sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: ngIf with animation, nested in ngFor, create clones of itself, when item is reordered "upwards"
Labels: area: animations,P3,bug

### Which @angular/* package(s) are the source of the bug?

animations

### Is this a regression?

?

### Description

The following code template malfunction when the `ngIf` item is "moved" "upwards" in the `ngFor` list (but not downwards).

``` html
<div *ngFor="let item of list$ | async; trackBy: trackFn">
  <div class="item">
    {{ item.text }}
    <div *ngIf="item.id === openItem()" [@State] class="sub-content">
      {{ item.text }} content
    </div>
  </div>
</div>
```

This error happens when the `trackBy` function return the `ngFor` item id. And the nested `ngIf` element has an animation.

Please see below in the video:
[2023-12-11 14-19-04.webm](https://github.com/angular/angular/assets/7062803/43b9150b-5f2d-4214-bb4e-db55131cf76c)

The end state in the video is shown in the image below, the template code pasted above generates two extra divs, one for each move "upwards".
![image](https://github.com/angular/angular/assets/7062803/6e392ce6-52ea-4680-8508-24502d2f9211)


### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/hswtny?file=src%2Fexample%2Flist-overview-example.html

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular 17.0.6, in stackblitz
```


### Anything else?

The video wrongly shows "Current build: 17.0.3", it is 17.0.6.
Repository: PowerToys
Issue: Windows File Explorer - Display Dimensions of Graphics Files
Labels: Idea-Enhancement,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

I'd like Windows to display the dimensions of .ai, .eps, .psd, and .svg graphics files. It currently doesn't.

### Scenario when this would be used?

When in Windows File Explorer with the "Dimensions" attribute turned on, I'd like Windows to display the dimensions of .ai, .eps, .psd, and .svg graphics files. It currently doesn't. I'm a graphic designer and therefore work extensively with these types of files. My current work-around to this Windows File Explorer deficiency is to include the dimensions of these filetypes in the file name. Sometimes I forget, though, and have to open a file to ascertain its dimensions. The "dimensions" file attribute is a great time saver for me when I'm working with .gif, jpg, .png and .tif graphics files. If you can engineer this feature for the other types as well, you'll be saving me (and I assume a lot of other graphic designers) a lot of time and aggravation. I've hopefully explained myself clearly enough, so you won't need me to include a Windows File Explorer screenshot. If you do want one, though, or if you have any questions, please don't hesitate to ask. Thanks in advance...

### Supporting information

I have a great appreciation for your PowerToys tools. My favorite so far is "PowerRename." Thank you very much.
Repository: vscode
Issue: Tasks with CustomExecution fails if the default terminal profile is contributed by the same extension
Labels: bug,tasks

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.85.0
- OS Version: Any

Steps to Reproduce:

1. Create an extension that contributes a terminal profile:
   ```json
   "terminal": {
       "profiles": [
           {
               "id": "extension.terminal",
               "title": "Custom profile",
           }
       ]
   }
   ```
2. From that extension's activation function, launch a task that creates a `Pseudoterminal` from a `CustomExecution`:
   ```ts
   
    const writer = new vscode.EventEmitter<string>();
    vscode.tasks.executeTask({
        definition: {
            type: 'custom',
        },
        name: 'Test task',
        isBackground: false,
        presentationOptions: {},
        runOptions: {},
        source: 'My extension',
        problemMatchers: [],
        scope: vscode.TaskScope.Workspace,
        execution: new vscode.CustomExecution(async () => ({
            onDidWrite: writer.event,
            open: () => writer.fire('open'),
            close: () => {
                throw new Error('Method not implemented.');
            },
        })),
    });
   ```
3. Start debugging. The terminal launches as expected, and nothing else happens. 
4. Change the default terminal profile to our contributed `Custom profile`.
5. Restart debugging. VS Code now errors out, complaining that there's no contributed profile for our `Custom profile`.

If we implement a terminal profile provider, VS Code will start a new terminal with the custom terminal profile instead of erroring out, but I expect the custom task to run.
Repository: PowerToys
Issue: Fancy Zones snapping to multiple zones with mouse 
Labels: Idea-Enhancement,FancyZones-Dragging&UI,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

When using the non-primary mouse button to toggle zone activation, could a feature be implemented where holding the non-primary mouse button and moving the cursor snaps to multiple zones without having to press the `ctrl` key or the middle-click mouse button?

I would otherwise use the `ctrl` key but I use the modifier keys for other functions and I personally feel that the middle-mouse method is not conducive for this feature.

### Scenario when this would be used?

I work with lots of data and an ultrawide screen. I can have as many as 6 or 7 windows open on one monitor at one time. Having the ability to organize my windows with a single mouse button would help my workflow.

### Supporting information

This functionality is already used by WindowGrid: [YouTube link](https://www.youtube.com/watch?v=ZuDyNawz1e0&t=5m32s) with timestamp
Repository: next.js
Issue: `redirect` from "next/navigation" does not work inside `setTimeout` in a `useEffect` body
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/rileybarabash/bug-repros-and-demos/tree/next-useeffect-settimeout-redirect

### To Reproduce

1. Start in development (pnpm run dev)
2. Count to 5
3. Realize that no matter how long you wait, it is not going to redirect
4. Uncomment and try the 2 other examples in "~/page.tsx", one which omits `setTimeout` and the other that uses `useRouter.push`

### Current vs. Expected behavior

Does not redirect, expected a redirect. Very easily reproducible.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.1.0: Tue Oct  3 22:41:14 PDT 2023; root:xnu-10002.41.8~15/RELEASE_X86_64
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: N/A
  pnpm: 8.10.2
Relevant Packages:
  next: 14.0.5-canary.5
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Routing (next/router, next/navigation, next/link)

### Additional context

I found this related issue: #59163. Thoroughly read the relevant [docs](https://nextjs.org/docs/app/api-reference/functions/redirect) and I believe this should work.
Repository: electron
Issue: track down origin of is_execution_terminating() DCHECK
Labels: upgrade-follow-up,stale-exempt

Discussed at https://github.com/electron/electron/pull/40632#discussion_r1422599137

https://chromium-review.googlesource.com/c/v8/v8/+/5075293 made this change:

```diff
-  if (i_isolate->is_execution_terminating()) {                      \
-    return bailout_value;                                           \
-  }                                                                 
+  DCHECK(!i_isolate->is_execution_terminating());                   \
```
At first glance it looks like our code may have been re-entering while terminating prior to this roll & the only change is that now this is a `DCHECK()able` state. We should track the source of this failure down, fix it, and remove the revert_api_dcheck-fail_when_we_reenter_v8_while_terminating.patch patch.
Repository: godot
Issue: A subclass of an GDExtension subclass of EditorPlugin still cannot be used as an editor plugin
Labels: bug,topic:gdscript,topic:editor,topic:plugin,needs testing

### Tested versions

4.2.1.rc1

### System information

Linux

### Issue description

This is a direct continuation of https://github.com/godotengine/godot/issues/85268, see that issue for context.

Although https://github.com/godotengine/godot/issues/85268 is technically fixed, something else prevents such inheritance from being implemented:

```cpp
class MyEditorPluginBase : public EditorPlugin {
    GDCLASS(MyEditorPluginBase, EditorPlugin)
// ...
};
```

```gdscript
@tool
class_name MyEditorPlugin
extends MyEditorPluginBase
```

When trying to use this class as an editor plugin, Godot prints an error:

```
ERROR: Script inherits from native type 'MyEditorPluginBase', so it can't be assigned to an object of type 'EditorPlugin'.
   at: instance_create (modules/gdscript/gdscript.cpp:390)
```

### Steps to reproduce

1. Make a GDExtension subclass of `EditorPlugin` (the programming language used doesn't matter)
2. Make a GDScript subclass of that GDExtension class
3. Try to use it as an editor plugin (create `plugin.cfg`, enable it in the project settings)

### Minimal reproduction project (MRP)

As requested by @YuriSizov, I made a godot-cpp example to make it easier to reproduce this issue (but note that I'm not a C++ developer and blindly copied code from the documentation):

[NativeEditorPluginTest.zip](https://github.com/godotengine/godot/files/13637496/NativeEditorPluginTest.zip)

See also https://github.com/godotengine/godot/issues/85268 for a godot-rust example
Repository: react-native
Issue: iOS only: `onChangeText` of `TextInput` is fired with text longer than `maxLength`
Labels: Platform: iOS,Issue: Author Provided Repro,Resolution: PR Submitted,Component: TextInput

### Description

We noticed that sometimes the `onChangeText` event of `TextInput` was fired with text longer than `maxLength`. According to the doc, this behaviour seems to be unexpected. 

> maxLength: 
Limits the maximum number of characters that can be entered. 

This happens only on iOS relating to autocompletion. 


### Steps to reproduce

Here is a snack link to reproduce the issue:  https://snack.expo.dev/@yupeng_li/textinput

It contains only a TextInput component and `maxLength` is set to 3. If you type in `bef` and let the autocomplete suggestion come up, you will see an alert triggered by `onChangeText` when text is longer the `maxLength`.

In the screenshot below, the text returned is "**Before**", and the text displayed in the input is "**ore**". 

![image](https://github.com/facebook/react-native/assets/31921080/cc1dc86d-3871-4531-b047-9b54c069f0e8)


### React Native Version

0.71.14

### Affected Platforms

Runtime - iOS

### Output of `npx react-native info`

```text
info Fetching system and libraries information...
System:
    OS: macOS 14.1.2
    CPU: (10) arm64 Apple M1 Pro
    Memory: 81.80 MB / 32.00 GB
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.17.0 - ~/Library/Caches/fnm_multishells/24849_1670237417415/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 9.6.7 - ~/Library/Caches/fnm_multishells/24849_1670237417415/bin/npm
    Watchman: 2023.10.09.00 - /opt/homebrew/bin/watchman
  Managers:
    CocoaPods: Not Found
  SDKs:
    iOS SDK:
      Platforms: DriverKit 23.0, iOS 17.0, macOS 14.0, tvOS 17.0, watchOS 10.0
    Android SDK: Not Found
  IDEs:
    Android Studio: 2022.3 AI-223.8836.35.2231.10671973
    Xcode: 15.0.1/15A507 - /usr/bin/xcodebuild
  Languages:
    Java: 11.0.19 - /Users/yupeng/.sdkman/candidates/java/11.0.19-tem/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.2.0 => 18.2.0
    react-native: 0.71.14 => 0.71.14
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found
info React Native v0.73.0 is now available (your project is running on v0.71.14).
info Changelog: https://github.com/facebook/react-native/releases/tag/v0.73.0
info Diff: https://react-native-community.github.io/upgrade-helper/?from=0.71.14
info For more info, check out "https://reactnative.dev/docs/upgrading".
```


### Stacktrace or Logs

```text
No stacktrace
```


### Reproducer

https://snack.expo.dev/@yupeng_li/textinput

### Screenshots and Videos

_No response_
Repository: TypeScript
Issue: Abstract property specified on multiple classes loses modifier after intersection
Labels: Bug,Help Wanted

### 🔎 Search Terms

abstract property class intersection InstanceType typeof mixin trait

### 🕗 Version & Regression Information

- This is the behavior in every version I tried



### ⏯ Playground Link

https://tsplay.dev/mAL7ZN

### 💻 Code

```ts
abstract class A {
	abstract a(): number
}

abstract class A2 {
	abstract a(): number
}

abstract class B  {
	abstract b(): number
}

declare const Base: abstract new () => A & B

// correctly has type error requiring the implementation of 'a' and 'b'
class Foo extends Base {}

declare const FalsePositiveBase: abstract new () => A & A2

// this sould be an error
// if an abstract property appears on multiple classes, it is not treated as abstract
class Bar extends FalsePositiveBase {}
```

Seems like there must be some flag that associates the abstractness of the original class instance when it is used as a class instance like that, but there is a logic error that checks if the prop exists on other intersection members and erases the modifier, even if all of them are also abstract.

I previously thought this was a workaround:

```ts

// can workaround this as follows:
declare const WorkaroundBase: abstract new () => InstanceType<typeof A & typeof A2>

// now gives the correct error that 'a' is missing
class Baz extends WorkaroundBase {}
```

But realized that it is just treating the constructor as an overload and only using one of the instance types.

### 🙁 Actual behavior

Behavior for multiple props of the same name was inconsistent with behavior for props with differing names

### 🙂 Expected behavior

Intersecting multiple props of the same name that all of the `abstract` modifier should preserve it

### Additional information about the issue

_No response_
Repository: go
Issue: runtime: frequent TestCrashDumpsAllThreads failures on `linux/s390x`
Labels: help wanted,NeedsInvestigation,arch-s390x,compiler/runtime

```
#!watchflakes
post <- goarch == "s390x" && pkg == "runtime" && test == "TestCrashDumpsAllThreads"
```

### Go version

ca804118b1ff4ea6cd0b83808e140671d7e10f6f

### What operating system and processor architecture are you using (`go env`)?

```shell
linux-s390x-ibm-race at ca804118b1ff4ea6cd0b83808e140671d7e10f6f

:: Running /data/golang/workdir/go/src/make.bash with args ["/data/golang/workdir/go/src/make.bash" "-force"] and env ["LANG=en_US.UTF-8" "PATH=/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin" "HOME=/root" "LOGNAME=root" "USER=root" "SHELL=/bin/sh" "INVOCATION_ID=5ad2b81f504d4d4493366f364d13f297" "JOURNAL_STREAM=9:358624446" "META_BUILDLET_BINARY_URL=https://storage.googleapis.com/go-builder-data/buildlet.linux-s390x" "GO_STAGE0_NET_DELAY=0s" "GO_STAGE0_DL_DELAY=100ms" "WORKDIR=/data/golang/workdir" "GOROOT_BOOTSTRAP=/data/golang/workdir/go1.4" "GO_BUILDER_NAME=linux-s390x-ibm-race" "GO_BUILDER_FLAKY_NET=1" "GO_TEST_TIMEOUT_SCALE=5" "GOBIN=" "TMPDIR=/data/golang/workdir/tmp" "GOCACHE=/data/golang/workdir/gocache" "GOPLSCACHE=/data/golang/workdir/goplscache" "PWD=/data/golang/workdir/go/src"] in dir /data/golang/workdir/go/src
```


### What did you do?

https://build.golang.org/log/5e29be06bbb7a8a4923d83a58972aa2a10677a94

### What did you expect to see?

All tests passing.

### What did you see instead?

```
--- FAIL: TestCrashDumpsAllThreads (0.11s)
    crash_unix_test.go:145: found 2 instances of main.crashDumpsAllThreadsLoop; expected 4
…
FAIL
FAIL	runtime	46.511s
```

(attn @golang/s390x)
Repository: storybook
Issue: [Bug]: build not producing iframe.html in output folder
Labels: bug,help wanted,compatibility with other tools

### Describe the bug

Probably the same as this -> https://github.com/storybookjs/storybook/issues/24445

using...
react-vite template
yarn (berry 4.0.2), pnp, and workspaces
Docker image (Alpine)


### To Reproduce

storybook build

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 6.5 Alpine Linux
    CPU: (12) x64 unknown
    Shell: 1.36.1 - /bin/ash
  Binaries:
    Node: 20.10.0 - /tmp/xfs-beea7742/node
    Yarn: 4.0.2 - /tmp/xfs-beea7742/yarn <----- active
    npm: 10.2.3 - /usr/local/bin/npm
```


### Additional context

The "fix" should not be "don't use Alpine images"
Repository: godot
Issue: Vulkan Mobile: CPUParticles2D with Spritesheet texture is crashing on Android
Labels: bug,platform:android,topic:rendering,topic:thirdparty,needs testing,crash

### Tested versions

- It happens on Godot v4.2-stable and v4.1.2-stable.
- Does not happen in Godot v3.5.3-stable.
- Not on every android device.

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated AMD Radeon (TM) R7 360 Series () - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

### Issue description

When using a CPUParticle2D with a spritesheet (png file) as it's texture, and with a CanvasItemMaterial with `Particles Animation` enabled, and having any sprite infront of it (does not need to overlap it), whether by child order or by z-index, it crashes when playing on Android.

Does not need to be on the startup, spawning the particle or having a delay to emit it with requirements that I described above, it will crash as well.

But I was able to cause this problem only on my Android device, I have tested in other devices and it does not crash.

Device | Android | RAM | It crashes?
--- | --- | ---  | ---
Xiaomi Redmi 7A | 10 | 2GB | **Crash**
Xiaomi Redmi Note 8 | 10 | 4GB | Does not crash
Xiaomi Redmi Note 9 | 11 | 4GB | Does not crash
Samsung Galaxy A54 | 13 | 8GB | Does not crash

The only difference between the devices that I think is causing the problem is the RAM.

The crashes happened in Godot v4.2-stable and v4.1.2-stable, 
it does not happen on Godot v3.5.3-stable (with both ES3 and ES2).

It is crashing only on **Mobile** renderer, Compatibility renderer does not crash.

Perhabs is Vulkan renderization causing problem in 2GB devices? 

### Steps to reproduce

1. Add a CPU2DParticle to the scene.
2. Set a new CanvasItemMaterial to it's material
3. Enable the particles animation.
4. Add icon.svg or any other sprite to the scene, make it appear infront of the particles by changing the z-index or by child order.
5. Export to android and play it.

### Minimal reproduction project (MRP)

[Project files](https://github.com/godotengine/godot/files/13638681/Spritesheet.CPU.Particles.zip)
[APK file](https://drive.google.com/file/d/1Ls3ALWqEdn1c6Py6Exfc4a_30638Y84M/view?usp=drive_link)
Repository: godot
Issue: Duplicating Resource scripts breaks the inspector when attaching the duplicate script to a .tres file
Labels: bug,topic:editor

### Tested versions

Godot Engine v4.2.stable.official

### System information

Godot v4.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.4601) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

Duplicating a script that inherits from a custom resource, then attaching that script to an "instance" (not sure what to call it) of a resource causes the inspector to stop showing any exported variables from the resource. This only seems to happen when there is a difference in exported variables between the two sibling scripts but I'm not sure. The steps to reproduce should make it a lot clearer.

This happened to me when I was duplicating a script because I knew the next script would have similar code, so I think it's kinda common for this to happen. This was fixed by deleting the script, then making a new one without duplicating anything, and copy pasting manually.

I couldn't find any duplicates (haha) of this issue that specifically come from duplicating scripts, but it's possible that #83343 fixes this. I'm not sure though, since I don't have that version of Godot, nor do I know how to find that version of Godot.

### Steps to reproduce

1. Create a new script `test_resource.gd` that extends Resource
2. Paste the following:
```
class_name TestResource
extends Resource

@export var member_variable: int
```
3. Create a new script `inherited_resource.gd` that extends TestResource
4. Paste the following
```
extends TestResource

@export inherited_member_variable: int
```
5. Create a new resource `new_test_resource.tres`. Select TestResource to be the "instancer" (still don't know what to call it)
6. Right-click then duplicate `inherited_resource.gd`. Name it `inherited_resource2.gd`
7. Replace the script body with the following:
```
extends TestResource

@export var duplicate_member_variable: int
```
8. Double click on `new_test_resource.tres`
9. Drag and drop `inherited_resource2.gd` to the script of `new_test_resource` in the inspector
10. Then drag and drop `inherited_resource.gd` to replace the duplicate
11. Watch all the variables in the inspector disappear! It should look like this:
![image](https://github.com/godotengine/godot/assets/13536122/df789bcb-f899-47d9-bcd0-a2eda40a11b4)


### Minimal reproduction project (MRP)

[resource_duplication_bug.zip](https://github.com/godotengine/godot/files/13638556/resource_duplication_bug.zip)

Inspecting the .tres file should show no exported variables after opening the project, since reloading the project did not fix this for me.
Repository: PowerToys
Issue: [Peek] When viewing a video, the clip information is displayed and cannot be removed
Labels: Needs-Triage,Area-App Compat,Product-Peek

### Description of the new feature / enhancement

Add a separate button (on the start/pause menu) to see detailed information about the clip. Currently, when viewing a clip in "Peеk" without wanting to, the data for the clip is visible without needing it, and the information is removed according to unclear criteria.
PowerToys v0.76.1

### Scenario when this would be used?

When viewing video clips.

### Supporting information

![image](https://github.com/microsoft/PowerToys/assets/70388317/b98c9dea-5f74-44c9-b5ad-e4d25e6b0db6)

https://github.com/microsoft/PowerToys/assets/70388317/1f298ea6-1935-4111-a20f-dc6ee1a79744