sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: Infinite re-render for async RSC stories
Labels: bug,nextjs

### Describe the bug

There was always some funkiness around using `await` in RSC story renders in Storybook (eg see https://github.com/amannn/next-intl/discussions/771#discussioncomment-10610137), but in the version 8.5.0+ the behavior has changed for the worse.

Now if I have a server component with `await` in it, some recent change on the Storybook side seems to be causing an infinite render. It's a bit tricky to point out what factor exactly causes this, as in my isolated repro even a **single** `await` is enough to trigger it, whereas in my actual codebase it only seems to happen when there are 2+.

![Image](https://github.com/user-attachments/assets/910ac6a6-7fb8-462f-b61d-c32498c62de4)

 

### Reproduction link

https://github.com/dmitrc/storybook-repro

### Reproduction steps

```
git clone https://github.com/dmitrc/storybook-repro
cd storybook-repro
pnpm install
pnpm dev # verify that the components render
pnpm storybook # open the console to see the infinite render loop
```

Or setup from scratch:
```
pnpm dlx create-next-app@latest
pnpm dlx storybook@latest init
```

.storybook/main.ts:
```
  features: {
    experimentalRSC: true,
    developmentModeForBuild: true,
  },
```

page.tsx:
```
export default function Home() {
  return (
    <div>
      <ServerComponentWithOneAwait />
      <ServerComponentWithManyAwaits />
    </div>
  );
}

export async function ServerComponentWithOneAwait() {
  console.log(`ServerComponentWithOneAwait`);
  const md1 = await getMockData(1);
  return <p>{md1}</p>
}

export async function ServerComponentWithManyAwaits() {
  console.log(`ServerComponentWithManyAwaits`);
  const md1 = await getMockData(1);
  const md2 = await getMockData(2);
  return <p>{md1} + {md2}</p>
}

export function getMockData(i: number): Promise<string> {
  return new Promise((resolve) => setTimeout(() => resolve(`mock data ${i}`), 1000));
}
```

ServerComponentWithOneAwait.stories.tsx:
```
import type { Meta, StoryObj } from "@storybook/react";
import { ServerComponentWithOneAwait } from "../app/page";

const meta: Meta<typeof ServerComponentWithOneAwait> = {
  title: "RSC/OneAwait",
  component: ServerComponentWithOneAwait,
};

export default meta;
type Story = StoryObj<typeof meta>;

export const Default: Story = {};
```

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 5.15 Ubuntu 24.04.1 LTS 24.04.1 LTS (Noble Numbat)
    CPU: (32) x64 AMD Ryzen Threadripper PRO 3955WX 16-Cores
    Shell: 5.9 - /usr/bin/zsh
  Binaries:
    Node: 22.12.0 - ~/.nvm/versions/node/v22.12.0/bin/node
    npm: 10.9.0 - ~/.nvm/versions/node/v22.12.0/bin/npm
    pnpm: 9.15.1 - ~/.nvm/versions/node/v22.12.0/bin/pnpm <----- active
  npmPackages:
    @storybook/nextjs: ^8.5.0 => 8.5.0
    @storybook/react: ^8.5.0 => 8.5.0
    eslint-plugin-storybook: ^0.11.2 => 0.11.2
    storybook: ^8.5.0 => 8.5.0
```

### Additional context

_No response_
Repository: ui
Issue: [bug]: SelectTrigger call onOpenChange of Dialog
Labels: bug

### Describe the bug

I use Select in Dialog, but when click to ```<SelectTrigger>``` then Dialog close by ```onOpenChange```

```
<Dialog modal={false} open={open} onOpenChange={setOpen}>
      <DialogContent className="max-h-[90vh] overflow-y-auto">
        <Form {...form}>

            <FormField
              control={form.control}
              name="personType"
              render={({ field }) => (
                <FormItem>
                  <FormLabel>Person Type</FormLabel>
                  <Select
                    onValueChange={(value) => field.onChange(Number(value))}
                    value={field.value?.toString()}
                  >
                    <FormControl>
                      <SelectTrigger>
                        <SelectValue placeholder="Select a person type" />
                      </SelectTrigger>
                    </FormControl>
                    <SelectContent>
                      {personTypeOptions.map((option) => (
                        <SelectItem
                          key={option.value}
                          value={option.value.toString()}
                        >
                          {option.label}
                        </SelectItem>
                      ))}
                    </SelectContent>
                  </Select>
                  <FormMessage />
                </FormItem>
              )}
            />
        </Form>
      </DialogContent>
    </Dialog>
```

### Affected component/components

Dialog, Select

### How to reproduce

1. Open ```Select``` dropdown
2. CLick again to ```<SelectTrigger>``` or outside ```<Select>```
3. ```<Dialog>``` auto close by call event ```onOpenChange```

### Codesandbox/StackBlitz link

_No response_

### Logs

```bash

```

### System Info

```bash
try on Chrome, Edge.
```

### Before submitting

- [x] I've made research efforts and searched the documentation
- [x] I've searched for existing issues
Repository: react-native
Issue: FlatList children sometimes stop responding to taps when using pull-to-refresh
Labels: Issue: Author Provided Repro,Component: FlatList

### Description

When performing a FlatList pull-to-refresh shortly after a regular scroll up, the contents of the list sometimes become completely unresponsive to taps. When that happens, a slight scroll down immediately fixes the issue,

### Steps to reproduce

1. Scroll to the top of the list
2. Scroll down slightly so there's room for the next maneuver
3. Do a gentle scroll up, and while the scroll still has momentum and you are near the top of the list, do another scroll up to engage the pull-to-refresh (you don't need to actually trigger a refresh but the bug remains even if you do)
4. After you release the gesture, the buttons in the list are unresponsive to taps until you perform a scroll down again


### React Native Version

0.76.6

### Affected Platforms

Runtime - Android

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

```text
System:
  OS: Windows 11 10.0.22631
  CPU: "(12) x64 AMD Ryzen 5 5600H with Radeon Graphics         "
  Memory: 2.94 GB / 13.86 GB
Binaries:
  Node:
    version: 22.12.0
    path: C:\nvm4w\nodejs\node.EXE
  Yarn:
    version: 1.22.22
    path: C:\nvm4w\nodejs\yarn.CMD
  npm:
    version: 10.9.0
    path: C:\nvm4w\nodejs\npm.CMD
  Watchman:
    version: 20241222.093427.0
    path: C:\ProgramData\chocolatey\bin\watchman.EXE
SDKs:
  Android SDK:
    API Levels:
      - "31"
      - "33"
      - "34"
      - "35"
    Build Tools:
      - 30.0.3
      - 33.0.1
      - 34.0.0
      - 35.0.0
    System Images:
      - android-34 | Google Play Intel x86_64 Atom
    Android NDK: Not Found
  Windows SDK:
    AllowDevelopmentWithoutDevLicense: Enabled
    AllowAllTrustedApps: Disabled
    Versions:
      - 10.0.19041.0
      - 10.0.22000.0
      - 10.0.22621.0
IDEs:
  Android Studio: AI-242.23726.103.2422.12816248
  Visual Studio:
    - 17.12.35527.113 (Visual Studio Community 2022)
Languages:
  Java:
    version: 17.0.13
    path: C:\Program Files\Microsoft\jdk-17.0.13.11-hotspot\bin\javac.EXE
  Ruby:
    version: 3.2.1
    path: C:\Ruby32-x64\bin\ruby.EXE
npmPackages:
  "@react-native-community/cli":
    installed: 15.1.3
    wanted: ^15.1.3
  react:
    installed: 18.3.1
    wanted: 18.3.1
  react-native:
    installed: 0.76.6
    wanted: ^0.76.6
  react-native-windows: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: true
iOS:
  hermesEnabled: Not found
  newArchEnabled: Not found
```

### Stacktrace or Logs

```text
N/A
```

### Reproducer

https://snack.expo.dev/@the_cetus/thankful-orange-kiwi

### Screenshots and Videos

https://github.com/user-attachments/assets/5ccada90-67ef-42a3-90d3-7be33df7db47
Repository: godot
Issue: RichTextLabel emits "finished" signal when is_ready() is false
Labels: bug,topic:gui

### Tested versions

Reproducible in 4.1, 4.3 stable
Semi-reproducible in 4.0 stable
(Method and signal were introduced in 4.0)

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 with Max-Q Design (NVIDIA; 30.0.15.1278) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)

### Issue description

RichTextLabel emits "finished" signal when is_ready() is false.
According to the docs, "finished" means all the text is loaded and functions such as get_visible_line_count() should perform correctly, but this is not the case. 

![Image](https://github.com/user-attachments/assets/66d5a464-9a10-4bfa-8ca4-f335fc12d32e)

The code in the screenshot:
```
extends Control

func _ready():
	$Timer.connect("timeout",msgOuter) #Timer should be auto-start and oneshot
	$RichTextLabel.connect("finished",msg)

func msgOuter():
	print("Timer done")
	msg()

func msg():
	print("Is ready? ", $RichTextLabel.is_ready())
	var all = $RichTextLabel.get_line_count()
	var vis = $RichTextLabel.get_visible_line_count()
	print(all, " lines total, ", vis, " visible")
```
I have confirmed the issue is present in Godot 4.1 Stable and 4.3 Stable
In Godot 4.0 Stable, is_ready() returns true, but get_visible_line_count() still incorrectly returns 0, so I believe is_ready() is behaving incorrectly too in this version.
Opening and running the project in 4.0 produces the following:

![Image](https://github.com/user-attachments/assets/76a4428a-aa33-48ff-97f9-09bb23987a0c)

### Steps to reproduce

Connect a parent node and a child RichTextLabel that contains some text. Connect the child's "finished" signal to a function in the parent. In the function, print the result of is_ready(). You will see that the signal is passes when is_ready is false. Alternatively, use the minimal reproduction below.
Note that finished/is_ready are used when threading is enabled, so this may be due to system/processor dependent race conditions.

### Minimal reproduction project (MRP)

[LabelBugZip.zip](https://github.com/user-attachments/files/18484385/LabelBugZip.zip)
Repository: pytorch
Issue: Expose configurable path instead of using fixed path in the inductor module for serialized pattern generation
Labels: triaged,oncall: pt2,module: inductor

### 🚀 The feature, motivation and pitch

Expose configurable path instead of using fixed path in the inductor module for serialized pattern generation


### Alternatives

_No response_

### Additional context

_No response_

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @chauhang @aakhundov
Repository: node
Issue: Node executes a JS file with error code 3221225477 in VS Code.
Labels: fs,windows

### Version

23.6.0  and  22.13.0

### Platform

```text
Microsoft Windows NT 10.0.22631.0 x64
```

### Subsystem

_No response_

### What steps will reproduce the bug?

vscode run code

![Image](https://github.com/user-attachments/assets/5820f8f3-a365-49a3-9874-492ed765c574)

The previous run of Qieben output an error code.
But everything is normal when I run it in the root directory of the folder before switching.
Switching to 18.20.4 and everything is back to normal after the update.

Here are the steps to reproduce the error when switching to version 23.
![Image](https://github.com/user-attachments/assets/92c991a8-a90a-4240-87af-bff270865d5b)

![Image](https://github.com/user-attachments/assets/7f44232a-8ff6-4979-a4d3-8a0b6b9fc58f)


### How often does it reproduce? Is there a required condition?

every

### What is the expected behavior? Why is that the expected behavior?

normal ececute and output

### What do you see instead?

exited with code=3221225477

### Additional information

_No response_
Repository: excalidraw
Issue: Continuous Line Doesn't Add the Last Line When Using a Stylus on iPad
Labels: bug,tablet

When using a stylus on an iPad, the continuous line drawing feature in Excalidraw does not add the last segment of the line. The line stops short, leaving a gap instead of completing the drawing as expected.

**Environment:**

Device: iPad
Stylus: Metapen
Browser: Safari

**Additional Notes:**

Referencing issue [#8617](https://github.com/excalidraw/excalidraw/issues/8617) for other related concerns, but this is a separate issue.

https://github.com/user-attachments/assets/587d0eff-fd5d-412f-8953-3afb82de9eb7
Repository: go
Issue: x/tools/go/analysis/passes/copylock: fails to report re-assignment of sync.WaitGroup variables
Labels: NeedsInvestigation,Tools

### Proposal Details
Reassignment of variables of type `sync.WaitGroup` is likely to cause bugs due to the potential to overwrite a WaitGroup with a non-zero counter value with a WaitGroup that has a zero counter. I can't think of any scenarios whereby reassigning a variable of type `sync.WaitGroup` would be required or useful. The waitgroup analysis pass should be extended to report reassignments of `sync.WaitGroup` variables.
### Example
```go
package main

import (
	"sync"
)

type Object struct {
	wg sync.WaitGroup
}

var wg0 sync.WaitGroup

func main() {
	var wg1 sync.WaitGroup                    // ok
	wg2 := sync.WaitGroup{}                   // ok
	var wg3 sync.WaitGroup = sync.WaitGroup{} // ok

	obj := Object{
		wg: sync.WaitGroup{},  // ok
	}

	wg0 = sync.WaitGroup{} // want: variable of type sync.WaitGroup reassigned
	wg1 = sync.WaitGroup{} // want: variable of type sync.WaitGroup reassigned

	obj.wg = sync.WaitGroup{} // want: variable of type sync.WaitGroup reassigned

	wg0.Wait()
	wg1.Wait()
	wg2.Wait()
	wg3.Wait()
}
```

Should this proposal be approved, I'd like to contribute the aforementioned changes.
Repository: deno
Issue: `deno info` does not list all peerDependencies
Labels: deno info

Version: Deno 2.1.6

To reproduce the error:
`deno info npm:react-router@7.1.3/dom` it will show only these dependencies:

```
npm:/react-router@7.1.3/dom (2.17MB)
├── npm:/@types/cookie@0.6.0 (9.84KB)
├── npm:/cookie@1.0.2 (45.43KB)
├── npm:/react@19.0.0 (231.91KB)
├── npm:/set-cookie-parser@2.7.1 (15.7KB)
└── npm:/turbo-stream@2.4.0 (53.22KB)
```

But this is not correct since also `react-dom` should be listed here, because `react-dom` like `react` is listed as peerDependency in the package json of the distributed npm package that you can check here: https://www.npmjs.com/package/react-router?activeTab=code
Repository: godot
Issue: Enum autocomplete in match is not in enum value order
Labels: enhancement,topic:gdscript,topic:editor,needs testing

### Tested versions

Reproducible in v4.4.beta1.official [d33da79d3]

### System information

Godot v4.4.beta1 - Windows 10 (build 19045) - Multi-window, 3 monitors - Vulkan (Forward+) - dedicated GeForce GTX 1050 - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 threads)

### Issue description

**Description**: When using an Enum in a match statement, autocomplete for each case shows enum in order of alphabetical name, along with other properties.

**Expected**: To have same behavior when autocomplete an enum elsewhere, it shows the enum names first, sorted in order of enum value.

**What happens**: Autocomplete shows all properties and methods of the enum that can be autocompleted. Mixed in with the result are the enum entry names, but in alphabetical order, not the numeric value order.





### Steps to reproduce

**To reproduce**: 
- create a enum where alphabetical sorting would be different than numeric. Example:  var TestEnum : Enum {Z : 100, B: 200, P : 500, A : 999}.
- Create a match statement on a variable of that enum type, like 
var aa : TestEnum
match aa:
    TestEnum.

When you type "." to get the autocomplete, instead of seeing "Z, B, P, A", you will see "A, B, P, Z".

Compare to:
if aa == TestEnum.

The autocomplete will properly show Z, B, P, A

### Minimal reproduction project (MRP)

[mrp-enum-match.zip](https://github.com/user-attachments/files/18485791/mrp-enum-match.zip)
Repository: react
Issue: Bug:
Labels: Status: Unconfirmed

Bug Report: Blinking Form Inputs
Summary: The form inputs on the React state management tutorial page (https://react.dev/learn/state-a-components-memory) are blinking even when the browser is in incognito mode.

Steps to Reproduce:

Open the link: https://react.dev/learn/state-a-components-memory2.

Navigate to Challenge 2 of 4: Fix stuck form inputs2.

Enter incognito mode in your browser.

Observe the form inputs.

Expected Behavior: The form inputs should not blink and should remain stable regardless of the browser mode.

Actual Behavior: The form inputs are blinking continuously, which can be distracting and may affect the user experience.
Repository: godot
Issue: SCONS: Visual studio project generation is hardcoded for VS2022 MSVC build tools
Labels: enhancement,platform:windows,discussion,topic:buildsystem

### Tested versions

- Reproducible in 4.4.beta.1 

### System information

Windows 10

### Issue description

Using the SCONS command
`scons platform=windows vsproj=yes dev_build=yes`

To create the Visual Studio project will always create the project using **PlatformToolset v143**, which is the one used for **VS2022**.
Right now, the [docs says it supports 2019](https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_for_windows.html) so I think the project generation should work with that.

I **only have VS2019 installed** in my system (Windows 10), and it generates using build toolset 143, which means it can't build unless I manually change the .vsproj file.
(which is what I did last year, but it skipped my mind to report it)

The platform toolset version seems to be hard-coded since the introduction of https://github.com/godotengine/godot/pull/84885
Not sure if it worked before or not.
https://github.com/godotengine/godot/blob/1b7b009674e05b566be11a5377b935f5d3d6c0ee/misc/msvs/vcxproj.template#L14-L21

I'm investigating SCONS methods.py to see if there is anything there to check for the msvc version.
At some point there, something calls `find_visual_c_batch_file`, which IS getting my correct MSVC version.
`msvc_version = get_default_version(env)` which gets 14.2 (that is one of the v142 versions)

Looking at the vsproj creation, it doesn't try to detect the msvc version. It just uses the template file there. So this is indeed hardcoded.
https://github.com/godotengine/godot/blob/1b7b009674e05b566be11a5377b935f5d3d6c0ee/methods.py#L1383-L1393



### Steps to reproduce

In a system with only VS2019 installed, run
`scons platform=windows vsproj=yes dev_build=yes`

**Expected:** A working visual studio solution created
**Result:** : Can't compile Godot project out-of-the-box

`F:\Godot\Godot Source\godot\godot.vcxproj : warning  : The build tools for v143 cannot be found. Install v143 to build using the v143 build tools.`

Needs to manually change .vsproj file to use build tools v142 for it to work. Which can cause a new user with not much experience some problems.

### Minimal reproduction project (MRP)

(Does not apply)
Repository: flutter
Issue: Native folders (.android, .ios, etc.) are not created for add-to-app module when run "pub get" in workspace
Labels: tool,a: existing-apps,has reproducible steps,P2,team-tool,triaged-tool,found in release: 3.27,found in release: 3.28

Native folders (.android, .ios, etc.) are not created for add-to-app module when run "pub get" in workspace.

### Steps to reproduce

1. `git clone git@github.com:mit-73/flutter_workspace_bug.git`
2. `cd flutter_workspace_bug`
3. run `flutter pub get` in root folder
4. run `cd module/.ios` or `cd module/.android`

### Expected results

Folders have appeared and you can navigate to them.

### Actual results

We get `cd: no such file or directory: module/.ios` or `cd: no such file or directory: module/.android`

### Code sample

https://github.com/mit-73/flutter_workspace_bug

### Screenshots or Video

_No response_

### Logs

_No response_

### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[✓] Flutter (Channel stable, 3.27.2, on macOS 14.2.1 23C71 darwin-arm64, locale ru-RU)
    • Flutter version 3.27.2 on channel stable at /Users/itmiftah10/SDK/flutter/versions/3.27.2
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 68415ad1d9 (8 days ago), 2025-01-13 10:22:03 -0800
    • Engine revision e672b006cb
    • Dart version 3.6.1
    • DevTools version 2.40.2

[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.2)
    • Android SDK at /Users/itmiftah10/SDK/android_studio
    • Platform android-35, build-tools 33.0.2
    • ANDROID_HOME = /Users/itmiftah10/SDK/android_studio
    • Java binary at: /Applications/Android Studio.app/Contents/jbr/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b829.9-10027231)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 15.2)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 15C500b
    • CocoaPods version 1.15.2

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2022.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b829.9-10027231)

[✓] VS Code (version 1.96.4)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.102.0

[✓] Connected device (1 available)
    • Chrome (web)                    • chrome                • web-javascript • Google Chrome 131.0.6778.70

[✓] Network resources
    • All expected network resources are available.

• No issues found!
```

</details>
Repository: PowerToys
Issue: Mouse Pointer crosshairs: Add the angle adjustment function for the indicator line
Labels: Needs-Triage

### Description of the new feature / enhancement

The x-shaped indicator does not block the view。

```c
\             /
 \           / 
  \         /  
   \       /   
    \     /    
     \   /     
      \ /      
       /       
      / \      
     /   \     
    /     \    
   /       \   
  /         \  
 /           \ 
/             \
```

### Scenario when this would be used?

same as Scenarios for Mouse Pointer crosshairs

### Supporting information

_No response_