sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: Autocomplete component - Required ARIA attributes must be provided
Labels: help wanted,Inactive,⌨️ Accessibility

### Reproduction link

[https://ant.design/components/auto-complete#examples](https://ant.design/components/auto-complete#examples)

### Steps to reproduce

Type an available option in Typeahead

### What is expected?

Typed option from the Typeahead dropdown should have `aria-selected` set to true

### What is actually happening?

Typed option from the Typeahead dropdown should have `aria-selected` set to false

| Environment | Info |
| --- | --- |
| antd | undefined |
| React | Not react specific |
| System | Ubuntu 22.04.3 LTS |
| Browser | Chrome Version 122.0.6261.111 (Official Build) (64-bit) |

---
Select component is working fine but Typeahead lacks this accessibility.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: proposal: x/crypto/ssh/agent: expose ExtendedAgent for a new keyring via new NewExtendedKeyring constructor
Labels: Proposal,Proposal-Crypto

### Proposal Details

The current keyring implementation which is returned via [keyring.go:37](https://cs.opensource.google/go/x/crypto/+/refs/tags/v0.21.0:ssh/agent/keyring.go;l=37) does only expose the `Agent` interface for an SSH Agent, but it implements also the `ExternalAgent`.
```go
// NewKeyring returns an Agent that holds keys in memory.  It is safe
// for concurrent use by multiple goroutines.
func NewKeyring() Agent {
	return &keyring{}
}
```

The proposal is to implement a constructor returning the ExtendedAgent interface, so one must not reimplement the `SignWithFlags` functions of the keyring:
```go
// NewExtendedKeyringreturns an ExtededAgent that holds keys in memory.  It is safe
// for concurrent use by multiple goroutines.
func NewExtendedKeyring() ExtendedAgent {
	return &keyring{}
}
```

This would also keep the interface returned by `NewKeyring()` stable.
Repository: node
Issue: `Error: request for 'node:process' is not in cache`
Labels: loaders

Node crashes with strange error.

### Version

v20.11.1

### Platform

Mac Os

### Subsystem

`node:process`

### What steps will reproduce the bug?

```
git clone https://github.com/coderaiser/cloudcmd
cd cloudcmd && git checkout feature/esm && npm i && npm test
```

### How often does it reproduce? Is there a required condition?

Always

### What is the expected behavior? Why is that the expected behavior?

Expected behavior: no crash

### What do you see instead?

![image](https://github.com/nodejs/node/assets/1573141/f18d26b5-d5fb-4d46-acb3-cb8b4db48b2b)


### Additional information

_No response_
Repository: godot
Issue: Character Controller 3D getting stuck/slowing down on trim meshes
Labels: topic:physics,topic:3d

### Tested versions

- Reproduceable in 4.2.1

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 SUPER (NVIDIA; 31.0.15.3770) - AMD Ryzen 5 3500 6-Core Processor (6 Threads)

### Issue description

When walking along a lightly protruding mesh (window/door trim in my case), the Character Body 3D will slow down or stop completely. I think something with collisions is to blame. I noticed the height will effect how bad the bug is. I am using the Capsule collision shape. The building model and its collision was imported from blender as a .blend file.

https://github.com/godotengine/godot/assets/164534337/4fd06239-b4f9-4de9-9cfd-fdf87f4f0dca

![Screenshot (221)](https://github.com/godotengine/godot/assets/164534337/925fe8be-e3d8-44b1-9d3e-151642e8ab5c)


### Steps to reproduce

Walk along trim type meshes.
I am using Jolt physics and a character controller for the AssetLib by expressobits.

### Minimal reproduction project (MRP)

https://www.mediafire.com/file/qbj951stjyh5o5e/Project4+-+Copy.zip/file
Repository: terminal
Issue: Freeze when pasting large text into vim (WSL)
Labels: Area-Input,Issue-Bug,Product-Terminal

### Windows Terminal version

 1.19.10573.0

### Windows build number

10.0.22631.0

### Other Software

vim 8.2.2121 (inside WSL Ubuntu 22.04.4 LTS)

### Steps to reproduce

1. Find a large enough text block. You can generate one with 1,000,000 characters at https://www.lipsum.com
2. Open `vim` and switch into *insert mode*.
3. Paste the sample text into vim using <kbd>CTRL-v</kbd> or <kbd>SHIFT-INS</kbd>

### Expected Behavior

It should paste the text and the terminal / wsl / vim shall remain reactive.

### Actual Behavior

The terminal / wsl / vim freezes midst the paste operation and cannot be recovered. The tab must be closed and a new one opened, to continue work in the terminal / wsl / vim.
Repository: godot
Issue: Autocomplete Input.get_axis StringName parameter suddenly switches from action name to symbols while typing
Labels: discussion,topic:editor

### Tested versions

- Reproducible in v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - X11 - GLES3 (Compatibility) - Mesa Intel(R) HD Graphics 4600 (HSW GT2) () - Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz (8 Threads)

### Issue description

When filling the StringName parameters for `Input.get_axis(...)`, after typing the bracket `(` or forcing autocomplete with Ctrl+space, the list of action names will appear as expected for negative_action: StringName.

![image](https://github.com/godotengine/godot/assets/1067772/977acd3d-b90a-449c-9cb4-121d5a17ae12)

However, if you type the action name start like "mo" for "move_left", it will quickly switch to symbols starting with "mo" instead.

In order to enforce action name listing, you need to type an opening single/double quote `'` `"` first.

![image](https://github.com/godotengine/godot/assets/1067772/d0d0ffbe-f8ef-4b40-823e-b35e2d7cb041)

This is OK to distinguish strings from symbols, however my issue is that the autocomplete popup switches from strings to symbols while user is in the middle of typing.

![Godot 4 2 1 - Autocomplete Input get_axis string changes to var](https://github.com/godotengine/godot/assets/1067772/8559557f-d124-4a4c-8167-8217704b035e)

This is disturbing as it feels like you can select the action name, if you're fast enough you can even start pressing up/down to navigate the results and suddenly the popup refreshes and sends you back to the top, with unrelated results. It should either:
a. show all matching results, both strings and symbols, to let user decide
b. or, from the moment the user types a non-quote letter, it switches to symbols. I assume it takes some loading time which explains the delay, but then we could just close the popup temporarily until we actually get the new results with symbols

I would go with a. personally as I often type names without quotes, but I'm also okay with b. which has the advantage of not showing strings if user really wants a variable, and user can always type a quote to show explicitly they want an action name.

### Steps to reproduce

0. Make sure to add some actions to Project Settings, such as "move_left"
1. Create a script (I use `extends CharacterBody2D` to get some members starting in `mo` ready like `motion_mode`. Then Enter code in script:

```gd
func _physics_process(delta: float):
	var move_x_intention := Input.get_axis(
```

2. After typing opening bracket, watch autocomplete popup open (if you missed it, retrigger with Ctrl+space)
3. Start typing the name of an action, e.g. "mo"
4. Notice how the action name list is replaced with symbols like "motion_mode"

### Minimal reproduction project (MRP)

N/A
Repository: tauri
Issue: [feat] Config option for DMG Volume icon
Labels: type: feature request,platform: macOS

### Describe the problem

Following on from #4669 which has recently been closed/merged it would be good to have a config option for the Volume icon rather than using the first .icns file in the folder which is the general app icon - the advantage being that the DMG will be readily identifiable as a DMG rather than an app.

<img width="117" alt="dmgicon" src="https://github.com/tauri-apps/tauri/assets/11089335/e0ba5f64-94c8-456a-ba5a-e97d6977ad0e">


### Describe the solution you'd like

Work effort should be similar to #4669 


<img width="1036" alt="dmg-template" src="https://github.com/tauri-apps/tauri/assets/11089335/0fcc9fac-1b65-4f53-9cb9-13e478cc3493">


<img width="1180" alt="newconfig" src="https://github.com/tauri-apps/tauri/assets/11089335/6f8dc7f0-0001-4749-9e85-cac7168d7c06">



### Alternatives considered

Separate DMG bundling can be done with more hassle but this change would be a good value add to the existing build/bundle process which largely runs well

### Additional context

_No response_
Repository: PowerToys
Issue: [Keyboard Management] Add "Copilot" to List of "Send Key/Shortcut"
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Status-Blocked,Issue-Feature

### Description of the new feature / enhancement

Rather than having to remap my key to "Windows Key + C" to open the Copilot pane, let's make this even easier for users with a designated "Copilot" key option in the list of options (see screenshot).

![image](https://github.com/microsoft/PowerToys/assets/117125208/44adce4a-59fb-4a3b-a2b8-48035760da67)


### Scenario when this would be used?

Remapping existing keyboard layouts (that don't have a designated Copilot key) which currently have one or more of...
- Print Screen key
- Apps/Menu key
- Right Alt key
- Etc.
...to reflect new keyboard layouts which have the Copilot key in their place.

### Supporting information

For reference, see the keyboard layout on the Surface Laptop 6 for Business: https://www.microsoft.com/en-us/d/surface-laptop-6-for-business/8pz3fvs57qcv
Repository: vscode
Issue: The VS code hangs on exit
Labels: freeze-slow-crash-leak

Type: <b>Bug</b>

Start the VS Code application.
Open a folder
Wait for some time, about 30 min
Close the VS code. it will show a dialog with 3 buttons
Wait, Reopen, Close

This happens everytime I open the application.

VS Code version: Code 1.87.2 (863d2581ecda6849923a2118d93a088b0745d9d6, 2024-03-08T15:20:17.278Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-10850H CPU @ 2.70GHz (12 x 2712)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.75GB (6.42GB free)|
|Process Argv|--crash-reporter-id 20d4bc78-b431-498f-a384-6a091004b110|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (2)</summary>

Extension|Author (truncated)|Version
---|---|---
prettier-vscode|esb|10.4.0
LiveServer|rit|5.7.9


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscoreces:30445986
vscod805:30301674
binariesv615:30325510
vsaa593cf:30376535
py29gd2263:30899288
c4g48928:30535728
azure-dev_surveyone:30548225
vscrp:30673768
962ge761:30959799
pythongtdpath:30769146
welcomedialogc:30910334
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30936856
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
pythontbext0:30879054
accentitlementsc:30995553
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
cppperfnew:30979542
d34g3935:30971562
fegfb526:30981948
bg6jg535:30979843
ccp2r3:30993541
dsvsc020:30976470
pythonaic:30996667
7ghi1836:30988842
dsvsc021:30996838

```

</details>

<!-- generated by issue reporter -->
Repository: flutter
Issue: RawImage should accept blendMode and pass it to paintImage
Labels: c: new feature,framework,c: proposal,P2,team-framework,triaged-framework

### Use case

In [BlendMode.plus](https://api.flutter.dev/flutter/dart-ui/BlendMode.html#plus) it advises that images should crossfade using blendmodes. But `RawImage` only accepts a `colorBlendMode` for blending a color. `RenderImage` ultimately calls `paintImage` which accepts a blend mode but it isn't passed through.

### Proposal

Add `blendMode` parameter to `RawImage` and curry it to `RenderImage`.
Repository: rust
Issue: Poor codegen for enumerations where variants have power-of-two values.
Labels: A-LLVM,A-codegen,T-compiler,C-optimization

# Background

Consider the code in the link below:
https://rust.godbolt.org/z/z6WrPEM68

It defines an enumeration where all variants have a value that are equal to a power-of-two.

## Creation of an enumeration value

Two of the functions create an enummeration value out of an unsigned integer. The first function wraps the result in an `Option` with `None` being used for illegal inputs, the second function uses undefined behaviour instead. In both cases, legal input values and enumeration values are identical.

### Expectation

Since legal input values and enumeration values are identical, the functions compile to little more than mov instructions and possibly checks.

### Reality

Giant jump tables.

## Matching on an enumeration value

Since the enumeration values have only one bit set, it is possible to make various tests much cheaper. In this instance, there are several functions testing wether an enumeration value is a member of a set.

### Expectation

The functions compile to a bitwise AND or similar, using branchless instructions in all cases.

### Reality

The functions are compiled into several instructions including branches.
Repository: deno
Issue: 100% CPU usage
Labels: bug

I have a server with Deno running and every few days, the server got stuck due 100% CPU usage:

<img width="712" alt="imaxe" src="https://github.com/denoland/deno/assets/377873/020d4606-17ed-4c98-bd39-0162405ac874">

Restarting the process fixes the problem. I found [several bugs about Deno using 100% CPU](https://github.com/search?q=repo%3Adenoland%2Fdeno+cpu+usage&type=issues) so not sure if Deno is intended to be used as a server in production? 
Is there any way to debug this in order to know its cause?

According to the server graphs, it's not somethig progressive, but goes suddenly, and there isn't anything suspicious in other graphs like disk, network etc.
<img width="705" alt="imaxe" src="https://github.com/denoland/deno/assets/377873/2ca4ecf5-f446-420d-86b5-da2a0770623c">


Version: Deno 1.41.0
Repository: rust
Issue: Enabling internal lints shouldn't be dependent on `-Zunstable-options`
Labels: A-lints,T-compiler,C-discussion

We currently enable internal lints only if `-Zunstable-options` is passed:

https://github.com/rust-lang/rust/blob/1447f9d38ca388ca178a544534b3cff72945fa1e/compiler/rustc_session/src/session.rs#L344-L349

This behavior is surprising at least, and seems wrong. Should we move this to some `-Zenable-internal-lints` or something?
Repository: puppeteer
Issue: [Feature]: Migrate from postData to postDataEntries in network requests
Labels: feature,P2

### Feature description

postData is getting deprecated: https://chromium-review.googlesource.com/c/chromium/src/+/5367747

cc @Lightning00Blade
Repository: rust
Issue: Port backtrace-rs test-crates to rustc repo
Labels: A-testsuite,E-mentor,E-help-wanted,C-bug,A-backtrace

backtrace-rs has a number of [subcrates](https://github.com/rust-lang/backtrace-rs/tree/6fa4b85b9962c3e1be8c2e5cc605cd078134152b/crates) which it uses to test more complicated logic that is harder to observe from inside a program, leading to this **exciting** yaml: https://github.com/rust-lang/backtrace-rs/blob/6fa4b85b9962c3e1be8c2e5cc605cd078134152b/.github/workflows/main.yml#L54-L69

while tests inside backtrace's library itself will be run as part of the stdlib's test suite, these are not. backtrace-rs failed to run nightly testing for Windows, which would have caught this. however, many of these tests are directly relevant to rustc's functionality as well, and changes should not be landed in rustc which break them without very good reason. failing to include these tests led to [a severe regression in backtraces on Windows](https://github.com/rust-lang/rust/issues/122857). these tests should be ported to run inside rustc's existing test infrastructure where they are relevant. I have excepted one which was already based on a rustc test and one which is only relevant for backtrace-rs.

- [ ] [cpp_smoke_test](https://github.com/rust-lang/backtrace-rs/tree/6fa4b85b9962c3e1be8c2e5cc605cd078134152b/crates/cpp_smoke_test): @izarma
- [ ] [debuglink](https://github.com/rust-lang/backtrace-rs/tree/6fa4b85b9962c3e1be8c2e5cc605cd078134152b/crates/debuglink) is run with the following scripts
  - https://github.com/rust-lang/backtrace-rs/blob/6fa4b85b9962c3e1be8c2e5cc605cd078134152b/ci/debuglink-docker.sh
  - https://github.com/rust-lang/backtrace-rs/blob/6fa4b85b9962c3e1be8c2e5cc605cd078134152b/ci/debuglink.sh
- [x] [dylib-dep](https://github.com/rust-lang/backtrace-rs/tree/6fa4b85b9962c3e1be8c2e5cc605cd078134152b/crates/dylib-dep): @jieyouxu 
- [x] [line-tables-only](https://github.com/rust-lang/backtrace-rs/tree/6fa4b85b9962c3e1be8c2e5cc605cd078134152b/crates/line-tables-only): @jieyouxu
- [ ] [without_debuginfo](https://github.com/rust-lang/backtrace-rs/tree/6fa4b85b9962c3e1be8c2e5cc605cd078134152b/crates/without_debuginfo)

if you would like to work on porting one of these tests, please link to this issue in your PR and leave a comment to claim the test. if you are stuck, please don't hesitate to open a thread on [the rust zulip](https://rust-lang.zulipchat.com/)! and be aware, some may be complex enough to need the new [recipes](https://github.com/rust-lang/rust/issues/121876) infrastructure, but hopefully not. I expect all may need, however, this compiletest annotation:

```rust
//@ needs-unwind
```
Repository: flutter
Issue: _DropdownMenuState is used after disposal that causes creation of new controller that is never disposed.
Labels: framework,P2,team-framework,triaged-framework,a: leak tracking

To repro follow the steps: https://github.com/flutter/flutter/issues/141198#issuecomment-1987383965
Repository: godot
Issue: Adding extra args in the editor "connect a signal to a method" popup when the method is located on a superclass fails
Labels: bug,topic:gdscript,topic:editor,needs testing

### Tested versions

4.2.1 Stable

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 620 (Intel Corporation; 30.0.101.1338) - Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 Threads)

### Issue description

Just like adding an extra value to a script that is put on a node works, instead directing it onto a method that is in a superclass that is written in GDScript should work. 

![bild](https://github.com/godotengine/godot/assets/11806563/ae009226-cf04-4d4f-9596-cfd3c75d0b31)

The picture above shows the setup:
- A scene that has a Line edit node, this node has a script called 'child' attached.
- This class has no methods, and extends a class called parent.
- Parent has a method called 'line_is_edited'
- Connecting the 'text_changed' via the dialog with no extra arguments with this method works fine, as expected (modifying the method signature, removing the second argument)
- However, when you add the extra argument, the editor throws the following error:
![bild](https://github.com/godotengine/godot/assets/11806563/4ba26728-a554-488d-ba9d-ead6527c290c)


### Steps to reproduce

1. Open MRP
2. Open Scene
3. Open the 'connect signal' dialog through right clicking the signal 'text_changed' under Node in the inspector
4. Pick the superclass method through the 'pick' button.
5. Add an extra bool parameter
6. Press 'Connect'
7. Observe error

### Minimal reproduction project (MRP)

[error project.zip](https://github.com/godotengine/godot/files/14727779/error.project.zip)
Repository: ollama
Issue: docker container only listens on ipv6 by default
Labels: bug

### What is the issue?

The docker container only listens on ipv6 by default. This causes connection failures for other containers in the same stack that are trying to communicate with ollama via ipv4. 

### What did you expect to see?

For the container to listen on both ipv4 and ipv6. 

### Steps to reproduce

Deploy ollama:

```
version: '3.3'
services:
    ollama:
      container_name: ollama
      volumes:
          - "/docker/ollama:/root/.ollama"
      restart: unless-stopped
      image: ollama/ollama:0.1.29
      deploy:
        resources:
          reservations:
            devices:
              - driver: nvidia
                count: all
                capabilities: [gpu]
```

Verify port 11434 is only listening on ipv6 inside the container:

```
~$ docker exec -t -i ollama /bin/bash
root@28988fb7b322:/# apt update
[...]
root@28988fb7b322:/# apt install net-utils
[...]
root@28988fb7b322:/# netstat -nap | grep LISTEN
tcp        0      0 127.0.0.11:35687        0.0.0.0:*               LISTEN      -
tcp6       0      0 :::11434                :::*                    LISTEN      1/ollama
```

You can workaround this issue by adding the following lines to the docker compose file:

```
      ports:
          - '127.0.0.1:11434:11434'
```

However this is problematic as it exposes the port to the entire docker host which is unnecessary. The port only needs to be exposed to the other containers in the same compose stack. 


### Are there any recent changes that introduced the issue?

_No response_

### OS

Linux

### Architecture

amd64

### Platform

Docker, WSL2

### Ollama version

0.1.29

### GPU

Nvidia

### GPU info

_No response_

### CPU

_No response_

### Other software

_No response_