sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rustdesk
Issue: Androd -> MacOS - Audio garbled after first connection, Android app software error and force close (sometimes)
Labels: bug

### Bug Description

When a macOS host is set to stream audio from a device and a session is started, the audio is played normally on the receiving Android phone. After about ten seconds, the Android app will either crash and force close, or the connection will fail with a "software error". (sometimes)

When the connection is recreated, the audio has extreme distortion and noise (sounds like electrical arc welding), and the session will close or there will be a software error on the Android side within a 20 seconds. (sometimes)

This problem is only experienced when there is audio playing on the macOS host device.

Restarting the Rust Desk remote (server) side will reset the audio for the next session.

### How to Reproduce

1) Install latest (as of filing) nightlies on both Android phone and the macOS device
2) Set up audio device for sound on host macOS device
3) Make a connection to the Android device and play audio on the macOS device
4) Observe the sound operating normally
5) Disconnect the session
6) Reestablish the session
7) Play audio on the remote macOS device
8) Observe error
9) Restart the macOS Rustdesk software and reattempt the test, observe that the audio is normal for one session again

### Expected Behavior

When the client is connected to the server, both the first and subsequent times, the connection will be stable and audio will be transferred without noise or distortion in a stable way

### Operating system(s) on local side and remote side

Android -> macOS

### RustDesk Version(s) on local side and remote side

1.2.4 1.2.4

### Screenshots

![CleanShot 2024-02-13 at 13 02 26](https://github.com/rustdesk/rustdesk/assets/25872705/7e26ca10-01ad-45ec-b1c5-7e5abc52bab0)


### Additional Context

_No response_
Repository: PowerToys
Issue: More beautiful Icon
Labels: Needs-Triage

### Description of the new feature / enhancement

I'm not sure if it is polite to ask for this, but I do find the icon of this app a little bit unsuitable with such modern UI design. The functions of this app amazed me a lot, but when someone who doesn't know this app is looking at the icon, especially the small system tray icon at the bottom right, it could be considered as some strange old-fashioned app.  

### Scenario when this would be used?

For attracting new users. 

### Supporting information

It's only a sudden idea, could be ignored.
Repository: next.js
Issue: Usage of back button in Safari breaks external url in next/link
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Jdruwe/safari-back-button-link-issue

### To Reproduce

1. Start the app using `npm run dev`
2. At the top of the page you will see 2 links, 1 using the `next/link`, the other one is using the regular `a` tag
3. Click on the link using the `next/link` in **safari**
4. Click on the back button
5. Try to click on the same link again
6. No redirect happens

All of this does work when using the regular a tag

### Current vs. Expected behavior

I would expect the external link to keep on working regardless of returning back to the page using the back button.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.3.0: Wed Dec 20 21:30:44 PST 2023; root:xnu-10002.81.5~7/RELEASE_ARM64_T6000
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: 4.0.2
  pnpm: 7.14.2
Relevant Packages:
  next: 14.1.0
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
Safari: Version 17.3.1 (19617.2.4.11.12)
```


### Which area(s) are affected? (Select all that apply)

Not sure, App Router

### Which stage(s) are affected? (Select all that apply)

next dev (local), next start (local)

### Additional context

_No response_
Repository: flutter
Issue: Avoid using `js_util.promiseToFuture`, instead prefer the `extension on JSPromise<>`
Labels: platform-web,P2,c: tech-debt,e: wasm,team-web,triaged-web

The flutter web engine should avoid using `js_util.promiseToFuture` (which operates on Dart types and therefore requires `dartify()` behavior) and instead use static interop via the extension on `JSPromise`, see [JSPromiseToFuture.toDart](https://api.dart.dev/main/156eda1723464fb5823afe7f3d7099d0318d3351/dart-js_interop/JSPromiseToFuture/toDart.html)

/cc @eyebrowsoffire @srujzs @kevmoo
Repository: godot
Issue: Scene editor: Mouse middle click doesn't always close scene tab
Labels: topic:editor,needs testing,topic:input

### Tested versions

- Reproducible in: v4.0.stable.official [92bee43ad], v4.2.1.stable.official [b09f793f5]
- Not reproducible in: v3.5.2.stable.official [170ba337a]

### System information

Godot v4.2.1.stable - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 860M (nvidia; 535.154.05) - Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz (8 Threads)

### Issue description

Middle click behavior of scene tabs is now very erratic, instead of consistently closing tabs.

- It tends to work well when you just open a new tab and middle-click it, I could chain it 5 times without issue. But not always (when I tried to capture the GIF it failed on second try)
- I couldn't make it work on non-empty scene tabs

### Steps to reproduce

1. Open several scenes
2. Open a new empty scene tab with +
3. Try to close empty scene tab by doing a mouse middle-click on that tab
4. Try to close other scenes by doing a mouse middle-click on those tabs

![Godot 4 0 - Middle click doesnt always close tab](https://github.com/godotengine/godot/assets/1067772/7200a419-b3a6-4e93-8b9c-09bdee216618)

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: PowerRename GUI slow to open on 21,422 items via SMB
Labels: Issue-Bug,Product-PowerRename,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

I have a folder containing 21,422 items that I need to rename.  I select all files, right click, select PowerRename from the menu, and it spins but nothing happens.  In the logs it shows that 21422 files were selected, but the GUI never shows up.

[PowerToysReport_2024-02-13-16-33-12.zip](https://github.com/microsoft/PowerToys/files/14272927/PowerToysReport_2024-02-13-16-33-12.zip)

I originally opened this as a bug because it didn't appear as if it was running.  The process is running, just dreadfully slow ( see screenshot below).  Not sure if should stay as bug or turn in to feature enhancement.

### ✔️ Expected Behavior

Expecting typical PowerRename GUI to appear after selecting files, right clicking, and selecting PowerRename from the context menu

### ❌ Actual Behavior

PowerRename GUI takes a long time to load, but a process is created that is visible in Task Manager.  Seems that PowerRename is dreadfully slow to get information, only receiving at 1-2 Mbps.  Took roughly 5-6 minutes to open files.

![image](https://github.com/microsoft/PowerToys/assets/151422739/98a4f243-5c8b-4ff0-a1f2-3aefa5a78eff)


### Other Software

_No response_
Repository: pytorch
Issue: Docker image pytorch/pytorch:2.1.2-cuda12.1-cudnn8-runtime uses python 3.10, but default for Ubuntu 20.04 is python 3.8 => lots of issues
Labels: triaged,module: docker

### 🐛 Describe the bug

I'm trying to use the [`pytorch/pytorch:2.1.2-cuda12.1-cudnn8-runtime`](https://hub.docker.com/layers/pytorch/pytorch/2.1.2-cuda12.1-cudnn8-runtime/images/sha256-3387e598cb94fc248d82e712a65b10931a990cea3a2e76362ca30d135f565de4?context=explore) docker image (listed on https://hub.docker.com/r/pytorch/pytorch/tags) and need to use a python package that requires libboost_python + compilation from scratch (no wheels provided :-/ ). 

Unfortunately, when I install the package the installation fails with: 
```
 /opt/conda/compiler_compat/ld: cannot find -lboost_python: No such file or directory
```

libboost-python-dev is indeed installed in that docker image, but: 
```
# ls -l /usr/lib/x86_64-linux-gnu/libboost_python*
-rw-r--r-- 1 root root 701312 Apr  1  2020 /usr/lib/x86_64-linux-gnu/libboost_python38.a
lrwxrwxrwx 1 root root     27 Apr  1  2020 /usr/lib/x86_64-linux-gnu/libboost_python38.so -> libboost_python38.so.1.71.0
-rw-r--r-- 1 root root 259776 Apr  1  2020 /usr/lib/x86_64-linux-gnu/libboost_python38.so.1.71.0
```
i.e. it appears to only be built for python 3.8 (presumably the python version that was used in earlier versions of the docker image?)

However, the "primary" python version in the docker image is now: 
```
# python --version
Python 3.10.13
```
Please make the libboost_python target the "primary" python version in the docker image. Thank you!

### Versions

[pytorch/pytorch:2.1.2-cuda12.1-cudnn8-runtime](https://hub.docker.com/layers/pytorch/pytorch/2.1.2-cuda12.1-cudnn8-runtime/images/sha256-3387e598cb94fc248d82e712a65b10931a990cea3a2e76362ca30d135f565de4?context=explore)
Repository: flutter
Issue: Store diff patches to files on CI
Labels: c: proposal,P3,c: tech-debt,team-engine,triaged-engine

CI for the engine at multiple points compares output with expected output and prints out a patch to stdout that can be pasted into the terminal to apply.  Ideally these patches would be saved to disk so that people can download them and apply them directly.

see also: https://github.com/flutter/engine/pull/50621#discussion_r1488688034

### examples

- [ ] the formatter
- [ ] the license checker
- [ ] the golden file output checker
Repository: deno
Issue: Feature Request: Set environment variables per Worker
Labels: suggestion,runtime

It would be useful to be able to set per worker environment variables.

```js
const worker = new Worker(import.meta.resolve("./worker.js"), {
  type: "module",
  deno: {
    permissions: {
      env: ["MY_ENV_VARIABLE_NAME"]
    },
    // Possible new option:
    env: {
      MY_ENV_VARIABLE_NAME: "VeryUsefulString"
    }
  },
});
```

I'm willing to work on this issue if the feature sounds good to the maintainers.

That said, I don't yet have rust experience; if setting environment variables like this isn't an easy lift, I might not have sufficient time to invest. Would be very happy for a pointer or two from someone experienced with the Workers implementation to get me started in the right direction!
Repository: flutter
Issue: Create a feature similar to swarming.collect_builds eager return flag in buildbucket recipes module
Labels: team-infra,P2,triaged-infra

### Type of Request

feature request

### Infrastructure Environment

Recipes

### What is happening?

The swarming recipes module has/had a feature to collect all builds but return as soon as the first build was finished. 
https://chromium.googlesource.com/infra/luci/recipes-py/+/HEAD/README.recipes.md#recipe_modules-swarming

This allows you to update constantly and also to fail fast without having to wait for all sub builds to finish as we have to do right now with the buildbucket api.

We would either need the LUCI team to implement this or we can implement this feature in the recipes engine for the buildbucket module.

### Steps to reproduce

NA

### Expected results

NA
Repository: pytorch
Issue: Timeout for process termination upon receiving sigterm should be a user configurable parameter
Labels: oncall: distributed

### 🚀 The feature, motivation and pitch

I'm trying to implement graceful exit on SLURM pre-emption. SLURM gives 10 minutes upon pre-emption (i.e., SIGTERM; sleep 600; SIGKILL), but it seems that torchrun will send a SIGKILL from the launcher to all the child processes after 30 seconds (based on [this PR](https://github.com/pytorch/pytorch/pull/61602)). Since graceful termination (e.g., saving checkpoint) can take >30seconds when working with large models, the default 30s timeout should be a user-configurable parameter.

Minimal example/reproduction of this issue:

```
import time
from pathlib import Path
import signal

def ignore(s,f):
    print('!')

signal.signal(signal.SIGTERM, ignore)

p = Path("/tmp/finished")
p.touch()
p.unlink()
time.sleep(200)
p.touch()
```

1. Launch with `python -u -m accelerate.commands.launch --num_processes 1 test.py`
2. Send sigterm `kill -TERM <pid>`
3. Process receives `SIGKILL from launcher (torch.distributed.elastic.multiprocessing.api: [WARNING] Unable to shutdown process 719448 via Signals.SIGTERM, forcefully exiting via Signals.SIGKILL)` -- from this [line](https://github.com/pytorch/pytorch/blame/cd51d2a3ecc8ac579bee910f6bafe41a4c41ca80/torch/distributed/elastic/multiprocessing/api.py#L551)

Tagging based on Slack discussion: @kurman @wconstab 
Slack thread: https://pytorch.slack.com/archives/C3PDTEV8E/p1707866755665289

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225
Repository: flutter
Issue: MenuAnchor should have MenuAnchor.of(context).close()
Labels: c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

### Use case

The `menuChildren` is `List<Widget>` but only `MenuItemButton` has the ability to close the menu on tap on it.
We can use the controller and save it, but it's not the Flutter way to do it!
We should have `MenuAnchor.of(context).close()` or `MenuAnchorController.of(context).close()` publicly so we can use any widget.


### Proposal

```dart
MenuAnchor(
    builder: ...,
    menuChildren:[
         ListTile(
              child:...
              onTap:()=>MenuAnchor.of(context).close(),
         ),
    ],
);
```
Repository: flutter
Issue: [tools]device lab a/b test picks a random device instead of the same device
Labels: team,P3,team-ios,triaged-ios

I was trying to run devicelab AB test to check the performance:

```
../../bin/dart bin/run.dart --ab=10 --local-engine=ios_profile_unopt --local-engine-host host_profile_unopt -t platform_views_scroll_perf_non_intersecting_impeller_ios__timeline_summary
```

It looks like device lab randomly picks a device to run. 

It is important to run on the same device so I can compare performance. I had to disconnect all my other devices, which is annoying. 

Not sure whether it's an iOS-only problem.
Repository: vscode
Issue: (Ctrl + Shift) Multi-text Selection: Incorrect Selection Relative to Selections
Labels: bug,editor-multicursor,editor-wordnav

Hi 👋

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Does this issue occur when all extensions are disabled?: **Yes**

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```
Version: 1.86.1 (user setup)
Commit: 31c37ee8f63491495ac49e43b8544550fbae4533
Date: 2024-02-07T09:08:20.941Z
Electron: 27.2.3
ElectronBuildId: 26495564
Chromium: 118.0.5993.159
Node.js: 18.17.1
V8: 11.8.172.18-electron.0
OS: Windows_NT x64 10.0.22621
```

**Steps to Reproduce**:

1. Copy this code `["Tiers", "Users", "Videos"]` into a blank JavaScript file.
2. Press the `alt` key and select the beginning of every item (before the opening of double quotes).
3. Press and hold the `ctrl` + `shift` keys, and press the `Right Arrow Key` key only one time.

https://github.com/microsoft/vscode/assets/44144724/98c25261-28ff-48d4-bee1-f20a384bd135

This looks to be a bug introduced at some point in one of the releases.
Repository: terminal
Issue: Incorrect encoding although code page is correct
Labels: Product-Conhost,Resolution-External,Area-Output,Issue-Bug

### Windows Terminal version

1.18.10301.0

### Windows build number

10.0.19045.0

### Other Software

PowerShell 7.4.1
Diagon (`diagon.exe` from [diagon-1.1.156-win64.zip](https://github.com/ArthurSonzogni/Diagon/releases/download/v1.1.158/diagon-1.1.156-win64.zip))

### Steps to reproduce

This is an issue that occurs on Terminal but not Conhost.

Executing the command `diagon Math -- "1+1/2 + sum(i,0,10) = 112/2"` would output:
```
        10         
        ___        
    1   ╲       112
1 + ─ + ╱   i = ───
    2   ‾‾‾      2 
         0         
```

The output is correct on UTF-8 (65001) and would be broken on "Multilingual (Latin I)"  (850). 

When incorrect in encoding:
```
        10         
        ___        
    1   Ôò▓       112
1 + ÔöÇ + Ôò▒   i = ÔöÇÔöÇÔöÇ
    2   ÔÇ¥ÔÇ¥ÔÇ¥      2 
         0         

```



### Expected Behavior

Output should be correct when encoding is UTF-8 (setting code page to 65001)

### Actual Behavior

The output is incorrect on Terminal even when the encoding is UTF-8. 
I have verified this with `chcp` and the code page is `65001`

### Screenshots for reference
#### Conhost (correct behaviour)
![cmd_NLvESW58q5](https://github.com/microsoft/terminal/assets/136404740/48c15866-42e1-4acb-b6c2-14fa35fa4343)

#### WIndows Terminal (incorrect behaviour)
![WindowsTerminal_U13vuiXMJk](https://github.com/microsoft/terminal/assets/136404740/4edd54ef-e7d2-41a4-aa8e-0b2ea8a64cc7)
Repository: godot
Issue: Unable to move around in the editor while animating a Skeleton3D with two viewports open
Labels: bug,topic:editor,topic:input

### Tested versions

4.2.stable

### System information

Godot v4.2.stable - Windows 11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (Mobile) (NVIDIA; 31.0.15.3203) - Intel(R) Core(TM) i5-9300HF CPU @ 2.40GHz (8 Threads)

### Issue description

When I am in the 3D editor, I am unable to move around the camera using A and/or D because the AnimationPlayer starts playing (or playing backwards) and it deletes my progress, but only if I have two viewports open.

### Steps to reproduce

Create a new 3D Scene
Open a second viewport (Mine is one on top of the other)
Add a Skeleton3D
Add some bones to the Skeleton3D
Add an AnimationPlayer Node
Create a new Animation
Start animating your Skeleton3D, I'm using "Edit Mode" to show the rotation on joints rather than the skeleton itself
Add some keys (and create a track)
Now as you're animating, try moving the camera *around* your model by using A and D and the AnimationPlayer will ruin your day by deleting all of your current rotations if you did not key them




### Minimal reproduction project (MRP)

[SKELETON 3D MINIMUM WHATEVER WHATEVER BECAUSE ITS BROKEN.zip](https://github.com/godotengine/godot/files/14275977/SKELETON.3D.MINIMUM.WHATEVER.WHATEVER.BECAUSE.ITS.BROKEN.zip)
Repository: flutter
Issue: [Android] - Tapping TextInput unfocuses it on Tablet emulator
Labels: a: text input,e: device-specific,platform-android,f: focus,P3,team-text-input

### Steps to reproduce

This happens on my Pixel C emulator but not my Pixel 6 emulator. 

1. Have the `TextInput` displayed on the screen with **_nothing focused_** for at least 8 to 10 seconds.
2. Tap the `TextInput`.


### Expected results

`TextInput` focuses and remains focused. 

### Actual results

`TextInput` may briefly focus, soft keyboard opens, `TextInput` however does not remain focused. You can repeat the process as many times as you like, and it still happens. 

Chuck a breakpoint on `FocusNode.unfocus` to see the stack trace. `"TextInputClient.onConnectionClosed"` is passed to `Future<dynamic> _handleTextInputInvocation(MethodCall methodCall)` in `TextInput` class from a platform channel. 

### Code sample

<details open><summary>Code sample</summary>

```dart

import 'package:flutter/material.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        appBar: AppBar(
          title: const Text('Text Input Example'),
        ),
        body: const Center(
          child: Padding(
            padding: EdgeInsets.all(8.0),
            child: TextField(
              decoration: InputDecoration(
                border: OutlineInputBorder(),
                labelText: 'Enter something',
              ),
            ),
          ),
        ),
      ),
    );
  }
}

```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>


Here I wait for 8 or so seconds, then tap the TextInput, the soft keyboard opens for a few seconds while the TextInput remains unfocused, then I tap the TextInput a second time and it finally focuses. 

[textinputbug2.webm](https://github.com/flutter/flutter/assets/26356162/702a4d81-15e6-475d-a9cb-1d4c62e43cec)


</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[✓] Flutter (Channel stable, 3.16.8, on macOS 14.2.1 23C71 darwin-arm64, locale en-GB)
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[✓] Xcode - develop for iOS and macOS (Xcode 15.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.3)
[✓] IntelliJ IDEA Community Edition (version 2023.2.2)
[✓] VS Code (version 1.86.1)
[✓] Connected device (7 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: next.js
Issue: Path parameter is not uri decoded
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/td8ckz?file=%2Fnext.config.mjs%3A5%2C1&migrateFrom=cvs2lh

### To Reproduce

open `https://td8ckz-3000.csb.app/test/[Path parameters containing multibyte characters]`
> example: [`https://td8ckz-3000.csb.app/test/あ`](https://td8ckz-3000.csb.app/test/あ)

### Current vs. Expected behavior

## Current

Since the path parameter is not decoded, it cannot be used as is if the path parameter contains multi-byte characters.

![image](https://github.com/vercel/next.js/assets/96213511/6dd9d6e5-7e8b-4707-aac5-6c57130c1247)

## Expected behavior

When the path parameter is obtained, it has been decoded.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #19~22.04.1-Ubuntu SMP Wed Jan 10 22:57:03 UTC 2024
Binaries:
  Node: 20.11.0
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 8.14.1
Relevant Packages:
  next: 14.1.0
  eslint-config-next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure, App Router

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Vercel (Deployed), Other (Deployed)

### Additional context

_No response_