sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [web][mobile browser]: jittery behavior upon scrolling slowly.
Labels: engine,platform-web,has reproducible steps,P2,browser: chrome-android,team-web,triaged-web,found in release: 3.24,found in release: 3.25

### Steps to reproduce

1. Run the code snippet on flutter web
2. Scroll list very slowly. 

### Expected results

List is scrolling smoothly 

### Actual results

Widgets are jittering up and down. 

### Code sample

<details open><summary>Code sample</summary>

```dart
Scaffold(
      appBar: AppBar(
        title: const Text('Home'),
      ),
      body: ListView.builder(
        itemCount: 100,
        itemBuilder: (context, index) {
        return Column(
          children: List.generate(100, (index){
            return  Text('Item with some text with number $index');
          }),
        );
      }
      ),
    );
//Or this
Scaffold(
      appBar: AppBar(
        title: const Text('Home'),
      ),
      body: ListView.builder(
          itemCount: 100,
          itemBuilder: (context, index) {
            return Column(
              children: List.generate(100, (index) {
                return ListTile(
                  title: Text('Item with index number $index'),
                  leading: const Icon(Icons.ac_unit),
                );
              }),
            );
          }),
    );
```

</details>


### Screenshots or Video

<details open>
<summary>
If you can, playback video on full screen vertical monitor will be more noticeable. SingleChildScrollView has the same effect. Indicating something wrong with web layout. It is like, if I scroll by one pixel up, not all widgets will move up by 1 pixel Some will stay, some will scroll. But I am not sure.  I think even scrolling faster this could cause widgets jump up and down very fast, that is not noticeable, but causing widgets a little blurry. When user scrolls and stops but keeps finger on screen it might scroll by few pixels causing everything to jitter. Tested on android web, Chrome and Samsung internet. 
</summary>

https://github.com/user-attachments/assets/863b3658-c7da-4caa-a647-71e68f9473b8


https://github.com/user-attachments/assets/4bad31ca-5230-4c55-8b8f-69442636eb52




</details>


### Logs

no logs or orros



### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[√] Flutter (Channel stable, 3.24.1, on Microsoft Windows [Version 10.0.19045.4780], locale lv-LV)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop Windows apps (Visual Studio Build Tools 2022 17.5.5)
[√] Android Studio (version 2022.2)
[√] VS Code (version 1.92.2)
[√] Connected device (4 available)
[√] Network resources
```

</details>
Repository: vscode
Issue: Task Smoke Tests on Windows time out after build agent update
Labels: tasks,debt,smoke-test-failure

These started failing after an update to the build agent which shouldn't be related, but likely triggered a timing issue:
```
2) VSCode Smoke Tests (Electron)
       Task
         Task Quick Pick
           Tasks: Run Task
             icon - icon only:
     Error: Timeout: get element '.single-terminal-tab .codicon' after 20 seconds.
      at Code.poll (D:\a\_work\1\s\test\automation\out\code.js:204:23)
      at async Code.waitForElement (D:\a\_work\1\s\test\automation\out\code.js:163:16)
      at async Terminal.assertTabExpected (D:\a\_work\1\s\test\automation\out\terminal.js:227:17)
      at async Terminal.assertSingleTab (D:\a\_work\1\s\test\automation\out\terminal.js:158:9)
      at async Task.assertTasks (D:\a\_work\1\s\test\automation\out\task.js:37:17)
      at async Context.<anonymous> (out\areas\task\task-quick-pick.test.js:43:17)

  3) VSCode Smoke Tests (Electron)
       Task
         Task Quick Pick
           Tasks: Run Task
             icon - color only:
     Error: Timeout: get element '.single-terminal-tab' after 20 seconds.
      at Code.poll (D:\a\_work\1\s\test\automation\out\code.js:204:23)
      at async Code.waitForElement (D:\a\_work\1\s\test\automation\out\code.js:163:16)
      at async Terminal.assertTabExpected (D:\a\_work\1\s\test\automation\out\terminal.js:223:17)
      at async Terminal.assertSingleTab (D:\a\_work\1\s\test\automation\out\terminal.js:158:9)
      at async Task.assertTasks (D:\a\_work\1\s\test\automation\out\task.js:37:17)
      at async Context.<anonymous> (out\areas\task\task-quick-pick.test.js:48:17)

  4) VSCode Smoke Tests (Electron)
       Task
         Task Quick Pick
           Tasks: Run Task
             icon - icon & color:
     Error: Timeout: get element '.single-terminal-tab' after 20 seconds.
      at Code.poll (D:\a\_work\1\s\test\automation\out\code.js:204:23)
      at async Code.waitForElement (D:\a\_work\1\s\test\automation\out\code.js:163:16)
      at async Terminal.assertTabExpected (D:\a\_work\1\s\test\automation\out\terminal.js:223:17)
      at async Terminal.assertSingleTab (D:\a\_work\1\s\test\automation\out\terminal.js:158:9)
      at async Task.assertTasks (D:\a\_work\1\s\test\automation\out\task.js:37:17)
      at async Context.<anonymous> (out\areas\task\task-quick-pick.test.js:53:17)
```

https://dev.azure.com/monacotools/Monaco/_build/results?buildId=290842&view=logs&j=4801dce2-64f3-53d6-b366-d49a1977c639&t=9ab437b3-ee70-5588-b120-442542e6d570

/cc @lszomoru 

Revert: https://github.com/microsoft/vscode/pull/227353
Repository: electron
Issue: [Bug]: DOMException: Could not start audio source
Labels: platform/windows,bug :beetle:,has-repro-comment,31-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

31.4.0

### What operating system(s) are you using?

Windows

### Operating System Version

Windows 10 Pro 22H2 19045.4780

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Run successfully

### Actual Behavior

The following code fails on some our computers with **DOMException: Could not start audio source** exception
```typescript
  const checkMicrophone = async (): Promise<void> => {
    try {
      await navigator.mediaDevices.getUserMedia({ audio: true })
      console.log('SUCCESS')
    } catch (ex) {
      console.log(ex)
    }
  }
```

### Testcase Gist URL

_No response_

### Additional Information

_No response_
Repository: godot
Issue: Can't Open Project from Project manager and can't run any scene.
Labels: needs testing

### Tested versions

Godot_v4.3

### System information

AMD Ryzen 3 5300U with Radeon Graphics, Clock Speed 2.60 GHz, 8GB RAM

### Issue description

It was fine until i installed Unreal Engine 5 in my laptop. i was able to edit any project and i was able to run any scene, but After Installing UE5, whenever i try to open any project it automatically close the project. after trying multiple time ( 10-20 times ) it finally opened, but cant run any scene. To Run any scene, i  had to press run button multiple times ( 10-20 times ). and i had to do it every time when i want to make or edit game projects. I don't know whether the problem is in my laptop or in Godot.

### Steps to reproduce

Click on Godot4.3.exe >>Click any project 

### Minimal reproduction project (MRP)

[test_project.zip](https://github.com/user-attachments/files/16836653/test_project.zip)
Repository: ui
Issue: [feat]: Improve DX by Setting Default type='button' for Button Component to Prevent Unintended Form Submissions
Labels: area: request

### Feature description

Currently, the Button component does not have a default value for the type attribute. This means that if a Button component is placed inside a form element without explicitly setting type='button', it will default to type='submit', following standard HTML behavior. Reference: [MDN - HTML button](https://developer.mozilla.org/en-US/docs/Web/HTML/Element/button#type).

To improve developer experience (DX), it would be beneficial to set the default type of the Button component to 'button'. This change would help prevent accidental form submissions when a Button component is placed within a form element without the explicit type='button' attribute.

### Affected component/components

Button

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: go
Issue: proposal: cmd/go: ignore empty functions in coverage report
Labels: Proposal

### Proposal Details

A common way to implement union types in Go is with an interface e.g.

```go
type Record struct {
	Title string
	Value valueType
}

type valueType interface {
	isValue()
}

type ValueFoo struct {
	Foo string
}

func (ValueFoo) isValue() {}

type ValueBar struct {
	Bar string
}

func (ValueBar) isValue() {}
```

This method is amongst others employed by protobuf. The problem is that these empty functions negatively affect coverage, so in projects where coverage is enforced it can lead to having to write nonsensical tests like this:

```go
func TestValueType(*testing.T) {
	tests := []valueType{
		ValueFoo{},
		ValueBar{},
	}

	for _, tt := range tests {
		tt.isValue()
	}
}
```

To avoid this it would be great if empty functions were excluded from the coverage report.
Repository: vscode
Issue: VS code takes a long time to boot.
Labels: freeze-slow-crash-leak

## Info 
- I'm using ubuntu 24.04
- The window is rendered quite fast but is empty, it then takes approximately 10sec to "fill" it with content
- I've tried disabling all extensions or using an empty workspace and it does not get faster
- I'm using the snap (classical) version but the .deb version is not faster


## Startup Info
[startup_info.txt](https://github.com/user-attachments/files/16837349/startup_info.txt)


## Profile file

[prof-jIqwh3S8.main.cpuprofile.txt](https://github.com/user-attachments/files/16837291/prof-jIqwh3S8.main.cpuprofile.txt)
Repository: godot
Issue: [C#] Infinite recursion in exported property won't throw StackOverflowException as it should
Labels: discussion,needs testing,topic:dotnet

### Tested versions

- Reproducible in v4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.3742) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

I accidentally made an infinite recursion in one of my project because of a typo.
Godot hangs instead of throwing a `StackOverflowException` as it should.

When running the project:
The game hangs and the scene is never loaded. Nothing happen until the project is stopped from running.

If the script is annoted with `[Tool]`
The editor hangs and must be killed with the TaskManager.

Didn't tested with GDScript (sorry I never tried this language)

### Steps to reproduce

* Add the below code to any node in a scene:

```C#
public partial class StackOverflow : Node2D
{
	[Export]
	public string ShouldThrowStackOverflow
	{
		set
		{
			ShouldThrowStackOverflow = value;
		}
		get
		{
			return shouldThrowStackOverflow;
		}
	}

	private string shouldThrowStackOverflow;
}
```

* Assign any value to this property in the editor

### Minimal reproduction project (MRP)

Minimal reproduction project (C#)
[StackOverflow.zip](https://github.com/user-attachments/files/16837384/StackOverflow.zip)
Repository: godot
Issue: Impossible to use symbols as a comment marker
Labels: discussion,topic:gdscript,topic:editor,documentation

### Tested versions

- 4.3.stable

### System information

Godot v4.3.stable - Windows 10.0.22631 - GLES3 (Compatibility) - Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.5186) - 12th Gen Intel(R) Core(TM) i7-1255U (12 Threads)

### Issue description

It seems the text editor does not support, symbols (such as : §, ?, !, !!) as **_comment marker_**
![image](https://github.com/user-attachments/assets/1f8b3a29-9220-4422-bdde-431a400a92b1)

The comment doesn't use the corresponding color and keep the normal comment color compared to a **_comment marker_** with letters and numbers
![image](https://github.com/user-attachments/assets/a45ee929-8cf6-4a84-b3d5-594f9a991fba)

### Steps to reproduce

1. Open the customisation parameters of the text editor (_Editor Settings_ -> _Text Editor_ -> _Theme_)
2. Set the theme to Custom
3. Add symbols to the list (there are at the end)
4. Comment with these symbols

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: PowerPC `altivec` intrinsics are unsound due to subnormal flushing
Labels: P-medium,T-compiler,I-unsound,O-PowerPC,C-bug,A-floating-point,I-miscompile

I tried this code, compiled on a PowerPC target with `-O -Ctarget-feature=+altivec` (`-O -Ctarget-feature=-vsx` is required instead if the chosen PowerPC target uses a default target CPU of `pwr7` or later):

```rust
#![feature(stdarch_powerpc, powerpc_target_feature)]

#[cfg(target_arch = "powerpc64")]
use std::arch::powerpc64::{vector_float, vec_add};
#[cfg(target_arch = "powerpc")]
use std::arch::powerpc::{vector_float, vec_add};
use std::mem::transmute;

#[inline(never)]
fn print_vals(x: vector_float, i: usize, vals_i: u32) {
    println!("x={x:?} i={i} vals[i]={vals_i}");
}

const ZERO: vector_float = unsafe { transmute([0, 0, 0, 0]) };
const INC: vector_float = unsafe { transmute([f32::MIN_POSITIVE / 128.0, f32::MIN_POSITIVE / 128.0, f32::MIN_POSITIVE / 128.0, f32::MIN_POSITIVE / 128.0]) };
const TARGET: u128 = unsafe { transmute([f32::MIN_POSITIVE, f32::MIN_POSITIVE, f32::MIN_POSITIVE, f32::MIN_POSITIVE]) };

#[inline(never)]
#[target_feature(enable = "altivec")]
pub unsafe fn evil(vals: &[u32; 300]) {
    let mut x: vector_float = ZERO;
    let mut i: usize = 0;
    while unsafe { transmute::<vector_float, u128>(x) } != TARGET {
        print_vals(x, i, vals[i]);
        x = unsafe { vec_add(x, INC) };
        x = unsafe { vec_add(x, INC) };
        i += 2;
    }
    dbg!(unsafe { transmute::<vector_float, u128>(x) });
}

pub fn main() {
	let mut vals: [u32; 300] = [0; 300];
    for i in 0..300 { vals[i as usize] = i; }
    unsafe { evil(&vals) };
}

#[cfg(not(target_feature = "altivec"))]
compile_error!("-Ctarget-feature=+altivec required");

#[cfg(target_feature = "vsx")]
compile_error!("-Ctarget-feature=-vsx required");
```

I expected to see this happen: The program does not segfault.

Instead, this happened: The program segfaults as LLVM optimisations presume that subnormals are not flushed to zero, whereas the `altivec` instructions flush subnormals to zero. This only occurs when the `vsx` feature is not enabled; the `vsx` instructions do not flush subnormals and therefore do not have this issue.

This is the PowerPC equivalent of #129880.

### Meta
`rustc --version --verbose`:
```
rustc 1.82.0-nightly (a7399ba69 2024-08-31)
binary: rustc
commit-hash: a7399ba69d37b019677a9c47fe89ceb8dd82db2d
commit-date: 2024-08-31
host: x86_64-unknown-linux-gnu
release: 1.82.0-nightly
LLVM version: 19.1.0
```
Repository: opencv
Issue: Python bindings do not respect optional modules
Labels: bug,incomplete

### System Information

OpenCV 4.10.0

### Detailed description

When building OpenCV with Python support, it seems that I am forced to compile a bunch of modules that I do not want in order to generate the Python bindings. So far, I have been forced to compile `imgproc`, `features2d`, `gapi`, and `dnn`.

### Steps to reproduce

When running CMake, define the `BUILD_LIST` as `core,python_bindings_generator,python_tests,python3` and watch it fail with `SymbolNotFound` and `TypeResolutionFailed` errors.

### Issue submission checklist

- [X] I report the issue, it's not a question
- [ ] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] 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: rust
Issue: Build failure when using LTO with static linking
Labels: A-linkage,T-compiler,C-bug,A-LTO

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I have been experimenting with building crates as cdylibs/staticlibs out of tree as a workaround for emulating cargo artefacts
on stable rust. I have created a repository with an example of this [here](https://github.com/burtonageo/rational_test_app). To minimally reproduce the error, run:

```bash
git clone --depth 1 https://github.com/burtonageo/rational_test_app
cd rational_test_app
cargo build --release
```

When building with static linking and LTO, I get the following error:

```
error: failed to get bitcode from object file for LTO (could not find requested section)
```

I have configured the `release` profile to use lto. When building with dynamic linking and LTO, or static linking
without LTO, the build succeeds. This can be reproduced with either `lto = "thin"` or `lto = true`. To reproduce
the error, run `cargo build --release`. To disable static linking, use the `--no-default-features` flag.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
cargo 1.80.1 (376290515 2024-07-16)
release: 1.80.1
commit-hash: 37629051518c3df9ac2c1744589362a02ecafa99
commit-date: 2024-07-16
host: aarch64-apple-darwin
libgit2: 1.7.2 (sys:0.18.3 vendored)
libcurl: 8.7.1 (sys:0.4.72+curl-8.6.0 system ssl:(SecureTransport) LibreSSL/3.3.6)
ssl: OpenSSL 1.1.1w  11 Sep 2023
os: Mac OS 14.6.1 [64-bit]
```

This issue is also seen on nightly:

`rustc +nightly --version --verbose`:
```
cargo 1.82.0-nightly (8f40fc59f 2024-08-21)
release: 1.82.0-nightly
commit-hash: 8f40fc59fb0c8df91c97405785197f3c630304ea
commit-date: 2024-08-21
host: aarch64-apple-darwin
libgit2: 1.8.1 (sys:0.19.0 vendored)
libcurl: 8.7.1 (sys:0.4.74+curl-8.9.0 system ssl:(SecureTransport) LibreSSL/3.3.6)
ssl: OpenSSL 1.1.1w  11 Sep 2023
os: Mac OS 14.6.1 [64-bit]
```

</p>
</details>
Repository: pytorch
Issue: F.one_hot() function on "mps" device crashes on Intel Mac
Labels: triaged,module: intel,module: mps

### 🐛 Describe the bug

```python
import torch
import torch.nn.functional as F
# Assume num_anchors is the number of anchors, and topk_idxs is your index tensor
num_anchors = 10  # Example number, adjust according to actual situation
topk_idxs = torch.randint(low=0, high=num_anchors, size=(1, 5, 10))  # Randomly generate some index data

# Set the device to MPS
device = torch.device("mps")
topk_idxs = topk_idxs.to(device)

# Perform one-hot encoding and summation operation
try:
    one_hot = F.one_hot(topk_idxs, num_anchors)
    is_in_topk = one_hot.sum(-2)
    print("Operation successful, result shape:", is_in_topk.shape)
except Exception as e:
    print("Operation failed:", str(e))
```

Result:
```
/AppleInternal/Library/BuildRoots/4ff29661-3588-11ef-9513-e2437461156c/Library/Caches/com.apple.xbs/Sources/MetalPerformanceShaders/MPSCore/Utility/MPSLibrary.mm:556: failed assertion `MPSKernel MTLComputePipelineStateCache unable to load function reduce_multiple_passes_axes_add.
	Compiler encountered an internal error: (null)
'
```

### Versions

(torch_metal) william@wanbinwangdeMacBook-Pro main % pip show torch  
Name: torch
Version: 2.2.2
Summary: Tensors and Dynamic neural networks in Python with strong GPU acceleration
Home-page: https://pytorch.org/
Author: PyTorch Team
Author-email: packages@pytorch.org
License: BSD-3
Location: /opt/anaconda3/envs/torch_metal/lib/python3.11/site-packages
Requires: filelock, fsspec, jinja2, networkx, sympy, typing-extensions
Required-by: accelerate, torchaudio, torchvision


cc @frank-wei @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10 @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: deno
Issue: Next.js components are not importing types properly
Labels: bug,upstream,nextjs

I was excited to try out deno on Next.JS after hearing about it on the syntax podcast. It runs well but unfortunately I'm getting a couple of type errors when importing the next core components like `next/link` and `next/image`.

This only happens in the editor with the LSP so it might not be the right place to post it so let me know.

For good measure in the project that I found it in I tried copy and pasting the compiler options into `deno.json`. It had no effect.

> JSX element type 'Link' does not have any construct or call signatures.deno-ts(2604)
> 'Link' cannot be used as a JSX component.
  Its type 'typeof import("file:///Users/richardvanbergen/code/deno-nextjs-bug-example/node_modules/.deno/next@14.2.7/node_modules/next/link")' is not a valid JSX element type.deno-ts(2786)

> JSX element type 'Image' does not have any construct or call signatures.deno-ts(2604)
'Image' cannot be used as a JSX component.
>  Its type 'typeof import("file:///Users/richardvanbergen/code/deno-nextjs-bug-example/node_modules/.deno/next@14.2.7/node_modules/next/image")' is not a valid JSX element type.deno-ts(2786)

Reproduction Steps:

1. Download the repo from the link below
2. Enable Deno from the menu command bar `Deno: Enable`
3. Ensure Deno Future is checked in the user settings
4. Just for good measure, add `DENO_FUTURE=1` explicitly in the settings.
5. Navigate to `src/app/page.tsx`.
6. Behold! Errors!

Version: Deno 1.46.2
Reproduction repo: [https://github.com/richardvanbergen/deno-nextjs-bug-example](https://github.com/richardvanbergen/deno-nextjs-bug-example)

Side note: I can deal with it but is there a way to enable wildcard import aliases?
Side side note: There's also an error importing the styles I personally don't care about that but if it's easy to answer then it might be worth documenting it.