sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Next 14 shows flicker with external React Native components on web
Labels: bug

### Link to the code that reproduces this issue

https://github.com/soniankur948/RN-flicker

### To Reproduce

* npm run dev
* go to `http://localhost:3000`
* we observe a flicker

### Current vs. Expected behavior

### Bug Report

**Description:**

Following the steps in the previous section, I expect styled components to render correctly. However, I observe unstyled components on the page initially. These components only get styled after the `<style id="react-native-stylesheet"></style>` tag is added to the head, causing a noticeable flicker. This issue is particularly evident when slowing the speed using network throttling.

Additionally, this flicker is observed while using other React Native component libraries, such as `native-base`.

**Steps to Reproduce:**

1. Follow the steps provided in the previous section to render styled components.
2. Observe the initial rendering of the components.
3. Notice the flicker as the styles are applied after the `<style id="react-native-stylesheet"></style>` tag is added to the head.
4. Use network throttling to slow down the speed and observe the issue more clearly.

**Expected Behavior:**

Styled components should render without flicker, with styles applied immediately upon rendering.

**Observed Behavior:**

Components initially render without styles, causing a flicker when the styles are subsequently applied.

**Additional Information:**
- Issue does not exist in Next js 12
- The flicker is also observed with other React Native component libraries, as sample I used `native-base`.
- The issue is more pronounced when using network throttling to slow down the speed.

***Before CSS is applied:***
![image](https://github.com/vercel/next.js/assets/45545333/0ed4a0bc-e90b-45e1-8eec-8949ea601f72)
***After CSS is applied***
![image](https://github.com/vercel/next.js/assets/45545333/1bd5b558-2bc7-4f5d-90b8-f00bec16b23d)




### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:12:25 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T6030
  Available memory (MB): 36864
  Available CPU cores: 12
Binaries:
  Node: 21.7.3
  npm: 10.5.0
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.3 // There is a newer version (14.2.4) available, upgrade recommended! 
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: N/A
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), next start (local)

### Additional context

_No response_
Repository: vscode
Issue: `shift+enter` sends python code to interactive editor, SR workaround
Labels: feature-request,accessibility,interactive-window

@jooyoungseo has discussed the accessibility challenges with using the interactive editor. 

Until we have addressed those, he's wondering if we can support `shift+enter` executing python code for screen reader users.
Repository: godot
Issue: ReflectionProbe Reflection Masks have no effect on Mobile renderer
Labels: bug,topic:rendering,confirmed,topic:3d

### Tested versions

- Reproducible in: Godot Engine v4.3.beta1.official, and v4.3.beta.custom_build [71699e08c] (Current master).

### System information

Fedora Linux 40.20240613.0 (Silverblue) - Wayland - Vulkan (Mobile) - dedicated AMD Radeon RX 5700 (RADV NAVI10) () - Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 Threads)

### Issue description

Reflection Masks can be used to exclude meshes from being affected by a ReflectionProbe. In the Forward+ and Compatibility backends this works correctly, but not so on the Mobile backend. Meshes are always affected by a ReflectionProbe in Forward Mobile, even when excluded by the Reflection Mask.

I've also tested ReflectionProbe Cull Masks to see if it had similar issues, but it works just fine in the Mobile renderer.

Forward Plus (Working correctly):
![gd4MRP-MRPM-Screenshot_ForwardPlus](https://github.com/godotengine/godot/assets/3671261/63301ebc-b7d2-43db-876c-88d35d3e1cb9)

Forward Mobile (With issues):
![gd4MRP-MRPM-Screenshot_Mobile](https://github.com/godotengine/godot/assets/3671261/d61ec57c-33a5-4e8b-8646-ceaa218729f9)

Compatibility (Working correctly):
![gd4MRP-MRPM-Screenshot_Compatibility](https://github.com/godotengine/godot/assets/3671261/483761b4-b559-409d-a2bc-31351135040e)


### Steps to reproduce

1. Create two MeshInstance3Ds and set one of them to Layer 2.
2. Create a ReflectionProbe and in the Reflection Mask, exclude Layer 2.
3. Set the Ambient Color in the ReflectionProbe to Constant Color and use a bright color to help exaggerate the differences between the two Meshes.
4. Switch between the Forward+ and Mobile backends to see the difference.

### Minimal reproduction project (MRP)

[gd4MRP-MobileReflectionProbeMasks.zip](https://github.com/user-attachments/files/15842498/gd4MRP-MobileReflectionProbeMasks.zip)
Repository: pytorch
Issue: Flaky test page should include retry runs
Labels: triaged,module: infra

See https://hud.pytorch.org/flakytest?name=test_bmm_multithreaded&suite=TestTorch&limit=100

There are no test results from after 5/16. However, IIRC, CI is supposed to retry a failing test periodically. It would be cool if the retries are also listed on that page.

The context is that I am trying to fix a flaky test and staring at a log from when the test was first deemed to be flaky isn't helpful because it's commonly out of date. Also, I want to know the statistics of the test now: is it still flaky? Or is it consistently failing?

cc @pytorch/pytorch-dev-infra
Repository: svelte
Issue: Support a non-html comment in markup
Labels: feature request

### Describe the problem

Very often, I will build something out as a PoC first in a single Svelte component before proving out the concept and excising reusable sections to their own components. Often, this looks like starting with the piece I want to keep, and commenting out the remaining to test that the base stuff is working as expected, but if I have any html comments (which is the only way I am aware to comment on markup in Svelte) then IntelliSense will break when I try and comment **around** those html comments.

```
<!--
   ... 
  <!-- Actual comment that I want -->

  no end-comment-tag because it detected it in the above comment
  and even if it added it...
--> this is technically invalid html and throws an 'unexpected block closing tag' error
```

### Describe the proposed solution

JSX supports this with simple block like `{/* some comment */}`, but I understand the mustache semantics are a little different in svelte.

Perhaps another type of decorator like `{#comment The comment body}` or something would be good? The compiler would strip these out at build time and they would be solely for the developers.

### Importance

nice to have
Repository: vscode
Issue: Go to definition opens another code editor if custom editor is opened
Labels: bug,help wanted,custom-editors

Type: <b>Bug</b>

Conext:
I have my language server implemented, which reacts to `textDocument/definition`.  It works great for code editors.

Issue description:
If I "go to definition" of a variable expression it's opening up a new code editor of the file that I already have open... It is happening in my default setup of having split screen of code editor and custom editor for the same file. 

VS Code version: Code 1.90.1 (Universal) (611f9bfce64f25108829dd295f54a6894e87339d, 2024-06-11T21:02:41.372Z)
OS version: Darwin arm64 22.6.0



<!-- generated by issue reporter -->
Repository: flutter
Issue: [flutter_tools] deprecate the --disable-dds flag
Labels: P3,c: tech-debt,team-tool,triaged-tool

https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/runner/flutter_command.dart#L523
Repository: stable-diffusion-webui
Issue: [Bug]: LAN connects to the main page but wont generate an image
Labels: not-an-issue,bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

I run stable diffusion on my pc and try to access it on my phone and laptop. I can connect to the main page and it shows all the extensions, loras etc. When I type in a prompt and click generate most of the time it does nothing! on a very rare occasion I can get 2 images done then it doesn't work again.  I can refresh the browser and it loads the main screen fine so it is connecting.

### Steps to reproduce the problem

1, launch stable difffusion
2, login from other pc,
3, type prompt,
4,nothing happens.

### What should have happened?

generated an image.

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

Google Chrome

### Sysinfo

[sysinfo-2024-06-14-20-56.json](https://github.com/user-attachments/files/15843855/sysinfo-2024-06-14-20-56.json)


### Console logs

```Shell
blonde typed in prompt.
```


### Additional information

I have tried rolling back firmware on router, I have tried changing from 192.168.1 to 192.168.50 as I did change them at some point.
Repository: vscode
Issue: Installation appears to be corrupt
Labels: bug,install-update,linux

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- Version: 1.90.1
- Commit: 611f9bfce64f25108829dd295f54a6894e87339d
- Date: 2024-06-11T21:02:43.666Z
- Electron: 29.4.0
- ElectronBuildId: 9593362
- Chromium: 122.0.6261.156
- Node.js: 20.9.0
- V8: 12.2.281.27-electron.0
- OS: Linux x64 6.5.0-35-generic

Steps to Reproduce:

1. Open vscode
2. Update vscode (via terminal)
3. Open new vscode window without closing old
4. Incorrect corrupt popup shows up
Repository: node
Issue: HTTP agent timeout overridden by previous keep-alive:timeout value
Labels: http

### Version

v20.12.2

### Platform

Linux 7c903542320e 3.10.0-1160.102.1.el7.x86_64 #1 SMP Tue Oct 17 15:42:21 UTC 2023 x86_64 GNU/Linux

### Subsystem

http

### What steps will reproduce the bug?

This issue is triggered by using an http agent with a timeout set. It requires many requests such that sockets are reused. The requests must also take longer than the keep-alive:timeout value sent back by the server. For instance if the agent timeout is set to 30 seconds, but the keep-alive value is 5 seconds, later requests timeout after 5 seconds instead of 30 seconds.

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

It consistently happens under load when responses take longer than 5 seconds (which is a typical keep-alive:timeout value) and the agent timeout is set to a longer duration.

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

The expected behavior is that the agent timeout is used.

### What do you see instead?

"Connection reset" is reported; although, the connection is not reset, and the client simply aborts the request.

### Additional information

The socket timeout for agent sockets seems to be set to the agent keep alive (or server keep-alive:timeout) value so that it will be closed after the timeout (correctly).

When the socket is used again, it keeps that setting. Instead it should use the configured agent timeout. The server's keep-alive:timeout is only for idle connections, not for pending requests.

The _http_agent.js setRequestSocket function does set the timeout when a socket is reused but it has a `if (req.timeout === undefined || req.timeout === agentTimeout)` guard that often prevents resetting the timeout. Instead of comparing the req.timeout, it seems it should compare the request timeout to the socket timeout, setting the socket timeout if they are different.

A work around for this would be:
```
request.on('socket', s => {
  s.setTimeout(agent.options.timeout);
});
```
Repository: electron
Issue: [Bug]: The SUID sandbox helper binary was found, but is not configured correctly. Rather than run without sandboxing I'm aborting now.
Labels: platform/linux,bug :beetle:,30-x-y,31-x-y,32-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

30.1.0

### What operating system are you using?

Ubuntu

### Operating System Version

Kubuntu 24.04

### What arch are you using?

x64

### Last Known Working Electron version

Unknown

### Expected Behavior

Upgrading Kubuntu from `23.10` to `24.04` should not cause this error even after clearing `node_modules` and running `yarn cache clean`.

I also manually ensured there were no cached versions of Electron.

### Actual Behavior

This error persists and I cannot run our project.

### Testcase Gist URL

_No response_

### Additional Information

Only began after upgrading Kubuntu to 24.04.
Repository: react
Issue: [React 19] Using spread with binary conditional in JSX causes error in dev env for case of using legacy JSX transform
Labels: React 19

## Summary

### Prerequisites
- React app which compiles with legacy JSX transform
- Add a JSX element with spread operator with binary conditional, e.g.:
```
      <button
        {...(isCountButtonActive && {
          onClick: () => setCount(currentCount => currentCount + 1)
        })}
      >
        Increment count
      </button>
```
- Run app in dev mode

### Result

Error is thrown when conditional is evaluated to `false`:
```
Uncaught TypeError: Cannot use 'in' operator to search for '__self' in false
    at exports.createElement (chunk-Y64RAOT6.js?v=f4a3421f:775:86)
    at App (App.jsx:3:13)
    at callComponentInDEV (react-dom_client.js?v=f4a3421f:785:18)
    at renderWithHooks (react-dom_client.js?v=f4a3421f:3510:24)
    at updateFunctionComponent (react-dom_client.js?v=f4a3421f:4521:21)
    at beginWork (react-dom_client.js?v=f4a3421f:5096:20)
    at runWithFiberInDEV (react-dom_client.js?v=f4a3421f:864:18)
    at performUnitOfWork (react-dom_client.js?v=f4a3421f:7688:83)
    at workLoopSync (react-dom_client.js?v=f4a3421f:7580:43)
    at renderRootSync (react-dom_client.js?v=f4a3421f:7561:13)
```
Code fragment where it's thrown:
```
        if (null != config) for (propName in didWarnAboutOldJSXRuntime || !("__self" in config) || "key" in config || (didWarnAboutOldJSXRuntime = true, warn("Your app (or one of its dependencies) is using an outdated JSX transform. Update to the modern JSX transform for faster performance: https://react.dev/link/new-jsx-transform")), hasValidRef(config), hasValidKey(config) && (checkKeyStringCoercion(config.key), typeString = "" + config.key), config) hasOwnProperty.call(config, propName) && "key" !== propName && "__self" !== propName && "__source" !== propName && (i[propName] = config[propName]);
```

### Reproduction

https://github.com/undeletable/jsx-spread-with-react-19
Click 'Toggle count button state' to reproduce
Repository: flutter
Issue: Design Doc: DevTools Discoverability in VS Code
Labels: design doc,:scroll:

### Document Link

https://docs.google.com/document/d/1iRx1_QpBOS88rS5shylzv_i5BisFDskavBuAeYGOUOs/edit?tab=t.0

### What problem are you solving?

Make DevTools tools easier to discover in VS Code. This includes first party tools provided by the Dart & Flutter teams at Google and third party tools provided by pub packages as DevTools extensions.
Repository: godot
Issue: Updating Area2D collision layer does not emit entered signal of already intersecting Area2Ds
Labels: discussion,topic:physics,needs testing

### Tested versions

- Reproducible in v4.3.beta.mono.custom_build [e09a3e931] and 4.2.2
- Not reproducible in 3.5.3

### System information

Godot v4.3.beta.mono (e09a3e931) - Ubuntu 22.04.4 LTS 22.04 - Wayland - Vulkan (Forward+) - integrated AMD Unknown (RADV RENOIR) - AMD Ryzen 7 5800H with Radeon Graphics (16 Threads)

### Issue description

I have a scene with two Area2Ds that are overlapping. The collision layers and masks are set to not trigger any collisions. 
When I now set one area's collision layer to the collision mask of the other area, no area_entered signal is emitted. This only applies to intersecting areas. If the layer of an intersecting body is updated, the body_entered signal is emitted.

I'm not sure if this is intended behavior or a bug. I found some similar older issues that were fixed by #39894. In Godot 3.5.3, the signals are emitted.

### Steps to reproduce

The MRP contains an Area2D with collision mask '1'. A CharacterBody2D and another Area2D that overlap the first area have collision layer '0'. A script connects the body and area entered signals for which it prints a short message ('Body/Area entered').
It then sets the collision layers of the body and the second area to '1' after 1s delay. 
Only the message for the body entered signal is printed.

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/15845063/mrp.zip)
Repository: godot
Issue: Terrible performance with more than a few CharacterBody3D's moving around in a production level.
Labels: topic:physics,topic:3d,performance

### Tested versions

4.0 - 4.2.2 stable, with and without Jolt addon.

### System information

Windows 10, Vulkan forward +, Nvidia 3070

### Issue description

When using a production level of detail level, and more than around 50 characters moving, the framerate absolutely tanks, like sub-15 FPS.  I did some custom profiling with tracy, and most of the performance hit was from the movement code called from both move_and_slide and move_and_collide.  When the performance goes below a certain threshold, it starts doing multiple physics updates per frame to make up for it, which then makes the performance worse, up to 8 physics updates per frame, which is the max, then things run at like 10fps in slow motion.

It's possible the issue is that I'm importing everything under one StaticBody3D.  Perhaps each shape should be its own static body for the broadphase tree optimization (or whatever this physics engine uses)? Edit: I modified the importer to make a unique StaticBody3D for each collision shape, and that didn't improve performance.  Could be that everything is centered at 0, 0, 0, though, and centering each StaticBody3D at the middle of each shape would improve things?  Not sure how the tree is implemented (if there even is one, which might be why the perf is so bad if there isn't one).

### Steps to reproduce

Load a reasonably complex level with a lot of convex collision shapes.  I'm importing one using the BSP importer I made.  Throw in around 60+ CharacterBody3Ds and have them move around.  Note the framrate is awful.

### Minimal reproduction project (MRP)

*EDIT:* Here's a new project, since the old one caused a lot of confusion: https://github.com/user-attachments/files/16141717/test_character_body_shape_cast.zip

Old project (performance collapses due to multiple physics updates per frame):
[test_character_body_perf.zip](https://github.com/user-attachments/files/15845072/test_character_body_perf.zip)

Attached is the example project.  I have a few different things you can try.  One is my complex level (still Quake level of detail, as it was originally a Quake map).  The other is a simpler one made with boxes (can be swapped out on the main_scene.tscn.  Also, you can set USE_MOVE_AND_SLIDE to true in the character_body_3d script to test simpler movement which performs a bit better.  I also included what I was using to do step moving (default).  This uses more moves and thus has worse performance.
Repository: next.js
Issue: redirect in NextJS config doesn't populate param in `destination` more than once
Labels: bug,Middleware,Parallel & Intercepting Routes

### Link to the code that reproduces this issue

https://github.com/firezone/firezone/blob/847c61bc99406e5b4cc64ebc1bb61cb30327f6aa/website/redirects.js

### To Reproduce

1. Configure `redirects` in the NextJS configuration
2. Use the extracted parameter multiple times in the `destination` string
3. Only the first one is replaced


```
const nextConfig = {
   async redirects() {
    return [{
      source: "/:test_param
      destination: "/foo/:test_param/bar/:test_param
    }]
  },
}
```

### Current vs. Expected behavior

I expect all occurrences of `:param` to be replaced in the `destination` string.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:16:51 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T8103
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 20.14.0
  npm: 10.7.0
  Yarn: N/A
  pnpm: 9.3.0
Relevant Packages:
  next: 14.2.3 // There is a newer version (14.2.4) available, upgrade recommended! 
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
 ⚠ There is a newer version (14.2.4) available, upgrade recommended! 
   Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.
   Read more - https://nextjs.org/docs/messages/opening-an-issue
```


### Which area(s) are affected? (Select all that apply)

Middleware, Parallel & Intercepting Routes

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

_No response_
Repository: angular
Issue: Support video thumbnails for Cloudinary image loader
Labels: feature,area: common,common: image directive

### Which @angular/* package(s) are relevant/related to the feature request?

common

### Description

The native Cloudinary image loader does not support displaying Cloudinary video thumbnails.

Example of a Cloudinary image loader created video asset:
https://res.cloudinary.com/traveliko/image/upload/f_auto,q_auto/winklink/aadk5uuq81bibv5yjces

### Proposed solution

Cloudinary supports displaying thumbnails of videos out of the box. Just need to change the `image` to `video` in the path. Adding another element attribute like `type` = `image` | `video`.

Example:
https://res.cloudinary.com/traveliko/video/upload/f_auto,q_auto/winklink/aadk5uuq81bibv5yjces

### Alternatives considered

Currently this is not even available to do via a custom loader.