sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug] AppImage Bundles Need an exclusion mechanic for standalone sidecar binaries
Labels: type: bug,status: upstream,platform: Linux,status: needs triage

### Describe the bug

I've a project which links a nuitka standalone binary in and uses it as a sidecar. In development builds and deb releases, this works awesome. However, AppImages modify the binary in a way nuitka doesn't need or expect which breaks it completely. 

Here is a diff of the original binary and the one being put into the appimage:
[bindiff.txt](https://github.com/user-attachments/files/18048998/bindiff.txt)


Which seems to occur at this point in the build process when using `--verbose`:
```
[gtk/stdout] WARNING: $NO_STRIP environment variable detected, not stripping binaries
[gtk/stdout] Setting rpath in ELF file netchiman.AppDir/usr/bin/netchiman to $ORIGIN/../lib
[gtk/stdout] Setting rpath in ELF file netchiman.AppDir/usr/bin/umo to $ORIGIN/../lib
```

And then upon launch causes `umo` to throw this error: 
![image](https://github.com/user-attachments/assets/3cd63310-4334-4bd7-80c7-1b1b2047eb00)

I guess what I need here is a means to exclude the `umo` binary from being modified by this build process. As far as I can tell, this should work fine if I could just get the AppImage builds to not screw around with this elf file.

My problem is I can't tell what's actually doing this or where! :D

### Reproduction

Build this zip as an AppImage using `NO_STRIP` envvar. Run it, click `check for updates` button in top-left. It dies.

https://drive.google.com/file/d/1p1nw2xQOVhQlD27YK6HQ17R9vnYJeCUv/view?usp=sharing



### Expected behavior

App no die.

### Full `tauri info` output

```text
> netchiman@0.1.0 tauri
> tauri info


[✔] Environment
    - OS: EndeavourOS Rolling Release x86_64 (X64)
    ✔ webkit2gtk-4.1: 2.46.4
    ✔ rsvg2: 2.59.2
    ✔ rustc: 1.83.0 (90b35a623 2024-11-26)
    ✔ cargo: 1.83.0 (5ffbef321 2024-10-29)
    ✔ rustup: 1.27.1 (2024-05-07)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 23.1.0
    - yarn: 1.22.22
    - npm: 10.9.0

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.2
    - tao 🦀: 0.30.8
    - tauri-cli 🦀: 1.5.14
    - @tauri-apps/api : 2.1.1
    - @tauri-apps/cli : 2.1.0

[-] Plugins
    - tauri-plugin-single-instance 🦀: 2.0.2
    - @tauri-apps/plugin-single-instance : not installed!
    - tauri-plugin-process 🦀: 2.0.1
    - @tauri-apps/plugin-process : 2.0.0
    - tauri-plugin-fs 🦀: 2.1.0
    - @tauri-apps/plugin-fs : 2.0.3
    - tauri-plugin-shell 🦀: 2.0.2
    - @tauri-apps/plugin-shell : 2.0.1
    - tauri-plugin-dialog 🦀: 2.0.4
    - @tauri-apps/plugin-dialog : 2.0.1
    - tauri-plugin-deep-link 🦀: 2.0.2
    - @tauri-apps/plugin-deep-link : 2.0.1

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Profiler running scripts vanishing
Labels: bug,topic:editor,needs testing

### Tested versions

4.4dev6

### System information

Godot v4.4.dev6 - Windows 10.0.26100 - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 32.0.12033.1030) - AMD Ryzen 7 3800X 8-Core Processor (16 threads)

### Issue description

Profiler is removing running scripts - I'm not sure how else to describe it:
![Image](https://github.com/user-attachments/assets/9803ca80-93dc-47cd-bb8f-83dc5766100f)


### Steps to reproduce

Try profiling in 4.4dev6

### Minimal reproduction project (MRP)

Try profiling in 4.4dev6
Repository: go
Issue: proposal: strconv: add AppendComplex
Labels: Proposal

### Proposal Details

I propose adding the AppendComplex function to complete the Append family with the same functions provided by the Format and Parse families for the bool, int, unit, float, and complex types.
Repository: node
Issue: Minimum waiting time for PRs with recently pushed commits
Labels: meta

## Problem

There are guidelines regarding waiting time in PRs:
https://github.com/nodejs/node/blob/c1ccade02f29fd5585601bd496d4fb615a55b682/doc/contributing/pull-requests.md?plain=1#L421-L432
https://github.com/nodejs/node/blob/c1ccade02f29fd5585601bd496d4fb615a55b682/doc/contributing/collaborator-guide.md?plain=1#L179-L181
https://github.com/nodejs/node/blob/c1ccade02f29fd5585601bd496d4fb615a55b682/doc/contributing/pull-requests.md?plain=1#L344-L352
However, the time is always calculated since PR creation and not since last pushed commits (even for significant changes and/or force-pushes).
This effectively creates a situation where a single collaborator approval (and a single green CI for https://github.com/nodejs/node/labels/needs-ci PRs) is enough to immediately merge PR right after push - both from guidelines's and NCU/https://github.com/nodejs/node/labels/commit-queue 's points of view - as long as it was initially opened 7+ days ago.

Somewhat related: https://github.com/nodejs/node-core-utils/issues/677

## Possible solutions

- Make it strict, always counting the 48/168 hours from last push rather than initial open date.
- Make it semi-strict, e.g. counting ~24 hours from last push if PR passes open date limit.
- Make doc-only addition to guideline, asking to wait ~24 hours if anything non-trivial was pushed.
- Keep it as is and rely on common sense.

Doc-only option looks best to me since it won't slow down landing trivial fixups, but it's also always possible to fast-track them or land manually. Maybe there are different opinions on this.

Just to clarify, this issue is not a security concern nor a loophole for potential bad actors etc. The minimum waiting time is supposed to allow anyone to provide their input (including suggestions and explicit blocks), and not having it for subsequent commits sometimes nullifies this ability.
Repository: rust
Issue: Tracking issue for release notes of #131558: Lint on combining `#[no_mangle]` and `#[export_name]`
Labels: A-lints,T-lang,T-compiler,relnotes,relnotes-tracking-issue,L-unused_attributes


This issue tracks the release notes text for #131558.

### Steps

- [x] Proposed text is drafted by PR author (or team) making the noteworthy change.
- [ ] Issue is nominated for release team review of clarity for wider audience.
- [ ] Release team includes text in release notes/blog posts.

### Release notes text

The responsible team for the underlying change should edit this section to replace the automatically generated link with a succinct description of what changed, drawing upon text proposed by the author (either in discussion or through direct editing).

````markdown
# Language
- [Lint on combining `#[no_mangle]` and `#[export_name]` attributes.](https://github.com/rust-lang/rust/pull/131558)
````

> [!TIP]
> Use the [previous releases](https://doc.rust-lang.org/nightly/releases.html) categories to help choose which one(s) to use.
> The category will be de-duplicated with all the other ones by the release team.
>
> *More than one section can be included if needed.*

### Release blog section

If the change is notable enough for inclusion in the blog post, the responsible team should add content to this section.
*Otherwise leave it empty.*

````markdown
````

cc @sassman, @Urgau -- origin issue/PR authors and assignees for starting to draft text
Repository: godot
Issue: Godot texture masking (mask channels)
Labels: needs testing,topic:import

### Tested versions

4.3

### System information

Godot v4.3.stable (77dcf97d8) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)

### Issue description

GLTF model can have one material (surface) and multiple texture on this. It displays as some pseudosurfaces what are green, red, blue or black.
So question: how i can set all these textures? i tried use all texture variants and not found variant for me.
![Image](https://github.com/user-attachments/assets/13dabe9e-9b8b-42b0-ad9c-ff03ca1843fd)


### Steps to reproduce

Have this strange model (change first .txt to .gltf and next .txt to .bin)
l[SM_NeighborsHouse_part15.txt](https://github.com/user-attachments/files/18049270/SM_NeighborsHouse_part15.txt)
[SM_NeighborsHouse_part15.txt](https://github.com/user-attachments/files/18049275/SM_NeighborsHouse_part15.txt)


### Minimal reproduction project (MRP)

Create empty project and then add this model and try add some textures or materials
Repository: pytorch
Issue: Improve typing of args and kwargs with ParamSpec
Labels: good first issue,module: typing,triaged,better-engineering

### 🚀 The feature, motivation and pitch

Large portions of the codebase type `*args : Any` and `**kwargs: Any,` when we should be using `typing_extensions.ParamSpec` with `P.args` and `P.kwargs` to reduce erasure of the args being passed into other functions / methods. We also use TypeVars to preserve the return value of the typed methods. Callables also often erase their typing info currently.  We should go through and use ParamSpec whenever possible to improve the typing situation.

This is especially problematic for any function decorators as all typing information of the method or function gets erased by decorators that use the previous typing scheme.

We should also try to get rid of the older way of trying to improve typing of decorators with `_F = TypeVar("_F", bound=Callable[..., Any])` as this is less readable / extensible. 

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @malfet @xuzhao9 @gramster
```[tasklist]
### Tasks
- [ ] https://github.com/pytorch/pytorch/pull/144047
- [ ] https://github.com/pytorch/pytorch/pull/143797
```
Repository: next.js
Issue: Vercel local build for NextJS and prebuilt deployment throws error with styled-jsx
Labels: bug,Output (export/standalone)

### Link to the code that reproduces this issue

https://github.com/nikitimi/examiner-monorepo

### To Reproduce

1. Set-up a monorepo using `pnpm`.
2. create catalog with `codemode pnpm/catalog`.
3. create-next-app inside monorepo's packages.
4. create `pnpm-workspace.yaml`.
5. include catalogs in `pnpm-workspace.yaml`:

```yaml
  catalogs:
    next-canary:
      next: 15.0.4-canary.45
      react: 19.0.0-rc.1
      react-dom: 19.0.0-rc.1
    next-stable:
      next: 15.0.4
      react: 19.0.0-rc.1
      react-dom: 19.0.0-rc.1
```
6. Run `vercel build && vercel deploy --prebuilt`.

### Current vs. Expected behavior

### Expected:

Deployed in Vercel.

### Current:
![Screenshot 2024-12-08 020246](https://github.com/user-attachments/assets/d8d959ca-8ede-4575-8fc1-bc48c01ae7f4)


### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Pro
  Available memory (MB): 8026
  Available CPU cores: 8
Binaries:
  Node: 20.17.0
  npm: 10.8.2
  Yarn: N/A
  pnpm: 9.12.2
Relevant Packages:
  next: 15.0.4 // Latest available version is detected (15.0.4).
  eslint-config-next: N/A
  react: 19.0.0
  react-dom: 19.0.0
  typescript: N/A
Next.js Config:
  output: N/A
```


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

Developer Experience, Output (export/standalone)

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

next build (local)

### Additional context

I've tested putting env var like stated in [issue #1209](https://github.com/orgs/vercel/discussions/1209) to disable build cache, but it is not working, I also tested passing --force flag, but it is still not working.
Repository: react
Issue: [React 19] [prerender] missing nonce option and missing documentation about aborting server rendering
Labels: React 19

## Summary

### Nonce

The nonce option is not included, see [prerenderToNodeStream parameters](https://react.dev/reference/react-dom/static/prerenderToNodeStream#parameters) and [renderToPipeableStream parameters](https://react.dev/reference/react-dom/server/renderToPipeableStream#parameters).

### Documentation

In [prerender](https://react.dev/reference/react-dom/static/prerender#parameters) and [prerenderToNodeStream](https://react.dev/reference/react-dom/static/prerenderToNodeStream#parameters), a link to the documentation about aborting server rendering is referenced, but the page doesn't contain the link.

![imagen](https://github.com/user-attachments/assets/c251fa09-7b94-4fa8-aabd-3df01979e492)
Repository: godot
Issue: Shader editor opening when clicking on node
Labels: bug,topic:editor,topic:shaders

### Tested versions

4.4 dev5 and all godot 4 versions

### System information

Shader editor opening when clicking on node

### Issue description

Not sure if this is a bug or it's supposed to happen, but it can be annoying sometimes. When clicking on a mesh that has a shaderMaterial applied to it, and the material slot opened, clicking on that mesh will open the shader editor directly. This is unnecessary and is quite annoying if you're switching back and forth between editing shaders and working in the viewport.

video:

https://github.com/user-attachments/assets/7bdbedb5-ce51-40b9-85bb-d774e1fc062e


### Steps to reproduce

Assign a shader material to any mesh

### Minimal reproduction project (MRP)

any new project
Repository: react
Issue: [React 19] Controlled checkboxes are reset by form submission and form.reset()
Labels: React 19

## Summary

After a form is submitted with an `action`, if one of the form's fields is a checkbox or radio input controlled by its `checked` prop, that element is reset as if it were uncontrolled. The same happens when the `reset()` method is called on the form. (Expected behavior: those fields are not reset.)

```js
import { useState } from "react"

export default function Page() {
  const [isChecked, setIsChecked] = useState(false);

  return (
    <form action={() => {
      console.log("hello world!");
    }}>
      <label>
        Some checkbox
        <input type="checkbox"
          checked={isChecked}
          onChange={(e) => {
            setIsChecked(e.target.checked);
          }}
        />
      </label>
      <button>Submit form</button>
    </form>
  );
}
```

Repro: https://codesandbox.io/p/sandbox/checkbox-reset-repro-sff3sr

Related: https://github.com/facebook/react/issues/30580, https://github.com/reactjs/react.dev/pull/7340
Repository: opencv
Issue: cv2.normalize with NORM_MINMAX produces small values below set minimum on float32
Labels: bug,category: core,confirmed

### System Information

OpenCV python version: 4.10.0
Operating System / Platform: macOS 15.1.1 arm64 M2
Python version: 3.9.6 (/usr/bin/python3 provided by macOS)


### Detailed description

The following code shows unexpected small negative numbers when trying to normalize an image between 0 and 1 while a comparison, which is mathematically not exactly the same, works fine. Note: The comparison img1 is keeping the offset from 0, I just used it for a quick check.

This appears to be the same as #6125 and #6170 which apparently has been fixed once in dev but then has been everted due to performance impacts.

This bug, if I don't have a misunderstanding of the OpenCV NORM_MINMAX definition, is serious as even small negative numbers can lead to critical follow up errors. For safety one can of course follow it with a img = np.clip(img, 0, 1) which is advised anyway for critical applications, but the result is mathematically slightly wrong.

If the performance impact can still be seen today with a fix, then I suggest to add at least internally a clip.

Datatype of img is np.float32. Changing to np.double like suggested in the older bug doesn't change anything.
```
print(cv2.__version__)
print(img.min(axis=(0, 1)), img.max(axis=(0, 1)))
img1 = cv2.normalize(img, None, 0, 1, norm_type=cv2.NORM_MINMAX)
img2 = img / max(img.max(axis=(0, 1)))
print(img1.min(axis=(0, 1)), img1.max(axis=(0, 1)))
print(img2.min(axis=(0, 1)), img2.max(axis=(0, 1)))

4.10.0
[0.02032561 0.04122998 0.04707103] [0.6832291  0.98649204 0.9428176 ]
[-1.0251444e-10  2.1636410e-02  2.7682003e-02] [0.68611723 0.99999994 0.95479614]
[0.02060392 0.04179454 0.04771557] [0.6925845 1.        0.9557276]
```

If needed I guess I would be able to attach a reproducer input image and code.

### Steps to reproduce

On arm64 macOS:
```
#!/usr/bin/env python3
import cv2
import numpy as np
m = np.array([[ 1888, 1692, 369, 263, 199, 280, 326, 129, 143, 126, 233, 221, 130, 126, 150, 249, 575, 574, 63, 12]], dtype=np.float32)
print(cv2.__version__)
print(m.min(axis=(0, 1)), m.max(axis=(0, 1)))
mn = cv2.normalize(m, None, 0, 1, norm_type=cv2.NORM_MINMAX)
print(mn.min(axis=(0, 1)), mn.max(axis=(0, 1)))
```

Writes  wrong result, small negative min:

```
% ~/python311/bin/python3 testnorm.py
4.10.0
12.0 1888.0
-2.3283064e-10 1.0
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: flutter
Issue: TextSpan doesn't return WidgetSpan at position
Labels: framework,a: typography,has reproducible steps,P2,team-framework,triaged-framework,found in release: 3.24,found in release: 3.27

`InlineSpan` has a method called `getSpanForPosition()`: https://api.flutter.dev/flutter/painting/InlineSpan/getSpanForPosition.html

This method says it "Returns the [InlineSpan](https://api.flutter.dev/flutter/painting/InlineSpan-class.html) that contains the given position in the text."

However, if you pass a position that corresponds to a `WidgetSpan`, and the text affinity is `upstream`, the method returns `null`.

Repro:
Call method with a `TextPosition` that points to a `WidgetSpan` and use an `upstream` affinity.

Expected result:
The method returns the `WidgetSpan`.

Actual result:
The method returns `null`.

<details><summary>Code</summary>
<pre><code>
final _textWithInlineWidget = TextSpan(
      text: '',
      children: [
        const TextSpan(text: 'a '),
        WidgetSpan(
          alignment: PlaceholderAlignment.middle,
          child: Container(
            width: 24,
            height: 12,
            color: Colors.black,
          ),
        ),
        const TextSpan(text: ' c'),
      ],
    );

    // The following print statement outputs "null" for the span.
    print(
        "Get WidgetSpan at position: ${_textWithInlineWidget.getSpanForPosition(const TextPosition(offset: 3, affinity: TextAffinity.upstream))}");
</code></pre>
</details>
Repository: godot
Issue: Strange culling issue/ mesh appears inside out
Labels: bug,needs testing,topic:animation,topic:3d

### Tested versions

4.4 dev6

### System information

Godot v4.4.dev6 - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.6614) - 12th Gen Intel(R) Core(TM) i5-12400F (12 threads)

### Issue description

I've been racking my brains regarding a strange face culling issue I'm having. I'm using a model that has asymmetrical parts and the meshes on one side display a culling issue, with the front faces being culled, despite the normals being set (and recalculated) correctly in Blender

the meshes that appear on the right appear correctly culled
![Image](https://github.com/user-attachments/assets/3f9c0c97-fe2b-43ed-b3fc-bd681a764c74)

but on the left side they're not
![Image](https://github.com/user-attachments/assets/74f57dc3-2fe3-482f-a47d-51844cea0584)


The modeler doesn't know what could be causing it but assumes it's a shader bug in Godot.

### Steps to reproduce

project attached with model displaying the behaviour. Normals have been checked in Blender

### Minimal reproduction project (MRP)

[culling_issue_project.zip](https://github.com/user-attachments/files/18049801/culling_issue_project.zip)
Repository: flutter
Issue: [Impeller] Visual glitches with image and text rendering on some Android devices with Flutter 3.24.5
Labels: e: device-specific,platform-android,engine,c: rendering,P1,team-engine,triaged-engine

### Steps to reproduce

1. Use [this](https://github.com/immich-app/immich/releases/download/v1.122.1/app-release.apk) apk ([source code](https://github.com/immich-app/immich/tree/v1.122.1/mobile))
2. After opening the app, double tap the spinning logo to sign in to the Immich demo server
3. While browsing images, switching between tabs or opening settings, observe visual glitches similar to those reported in issues [here](https://github.com/immich-app/immich/issues/14514), [here](https://github.com/immich-app/immich/issues/14543) and [here](https://github.com/immich-app/immich/issues/14561)

Note: this can only be reproduced on some Android devices (such as the Samsung A51).

### Expected results

Images and text should be rendered normally without glitching on Android devices.

### Actual results

On some Android devices (reports include Samsung A51 and S22+), some characters in text are missing (sometimes partially). Two users, one with a Xiaomi POCO F1, report that images look corrupt. Another user gets green backgrounds instead of gray for some UI elements. One user with a Redmi Note 10 Pro gets a black screen when opening the app, but this might have a different (but still Impeller-related) root cause than the other issues.

### Code sample

I'm unable to reproduce this issue on my S24 with Snapdragon SoC running Android 14, so I can't share a code sample that I know reproduces the issue. However, I'm happy to direct contributors to the source code to a particular UI element on request.

### Screenshots or Video

![393500210-f9dad31d-7ea5-4fb4-b62f-2a85d782391d](https://github.com/user-attachments/assets/375252df-0fc2-4ec9-894a-beb6ddab24c4)

![393537899-896ddc83-bad4-4db2-a277-df97043423ce](https://github.com/user-attachments/assets/15eadab0-ca29-4034-836a-0074a55e2fb3)

![image](https://github.com/user-attachments/assets/1f7d193f-bc3d-4a29-8b96-cf42427a97ef)


### Logs

_No response_

### Flutter Doctor output

N/A