sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: react-native
Issue: iOS "Hide my email" does not set the email in TextInput
Labels: Platform: iOS,Issue: Author Provided Repro,Component: TextInput

### Description

I have a TextField that accepts an email address. 
`<TextInput
        style={styles.input}
        value={email}
        onChangeText={setEmail}
        textContentType='emailAddress
        keyboardType='email-address
        placeholder="Enter email address"
      />`
If I now use the "Hide my email" workflow on iOS instead of entering an email address, the TextInput field remains empty and is not set to the generated email address.

### React Native Version

0.72.1

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

System:
  OS: Windows 10 10.0.19044
  CPU: (20) x64 12th Gen Intel(R) Core(TM) i7-12700K
  Memory: 21.01 GB / 31.75 GB
Binaries:
  Node:
    version: 18.16.1
    path: C:\Program Files\nodejs\node.EXE
  Yarn:
    version: 1.22.19
    path: C:\Program Files (x86)\Yarn\bin\yarn.CMD
  npm:
    version: 9.5.1
    path: C:\Program Files\nodejs\npm.CMD
  Watchman: Not Found
SDKs:
  Android SDK: Not Found
  Windows SDK: Not Found
IDEs:
  Android Studio: Not Found
  Visual Studio: Not Found
Languages:
  Java: Not Found
  Ruby: Not Found
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.1
    wanted: ^0.72.1
  react-native-windows: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: Not found
  newArchEnabled: Not found
iOS:
  hermesEnabled: Not found
  newArchEnabled: Not found

### Steps to reproduce

- Create a new app
- `import { TextInput, View, StyleSheet } from "react-native";
import React, { useState } from "react";

export default function App() {
  const [email, setEmail] = useState("");

  const styles = StyleSheet.create({
    container: {
      flex: 1,
      justifyContent: "center",
      alignItems: "center",
    },
    input: {
      width: "80%",
      height: 40,
      borderColor: "gray",
      borderWidth: 1,
      padding: 10,
    },
  });

  return (
    <View style={styles.container}>
      <TextInput
        style={styles.input}
        value={email}
        onChangeText={setEmail}
        textContentType="emailAddress"
        keyboardType="email-address"
        placeholder="Enter email address"
      />
    </View>
  );
}
`

### Snack, code example, screenshot, or link to a repository

https://snack.expo.dev/@febis001/hide-my-email
Repository: flutter
Issue: [Impeller] Move context methods to capabilities.
Labels: engine,P3,c: tech-debt,e: impeller,team-engine,triaged-engine

* UpdateOffscreenLayerPixelFormat
* DescribeGpuModel
Repository: angular
Issue: NgOptimizedImage : IMAGE_LOADER as Observable<string>|string
Labels: feature,area: common,feature: insufficient votes,common: image directive

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

IMAGE_LOADER is great for static urls.
But imagine, as I do it, that your app is able to load an image from a server, or from IndexedDB.
In this case we manage the url in two different ways : 

1. the url is used to get the image from the server
2. the url is used to display a Blob, already loaded from IndexedDB, or elsewhere locally

In case 1, it's okay to get a string
In case 2, we need first to load the file from IndexedDB, then create a Blob, then use its url as Observable<string>

### Proposed solution

It would be great that IMAGE_LOADER would be able to return string | Observable<string>. It would allow us to  take a dynamic runtime decision to choose the way to load an image, which is not always from a server, which can have different source depending on context.

### Alternatives considered

I created a custom Image component to manage almost the same things than NgOptimizedImage. But yes NgOptimizedImage is really great, there is only this missing part for me... and maybe other people.
Repository: godot
Issue: Godot 4 editor running in Linux-on-Android is very slow compared with Godot 3.5
Labels: platform:android,topic:editor,needs testing,performance

### Godot version

4.0.3

### System information

Android 13 -> Arm64 Linux -> Box64 -> Godot4.0.3 (LinuxX64) Any of the available render

### Issue description

Godot4 code editor lags a lot, and any version of Godot 3 does not.


### Steps to reproduce


Godot is running inside Android 13 -> Arm64 Linux -> Box64 -> Godot4.0.3 (LinuxX64) All renders
(Also tested in Android 13 -> Arm64 Linux -> Box64 -> WineProton -> Godot4.0.3 (WindowsX64)) All renders

I decided to upgrade my projects since Godot 4 is theoreticaly faster, but in reality it is running slower =(

So running any version of Godot 3.X I get really decent fps,  the editor is smoth and an empty scene runs at 70+fps.
Running Godot 4.0.3 latest stable I get a massive lag and slow down even inside the code editor (typing is really laggy), running an empty scene runs at only 4X fps compared to the 70+ of Godot 3.X, so almost less 40% speed for an empty scene.
Started migrating my project to 4.0.3 and everything is slower =(

If anyone is interested in reproducing this issue, first you need a rooted phone or tablet(there is also a proot version for non rooted devices), then you can follow the installation script from [https://github.com/Ilya114/Box64Droid](https://github.com/Ilya114/Box64Droid), in my case I also installed xfce4 (you need to fix permission for _apt inside /etc/passwd in order to do a apt update.

Note that you can also try this in proot version (no root needed).

Why am I using a Arm Linux to dev on Android phone/tablet? Godot 3 and 4 Editor crashes randomly on android, plus inside the linux I am able to debug the code and its way more stable and supports vulcan 1.3 while the android side only supports 1.1.

It is very strange that typing in the code editor is super laggy and slow, almost to the point that it's painfull to use.


Video anex showing the problem with lag when typing the in the editor as well as the brutal FPS dif. [video here](https://www.veed.io/view/ab39c725-31b9-4259-b2a8-b0c7fb6613c4?panel=share)

### Minimal reproduction project

Just create an empty project and compare   the code editor lag and the FPS of a empty scene.
Repository: electron
Issue: [Bug]: Tray icon missing on Ubuntu Unity 22.04 & 23.04 etc.
Labels: platform/linux,component/tray,bug :beetle:,24-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

17.0.0

### What operating system are you using?

Ubuntu

### Operating System Version

Ubuntu Unity 22.04 and 23.04

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Tray icon should show for latest apps using Electron, like Slack, Signal and Discord.

### Actual Behavior

Tray icon not shown for latest apps using Electron, like Slack, Signal and Discord.

### Testcase Gist URL

_No response_

### Additional Information

Currently, Unity7 in Ubuntu Unity 22.04 / 23.04:
```
$ echo $XDG_CURRENT_DESKTOP
Unity:Unity7:ubuntu
```

as a workaround, apps using Electron need to be started with `XDG_CURRENT_DESKTOP=Unity7` or `XDG_CURRENT_DESKTOP=""` (unset) for the tray icon to show in Unity7 in Ubuntu.
example:
`$ XDG_CURRENT_DESKTOP=Unity7 slack`
Repository: go
Issue: go/types: Implements is an allocation hotspot
Labels: Performance,NeedsFix

While profiling the rapid type analysis (golang.org/x/tools/go/callgraph/rta) I noticed that it spends a majority of its time in the `types.Implements` function. It's not entirely surprising as it's a key part of the algorithm, but we could easily make the analysis several times faster by optimizing this step. Allocation of the `next` slice in types.lookupFieldOrMethod is a major cost: 43s out of 141s CPU. 

Here's an overview of the profile:
![pprof001](https://github.com/golang/go/assets/5658175/99704003-bba1-4357-aeb5-234b17d6fa9b)

You can reproduce it by building cmd/deadcode in https://go.dev/cl/507738 and running it on k8s.io/cmd/kubelet.
Repository: godot
Issue: AudioStreamPlayer2D causes crashes
Labels: bug,needs testing,topic:audio,crash

### Godot version

v4.0.2.stable.mono.official [7a0977ce2]

### System information

Windows 10, Intel Xeon CPU E3-1230 v3, Realtek High Definition Audio Bus

### Issue description

At certain moments, AudioStreamPlayer2D causes editor or preview crash.

### Steps to reproduce

**Way 1**
- Set "Playing" bool flag to true in inspector and wait few seconds until editor crashes.

**Way 2**
- Hover the cursor over "Stream" property field in inspector while "Playing" bool flag is true and cause the editor crash.

**Way 3**
- Run preview when "Autoplay" property is set to true in inspector, preview crashes instantly (works fine if property is set via the code).

### Minimal reproduction project

[gd-sai-audio-issue.zip](https://github.com/godotengine/godot/files/11941734/gd-sai-audio-issue.zip)
Repository: excalidraw
Issue: [Feature] Add support for diagramming markup syntax
Labels: charts

I'd love to see support for something like [MermaidJS](https://github.com/mermaid-js/mermaid) to be able to render various diagrams a lot quicker than manually constructing them from the shape tools. This could tie in with your recent LaTeX support #5265 or the soon-to-be supported tablular data from paste feature #3762.

For some inspiration, the OG JS diagramming library that many current projects were based on, [JS-Sequence-Diagrams](https://github.com/bramp/js-sequence-diagrams), had a lovely hand-drawn theme:

![imge](https://github.com/excalidraw/excalidraw/assets/24608720/a26ce856-ebe7-4cd7-b09b-f47308db0db6)
Repository: deno
Issue: Deno coverage panic
Labels: bug,needs info,testing

CLI input:
>RUST_BACKTRACE=1 deno coverage --exclude="(\/resource\/)|(test\.(js|mjs|ts|jsx|tsx))$" tmp/coverageData/ --lcov > tmp/coverageData/coverageFile.lcov  

CLI output:
```
============================================================
Deno has panicked. This is a bug in Deno. . . .

Platform: linux x86_64
Version: 1.32.4
Args: ["deno", "coverage", "--exclude=(\\/resource\\/)|(test\\.(js|mjs|ts|jsx|tsx))$", "tmp/coverageData/", "--lcov"]

thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Syntax(
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
regex parse error:
    (\/resource\/)|(test\.(js|mjs|ts|jsx|tsx))$
     ^^
error: unrecognized escape sequence
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
)', cli/tools/coverage/mod.rs:597:42
stack backtrace:
   0: rust_begin_unwind
             at /rustc/9eb3afe9ebe9c7d2b84b71002d44f4a0edac95e0/library/std/src/panicking.rs:575:5
   1: core::panicking::panic_fmt
             at /rustc/9eb3afe9ebe9c7d2b84b71002d44f4a0edac95e0/library/core/src/panicking.rs:64:14
   2: core::result::unwrap_failed
             at /rustc/9eb3afe9ebe9c7d2b84b71002d44f4a0edac95e0/library/core/src/result.rs:1790:5
   3: core::result::Result<T,E>::unwrap
   4: deno::tools::coverage::cover_files::{{closure}}
   5: deno::run_subcommand::{{closure}}
   6: deno::main::{{closure}}
   7: tokio::task::local::LocalSet::run_until::{{closure}}
   8: deno_runtime::tokio_util::run_local
   9: deno::main
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
```

**Hint:**
look at mismatch between my input arg (`--exclude="(\/resource\/)|(test\.(js|mjs|ts|jsx|tsx))$"`)
and arg reported by deno: (`"--exclude=(\\/resource\\/)|(test\\.(js|mjs|ts|jsx|tsx))$"`)
Repository: next.js
Issue: next/font causes flickering during HMR on Firefox
Labels: Font (next/font)

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #1 ZEN SMP PREEMPT_DYNAMIC Sat, 01 Jul 2023 16:17:04 +0000
    Binaries:
      Node: 18.16.0
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: 8.6.2
    Relevant Packages:
      next: 13.4.9-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.9.4
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Font optimization (next/font)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/arvl130/nextjs-bug-repro-flicker-on-hmr

### To Reproduce

1. Run the dev server in a terminal and open the homepage in Firefox. Wait for the page to fully load.

2. Once the page has loaded, open another terminal and run the helper script included in the repository:

```sh
node update-page-every-one-second.mjs
```

3. Flickering should appear (see video below).

### Describe the Bug

If you use `next/font` on your Next.js app, during development, all text on your page will briefly disappear whenever HMR is triggered. This does not happen with the Pages dir. It also does not happen when developing with Chrome. 

https://github.com/vercel/next.js/assets/59502616/681849c8-d44d-443d-bedf-f6c92f08698d

I can reproduce the issue on both Windows and Linux.

### Expected Behavior

Text should not flicker when HMR is triggered, like in the Pages dir.

### Which browser are you using? (if relevant)

Firefox 114.0.2

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Editor Crash when using Network Profiler
Labels: bug,topic:editor,topic:network,crash

### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.2892) - 11th Gen Intel(R) Core(TM) i5-11300H @ 3.10GHz (8 Threads)

### Issue description

When using a MultiplayerSynchronizer with a watched variable and a relatively long replication_interval, running the network profiler will cause the editor to crash when the watched variable changes.

I was trying to make RTS-style controls. I wanted to sync positions very slowly and only update a pathing target when its value changed.

From my testing, it doesn't actually matter if there is a synced variable, but the combination of a relatively large replication_interval, a delta update on a watched variable, and an active network profiler seems to cause the crash.

A higher replication_interval seems to make the crash it more likely to occur. When I changed the replication_interval from 0.2 to 0.1, it took longer for the crash to happen, and when I set it to 0.05 or lower, I stopped being able to trigger the crash (within a reasonable timeframe).

### Steps to reproduce

There's kind of a lot of interacting elements here, so I tried to narrow it down as best as I could. Please see the reproduction project.

In this project, left-clicking on the screen causes the player object to move around/triggers the delta update. You should be able to trigger the crash by followings these steps:

1. Run 2 debugging instances.
2. Start the network profiler.
3. Click around on either game window.

### Minimal reproduction project

[NetProfilerCrash_MinRep.zip](https://github.com/godotengine/godot/files/11943379/NetProfilerCrash_MinRep.zip)
Repository: stable-diffusion-webui
Issue: conflicting information regarding pyhton torch support under Windows
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

https://github.com/AUTOMATIC1111/stable-diffusion-webui#automatic-installation-on-windows
```Install [Python 3.10.6](https://www.python.org/downloads/release/python-3106/) (Newer version of Python does not support torch)```

### Steps to reproduce the problem

https://pytorch.org/get-started/locally/#windows-python
```Currently, PyTorch on Windows only supports Python 3.8-3.11```


### What should have happened?

what about the latest release of python installer? 3.10.11

https://www.python.org/downloads/release/python-31011/

### Version or Commit where the problem happens

current

### What Python version are you running on ?

None

### What platforms do you use to access the UI ?

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### Cross attention optimization

Automatic

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
none
```


### List of extensions

none

### Console logs

```Shell
none
```


### Additional information

I dont have such problem under FreeBSD, but on Windows 10 the amount of information is misleading from all parties.
Repository: vscode
Issue: Is there one way to set wordwrap on with markdown but set wordwrap off in scripts shown in markdown.
Labels: feature-request,editor-wrapping

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I use the following setting. With the help of this issue #164267 and other related vscode docs, I can enable only markdown word wrap now.
Current settings:
```json
    "[markdown]": {
        "editor.wordWrap": "on"
    },
    "editor.wordWrap": "off",
```

---

features wanted:
I want to make scripts in markdown word wrap (the ending "```" not shown in the following example due to markdown rendering). That is the following `echo "very_long_foo"` word wrapped.
```markdown
  ```bash
  echo "very_long_foo"
```

Is there one way to achieve that ? Thanks for help.
Repository: PowerToys
Issue: Snap to zone at maximizing / double click title bar
Labels: Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Hi,

i used displayfusion before. 
But since this ruined some games with the last update on my ultrawide i now use fancyzones, i am just missing one thing.

Sometimes i have windows which are not snapped or maximized. 
Then i double click them in the are i want them to get snapped (mostly in the middle, my zones are 1600 | 1920 | 1600 wide).
But then the window gets maximized over the entire screen.

I asked ChatGPT to give me a solution to hope i was blind.
It gave me "Make maximized windows 'snap' to this zone" but i could not find this option and also were not able to find it anywhere else. 

Am i missing something? 

### Scenario when this would be used?

Escpecially in my everyday life.
I am not using the predefined zones in the maximize buttons, i deactivated them to be honest.
I need this multiple times a day.

### Supporting information

Ultrawide, 5120x1440, splitted in 3 zones mostly (sometimes left and right are splitted vertically again)
Repository: next.js
Issue: Global variable not preserved in app directory on hot/full reload (dev mode)
Labels: linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #22 SMP Tue Jan 10 18:39:00 UTC 2023
    Binaries:
      Node: 16.17.0
      npm: 8.15.0
      Yarn: 1.22.19
      pnpm: 7.1.0
    Relevant Packages:
      next: 13.4.9-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/sandbox/unruffled-meadow-88lfjk

### To Reproduce

Try this in any `page.js|tsx` file:

```js
console.log('Global Test: ', global._foo);
if(!global._foo) {
  global._foo = 'hello';
  console.log('Initializing global variable');
}

```

### Describe the Bug

Global variable not preserving on app directory and app route handler. Working fine on pages directory. On full/hot reloading multiple times the above page.tsx it's printing `undefined` every time.

### Expected Behavior

On hot/full reloading multiple times, it should log pattern like this:

```
// print-1
Global Test: undefined
Initializing global variable

// print-2
Global Test: hello

// print -3 
Global Test: hello

```

### Which browser are you using? (if relevant)

Chrome 114

### How are you deploying your application? (if relevant)

_No response_

<sub>[NEXT-1402](https://linear.app/vercel/issue/NEXT-1402/global-variable-not-preserved-in-app-directory-on-hotfull-reload-dev)</sub>
Repository: vscode
Issue: Locale independent keybindings (character instead of physical key)
Labels: feature-request,keybindings

I try to contribute a package.json to an extension that features some keybindings. Those bindings need to work based on character, not on physical keyboard, because they are meant to replicate Vim keybindings, which are locale-independent by default.

> VSCode keybindings are locale aware. So instead of mapping the character, it requires to map the physical key, which is not what we want. Vim isn't aware of physical keys, so it reacts on characters which will result in different key strokes depending on the keyboard layout.
> 
> I'm using a German macOS keyboard layout (ISO whatever), VSCode won't let me map most of the keybindings to a locale-independent keymap: 
> 
> <img width="637" alt="Screenshot 2023-07-04 at 08 55 55" src="https://github.com/vscode-neovim/vscode-neovim/assets/24259245/f4a3939f-e77d-4707-b8ab-04f22f0737e0">
> 
> Interestingly, the behavior we strive for seems to work for `=`: 
> 
> <img width="448" alt="Screenshot 2023-07-04 at 08 57 03" src="https://github.com/vscode-neovim/vscode-neovim/assets/24259245/fab3969a-2e77-4b58-8cfd-0a2ddeeb82b6">
> 
> So it seems to be possible, it's just not feature complete(?).

See https://github.com/vscode-neovim/vscode-neovim/pull/1257

These are the mappings we try to support: https://github.com/vscode-neovim/vscode-neovim/pull/1257/files

Thank you!
Repository: stable-diffusion-webui
Issue: Freezes in the webui-user terminal after the inscription 'collecting torch'
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Hi, I have a problem that was not there at the first installation, but now it has come out. When I enter the terminal, after the inscription 'collecting torch' everything freezes and I have to restart the computer, I saw a couple of messages about it, but I did not find a solution, because I am not strong in this. What do I need to do to fix this?



### Proposed workflow

I'm sorry, I do not know how to choose another label using, this feature is simply missing when creating a theme

### Additional information

I'm sorry, I do not know how to choose another label using, this feature is simply missing when creating a theme