sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Using the setget keyword, add a breakpoint to the get method, which will be called through an infinite loop
Labels: topic:gdscript,needs testing

### Godot version

godot-3.5-stable

### System information

OSX

### Issue description

Using the `setget` keyword, add a breakpoint to the get method, which will be called through an infinite loop

### Steps to reproduce

On the 3.5 godot IDE, run the demo provided with the attachment and hit a breakpoint on line 'Sprite.gd' 21

### Minimal reproduction project

[demo1.zip](https://github.com/godotengine/godot/files/12616864/demo1.zip)
Repository: flutter
Issue: IOS cannot be turned on at 120hz
Labels: platform-ios,framework,c: performance,P2,team-ios,triaged-ios

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

Adding <key>CADisableMinimumFrameDurationOnPhone</key><true/> to the scope under /project/ios/runner/Info.plist still doesn't work

### Expected results

IOS cannot be turned on at 120hz

### Actual results

IOS cannot be turned on at 120hz

### Code sample

<details><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

```
[✓] Flutter (Channel stable, 3.13.4, on macOS 13.5.2 22G91 darwin-arm64, locale zh-Hans-CN)
    • Flutter version 3.13.4 on channel stable at /Users/crush/sdk/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 367f9ea16b (2 days ago), 2023-09-12 23:27:53 -0500
    • Engine revision 9064459a8b
    • Dart version 3.1.2
    • DevTools version 2.25.0
    • Pub download mirror https://pub.flutter-io.cn
    • Flutter download mirror https://storage.flutter-io.cn

[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.2)
    • Android SDK at /Users/crush/Library/Android/sdk
    • Platform android-33, build-tools 33.0.2
    • Java binary at: /Applications/Android Studio.app/Contents/jbr/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.15+0-b2043.56-8887301)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 14.3.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 14E300c
    • CocoaPods version 1.12.0


[✓] Android Studio (version 2022.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.15+0-b2043.56-8887301)

[✓] IntelliJ IDEA Ultimate Edition (version 2022.3.2)
    • IntelliJ at /Applications/IntelliJ IDEA.app
    • Flutter plugin version 75.1.2
    • Dart plugin version 223.8888

[✓] Connected device (1 available)
    • macOS (desktop) • macos • darwin-arm64 • macOS 13.5.2 22G91 darwin-arm64

[✓] Network resources
    • All expected network resources are available.
```
Repository: flutter
Issue: Allow display of current position of an index inside a list like apple on home screen with CupertinoPageController
Labels: c: new feature,platform-ios,framework,f: cupertino,c: proposal,P3,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

# CupertinoPageController

- allow to display the current position of an index inside a list like apple on home screen

https://github.com/flutter/flutter/assets/114834504/32221b8e-cb1f-43cc-b4e8-ea5f72461c2c



### Proposal

My package is realised and could be deploy on pub dev or implemented natively inside the official Cupertino library inside the official Flutter repository and that why I create this issue, its to implement natively this unique widget that has not been realised by nobody, (there is no dependency)
Repository: opencv
Issue: cv::dnn::blobFromImage() used in C++ show different performance on windows and liunx platforms
Labels: optimization,incomplete,category: dnn

### System Information

opencv version:4.5.5（build not with cuda）
windows version: win11
linux version: 18.04
windows cpu:Interl® Core™ i7-10700K [CPU@3.80GHz](mailto:CPU@3.80GHz)
linux cpu:Intel® Core™ i7-9700K [CPU@3.60GHz](mailto:CPU@3.60GHz)

### Detailed description

When I use cv::dnn::blobFromImage() as pre-processing, then do inference, then do post-processing, the process is serial. Input one image and count the running time of cv::dnn::blobFromImage(), and repeats 1000 rounds, and takes the data of the later 700 rounds. In order to see the problem more easily, I repeat cv::dnn::blobFromImage() for 5 times, but it does not affect the process.

The same code used in the above operation is run on liunx and windows platforms respectively. For details about the opencv version and cpu models of windows and linux, see the following table. The linux OS is ubuntu18.04. In the last 700 rounds of the running result, the cv::dnn::blobFromImage() running time is counted. The minimum time of running on windows platform is 20.40ms and the maximum is 69.56ms. On the linux platform, the minimum time is 7.80ms and the maximum time is 8.61ms. As you can see, from the cpu model, you can see that windows has more powerful cpu performance than linux, but it runs longer when running cv::dnn::blobFromImage() and is more unstable than on the liunx platform. So I want to ask that Why the running time of the windows platform is so unstable, and then running on different platforms, how can there be such a big difference in speed of cv::dnn::blobFromImage(), and how to solve this problem? thank you~

It should be noted that the speed is relatively stable when running cv::dnn::blobFromImage() alone on windows, but the above problems occurs when combined with later programs, including inference model with onnxruntime, and post-processing.

opencv version:4.5.5（build not with cuda）
windows cpu:Interl® Core™ i7-10700K CPU@3.80GHz
linux cpu:Intel® Core™ i7-9700K CPU@3.60GHz

### Steps to reproduce

use cv::dnn::blobFromImage() as pre-processing in Windows11，the above problems occurs when combined with later programs, including inference model with onnxruntime, and post-processing.

### 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
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: TypeScript
Issue: cannot redeclare block scoped variable postMessage()
Labels: Needs More Info

### 🔎 Search Terms

"cannot redeclare block scope variable postMessage typescript"

### 🕗 Version & Regression Information

TS version: `^5.1.6`

### ⏯ Playground Link

Can't use workers in Playground

### 💻 Code

```
const worker = new SharedWorker(new URL('./worker.js', import.meta.url))

/* ... */

worker.port.addEventListener('message', e => {
     if (!e.data?.type) {
          return
      }

      switch (e.data.type) {
          case 'get_tabs': {
               worker.port.postMessage({ //Error here
                   type: 'share_tab_id',
                   tab_id: tabId
               })
          }

    /* ... */
```


### 🙁 Actual behavior

I'm getting a `Cannot redeclare block-scoped variable 'postMessage'` error coming from TypeScript itself. I checked the file (`lib.dom.d.ts`) and it looks like the `postMessage` variable is getting declared twice

![ts-postmessage-error](https://github.com/microsoft/TypeScript/assets/17122123/22134ab1-f24c-4e80-ab10-5ec542cdd028)
![ts-postmessage-declaration](https://github.com/microsoft/TypeScript/assets/17122123/8ae07297-35e7-4f1d-a2fa-66ec12834203)


### 🙂 Expected behavior

Expect to have single declaration of `postMessage` and no error.

### Additional information about the issue

I'm using a monorepo with NPM workspaces. Each module has a separate `tsconfig.json` and are built separately
Repository: godot
Issue: Preload target scene got corrupted when attached script has reference of preload-caller script
Labels: bug,topic:core,topic:gdscript

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz (6 Threads)

### Issue description

Related with #80877

Preload target scene got corrupted when attached script has reference of preload-caller script

I don't know underneath relations of typed class and preload of scene,
but it causes cyclic reference.
Noticeable things
1. if one of two script has syntax error, there is no scene corruption error.
2. if another script has preload-caller script reference, referencing the script in preload-target script also causes corruption error

I think cyclic reference between types doesn't make sense. Even c header can prevent it.

### Steps to reproduce

1. Give class_name to script and declare Enum(for providing easy reference to other script)
2. preload other scene
3. Attach script that has type of preload-caller reference to the scene

in foo.gd
```
class_name Foo
enum MyEnum{A,B,C}

var bar=preload("res://bar.tscn")
```

in bar.gd
```
var baz=Foo.MyEnum.A
```

4. or any other script that has preload-caller reference

in another.gd
```
class_name Another
enum YourEnum{A,B,C}

var a=Foo.MyEnum.A
```

in bar.gd
```
var baz=Another.YourEnum.A
```


### Minimal reproduction project

[t.zip](https://github.com/godotengine/godot/files/12617844/t.zip)
Repository: storybook
Issue: [Bug]: Impossible to display a modal.
Labels: question / support,help wanted,react

### Describe the bug

I have a ModalButton component (in React). My component work well on my app but in my story, when i click on the button it does not display the modal.

### To Reproduce

Here the code of my component : 

```ts
"use client";

import React, {
  cloneElement,
  ComponentProps,
  FunctionComponent,
  ReactElement,
  ReactNode,
} from "react";
import useModal from "../../../hooks/useModal";
import Modal from "../Modal/Modal";

type ModalButtonProps = {
  trigger: ReactElement;
  modalProps?: Pick<
    ComponentProps<typeof Modal>,
    "className" | "header" | "leading" | "size" | "trailing" | "title"
  >;
  modalContent: ReactNode;
};

const ModalButton: FunctionComponent<ModalButtonProps> = ({
  trigger,
  modalProps,
  modalContent,
}) => {
  const modalState = useModal();

  return (
    <>
      {cloneElement(trigger, {
        onClick: (event: any) => {
          event?.preventDefault();
          modalState.open();
        },
      })}
      <Modal
        open={modalState.isOpen}
        onClose={modalState.close}
        {...modalProps}
      >
        {modalContent}
      </Modal>
    </>
  );
};

export default ModalButton;
```

The code of the story :

```ts
import { Meta, StoryObj } from "@storybook/react";
import Button from "../../components/elements/Button";
import ModalButton from "../../components/modules/ModalButton";

export default {
  title: "modules/ModalButton",
  component: ModalButton,
  args: {
    modalContent: <p>Modal content</p>,
  },
  argTypes: {
    trigger: { table: { disable: true } },
    modalContent: { table: { disable: true } },
    modalProps: { table: { disable: true } },
  },
} as Meta<typeof ModalButton>;

type Story = StoryObj<typeof ModalButton>;

export const ButtonTrigger: Story = {
  args: {
    trigger: <Button>Lorem ipsum</Button>,
  },
};
export const AnchorTrigger: Story = {
  args: {
    trigger: <Button as="a">Lorem ipsum</Button>,
  },
};
```


### System

```bash
Environment Info:

  System:
    OS: Linux 5.4 Ubuntu 20.04.6 LTS (Focal Fossa)
    CPU: (16) x64 AMD Ryzen 7 2700 Eight-Core Processor
  Binaries:
    Node: 16.14.2 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 8.5.0 - /usr/local/bin/npm
  Browsers:
    Chrome: 116.0.5845.187
  npmPackages:
    @storybook/addon-actions: ^7.3.1 => 7.3.2 
    @storybook/addon-essentials: ^7.3.1 => 7.3.2 
    @storybook/addon-interactions: ^7.3.1 => 7.3.2 
    @storybook/addon-links: ^7.3.1 => 7.3.2 
    @storybook/addon-mdx-gfm: ^7.3.1 => 7.3.2 
    @storybook/nextjs: ^7.3.1 => 7.3.2 
    @storybook/react: ^7.3.1 => 7.3.2 
    @storybook/testing-library: 0.2.0 => 0.2.0
```


### Additional context

_No response_
Repository: godot
Issue: freeze when want to create new project on double screens
Labels: bug,topic:editor,crash

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated GeForce RTX 2060 () - Intel(R) Core(TM) i9-10900 CPU @ 2.80GHz (20 Threads)

### Issue description

Create a new project on the second screen encounter to freeze and crashing the Godot engine.

### Steps to reproduce

In this video I show all the steps. 
https://github.com/godotengine/godot/assets/20381616/e376d71a-8f3d-4576-bea4-09bbde135c7c

1. Open the godot engine.
2. move it on the second screen.
3. click on the new project button.

### Minimal reproduction project

I have this video to show it.
https://github.com/godotengine/godot/assets/20381616/e376d71a-8f3d-4576-bea4-09bbde135c7c
Repository: vscode
Issue: A11y_Visual studio Code Client_Editor_More actions_Non Text Contrast: Focus is not clearly visible on "more actions" and items present inside "More actions" button ratio is 1.48:1 less than required
Labels: bug,themes,accessibility

[[Check out Accessibility Insights!](https://accessibilityinsights.io/)]- Identify accessibility bugs before check-in and make bug fixing faster and easier.

**GitHubTags:**
 #A11yTCS; #A11ySev2; #DesktopApp; #Win32; #Visual Studio Code Client; #BM-VisualStudioCodeClient-Win32-Aug2023; #WCAG1.4.11; #Non Text Contrast; 

**Environment and OS details:**
Visual Studio Code 
Microsoft Windows 11 Enterprise 22H2 Build 22621.1992

**Repro Steps:**
Open Visual Studio Code 
Tab till More button present in editor section.
Select More actions button. 
Verify whether Focus is not clearly visible on "more actions" and items present inside "More actions" button or not.

**Actual Result:**
Focus is not clearly visible on "more actions" and items present inside "More actions" for example "Show open Editors", "Close All", "Close saved" etc. buttons ratio is 1.48:1 less than required 3:1.

**Expected Result:**
Focus should be clearly visible on "more actions" and items present inside "More actions" for example "Show open Editors", "Close All", "Close saved" etc. buttons ratio should be 3:1 or greater than 3:1.

**Attachment:**
<img width="942" alt="External to VS Code" src="https://github.com/microsoft/vscode/assets/98530069/40ef90cb-9f5a-4628-96b9-dfecad0bac61">
Repository: storybook
Issue: [Bug]: "NONE" Variable Not Interpreted as "no-open" flag and Lack of Warning/Error for Invalid Browser Variable
Labels: bug,good first issue,help wanted,cli,has workaround,sev:S3

### Describe the bug

When running the Storybook development script, I encounter an ENOENT error with the message "NONE." This error occurs because my environment variable BROWSER is set to "NONE." However, there is no warning or error thrown if the value of process.env.BROWSER is invalid.

### To Reproduce

run `BROWSER="NONE" npx storybook dev`

### System

```bash
Environment Info:

  System:
    OS: Linux 5.15 Ubuntu 22.04.2 LTS 22.04.2 LTS (Jammy Jellyfish)
    CPU: (8) x64 Intel(R) Core(TM) i7-10610U CPU @ 1.80GHz
  Binaries:
    Node: 18.16.1 - ~/.nvm/versions/node/v18.16.1/bin/node
    npm: 9.5.1 - ~/.nvm/versions/node/v18.16.1/bin/npm
  Browsers:
    Chrome: 110.0.5481.100
  npmPackages:
    @storybook/addon-essentials: ^7.2.3 => 7.3.0
    @storybook/addon-interactions: ^7.2.3 => 7.3.0
    @storybook/addon-links: ^7.2.3 => 7.3.0
    @storybook/addon-styling: ^1.3.6 => 1.3.7
    @storybook/blocks: ^7.2.3 => 7.3.0
    @storybook/builder-vite: ^7.2.3 => 7.3.0
    @storybook/react-vite: ^7.3.0 => 7.3.0
    @storybook/testing-library: ~0.2.0 => 0.2.0
```


### Additional context

`node:events:491
      throw er; // Unhandled 'error' event
      ^

Error: spawn NONE ENOENT
    at __node_internal_captureLargerStackTrace (node:internal/errors:490:5)
    at __node_internal_errnoException (node:internal/errors:620:12)
    at ChildProcess._handle.onexit (node:internal/child_process:283:19)
    at onErrorNT (node:internal/child_process:476:16)
    at process.processTicksAndRejections (node:internal/process/task_queues:82:21)
Emitted 'error' event on ChildProcess instance at:
    at ChildProcess._handle.onexit (node:internal/child_process:289:12)
    at onErrorNT (node:internal/child_process:476:16)
    at process.processTicksAndRejections (node:internal/process/task_queues:82:21) {
  errno: -2,
  code: 'ENOENT',
  syscall: 'spawn NONE',
  path: 'NONE',
  spawnargs: [ 'http://localhost:45713/' ]
}`
Repository: godot
Issue: GPUParticles lifetime is uncertain when oneshot is true and explosiveness is 1
Labels: topic:rendering,documentation,topic:particles

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz (6 Threads)

### Issue description

![제목없음25](https://github.com/godotengine/godot/assets/61054554/bb187390-f3aa-4e91-a047-579b40eddf39)

As initial velocity is 100, accel is 10, lifetime is 10, particles should be killed when they stop.
But you can see that doesn't. Lifetime got x2.x times longer

I found that builtin ParticleProcessMaterial works well because it automatically deactivates its particles after lifetime.
If this is intended, we need node or properties that can easily handle activation.

### Steps to reproduce

1. Create your own shader resource as particle mode.
2. Set oneshot true and explosiveness 1 at GPUParticles
3. Enable emitting
4. You can see that particles live longer than lifetime.

### Minimal reproduction project

[v.zip](https://github.com/godotengine/godot/files/12619611/v.zip)
Repository: vscode
Issue: Problems filtering: multi-word text patterns and passing a few patterns at a time
Labels: feature-request,error-list

<!-- ⚠️⚠️ 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. -->
Hello. There are two specific features regarding complex text-filtering in Problems section that could be introduced. [Related thread](https://github.com/microsoft/vscode/pull/115351)

- Firstly, I'd like to enter more than one text-filter in VS code Filter Bar in the Problems section.

**Reason**: supposedly there is more than one repeating problem, which I am aware of and don't want to see.

- Secondly, I want to make the filtering rule more specific by adding a few more words from the message error, and negate the whole expression.

**Reason**: Filtering out one problem (which I'm ignoring) may drag filtering another one and that could be easily omitted by entering an expression instead of one word from the error message.



I assume there's no such feature yet, since I tried separating patterns and negating expression with characters derived from  [docs](https://code.visualstudio.com/docs/editor/codebasics), see: [screen of pattern-editing rules in searches](https://i.stack.imgur.com/WJgIX.png)
Repository: material-ui
Issue: [material-ui][Speed Dial] Add new variants
Labels: new feature,waiting for 👍,component: speed dial,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

The Speed Dial is great but having only one option for the placement of the action-items is limiting.
I would love to see `circle, semi-circle, quarter-circle` added to the already in place `linear` mode. 


### Examples 🌈

You can see examples of these types in this link below.
https://primereact.org/speeddial/#circle


![image](https://github.com/mui/material-ui/assets/7232060/18615486-2119-4512-b0e1-c8a2909d7c3d)
![image](https://github.com/mui/material-ui/assets/7232060/08caf893-cc4b-440a-a091-9bdc14d62943)
![image](https://github.com/mui/material-ui/assets/7232060/0ba7c5f1-b5c2-413b-bde3-407aad55e8a2)

### Motivation 🔦

I want to have more options of how the Speed Dial actions are displayed
Repository: flutter
Issue: Make gen-l10n "nullable: false" actually non null 
Labels: tool,a: internationalization,c: proposal,P3,team-tool,triaged-tool

### Proposal

Currently the code generated does:

```dart
  static Language of(BuildContext context) {
    return Localizations.of<AppLocalization>(context, AppLocalization)!;
  }
```

What I'm proposing:

```dart

  static Language of(BuildContext context) {
    return Localizations.of<AppLocalization>(context, AppLocalization) ?? app_localization_en; 
  }

```

app_localization_en is already imported in the generated file so it's just a matter of adding a fallback.


### Use case

This is useful for testing with vanilla flutter, without having to create a test wrapper which includes localization.
Repository: PowerToys
Issue: [Always On Top] Option to keep a window on top of taskbar
Labels: Idea-Enhancement,Product-Always On Top

### Description of the new feature / enhancement

Either a separate keyboard shortcut, a global setting within Powertoys or an option within a list of windows for which Always On Top has been activated which would set them to remain on top of the Windows taskbar, either as well as above other active windows or solely above the taskbar.

### Scenario when this would be used?

I made a small AIDA64 sensor panel which shows network upload/download speeds and stats for my CPU and GPU, thinking it would be a good thing with which to fill the space next to the clock on the taskbar of my second monitor - it's dead real estate, as the system tray can't be shown on both monitors. There's a setting in the application to keep the panel always-on-top, but it doesn't stay on top of the taskbar (and because I've made it fit within the bounds of the taskbar, once it goes behind it, it'll stay there until I open the main application window, reset its position and manually move it back into place).

Powertoys' Always On Top makes its activation sound when I use the keyboard shortcut while the panel has focus, but the window still moves to the background if I click on something in the taskbar on either monitor.

I'm sure there are several other situations where such a setting would be useful too :3

![Screenshot 2023-09-15 151054](https://github.com/microsoft/PowerToys/assets/30761314/9c36655f-073b-423f-bb75-fe61b49c63e2)

(The 1px-high yellow and white bars above and below the CPU and GPU stats aren't artefacts - they show RAM and VRAM usage)


### Supporting information

_No response_