sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Inconsistent parsing of data URLs in CSS in Next 14
Labels: bug

### Link to the code that reproduces this issue

[codemirror](https://codesandbox.io/p/devbox/css-bug-repro-4y4ktg?file=%2Fapp%2Fpage.tsx) / https://github.com/prichey/css-bug-repro

### To Reproduce

1. `next dev`
2. Note which divs have the incorrect background CSS (`.blue-bg`, `.pink-bg`).

### Current vs. Expected behavior

Using a 'partially' URL encoded SVG as data URL works as expected in `globals.css`, e.g.

```css
.red-bg {
  background-image: url("data:image/svg+xml,%3Csvg width='1' height='1' xmlns='http://www.w3.org/2000/svg'%3E%3Crect width='1' height='1' fill='red' /%3E%3C/svg%3E");
}
```

Using the same CSS in `styled-jsx` does not, e.g.

```jsx
<style jsx>{`
  .red-bg {
    background-image: url("data:image/svg+xml,%3Csvg width='1' height='1' xmlns='http://www.w3.org/2000/svg'%3E%3Crect width='1' height='1' fill='red' /%3E%3C/svg%3E");
  }
`}</style>
```

What's worse is that declarations following the 'broken' declaration are not respected, e.g.

```jsx
<style jsx>{`
  .red-bg {
    background-image: url("data:image/svg+xml,%3Csvg width='1' height='1' xmlns='http://www.w3.org/2000/svg'%3E%3Crect width='1' height='1' fill='red' /%3E%3C/svg%3E");
  }
  .pink-bg {
    background-color: pink; // not applied
  }
`}</style>
```

This worked without issue prior to updating to Next 14.2, but now is broken.

<img width="1512" alt="Screenshot 2024-05-16 at 11 12 43 AM" src="https://github.com/vercel/next.js/assets/1418487/de265b9a-c156-435b-8817-ce96ee16afb0">

As a sanity check, I downgraded to Next 13 (13.5.6), and it does indeed work as expected:

<img width="1512" alt="Screenshot 2024-05-16 at 11 26 36 AM" src="https://github.com/vercel/next.js/assets/1418487/5701a699-25e4-44ab-a380-81e9d28afd70">

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.1.0: Mon Oct  9 21:27:24 PDT 2023; root:xnu-10002.41.9~6/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 20.11.1
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 9.1.0
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Which stage(s) are affected? (Select all that apply)

next dev (local), Other (Deployed)

### Additional context

_No response_
Repository: flutter
Issue: Chrome and desktop Instances Clutter Dock on macOS When Running Flutter Projects
Labels: tool,platform-mac,platform-web,a: desktop,P3,team-web,triaged-web

**Description:**
When running Flutter projects in Chrome on macOS, each debug session spawns a new Chrome instance which appears as a new icon in the dock. This behavior clutters the dock with multiple Chrome icons, particularly during frequent debug sessions.

**Steps to Reproduce:**
1. Run any Flutter project on macOS using the command `flutter run -d chrome`.
2. Observe that each new debug session adds a new Chrome icon to the macOS dock.

**Expected Behavior:**
Repeated runs of Flutter projects in Chrome should reuse the existing Chrome instance or at least not add new icons to the macOS dock.

**Actual Behavior:**
Each run of a Flutter project results in a new Chrome icon appearing in the dock.

**Possible Solution:**
Perhaps Flutter can include an option to reuse browser instances for macOS users, or better manage how new instances are handled with respect to macOS's dock.

**Flutter Doctor Output:**
<img width="570" alt="Screenshot 2024-05-16 at 18 49 28" src="https://github.com/flutter/flutter/assets/6771600/61ad4f57-7d65-4b0b-98a0-eecd89c0a44c">


**Additional Information:**
- macOS Version: 14.3.1 
- Chrome Version: 124.0.6367.202

Thank you for looking into this issue!
Repository: pytorch
Issue: Add `int` and `str` type to `device` parameter of `torch.tensor()`
Labels: triaged,module: python frontend

### 📚 The doc issue

[The doc](https://pytorch.org/docs/stable/generated/torch.tensor.html) explains `device` parameter but it doesn't have `int` and `str` type as shown below:

> device ([torch.device](https://pytorch.org/docs/stable/tensor_attributes.html#torch.device), optional) – the device of the constructed tensor. If None and data is a tensor then the device of data is used. If None and data is not a tensor then the result tensor is constructed on the current device.

Actually, `device` parameter with `int` and `str` type works as shown below:

```python
import torch

torch.tensor(data=-3, device=0)
torch.tensor(data=-3, device='cuda:0')
# tensor(-3, device='cuda:0')
```

### Suggest a potential alternative/fix

_No response_

cc @albanD
Repository: flutter
Issue: Switching branches in the engine invalidates builds (RBE?)
Labels: P3,team-engine,triaged-engine,e: rbe

## reproduction steps
```sh
git checkout foo
# build your target
git checkout bar
git reset --hard foo
# build your target
```

## observed behavior

The second build started from scratch.

## expected behavior

The second build should be the same hash as the last one I built.  I would have expected the second build to be a noop.
Repository: go
Issue: proposal: syscall.RawConn: Extend or add interface to support close notify
Labels: Proposal

### Proposal Details

Currently `syscall.RawConn` supports notifications for read ready and write ready.
One thing we've found is we'd like to be notified when the fd is closed.
This helps prevent cases like `io.Copy(w, r)` from blocking forever when `w` is closed but `r` has no content to read  OR when `w` is blocked for write but `r` is closed.

So far we've used used the `RawConn.Control` function to setup epoll notify when on hangup.
It would be nice to have the interface (or an additional interface) support this and implementations can use the runtime poller.
Repository: go
Issue: x/tools/gopls: "internal error reading (shared cache|typerefs data)" (ENOSPC?) bug report (via telemetry)
Labels: NeedsInvestigation,gopls,Tools,gopls/telemetry-wins

```
#!stacks
("bug.Reportf" || "bug.Errorf") && 
  ("runCached:21" || "runCached:+24" || "runCached:+18" || /* analysis */
   "typerefData:+5")  /* typerefs */
```

This stack `-iVK7w` was [reported by telemetry](https://storage.googleapis.com/prod-telemetry-merged/2024-05-13.json):

```go
	// Access the cache.
	var summary *analyzeSummary
	const cacheKind = "analysis"
	if data, err := filecache.Get(cacheKind, key); err == nil {
		// cache hit
		analyzeSummaryCodec.Decode(data, &summary)
		if summary == nil { // debugging #66732
			bug.Reportf("analyzeSummaryCodec.Decode yielded nil *analyzeSummary")
		}
	} else if err != filecache.ErrNotFound {
		return nil, bug.Errorf("internal error reading shared cache: %v", err) // <--- here
	} else {
```
	
```
gopls/bug
golang.org/x/tools/gopls/internal/util/bug.report:+35
golang.org/x/tools/gopls/internal/util/bug.Errorf:+2
golang.org/x/tools/gopls/internal/cache.(*analysisNode).runCached:+24
golang.org/x/tools/gopls/internal/cache.(*Snapshot).Analyze.func6.1:+4
golang.org/x/sync/errgroup.(*Group).Go.func1:+3
runtime.goexit:+0
```
```
golang.org/x/tools/gopls@v0.15.3 go1.20.4 windows/amd64 vscode (1)
```

Issue created by golang.org/x/tools/gopls/internal/telemetry/cmd/stacks.

Dups: m4MTKQ UFNCpw e960MA T1ADGg HYjhzQ
Repository: Web-Dev-For-Beginners
Issue: Dark Mode
Labels: no-issue-activity

It is good if you add dark mode in your website.. @WirelessLife 
If you think it is good feature then assign to me
Repository: storybook
Issue: [Bug]: 7.6 -> 8 upgrade fails on legacy decorators with Vite/React
Labels: bug,has workaround,docgen

### Describe the bug

I am currently on ^7.16.17 and an upgrade attempt to ^8.1.1 is throwing the following build errors when using legacy decorators (not TypeScript 5 decorators):

```
1:25:48 PM [vite] Internal server error: /Users/foo/somewhere/packages/app/node_modules/somewhere/someFile.service.ts: Decorators must be placed *after* the 'export' keyword. Remove the 'decoratorsBeforeExport: false' option to use the '@decorator export class {}' syntax. (24:0)
```

This is my `.storybook/main.ts`:
```ts
import { StorybookConfig } from '@storybook/react-vite';
import { dirname, join } from 'path';
import { mergeConfig } from 'vite';
import turbosnap from 'vite-plugin-turbosnap';

/**
 * This function is used to resolve the absolute path of a package.
 * It is needed in projects that use Yarn PnP or are set up within a monorepo.
 */
function getAbsolutePath(value) {
  return dirname(require.resolve(join(value, 'package.json')));
}

const config: StorybookConfig = {
  stories: ['../src/**/*.mdx', '../src/**/*.stories.@(js|jsx|mjs|ts|tsx)'],
  addons: [getAbsolutePath('@storybook/addon-essentials'), '@chromatic-com/storybook'],
  framework: {
    name: '@storybook/react-vite',
    options: {
      builder: {
        viteConfigPath: `${__dirname}/../vite.config.ts`,
      },
    },
  },
  core: {},
  docs: {},
  staticDirs: ['../public'],
  viteFinal(config, { configType }) {
    return mergeConfig(config, {
      build: {
        rollupOptions: {
          treeshake: false, // Storybook build fails if we treeshake; our app works fine
        },
      },
      plugins:
        configType === 'PRODUCTION'
          ? [
              turbosnap({
                rootDir: config.root ?? process.cwd(),
              }),
            ]
          : [],
    });
  },
};
export default config;
```

And this is the relevant part of my `vite.config.ts`:

```ts
    plugins: [
      react({
        babel: {
          parserOpts: {
            plugins: ['decorators-legacy'],
          },
        },
      }),
      // Allow for SVG as React components
      svgr(),
      // Resolve TypeScript path aliases
      tsconfigPaths(),
      // Polyfill NodeJS modules
      nodePolyfills(),
    ],
```

Note that I am able to run my web server fine with Vite and build using roll up just fine. And as stated, 7.16 of SB works; the only change is an upgrade to 8. Surely there was a breaking change, I just cannot find it in the documentation at all for what I need to do here.

### To Reproduce

https://stackblitz.com/edit/github-lcctwu?file=vite.config.ts

### System

```bash
System:
    OS: macOS 14.4.1
    CPU: (12) arm64 Apple M3 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 22.0.0 - /opt/homebrew/bin/node
    npm: 10.5.1 - /opt/homebrew/bin/npm
    pnpm: 8.15.8 - /opt/homebrew/bin/pnpm <----- active
  Browsers:
    Chrome: 124.0.6367.208
    Safari: 17.4.1
```


### Additional context

_No response_
Repository: PowerToys
Issue: Mute Mic Shortcut
Labels: Needs-Triage

### Description of the new feature / enhancement

In the keyboard manager for remapping a shortcut you can make a shortcut to mute your mic.

### Scenario when this would be used?

For me it would be helpful when I'm playing a game and simply pressing a few keys to mute my mic so my teammates or anyone else wouldn't hear me.

### Supporting information

_No response_
Repository: flutter
Issue: DisplayListBuilder sets the opacity peephole flag despite conflicting saveLayer properties
Labels: engine,P3,e: impeller,team-engine,triaged-engine

Currently the flag in the SaveLayer command that is passed to dispatchers only really indicates that the contents are compatible, but the presence of a backdrop filter or if the blend attributes of the SaveLayer blit are not SrcOver are also incompatible with doing the optimization. The DL should include those properties in the flag to reduce added tests in the dispatchers for these same conditions...
Repository: react
Issue: Bug: The Warning 'Each child in a list should have a unique "key" prop.' Should Provide the Duplicate Key
Labels: Type: Enhancement

<!--
  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
-->

React version: 8.3.0

## Steps To Reproduce

1.  Repeat content with the same key
2. Get a warning (in your browser dev tools console):
>Each child in a list should have a unique "key" prop.

<!--
  Your bug will get fixed much faster if we can run your code and it doesn't
  have dependencies other than React. Issues without reproduction steps or
  code examples may be immediately closed as not actionable.
-->

Link to code example:

No link needed, it's a single line of code:
```
<ul>{ [1,2,3].map(num => <li key="sameKey">{num}</li> }</ul>
```
<!--
  Please provide a CodeSandbox (https://codesandbox.io/s/new), a link to a
  repository on GitHub, or provide a minimal code example that reproduces the
  problem. You may provide a screenshot of the application if you think it is
  relevant to your bug report. Here are some tips for providing a minimal
  example: https://stackoverflow.com/help/mcve.
-->

## The current behavior

![image](https://github.com/facebook/react/assets/152227747/f67af5ac-d9a2-4b0a-ad95-4537518da015)

## The expected behavior

The warning essentially says "You've got duplicate values".  But, React knows exactly what key it saw duplicated, right?

That key (eg. `"sameKey"` in my example), would be useful for debugging purposes, so why not report it?

>Each child in a list should have a unique "key" prop, but the key "sameKey" was seen at least twice.
Repository: vscode
Issue: Support "Share" for tabs multiselect
Labels: feature-request,workbench-tabs

Currently the "Share" action in the tabs context menu is disabled for multiselect. 

If we support it we can move the contribution out of workbench layer back down to other share contributions.
Repository: flutter
Issue: Add `bodyFontFamily` and `displayFontFamily` to `TextTheme.apply()`
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

When calling `ThemeData.apply()` we are able to define two different colors, separating base text from emphasized large text.

From https://stackoverflow.com/a/49287410/1540350:

> `bodyColor` will be applied to `headline`, `title`, `subhead`, `button`, `body1`, and `body2`. `displayColor` will be applied to `display1` through `display4`, and `caption`. If you specify both `bodyColor` and `displayColor` and use the same color value, that will effectively change text colors on all text styles.
> 
> Example:
> ```dart
> final newTextTheme = Theme.of(context).textTheme.apply(
>   bodyColor: Colors.pink,
>   displayColor: Colors.pink,
> );

I like this separation and would enjoy to have the same consistent experience for the font family, however there is only `apply`'s `fontFamily`, so in order to make this separation with fonts, I have to construct some crazy tree:

```dart
  static ThemeData materialLightTheme = ThemeData.light().copyWith(
      colorScheme: ColorScheme.fromSeed(seedColor: envPrimaryColor),
      textTheme: ThemeData.light()
          .textTheme
          .apply(
            fontFamily: envBodyFont,
          )
          .copyWith(
              displaySmall: ThemeData.light().textTheme.displaySmall!.copyWith(
                    fontFamily: envDisplayFont,
                  ),
              displayMedium:
                  ThemeData.light().textTheme.displayMedium!.copyWith(
                        fontFamily: envDisplayFont,
                      ),
              displayLarge: ThemeData.light().textTheme.displayLarge!.copyWith(
                    fontFamily: envDisplayFont,
                  )),
      cupertinoOverrideTheme: CupertinoThemeData(
        primaryColor: envPprimaryColor,
      ));
```

Ugh, I'm not a fan of that.


### Proposal

Something like this would satisfy me:

```dart
final newTextTheme = Theme.of(context).textTheme.apply(
  bodyFontFamily: envBodyFont,
  displayFontFamily: envDisplayFont,
);
```

Only if the specific value is not set, it should fallback to the more generic `fontFamily` to avoid breaking changes.

Thank you!
Repository: pytorch
Issue: Add testing for NJT serialization
Labels: module: serialization,triaged,module: nestedtensor

### 🐛 Describe the bug

From discussion with @jbschlosser there currently might not be testing for NJT serialization/deserialization (but there seems to be testing for NST), filing issue to add testing for NJT so we can test for compatibility with weights_only etc.



### Versions

main

cc @mruberry @msaroufim @cpuhrsch @jbschlosser @bhosmer @drisspg @soulitzer
Repository: tailwindcss
Issue: [v4] Sourcemaps not enabled in postcss plugin
Labels: v4

The postcss plugin doesn't write soucemaps when doing the lightning CSS conversion.

[I think this is where it needs to happen](https://github.com/tailwindlabs/tailwindcss/blob/next/packages/%40tailwindcss-postcss/src/index.ts#L162) but trying to patch it with pnpm does not give me sourcemaps, so Im wondering if there is a larger issue
Repository: neovim
Issue: osc52 support should use the TTY of the TUI client, not the backend
Labels: bug,clipboard,tui,remote

### Problem

It seems to me that the osc52 copying is run completely on the back-end side. This does not really matter for quick nvim sessions, when both back and TUI parts are running in the same shell. But in cases when the back-end is treated as a server (in my case to preserve my session during disconnects) it could lead to copying via osc52 being broken.

I believe osc52 functionality should be invoked in the terminal TUI is running in.:

* Either the logic should be invoked in TUI part of nvim
* Or the back-end should have access to the terminal of the TUI and use it 

### Steps to reproduce

You need 2 terminals, one with (T1) and the other without (T2) osc-52 support.

In T1, if you just run `nvim`, and from there

```
:=require('vim.ui.clipboard.osc52').copy('+')({'test1'})
```

The text `test1` should appear on the clipboard.

Now, start the neovim backend in T2 :

```bash
nvim --headless --listen xxxxx
```

And connect to it from T1 :

```bash
nvim --server `fd xxxxx /tmp/nvim.$(id -nu)` --remote-ui
```

If you try putting something on the clipboard now using the `require` command above, it does not work any more.

### Expected behavior

Because we are working in T1 which supports osc-52 , copying should work.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-2658+g0f85aeb47

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

not applicable

### Operating system/version

Linux RHEL 7.9

### Terminal name/version

wezterm as T1, xterm as T2

### $TERM environment variable

wezterm and xterm respectively

### Installation

build from repo
Repository: godot
Issue: Godot mac - freezes after assigning shader to shader material
Labels: bug,platform:macos,topic:rendering,topic:porting

### Tested versions

- Reproducible in Godot 4.2.2-stable, 4.2.0, 4.0-stable, 4.0.rc1



### System information

Mac air m1 - Godot v4.2.2.stable.official [15073afe3] - Vulkan (Forward+)

### Issue description

I'm trying to import some synty assets (from the biome pack) into godot:
- Importing assets works fine (fbx and texture are there and can be loaded)
- To make the vegetation look good I'm using this shader which reproduces the unity specific tree shader: https://godotshaders.com/shader/synty-biomes-tree-compatible-shader/

- assigning the shader to a material and Godot hangs:

```
/Applications/Godot\ 4.2.2.app/Contents/MacOS/Godot -d sm_env_pine_03.tscn 
Godot Engine v4.2.2.stable.official.15073afe3 - https://godotengine.org
Vulkan API 1.2.231 - Forward+ - Using Vulkan Device #0: Apple - Apple M1
 
2024-05-16 22:54:53.215 Godot[35620:21004230] WARNING: AVCaptureDeviceTypeExternal is deprecated for Continuity Cameras. Please use AVCaptureDeviceTypeContinuityCamera and add NSCameraUseContinuityCameraDeviceType to your Info.plist.
(base) roelof@Roelofs-MacBook-Air TreeHut %  /Applications/Godot\ 4.2.2.app/Contents/MacOS/Godot -e sm_env_pine_03.tscn
Godot Engine v4.2.2.stable.official.15073afe3 - https://godotengine.org
Vulkan API 1.2.231 - Forward+ - Using Vulkan Device #0: Apple - Apple M1
 
2024-05-16 22:55:27.238 Godot[35691:21004970] WARNING: AVCaptureDeviceTypeExternal is deprecated for Continuity Cameras. Please use AVCaptureDeviceTypeContinuityCamera and add NSCameraUseContinuityCameraDeviceType to your Info.plist.
WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:63)
[mvk-error] VK_ERROR_DEVICE_LOST: MTLCommandBuffer "vkQueueSubmit CommandBuffer on Queue 0-0" execution failed (code 1): Discarded (victim of GPU error/recovery) (00000005:kIOGPUCommandBufferCallbackErrorInnocentVictim)
ERROR: Vulkan: Did not create swapchain successfully. Error code: VK_ERROR_DEVICE_LOST
   at: prepare_buffers (drivers/vulkan/vulkan_context.cpp:2459)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2536)
ERROR: Vulkan: Did not create swapchain successfully. Error code: VK_ERROR_DEVICE_LOST
   at: prepare_buffers (drivers/vulkan/vulkan_context.cpp:2459)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2536)
```

### Steps to reproduce

The issue occurs when:
- create the gdshader using the godotshader one above = no errors all good so far.
- create a shader material, also good so far
- assign the shader to the material is when Godot hangs and shows:

### Minimal reproduction project (MRP)

[shader_mac_hang.zip](https://github.com/godotengine/godot/files/15341176/shader_mac_hang.zip)
Repository: godot
Issue: Consistent crashing on start
Labels: bug,topic:rendering,needs testing,crash

### Tested versions

- Reproducible in: 4.0 up to 4.2.2 Stable
- Not reproducible in: 3.5

### System information

Windows 10 - Godot v4.2.2.stable - Vulkan(Foward+) - dedicated AMD 7800 XT (24.4.1) - 5600X 6-Core Processor 12 Threads

### Issue description

Trying out Godot for the first time and it seems to crash when I do anything, I can just open my file and add anything to a scene and it closes, or try to save and it just closes out.  I also never get an error code so that makes looking up anything about my specific issue infinitely harder.  I've tried switching directories but it closes itself out before I can find a new one to switch to.

### Steps to reproduce


https://github.com/godotengine/godot/assets/64873520/871c677a-078b-4092-8c15-7385a70349c1

Steps to reproduce
1. Open the project
2. Save, try to add anything to a scene, or even make a scene. 

Note: Switching the renderer still has the same result. 

### Minimal reproduction project (MRP)

N/A
```[tasklist]
### Tasks
```
Repository: ollama
Issue: Add GPU number to ps command.
Labels: feature request

The `ollama ps` command is great but it would be nice to have flags to get some additional information such as which GPU(s) the model is running on and how much it is using on that GPU.