sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Improve HTML writing experience with Emmet
Labels: bug,emmet,confirmed

<!-- ⚠️⚠️ 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. -->

There are Emmet abbreviations for:
* a single dot
* common English words, such as `is`, `apple`, `key`  
(Note that all of these are obsolete, as they are abbreviations for HTML that has been removed from the specification: `isindex`, `applet`, `keygen`)
* common Dutch words, such as `op`
(`op` is the abbreviation for `option`, which is only permitted inside certain parents (`select`, `optgroup`, `datalist`), so if I'm just typing plain text outside any of those parents (which are barely ever used when writing plain text), it should be easy enough for VS Code to figure out that I just want the word `op`)
* the letter c to insert a comment, but VS Code has `Ctrl + /` for this already
* CC (as in carbon copy), again: for something that is obsolete in 2024
* `e.g.` being expanded to `<e class="g"></e>`
* slash [for self-closing elements](https://github.com/emmetio/emmet/issues/602#issuecomment-694253623) (though I don't see the added value & this isn't even mentioned on the [cheat sheet](https://docs.emmet.io/cheat-sheet/)), which is annoying, because I regularly write a list of alternative/interchangeable terms as `foo/bar/baz`
* `?!` at the end of a sentence resulting in the exclamation mark being expanded to a whole template HTML document (again, the only time you'd likely ever want to have that particular expansion, is when your file is still empty)
* ...

This makes for a frustrating UX when you're simply trying to write text in HTML.

The single dot issue was already reported as #87985, but closed as "as designed". While I agree it isn't a bug, it is very frustrating and providing a solution for it is a worthwhile enhancement (all the more because it's natural to start a new line at the end of a sentence, and thus pressing enter after typing a dot).

I've already reported the other examples as https://github.com/emmetio/emmet/issues/728, but Emmet seems unmaintained.

So the feature request is: provide a way to configure VS Code such that typing any of `.`, `is`, `apple`, `key`, `op` followed by Enter does *not* expand as an Emmet abbreviation. One possible way would be to provide a way to override built-in snippets with a custom `snippets.json` (as the OP attempted in #87985). Another would be to provide a boolean setting `emmet.disableCommonAbbreviations` and simply override those abbreviations in VS Code proper.
Repository: godot
Issue: Godot editor crashing due to illegal instruction (Ubuntu VM)
Labels: platform:linuxbsd,needs testing

### Tested versions

- Reproducible in v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Ubuntu 22.04.4 LTS 22.04 - X11 - GLES3 (Compatibility) - llvmpipe (LLVM 15.0.7, 256 bits) () - Intel(R) Xeon(R) Platinum 8272CL CPU @ 2.60GHz (2 Threads)

### Issue description

I have been using Godot on an Azure VM (Ubuntu) for a few months with no issues. Yesterday, however, the editor started crashing a minute or so after opening my project, with no error message.

> edited to remove MRP, as that introduced a _different_ (known) bug

Here's the verbose output of my actual project: [godot crash - game server project.txt](https://github.com/user-attachments/files/16192826/godot.crash.-.game.server.project.txt)
Repository: flutter
Issue: Error in https://firebase.google.com/codelabs/firebase-get-to-know-flutter#4
Labels: team-codelabs,p: firebase,P2,triaged-codelabs

https://firebase.google.com/codelabs/firebase-get-to-know-flutter#4 states that there is no pre-build firebase_ui_auth package while https://pub.dev/packages/firebase_ui_auth is available.

Quote: 

````
For Android native, iOS native, and Web, there are prebuilt FirebaseUI Auth packages, but you need to build this capability for Flutter.
````


Also in https://firebase.google.com/codelabs/firebase-get-to-know-flutter#3 we added the flutter pub add firebase_ui_auth package.
Repository: awesome-mac
Issue: 🎉 Add ejectify
Labels: addition

### 🪩 Provide a link to the proposed addition

https://ejectify.app

### 😳 Explain why it should be added

Ejectify automatically unmounts external disks when your Mac starts sleeping and mounts them again after it wakes up.

### 📖 Additional context

_No response_

### 🧨 Issue Checklist

- [X] I have checked for other similar issues
- [X] I have explained why this change is important
- [X] I have added necessary documentation (if appropriate)
Repository: kubernetes
Issue: Optimize volumemanager run loop
Labels: sig/storage,sig/node,kind/feature,triage/accepted

### What would you like to be added?

Change how volume management tasks are scheduled to execute to reduce its overhead.

### Why is this needed?

There are two parts in volume management:

* populating the desired state of volumes
* reconciling the desired state and actual state

Both parts are scheduled to run for every [100ms](https://github.com/kubernetes/kubernetes/blob/7ec344dcef9a04920578aabe4e122bc0b3404afe/pkg/kubelet/volumemanager/volume_manager.go#L58-L62), which might be unnecessary for nodes with very steady state (e.g. standalone kubelet). 

Two optimization options:

1. Just making the run interval configurable so the users can decide accordingly. However, this not only increases the configuration complexity but also increases the latency to reconcile the volumes
2. Making the populating first watch over pod changes, which can be a signal passed from kubelet PLEG/housekeeping so populating is only triggered when there are changes in pods. Then Also making reconciling watch over signals passed by populating, which only triggers a signal when there are differences populated. This optimization could be more complicated with trivial retries to ensure the reconciliation is successfully executed.

With optimization, I expect 1%~1.5% CPU per node reduced
Repository: ui
Issue: Dialog is not being modal [bug]: 
Labels: bug

### Describe the bug

[
![image](https://github.com/user-attachments/assets/d26023d1-2efa-4dd9-8d96-b9b1defa11c8)
](url)

![image](https://github.com/user-attachments/assets/e98f4cb3-a74c-433d-8cb8-4d6d970e6f53)

this form suppose to be a modal form  but it is ruining my page
### PostNewJob
`<div >
      <Button onClick={()=>setShowJobDialog(true)} className=" flex h-11 items-center justify-center px-5"
          // disabled={isBtnDisabled}
      >Post A Job</Button>
      <div className=" ">
        <Dialog
        className='sm:mr-100  '
        open={showJobDialog} 
        onOpenChange={() => {
          setShowJobDialog(false);
          setJobFormData({
            ...initialPostNewJobFormData,
            companyName: profileInfo?.recruiterInfo?.companyName,
          });
        }}
      >
    
        <DialogContent className="md:min-w-md  lg:min-w-lg lg:mt-20 h-[400px] lg:h-[400px] overflow-auto md:w-[800px] items-center  lg:ml-96 lg:pr-5 lg:w-[900px] sm:w-[300ox]">
          <DialogHeader>
            <DialogTitle>Post New Job</DialogTitle>
            <div className="Grid gap-4 py-4">
              <CommonForm
                buttonText={"Add"}
                formData={jobFormData}
                setFormData={setJobFormData}
                formControls={postNewJobFormControls}
                isBtnDisabled={!handlePostNewBtnValid()}
                action={createNewJob}
              />
            </div>
          </DialogHeader>
        </DialogContent>
      </Dialog>
      </div>
    </div>`
  
    
    this is my code dont mind those tailwind css's(just to deal it temporarily  
    
    
    
 go through [modal component](https://github.com/sangammukherjee/nextjs-job-portal-2024/blob/master/src/components/post-new-job/index.js) & [calling that component from ](https://github.com/sangammukherjee/nextjs-job-portal-2024/blob/master/src/components/job-listing/index.js)

### Affected component/components

Dialog

### How to reproduce

Dialog component is not behaving as modal component 

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
windows, nextJS-14.2.3
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: stable-diffusion-webui
Issue: Support AuraFlow
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 ?

Support AuraFlow

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...
.

### Additional information

_No response_
Repository: tauri
Issue: [feat] an API for cleaning up resources on navigation
Labels: type: feature request

### Describe the problem

Currently resources will just stay there if you reload the page or navigate to another url (hard navigation) but the js side is already gone, this causes a leak, and is especially problematic when developing and also with listeners

For example say you're using a file watcher and you made some changes, and reloaded the page, that watcher leaks, and even worse, the "detached" listener now errors out when it tries to send events to the window

Other references: https://github.com/tauri-apps/plugins-workspace/issues/1507

### Describe the solution you'd like

I'm thinking about an API like `closeOnNavigate` on `Resource` or something to close the resource on navigation event

Not sure if this should even be the default (at least for dev build)

### Alternatives considered

Use `on_navigation` on `WebviewBuilder` and get the resource table from the webview and then clear it (maybe using `on_page_load` with `PageLoadEvent::Started` is the better choice here)

### Additional context

I'm not sure how this will work out for back and forward cache to be honest, browsers deals with it by marking some of the APIs, and after calling them, your page will not get restored by the back and forward cache

Not sure if we can do it (like mark the page as not restorable after `closeOnNavigate` gets called)
Repository: flutter
Issue: [native_assets] `package_ffi` template language options
Labels: c: new feature,tool,c: proposal,team-tool,:hourglass_flowing_sand:

`flutter create --template package_ffi my_package` creates a template detailing how to compile C code.

We should consider adding a `--language` option with `c`, `cpp`, ~~`objective-c`~~, `swift`, `rust`, and `go`.

* [ ] `cpp` should be almost identical to `c`, but have a cpp file and use `extern "c"` and set the language in the hook.
* [ ] ~~Objective-C ditto.~~
* [ ] Swift might need some extra steps. @liamappelbe 
* [ ] Rust can use [cbindgen](https://github.com/dart-lang/native/blob/rust-example/pkgs/native_assets_cli/example/use_rust/rust/build.rs) and [native_toolchain_rust](https://github.com/irondash/native_toolchain_rust)
* [ ] Go can use [native_toolchain_go](https://github.com/csnewman/flutter-go-bridge/tree/master/native_toolchain_go)

This would slightly ease exploring native interop with the various languages.

(Side note, we should also figure out how to share templates between `flutter create` and `dart create`. As these templates are not flutter specific.)
Repository: next.js
Issue: 2 copies of react get embedded inside generated edge-chunks
Labels: bug,Middleware,Output (export/standalone),linear: next

### Link to the code that reproduces this issue

https://github.com/threepointone/next-repro-react-dupe

### To Reproduce

- npx next build 
- bun lcs.ts


### Current vs. Expected behavior

We're tracking down an issue where useContext isn't available on React, and discovered that webpack's chunks generated for the edge stuff seems to have multiple versions of react embedded into it. Here's a repro https://github.com/threepointone/next-repro-react-dupe

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:14:38 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T6020
  Available memory (MB): 32768
  Available CPU cores: 10
Binaries:
  Node: 20.14.0
  npm: 10.7.0
  Yarn: 4.2.2
  pnpm: 9.1.3
Relevant Packages:
  next: 14.2.4 // There is a newer version (14.2.5) available, upgrade recommended! 
  eslint-config-next: 14.1.0
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.3
Next.js Config:
  output: N/A
```


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

Middleware, Output (export/standalone)

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

next build (local)

### Additional context

_No response_
Repository: godot
Issue: Double clicking on tools menu opens export window
Labels: topic:editor,needs testing

### Tested versions

- v4.2.2.stable.official [15073afe3]

### System information

Mac os Sonoma 14.5 v4.2.2 stable

### Issue description

When you double click on the tools menu in the project menu it open an export window for some reason 

### Steps to reproduce

**Project->Tools**(double click on the menu button it self)

### Minimal reproduction project (MRP)

not related to the projects themselves
Repository: godot
Issue: Critical FPS drop on Android devices
Labels: platform:android,topic:rendering,needs testing,performance

### Tested versions

Godot version: 4.2.2 stable

### System information

Galaxy M20 SM-M205N (Android 10)

### Issue description

* Empty Godot project causes 90% CPU usage on Galaxy M20
* FPS drops after 10 seconds of runtime, likely due to OS intervention
* Issue persists in new projects with minimal scenes
* Other games from Google Play don't exhibit this high CPU usage

### Steps to reproduce

1. Install CPU Monitor app https://play.google.com/store/apps/details?id=com.glgjing.stark
2. Create empty Godot project with FPS display
3. Export for Android
4. Run on Android device
5. Observe 90% CPU usage and FPS drop after 10 seconds

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/16193412/MRP.zip)
Repository: flutter
Issue: [HTML Web Renderer] Unrelated render box elements are hidden when render box elements renders above the fade transition using RenderAnimatedOpacity
Labels: engine,platform-web,c: rendering,e: web_html,has reproducible steps,P3,team-web,triaged-web,found in release: 3.22,found in release: 3.24

### Steps to reproduce

Issue was replicated only in **web renderer html and flutter flow**.

**Render Box elements - Used two render box Horixzontal and vertical render box to draw lines, text and ticks and passed as children and draw in axis render box. Render animated opacity used to render the data labels.**

Run the sample shared in the code snippet in html renderer - command used to run in html renderer - flutter run -d chrome --web-renderer html.  then you see the difference in output that line was hide when we run the sample in html renderer and not hide in debugging mode in all platforms. I have shared demo below, you can understand clearly with sample and output I have attached.

1. I have used two render box and one render box shows axis details such as line, ticks and labels and another one shows series and data label details and data label text has fade animation.
2. For data label, we have used fade transition animation and when we try to render the output in html renderer and flutter flow, the axis details was hide and did not visible. In debug mode, it working fine.

### Expected results

Render both render box elements without hiding any elements. I have shared demo in screenshot and video section.

### Actual results

Some elements were hide, when we render another render box with fade animation. I have shared demo in screenshot and video section.

### Code sample

<details open><summary>Code sample</summary>

[line_disappear_when_use_fade_animation.zip](https://github.com/user-attachments/files/16192546/label_disappear_when_use_fade_animation.zip)

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

Output in debugging mode working fine:

https://github.com/user-attachments/assets/842939ad-5600-4534-821b-e5aaf349879e

Output in html renderer having issue:

https://github.com/user-attachments/assets/4b5e261c-d917-4e28-aa88-c55f8d31f9c4

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.22.2, on Microsoft Windows [Version 10.0.19045.4529], locale en-US)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop Windows apps (Visual Studio Professional 2022 17.8.6)
[√] Android Studio (version 2022.2)
[√] VS Code, 64-bit edition (version 1.90.2)
[√] Connected device (3 available)
[√] Network resources

• No issues found!
```

</details>
Repository: material-ui
Issue: [material-ui][Typography] Enforce responsive typography type checking in `sx` prop
Labels: typescript,component: Typography,package: material-ui

### Summary

[Here](https://github.com/mui/material-ui/blob/3bbff376144baa7896d8b76bf9b643d01f5d7903/packages/mui-system/src/styleFunctionSx/AliasesCSSProperties.d.ts#L257) the `typography` shorthand has a `string` type as it's later being spread into the element.

We use responsive typography as in the following example:
```tsx
<Typography
  sx={{
    typography: {
      xs: 'Body S',
      sm: 'Body M',
      md: 'any string is valid here',
    },
  }}
>
  The size of this text changes based on the screen size. Check it out! <br />
  In most cases, we will reuse the same typography variant across breakpoints. But
  in case you need to override it, refer to the code in this example.
</Typography>
```

and there's no way for TypeScript to catch the types inconsistency early in the process.

I tried a bunch of things to redeclare typography prop but with no luck. E.g.:
```ts
// attempt 1
declare module '@mui/system' {
  interface SxProps<Theme = MUITheme> extends MUISxProps<Theme> {
    typography?: {
      [key in Breakpoint]?: FlashPackTypographyVariant;
    } | FlashPackTypographyVariant;
  }
}

// attempt 2
declare module '@mui/system' {
  interface TypographyPropsVariantOverrides {
    // Your custom typography variants (as before)
  }

  interface AliasesCSSProperties {
    // Add your custom property here
    typography?: {
      [key in Breakpoint]?: FlashPackTypographyVariant;
    } | FlashPackTypographyVariant;
  }

  // This ensures the custom property is recognized in the theme
  interface ThemeOptions {
    typography?: TypographyOptions | ((theme: Theme) => TypographyOptions);
  }
}

// attempt 3
declare module '@mui/material/styles' {
  interface CSSProperties {
    typography?: {
      [key in Breakpoint]?: FlashPackTypographyVariant;
    } | FlashPackTypographyVariant;
  }
}
```

I'd love to get some tips if there's a way to override typography in this case!

### Examples

_No response_

### Motivation

_No response_

**Search keywords**: typography, typescript, override, generic
Repository: ui
Issue: [bug]: Controlled combobox search 
Labels: bug

### Describe the bug

I have a combobox (which uses cmdk 1.0.0, though this issue happens with older versions as well). When the search input is controlled, like this:

```tsx
<CommandInput
    value={search}
    onValueChange={setSearch}
/>
```

and the combobox is closed and the search input is cleared after an input is selected

```tsx
<CommandItem
    setOpen(false);
    setSearch("");
    }}
>
```

the full list is rendered for a moment, before the combobox is closed.

### Affected component/components

Combobox

### How to reproduce

1. Type "Next.js" into the search bar
2. Click on the displayed option
3. Notice that all of the options are rendered for a moment before the combobox is closed.

If the controlled search props are removed, this does not happen.

```tsx
value={search}
onValueChange={setSearch}
```

Here's a video showing the issue:

https://github.com/user-attachments/assets/03aacd60-d7b7-4107-bd9a-d5d1c12e2571






### Codesandbox/StackBlitz link

https://codesandbox.io/p/devbox/shadcn-ui-vite-forked-p26mvj

### Logs

_No response_

### System Info

```bash
Codesandbox
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Can't debug remote
Labels: topic:editor

### Tested versions

v4.3.beta3.mono.official [82cedc83c]

### System information

Godot v4.3.beta3.mono - Windows 10.0.17763 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2849) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

![GIF 2024-7-12 20-57-28](https://github.com/user-attachments/assets/6c0aa7f0-68ef-43ff-9f06-dcc329c540f5)
I'm not sure is this a bug because i'm not used remote debug.


### Steps to reproduce


1. create a project an set main scene
2. create a windows export and enable ssh
3. debug remote.

when to `Creating temporary directory...` step, it return and nothing happen.

### Minimal reproduction project (MRP)

none