sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: react-native
Issue: `<Suspense>` does not clean up layout effects when suspending again
Labels: Issue: Author Provided Repro

### Description

https://react.dev/reference/react/Suspense

> If React needs to hide the already visible content because it suspended again, it will clean up [layout Effects](https://react.dev/reference/react/useLayoutEffect) in the content tree. When the content is ready to be shown again, React will fire the layout Effects again. This ensures that Effects measuring the DOM layout don’t try to do this while the content is hidden.

This does not happen in `react-native` when using mobile.

### React Native Version

0.72.5

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

```
> npx react-native info
info Fetching system and libraries information...
System:
  OS: Windows 10 10.0.22621
  CPU: "(12) x64 AMD Ryzen 5 5600 6-Core Processor              "
  Memory: 16.16 GB / 31.91 GB
Binaries:
  Node:
    version: 20.2.0
    path: C:\Program Files\nodejs\node.EXE
  Yarn: Not Found
  npm:
    version: 9.7.2
    path: C:\Program Files\nodejs\npm.CMD
  Watchman: Not Found
SDKs:
  Android SDK: Not Found
  Windows SDK: Not Found
IDEs:
  Android Studio: AI-222.4459.24.2221.9971841
  Visual Studio:
    - 17.5.33424.131 (Visual Studio Community 2022)
Languages:
  Java:
    version: 11.0.20.1
    path: C:\Program Files\Eclipse Adoptium\jdk-11.0.20.101-hotspot\bin\javac.EXE
  Ruby: Not Found
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.5
    wanted: 0.72.5
  react-native-windows: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: Not found
  newArchEnabled: Not found
iOS:
  hermesEnabled: Not found
  newArchEnabled: Not found
```

### Steps to reproduce

Run this on mobile.

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

https://snack.expo.dev/@szmarczak/adequate-yellow-banana
Repository: godot
Issue: When script panel is open in a separate window, collision objects do not have orange resize handles
Labels: bug,topic:editor

### Godot version

4.1.2.stable

### System information

Windows 10 - Godot v4.0.2.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (nvidia, 537.42) - AMD Ryzen 9 5900X CPU

### Issue description

When the script panel is open in a separate pane. The collisionShapes do not have the orange dot handles.

### Steps to reproduce

open script panel in a separate window. Then create a collisionShape and view the zero orange handles. Close the script panel, and re-select the collision shape, and view the glory of the orange handles.

### Minimal reproduction project

N/A
Repository: go
Issue: cmd/link: ld consumes infinite memory when linking cgo app
Labels: NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.21.1 windows/amd64
</pre>

### Does this issue reproduce with the latest release?

1.21.1 is the latest version available in MSYS2. I tried the official Windows binary release of 1.21.2, but it doesn't support cgo so it fails before the linking step. For what it's worth I don't see anything that looks relevant in the commits between 1.21.1 and 1.21.2.

### What operating system and processor architecture are you using (`go env`)?

Windows 11, amd64
go from the MSYS2 package `mingw-w64-ucrt-x86_64-go`
GNU Binutils 2.41 from the MSYS2 package `mingw-w64-ucrt-x86_64-binutils`

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
set GO111MODULE=
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\maia\AppData\Local\go-build
set GOENV=C:\Users\maia\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\maia\go\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=C:\Users\maia\go
set GOPRIVATE=
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=C:/msys64/ucrt64/lib/go
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLCHAIN=auto
set GOTOOLDIR=C:\msys64\ucrt64\lib\go\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.21.1
set GCCGO=gccgo
set GOAMD64=v1
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=C:\Users\maia\code\snafu\go-hotplug\go.mod
set GOWORK=
set CGO_CFLAGS=-O2 -g
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-O2 -g
set CGO_FFLAGS=-O2 -g
set CGO_LDFLAGS=-O2 -g
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=C:\msys64\tmp\go-build1188127562=/tmp/go-build -gno-record-gcc-switches
</pre></details>

### What did you do?

Attempt to build the example program in [elemecca/go-hotplug](https://github.com/Elemecca/go-hotplug/tree/9e9ddbf41d87afededb0580f03d5038306a1f513)
```plain
go build -x ./examples/announcehid
```

### What did you expect to see?

It should successfully produce an executable, or promptly fail if I did something wrong in my code. Either way it should consume a reasonable amount of memory while doing so.

### What did you see instead?

During the `cmd/link` step at the end of the build, `ld.exe` allocates memory continuously and never finishes.

On my machine, which has 64 GB of RAM, it allocates about 2 GB/second until it hits somewhere around 60 GB, then slows down when the system starts swapping furiously. For science I let it keep running once; Windows bluescreened when it had allocated about 215 GB.

Since the issue is in `ld.exe` it's possible this is an upstream bug in GNU Binutils, but I don't know enough about how `cmd/link` works to determine that or to give them enough information for a bug report.
Repository: TypeScript
Issue: regression in "key remapping breaks definition navigation"
Labels: Suggestion,Help Wanted,Experience Enhancement,Domain: Symbol Navigation

### 🔎 Search Terms

key remapping breaks goto definition navigation mapped type
key remap goto def
breaks definition navigation

### 🕗 Version & Regression Information

- This changed between versions 4.3.5 and 4.4.4

This looks like a regression of the resolution from #47813.



### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=4.1.5#code/JYOwLgpgTgZghgYwgAgGIHt3IN4ChkHIAOU6R0YAngFzIDOYUoA5rgL665XnIBSArgwCycIgEkwAHgAqAPmQBeHAG0ACslDIA1hEroYyaQF1aABg7cUI8WADqwMAAsAShAC2omfKXY1GkNq6+obIcHTI6hAAHpAgACbhDEwgzMgA-MgABh5E5HEA+gAk2Kpsmci0IBAAbtAmyOaceITIADYQYMjM6GDoACIQMACEtALCohKSGOiy+ITdvQMwAHQkZBSU7E1zBO2dC-2DI8jWEvZOrjlTmLMtAPR3DcgAtMgALMumywCsyCA99H4uXQUEgcR2yAe72WAEYfi9oQBmeHoLQQqEfTEAamQACJ-sg4oNQA5gOgAjB0Px4riIQclsscnl8mtyKDNhwgA

### 💻 Code

```ts
interface Foo {
    property: string
}

type MapItWithRemap<T> = {[P in keyof T as P extends string ? `mapped_${P}` : never]: 0}

{
    let gotoDef!: MapItWithRemap<Foo>
    // 0 - 4.0.5 not supported
    // 4.1.5 - 4.3.5 ok
    // 4.4.4+ "no definition found for 'mapped_property'"
    gotoDef.mapped_property
}
```


### 🙁 Actual behavior

goto definition cannot find originating property declaration

### 🙂 Expected behavior

goto definition can find originating property declaration

### Additional information about the issue

_No response_
Repository: godot
Issue: Right-click context menus cannot be clicked when above Cinnamon DE "taskbar".
Labels: bug,platform:linuxbsd,topic:porting,topic:gui

### Godot version

Godot_v4.2-dev6_linux

### System information

Pop!_OS 22.04 LTS x86_64 (DE: Cinnamon 5.2.7)

### Issue description

Whenever one of these menus are on top of the "taskbar" (it's called the "Panel" officially) and you click anywhere in the region the taskbar resides you instead click on the taskbar.  This makes it impossible to click on these menu options.

I honestly think it would be best if Godot instead tries to keep these right-click menus inside the editor window when possible rather than have them spill outside. This is how Blender works as well and it's never an issue. Although I'm unable to find any other program that has this issue even if they overlap the taskbar so it's an issue on Godot's end regardless.


### Steps to reproduce


![Peek 2023-10-07 16-00](https://github.com/godotengine/godot/assets/49045791/8a4c1b26-b787-4712-8875-36d852360178)

### Minimal reproduction project

I could just upload an empty project here as any project would work. But for the sake of not being redundant I will leave this text here to please the template instead.
Repository: godot
Issue: Skeleton2D ModificationStack IK is not working properly because bone's auto calculate are not refreshed
Labels: bug,topic:editor,topic:animation

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

windows 10

### Issue description

When learning Ik, error results were found that were different from those in the tutorial

After repeated debugging, it is found that the automatic calculation length and Angle in bone are not automatically refreshed

After binding bones and adding IK you must turn this option back off and on for IK to work properly

### Steps to reproduce

I wrote a minimal skeleton scene
![a1](https://github.com/godotengine/godot/assets/122733379/65471bd4-c16f-4d6e-af15-309703104665)
There are also the following skeleton Settings
![a2](https://github.com/godotengine/godot/assets/122733379/88fd4ca6-ca6f-41b3-9253-8082a716024e)
Then I turned the Eabled on, but it wasn't working properly
![a3](https://github.com/godotengine/godot/assets/122733379/0ba096d7-d520-40b0-8347-8d4bcdf2a52f)
![a4](https://github.com/godotengine/godot/assets/122733379/c262b560-da6d-4482-b1ba-8a8caca3a1ea)
He is so far away from my node and only bends when I am near the root node
Until I found that the **Auto calculate length and Angle for Bone_1 and Bone_2 was turned back off and on ** (it was turned on in the first place)
![a5](https://github.com/godotengine/godot/assets/122733379/4e79f42e-0af5-4008-97f2-33e60c0b6044)
![a6](https://github.com/godotengine/godot/assets/122733379/6008f978-909a-4ab0-8815-e13538000a4a)
He's got some extra stuff and he's back to normal
![a7](https://github.com/godotengine/godot/assets/122733379/b0b5d524-6fc2-480c-8236-9f226383b924)



### Minimal reproduction project

[IKtest.zip](https://github.com/godotengine/godot/files/12838103/IKtest.zip)
Repository: PowerToys
Issue: Use Alt Gr key for Quick accent
Labels: Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

Add an option to use the Alt Gr key to activate Quick accent

### Scenario when this would be used?

Harder to trigger accidentally and replace the default windows accent button

### Supporting information

_No response_
Repository: pytorch
Issue: Build process failure with torch_shm_manager
Labels: module: build,triaged

### 🐛 Describe the bug

sudo apt-get install --reinstall libicu-dev  # did not help

neither did pointing /usr/bin/ld  # to Conda compatibility linker


[ 97%] Linking CXX executable ../../../../bin/torch_shm_manager
/usr/bin/ld: /home/developer/mambaforge/envs/FinGPT/lib/libicuuc.so.73: undefined reference to `std::condition_variable::wait(std::unique_lock<std::mutex>&)@GLIBCXX_3.4.30'
collect2: error: ld returned 1 exit status
make[2]: *** [caffe2/torch/lib/libshm/CMakeFiles/torch_shm_manager.dir/build.make:114: bin/torch_shm_manager] Error 1
make[1]: *** [CMakeFiles/Makefile2:5981: caffe2/torch/lib/libshm/CMakeFiles/torch_shm_manager.dir/all] Error 2
make: *** [Makefile:146: all] Error 2


### Versions

Ubunti 20.04, running inside a docker container.

cc @malfet @seemethere
Repository: rust
Issue: Conditions for successful RVO/NRVO
Labels: A-codegen,T-compiler,A-mir-opt,A-mir-opt-nrvo

I'm facing an issue with a missed optimization, where RVO isn't applied. If largely simplified, I have the following code:
```Rust
struct LargeStruct(...);

impl LargeStruct {
    fn parse(data_reader: &mut DataReader) -> Self {
        /* parse individual fields by pulling data from `data_reader` */
        let field_a = ...;

        Self { field_a, field_b, ... }
    }
}

fn main() {
    let foo = Box::new(LargeStruct::parse(&mut data_reader));
}
```
And `LargeStruct` isn't constructed in-place in the `Box`, but instead constructed on the stack, then copied onto the heap.

I'm trying to come up with a simple, compilable, minimal reproducible example, but I'm having trouble recreating the problem. I've already created a toy example with a `LargeStruct` that has an identical layout to the struct I'm having the problem with in my larger code base,  but the `memcpy` isn't there anymore and the struct is initialized in-place (I'm using the same compiler version, compiling in `--release` ofc).

Is there a reference/additional documentation that describes when RVO/NRVO can or cannot be applied? Or at least some general descriptions when it's easy/hard to apply it. That may shed some light and help me in creating a reproducible example.

Unfortunately, I also cannot share a non-minimal example.
Repository: deno
Issue: DisposableStack is not implemented
Labels: bug,upstream

The types are there, but it fails at runtime https://github.com/denoland/deno/blob/edeccef4990598620bf5595df6fc8c1b1b1a7f73/cli/tsc/dts/lib.esnext.disposable.d.ts#L53
Repository: godot
Issue: Godot 4.1.2 crashes when upgrading a project made on 3.X in MacOS
Labels: bug,topic:editor,crash

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

MacOS 14.0 (23A344), Apple M1 Max

### Issue description

Hello, I have recently decided to upgrade my project to 4.X, from 3.5.3, where it worked without any issues. It's a fairly large project, with tons of code and assets. When trying to upgrade the project, Godot crashes without any kind of error, in MacOS.

I've attached the MacOS error log (`mac-error.txt`), and the output of running Godot with the `--verbose` command (`godot-verbose.txt`):

* [godot-verbose.txt](https://github.com/godotengine/godot/files/12838859/godot-verbose.txt)
* [mac-error.txt](https://github.com/godotengine/godot/files/12838860/mac-error.txt)

Please note that **this does not happen with an empty project**, but it happens with my existing game. Also, I have tried to upgrade before to Godot 4.0, and the upgrade worked back then, so this error appears to be introduced with 4.1.

EDIT: It appears to have been introduced in 4.1-dev3, see my [comment below](https://github.com/godotengine/godot/issues/82981#issuecomment-1751820844).

### Steps to reproduce

Here is what happens, step by step:
1. I open Godot 4.1.2, and I click on my project.
2. I get the "Selected project was created in 3.X, and needs to be converted" modal. I click "Convert Full Project".
3. I get the "This option will perform full project conversion" modal. I click OK.
4. A new Godot window, with the "Made with Godot" splash screen appears for a moment, then disappears.
5. I click on my project again, this time the full Godot Editor opens, with a loading bar that says "(Re)Importing assets" at 0%.
6. Godot engine crashes, with no progress in the loading bar. I get the "Godot quit unexpectedly" MacOS error modal.

### Minimal reproduction project

Since this does not happen with a fresh project, and since I don't know what causes the crash, I do not know how to provide an MVP. My project is pretty big, and I don't feel comfortable sharing the whole thing.
Repository: vscode
Issue: Inability to Change Text Color for Initial Screen Text
Labels: bug,polish,getting-started

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VSCode Version: 1.83.0 (system setup)
Commit: e7e037083ff4455cf320e344325dacb480062c3c
Date: 2023-10-03T16:12:16.321Z
Electron: 25.8.4
ElectronBuildId: 24154031
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Windows_NT x64 10.0.22621

**Steps to Reproduce:**
1. Open VSCode, close welcome page if exists
2. Put the following in settings.json:
```json
"workbench.colorCustomizations": {
    "foreground": "#ffffff"
},
```
3. Close all files and the welcome page, if it exists

**Expected result:**

Hotkeys text (Show all Commands, Open File, Open Folder, Open Recent) should be white.

Apparently, the texts *Show all Commands, Open File, Open Folder, Open Recent* do not accept any customization, but according to https://code.visualstudio.com/api/references/theme-color `foreground` is the color used if not overridden by a component.

All other customizations for this screen work as well
`editorGroup.emptyBackground`, `keybindingLabel.background`, `keybindingLabel.foreground`, `keybindingLabel.border` and `keybindingLabel.bottomBorder`, but the texts "Show all Commands", "Open File", "Open Folder" and " Open Recent" don't respect any rules, not even `editor.foreground`
Repository: stable-diffusion-webui
Issue: [Feature Request]: External live preview window/tab
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 ?

An option to get the live preview and the results in a different window/tab. I ask this because I would like a different window/tab to see the results and a different one to change the parameters of my generation. If such feature was implemented, my use for it would be by having each 2 windows/tabs in 2 different monitors. 

As an example, (although its not very accurate to what I am asking, but close enough) would be the PiP option when watching a video.

To be honest this feature would be a "nice to have" but not by any means critical.

### Proposed workflow

1. Go to the live preview area
2. Press a near button or right click the area and get an option: "open live preview in a different tab"
3. After which a different tab would open that show the live preview. 


### Additional information

This may start as a simple tab, and get developed into a bigger feature full tab. As an example of an idea, would be that not only you can see the live preview, but you can also browse the old generated images. And maybe add the parameters on the side like "PNG info".
Repository: stable-diffusion-webui
Issue: [Feature Request]: SyncDreamer: Generating Multiview-consistent Images from a Single-view Image
Labels: enhancement,extension-request

### 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 ?

A novel diffusion model called SyncDreamer that generates multiview-consistent images from a single-view image. Using pretrained large-scale 2D diffusion models, recent work Zero123 demonstrates the ability to generate plausible novel views from a single-view image of an object. However, maintaining consistency in geometry and colors for the generated images remains a challenge. To address this issue, we propose a synchronized multiview diffusion model that models the joint probability distribution of multiview images, enabling the generation of multiview-consistent images in a single reverse process. SyncDreamer synchronizes the intermediate states of all the generated images at every step of the reverse process through a 3D-aware feature attention mechanism that correlates the corresponding features across different views. Experiments show that SyncDreamer generates images with high consistency across different views, thus making it well-suited for various 3D generation tasks such as novel-view-synthesis, text-to-3D, and image-to-3D.

https://github.com/liuyuan-pal/SyncDreamer

### Proposed workflow

Integrate this please.


### Additional information

https://liuyuan-pal.github.io/SyncDreamer/
Repository: PowerToys
Issue: Remember the filter option between sessions (Only show files that will be renamed)
Labels: Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

Remember the filter option, so that "Only show files that will be renamed" remains enabled between sessions. Currently it always reverts back to showing all files, which is really rough on performance.

When only renamed files are shown, performance (when typing) is dramatically better - up to 100X, if enough files are selected. Because of this, I always have it enabled. But I have to wait for the UI to fully load, meaning it must generate **all files** the first time I load up the UI to rename a set of files, which can be horribly slow when renaming a huge batch of files.

The biggest case for this is the fact that only a few renamed items fit on the UI. I would assume most users would rather see what is changing, rather than what is not. The only reason to want to see what is not changing is if they can't remember what the filenames are. In which case, they can just look at the original files in the folder.

Having this option changed to "Only show files that will be renamed" is critical when renaming folders only (files are turned off), because files are still shown in the UI, and still dramatically degrade performance when typing.

### Scenario when this would be used?

Every time the UI opens, it will default to whatever the user had selected last time. This will dramatically improve startup speed when huge numbers of files are selected, and the user has "only show files that will be renamed" selected.

### Supporting information

I suggest most users will likely have this option on or off, rather than toggling it on temporarily and wanting it to revert back. So reverting back to showing all files doesn't make much sense.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Please add back the crop button in img2img
Labels: upstream,gradio

### 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 ?

Restore the old pencil icon in img2img that allowed you to crop an image from within the WebUI itself.

![zaatjdzzcslb1](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/7817917/954914f0-cd0d-420c-946a-4178368691d3)

![tln77fbkcslb1](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/7817917/2f002f63-b5b6-4ea4-93e6-ec09e483358c)



### Proposed workflow

1. Click pencil icon.
2. Drag blue box to designate a cropping area.
3. Crop.
4. Img2img new pictures from the area you cropped.




### Additional information

It was probably my most used thing and I can't really understand why such a useful function would be removed. I shouldn't have to take my gens to an external image editing program just to crop them when I could previously do it inside WebUI itself.