sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Exclusive window loses focus on outside mouse press
Labels: bug,topic:porting

### Godot version

4.0.dev (latest)

### System information

Arch Linux

### Issue description

The documentation for the `exclusive` property says that *"Exclusive windows are always on top of their parent and will block all input going to the parent Window."*

However, when an exclusive window is focused, and the user clicks outside of it, while the window indeed does not close and/or emit `close_requested` signals, it will lose focus. This makes keyboard/controller navigation stop on the exclusive popup, until the user clicks on that window again:

https://github.com/godotengine/godot/assets/6501975/29b06524-2d7a-4b11-94bf-d7b2b75d9e69



### Steps to reproduce

- Create a `Window` node with `transient` and `exclusive` flags set, and with some UI elements there to move focus to (e.g. `Button`)
- Click outside the window node
- Input will no longer propagate to the exclusive window node.

### Minimal reproduction project

[Repro.zip](https://github.com/godotengine/godot/files/12536471/Repro.zip)
Repository: tauri
Issue: [bug] Window freeze with WebGL
Labels: type: bug,status: upstream,platform: Linux,status: needs triage

### Describe the bug

I have been trying out using tauri with WebGL, but the window gets unresponsive when
- a few setTimeout/rAF have performed WebGL operations (see [the repro](https://github.com/mntnoe/tauri-webgl-repro/blob/master/src/main.js))
- a reload is about to happen due to change of the source code in dev mode

There is no log output in devtools or from `tauri dev`.

I have reproduced this behavior as well using `create-tauri-app --alpha`.

Setting `WEBKIT_DISABLE_COMPOSITING_MODE=1` works around the problem, but is to my understanding not recommended (https://blogs.igalia.com/carlosgc/2017/02/10/).

### Reproduction

```
git clone https://github.com/mntnoe/tauri-webgl-repro.git
cd tauri-webgl-repro
npm install
npm run tauri dev
```
Notice that first three colors are rendered, after which the window freeze.

### Expected behavior

WebGL operations performed without making the window unresponsive.

### Platform and versions

```text
[✔] Environment
    - OS: Ubuntu 22.04 X64
    ✔ webkit2gtk-4.0: 2.40.5
    ✔ rsvg2: 2.52.5
    ✔ rustc: 1.72.0 (5680fa18f 2023-08-23)
    ✔ Cargo: 1.72.0 (103a7ff2e 2023-08-15)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 19.1.0
    - pnpm: 7.23.0
    - npm: 8.19.3

[-] Packages
    - tauri [RUST]: 1.4.1
    - tauri-build [RUST]: 1.4.0
    - wry [RUST]: 0.24.3
    - tao [RUST]: 0.16.2
    - @tauri-apps/api [NPM]: not installed!
    - @tauri-apps/cli [NPM]: 1.4.0

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../src
    - devPath: ../src
```


### Stack trace

_No response_

### Additional context

Please let me know if you need additional info.
Repository: material-ui
Issue: [Tooltip][material] When open, the Controlled Tooltip does not follow the target object when it is moved
Labels: bug 🐛,component: tooltip,ready to take

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: [Codesandbox](https://codesandbox.io/p/github/m-tartari/material-ui-issue-38832/main) (repo: [m-tartari/material-ui-issue-38832](https://github.com/m-tartari/material-ui-issue-38832))

Steps:

1. Install dependencies and start the app:

   ```shell
   npm ci
   npm start
   ```

2. Use the button to open/close the sidedrawer.


### Current behavior 😯

When open, the tooltip does not follow the target object. Scrolling resets the position

https://github.com/mui/material-ui/assets/37861893/af36e640-c5bd-4847-8cbe-560be546b7ae



### Expected behavior 🤔

The Tooltip should move with the target object or refresh its position at the end of the transition.

### Context 🔦

I need to display multiple text-free items in a workspace similar to the one in the video. The tooltip is used to display item information on hover but can be set to be always open from the app setting to simplify object tracking.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```System:
  System:
    OS: Linux 5.15 Ubuntu 20.04.6 LTS (Focal Fossa)
  Binaries:
    Node: 18.16.0 - ~/.nvm/versions/node/v18.16.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.16.0/bin/yarn
    npm: 9.5.1 - ~/.nvm/versions/node/v18.16.0/bin/npm
  Browsers:
    Chrome: 116.0.5845.140
  npmPackages:
    @emotion/react: ^11.11.1 => 11.11.1 
    @emotion/styled: ^11.11.0 => 11.11.0 
    @mui/core-downloads-tracker:  5.14.8 
    @mui/icons-material: ^5.14.8 => 5.14.8 
    @mui/material: ^5.14.8 => 5.14.8 
    @mui/private-theming:  5.14.8 
    @mui/styled-engine:  5.14.8 
    @mui/system:  5.14.8 
    @mui/types:  7.2.4 
    @mui/utils:  5.14.8 
    @types/react: ^18.2.21 => 18.2.21 
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    typescript: ^5.1.6 => 5.1.6 
```
</details>
Repository: ant-design
Issue: Accessibility issue : Invalid ARIA attribute value: aria-activedescendant="rc_select_0_list_0" for .ant-select-selection-search-input class of Select
Labels: help wanted,Inactive,4.x,⌨️ Accessibility

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-cq4c4d)

### Steps to reproduce

When we run fast pass accessibility test on antd Select. it show the error
Invalid ARIA attribute value: aria-activedescendant="rc_select_0_list_0" for .ant-select-selection-search-input class of Select

### What is expected?

Fix accessibility issues for antd in 4.x version

### What is actually happening?

Current there are so many accessibility issues in ant 4.x

| Environment | Info |
| --- | --- |
| antd | 4.24.14 |
| React | 17.0.2 |
| System | Windows |
| Browser | Version 115.0.1901.203 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Mesh location/orientation is wrong for the first frame every time an AnimationTree is enabled
Labels: bug,topic:animation,topic:3d

### Godot version

4.2dev4

### System information

Windows 10

### Issue description

Every time I enable an animation tree, the location/orientation of parts of my 3d model are wrong for just the first frame of animation. The animations / animation tree will all work correctly until I disable then reenable the tree. When the tree is reenabled, whatever the active animation is will be broken for 1 frame again.
The model is from a GLTF scene (made local so that the animation tree could access it's internal animation player node) - I'm not sure if this is relevant.

### Steps to reproduce

Import a GLTF file with animations
Make it local so you can access its animation player
Create an animation tree node
Set the tree root to an AnimationBlendSpace1D
Connect the tree's "Anim Player" to the animation player.
Set the blend space up with 2 different animations (I put the first on "0" and the second on "0.5")
Make the animation tree active
Have your game disable then enable the animation tree

Attached the animation + a still of the first frame - note particularly how the character is a lot higher than they should be and one arm is in the middle of the body. If I use the animationtree to move between a walking and a stopped animation it will not have any issues (i.e. the animation is fine - it's the "reset" when the tree is enabled that has an issue)
In this example the walkcycle hasn't been set to loop which is why it looks like it "pauses" before restarting.

![brokenanim](https://github.com/godotengine/godot/assets/5151242/ad970faf-d7ec-49ad-b78e-ba066d5bd027)

![image](https://github.com/godotengine/godot/assets/5151242/991410af-af5b-4f92-8d01-c663922175c3)



### Minimal reproduction project

Ignore that there's 2 models in the attached project - I was testing to see if it was scale based as I originally imported the GLTF scene at 0.1% scale and thought scale might have been the cause of the problem.

[animation-tree-demo.zip](https://github.com/godotengine/godot/files/12537381/animation-tree-demo.zip)
Repository: ant-design
Issue: Accessibility issue: aria-required-children issue for antd Tree
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-7ht8my)

### Steps to reproduce

antd tree has accessibility issues.

const { DirectoryTree } = Tree;

<DirectoryTree height={treeheight} treeData={treeData} multiple={false} defaultExpandedKeys={selectedNode} defaultSelectedKeys={selectedNode} onSelect={onSelect} />

it says,

Path
.ant-tree
Snippet
<div role="tree" class="ant-tree ant-tree-block-node ant-tree-directory">
Related paths
input
.ant-tree-treenode-switcher-open
.ant-tree-treenode-switcher-close
How to fix
Fix ONE of the following:
Element has children which are not allowed: input[aria-label], div[aria-grabbed]
Element uses aria-busy="true" while showing a loader

### What is expected?

Fix Accessibility issues for antd Tree

### What is actually happening?

antd tree has accessibility issues.

| Environment | Info |
| --- | --- |
| antd | 4.24.14 |
| React | 17.0.2 |
| System | Windows |
| Browser | Version 115.0.1901.203 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: next.js
Issue: Ondemand Revalidate with revalidatePath('/') Causes Hard Reload on Subsequent Next/Link Navigation.
Labels: examples

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:22:52 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T8103
    Binaries:
      Node: 16.16.0
      npm: 9.8.0
      Yarn: 1.22.19
      pnpm: 7.16.0
    Relevant Packages:
      next: 13.4.19
      eslint-config-next: 13.4.19
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.2.2
    Next.js Config:
      output: N/A
```


### Which example does this report relate to?

none

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

none

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

Vercel

### Describe the Bug

I'm Using revalidatePath('/') to Successfully Revalidate the Home Page, but When Clicking on a Next/Link, I Experience a Hard Navigation with Page Reload

### Expected Behavior

The Expected Behavior is to Avoid Hard Navigation When Clicking on a Link to Another Page

### To Reproduce

.
Repository: neovim
Issue: [windows] duplicated items in v:oldfiles
Labels: bug,platform:windows,editor-state

### Problem

Firstly I thought it was a telescope bug:

Same file, `E:\Lab\timer.py`, got three duplicated items in the telescope oldfiles

![图片](https://github.com/neovim/neovim/assets/3035071/03840964-a287-4aeb-bae2-901d1003d0ae)

Then I realized to check the `v:oldfiles` variable:

![图片](https://github.com/neovim/neovim/assets/3035071/91712e48-4d30-4af1-b32c-840423462d4b)

And I found it was caused by nvim itself, which records three different records of same file in the v:oldfiles.



### Steps to reproduce

Sometimes, I can reproduce by:

1) enter nvim once:

```viml
:tabe e:/lab/timer.py
:wq
```

2) enter nvim twice:

```viml
:tabe e:\lab\timer.py
:wq
```

3) enter nvim again:

see the v:oldfiles, there would be two duplicated items .

but sometimes I can't reproduce it.


### Expected behavior

Same file have only one entry in the v:oldfiles

### Neovim version (nvim -v)

0.9.1

### Vim (not Nvim) behaves the same?

No, Vim 9.0.1839

### Operating system/version

Windows 10

### Terminal name/version

nvim-qt

### $TERM environment variable

None

### Installation

repo
Repository: godot
Issue: Zombie process when failing to run external code editor
Labels: bug,platform:linuxbsd,topic:editor,confirmed

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Debian 12

### Issue description

When setting a non-existent extern code editor godot will leave behind a zombie process every time you try to edit a file.

### Steps to reproduce

* Set Text Editor > External > Exec Path to a non-existent executable.
* Attempt to edit a source file.
* ```
   ERROR: Could not create child process: code
       at: create_process (drivers/unix/os_unix.cpp:583)
   ```
   is logged to stdout.
* A zombie process called `Godot_v4.1.1-st` is left behind. (This is `Godot_v4.1.1-stable_linux.x86_64` truncated to 15 bytes + nul terminator.)

### Minimal reproduction project

The FPS template.
Repository: react-native
Issue: Interop Layer Android Display issue
Labels: Platform: Android,Needs: Repro,Type: New Architecture,Never gets stale

### Description

When the UnimplementedView is shown, if one of its child is an Animated View, the UnimplementedView will not display the 'XXX is not Fabric compatible yet'

### React Native Version

0.72.4

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

System:
  OS: macOS 13.2
  CPU: (10) arm64 Apple M2 Pro
  Memory: 57.34 MB / 16.00 GB
  Shell:
    version: 5.8.1
    path: /bin/zsh
Binaries:
  Node:
    version: 18.15.0
    path: /usr/local/bin/node
  Yarn:
    version: 1.22.19
    path: /opt/homebrew/bin/yarn
  npm:
    version: 9.5.0
    path: /usr/local/bin/npm
  Watchman:
    version: 2023.05.22.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.12.1
    path: /Users/thibault/.rbenv/shims/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 22.2
      - iOS 16.2
      - macOS 13.1
      - tvOS 16.1
      - watchOS 9.1
  Android SDK: Not Found
IDEs:
  Android Studio: 2022.1 AI-221.6008.13.2211.9514443
  Xcode:
    version: 14.2/14C18
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 11.0.18
    path: /usr/bin/javac
  Ruby:
    version: 3.1.2
    path: /Users/thibault/.rbenv/shims/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react: Not Found
  react-native: Not Found
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: true
iOS:
  hermesEnabled: true
  newArchEnabled: true

### Steps to reproduce

Start the example below on new arch android

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

This will demonstrate the issue: the first 3 box properly display the error but not the fourth one 

```
import React from 'react';
import {Animated, SafeAreaView, Text, View} from 'react-native';
import {ShadowedView} from 'react-native-fast-shadow';

function App(): JSX.Element {
  return (
    <SafeAreaView>
      <View style={{gap: 16}}>
        <ShadowedView style={{width: 200, height: 200}} />
        <ShadowedView style={{width: 200, height: 200}}>
          <Text>Hello</Text>
        </ShadowedView>
        <ShadowedView style={{width: 200, height: 200}}>
          <View>
            <Text>Hello</Text>
          </View>
        </ShadowedView>
        <ShadowedView style={{width: 200, height: 200}}>
          <Animated.View>
            <Text>Hello</Text>
          </Animated.View>
        </ShadowedView>
      </View>
    </SafeAreaView>
  );
}

export default App;

```
Repository: storybook
Issue: [Bug]: Story doesn't work when deployed, but work in local
Labels: bug,needs triage

### Describe the bug

When deploying storybook to S3, certain stories don't work, they show a black display with following text: "ignoredException
Error: ignoredException". Some of them started working after commenting out tests, but some still don't work. They all worked fine till one point, when they started breaking down one by one, without us making any changes to them

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: next.js
Issue: fetch implementation injected into middleware misbehaves with set-cookie
Labels: bug,Runtime,Pages Router

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/abuinitski/next-fetch-bug-setcookie

### To Reproduce

1. start the application with `npm run dev`
2. trigger `POST http://localhost:3000/api` manually. Review response headers. Observe three cookies are set in response via three distinct `set-cookie` headers (correct behavior)
3. open `GET http://localhost:3000`. Review application logs. Observe single set-cookie header is seen by the middleware. Note that three expected header values are instead concatenated.

### Current vs. Expected behavior

Set-Cookie is a bit special HTTP header. When multiple cookies needs to be set for a single response, multiple `Set-Cookie` headers should be sent. While usually HTTP headers are expected to have at most one occurrence in a single HTTP payload.

Reason is, after set-cookie values are concatenated, they are no longer properly parseable, as concatenation joiner is comma, and other commas are also present inside each individual `Set-Cookie` value.

`fetch` API has a dedicated method to handle it: `fetch.headers.getSetCookie()`, but it is not working as expected when used within a middleware.

Expected behavior:
- when using fetch within a middleware to trigger an API response that sets multiple cookies, calling `fetch.headers.getSetCookie()` should return an array of strings with each individual `Set-Cookie` value.
Actual behavior:
- when using fetch within a middleware to trigger an API response that sets multiple cookies, calling `fetch.headers.getSetCookie()` returns an array of single string, where all individual values are concatenated.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:21:53 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6020
    Binaries:
      Node: 20.5.0
      npm: 9.8.0
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.20-canary.18
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.2.2
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

Data fetching (gS(S)P, getInitialProps), Middleware / Edge (API routes, runtime)

### Additional context

_No response_
Repository: vscode
Issue: Support a special view in the quick pick optimized for displaying icons
Labels: feature-request,quick-pick

The terminal has this existing icon selector:

![Image](https://github.com/microsoft/vscode/assets/2193314/8df97470-a97d-4e3b-b3d8-d470604ba725)

There are several problems with this though:

- Internal codicon details are exposed, for example there are 4 plus icons at the start
- Icons are not translated
- All codicons are included, meaning themed icons like red debug breakpoints are included
- Picking an icon visually is a headache as you need to either search for what you think the icon is called or look through the whole list

@hbons put together this prototype exploring an icon selector for profiles:

![Image](https://github.com/microsoft/vscode/assets/2193314/738de5a9-baab-46b4-9b0a-f4251045b595)

I propose we implement @hbons's mock up above, but do it in such a way that the quick pick can be opened in a special mode that shows icons only initially. Then when filtering, it could revert to the standard display closer to the terminal's current icon picker so that the filtered search text is visible and it acts like a regular quick pick.

Doing it this way as opposed to creating a whole new UI component allows us to share code, enhance the quick pick, potentially expose this new mode as an extension API and keep the UX as consistent as possible.
Repository: deno
Issue: Deno incompatibility with Mongoose npm package
Labels: bug,windows,node compat,node API

deno 1.36.4 (release, x86_64-pc-windows-msvc)
v8 11.6.189.12
typescript 5.1.6

```typescript
import mongoose from "npm:mongoose";

await mongoose.connect("URI");
```
That's all my code, the entire thing will just hang until the connection times out.
I know my URI works, I know Mongoose works because I tested both on a node.js project and it worked fine.
Repository: go
Issue: x/build/cmd/relui: the entire tree state except the VERSION file is checked during release tagging; go1.19.13 got tagged at commit prior to VERSION file update
Labels: Builders,NeedsFix

For the one-off Go 1.19.13 release, it is tagged at a commit before the version CL submitted. It is tagged at caca5f126b95276259c5c20ac1a01091ae9bf931, but it should be 619b8fd7d2c94af12933f409e962b99aa9263555.

We're going to move the tag manually to the correct commit.

Also filing an issue to investigate any logic bug in relui that could cause this.
Repository: angular
Issue: Migrate Protractor from code examples
Labels: P2,area: docs

### Describe the problem that you experienced

In the midst of the migration to standalone examples in the docs, some examples required a provider for Protractor testing support. This issue is to track a single effort to remove that dependency once the migration is finished.



### Enter the URL of the topic with the problem

_No response_

### Describe what you were looking for in the documentation

Example:

```js
bootstrapApplication(AppComponent, {
  providers: [provideProtractorTestingSupport()],
}
```

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_