() {
	fmt.Println(time.Unix(math.MaxInt64, 0)) // 292277026596-12-05 00:30:07 +0900 KST
	fmt.Println(time.Unix(math.MinInt64, 0)) // 292277026596-12-04 23:58:00 +0827 LMT
}
```


![image](https://github.com/golang/go/assets/16988115/abf07325-a117-4141-89a8-5aefc8f5a342)

### What did you expect to see?

I expected max to be a very large time value, and min to be a negative time value similar to max.

### What did you see instead?

In the case of the maximum value, very large time values ​​are output as positive numbers, as intended.

However, for the minimum value, a positive number is output, even though it should be a negative value.

When I tested it myself, the minimum value that was actually output as a negative number was `time.Unix(math.MinInt64+8139423736, 0)`.
An underflow occurs starting from `time.Unix(math.MinInt64+8139423735, 0)`.

However, it doesn't seem to be specified in the document.

Is this behavior by design? Or is this a bug or undefined behavior?
Repository: vscode
Issue: I want to set font file names or filepaths into `editor.fontFamily`
Labels: feature-request,under-discussion,workbench-fonts

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I want to set font file names or filepaths into `editor.fontFamily`, regardless of whether the fonts are installed in the OS or not.

If they are installed, I will write the absolute file names on the preferences. If they are not, I will write the absolute filepaths.

In my PC, some font files have same metadata-name and VS Code cannot realize that.
Repository: godot
Issue: Tileset tiles outside texture cannot be removed
Labels: bug,topic:editor,needs testing,topic:2d

### Godot version

4.2.stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 (NVIDIA; 31.0.15.3667) - 11th Gen Intel(R) Core(TM) i7-11700KF @ 3.60GHz (16 Threads)

### Issue description

It's possible for a tileset to end up with tiles outside of the texture when the Separation and Margin values are changed. This is fine temporarily, the user might want to tweak the settings until everything lines up.

But, if those tiles are stuck outside of the texture when the user is done, there is no quick way to remove them. The drop-down button for removing tiles outside the texture is always greyed out. The button above it does not affect invalid tiles. Tiles outside the texture cannot be selected or erased.

![image](https://github.com/godotengine/godot/assets/8879206/621748bd-79e6-4314-9d40-a40cf49753b0)

The only quick ways to remove the invalid tiles, are to:
- Remove the spritesheet from the tileset and try again, setting the proper values before creating any tiles.
- Reload the project and reopen the tileset. Errors are printed to Output about invalid tiles. The option to remove invalid tiles is now enabled, even though the invalid tiles do not show up visually. Click it, save, and the issue is resolved.

Possibly an issue with #77986 not detecting these invalid tiles, and enabling the drop-down button when atlas settings are changed.

### Steps to reproduce

Assuming you're using the provided spritesheet: [(spritesheet.zip)](https://github.com/godotengine/godot/files/13536607/spritesheet.zip)

- Create a spritesheet with separated tile sprites, or with margins around the edges
- Create a tileset, and pull the spritesheet into it
- Agree to the automatic tile creation _(this can happen with manually created tiles too, this is just for speed)_
- Set Margin and Separation X/Y values to 32

You will end up with invalid tiles outside the texture that cannot be removed, until the project is reloaded

### Minimal reproduction project

A project reload detects the invalid tiles and hides _(but does not actually remove)_ them, so a full project MRP is not really useful for clear, accurate reproduction.

You can use the spritesheet below for testing, though. The tiles are 64x64, with a 32px margin and 32px separation.

[spritesheet.zip](https://github.com/godotengine/godot/files/13536607/spritesheet.zip)