sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: cargo check is > O(n) per number of unchanged files
Labels: I-compiletime,T-compiler,C-bug

# Problem
When changing 1 whitespace in 1 file, "cargo check" is > O(n) per number of files.

Since both major IDEs are based on "cargo check", this sinks projects.

# Steps to reproduce:
Rust project, where each file only calls functions in the "next file":

main.rs -> m0.rs -> m1.rs -> m2.rs -> m3.rs -> ....

Do "cargo check", "touch main.rs", "cargo check"

**This time is > O(n) for   n := number of files.**

| Unchanged Files | Seconds |
|---|---|
| 64 | 2.89 |
| 128 | 6 |
| 256 | 11.96 |
| 512 | 26.387 |
| 1024 | 166 |

# Expected behavior:
In same scenario, e.g. C++ with "make" is O(1). 
Only one file has changed.
Nothing depends on that file.
Only one file needs to be looked at.

# Also: 
Rust compiler inhales 32GB of RAM doing a SYNTAX CHECK on a single 1kb source file

# code

```python

import random

FILE_COUNT = 1024
FUNC_COUNT = 50
CALLS_COUNT = 50

with open("main.rs", "w") as f:
    for file_idx in range(FILE_COUNT):
        f.write("mod m%d;\n" % file_idx)
    f.write("\n")
    f.write("fn main(){\n")
    f.write("    m0::m0_0();\n")
    f.write("}\n")

for file_idx in range(FILE_COUNT):
    last_file = file_idx == FILE_COUNT -1

    with open("m%d.rs" % file_idx,"w") as f:
        f.write("use rand::Rng;\n")
        if not last_file:
            f.write(f"use crate::m{file_idx+1};\n")

        for func_idx in range(FUNC_COUNT):
            f.write("pub fn m%d_%d(){\n" % (file_idx,func_idx))
            f.write("let mut rng = rand::thread_rng();\n")
            if last_file:
                for call_idx in range(CALLS_COUNT):
                    f.write('if rng.gen::<u8>() == 0 { println!("hello!"); }\n')
            else:
                for call_idx in range(CALLS_COUNT):
                    f.write("if rng.gen::<u8>() == 0 { m%d::m%d_%d();}\n" % (file_idx+1,file_idx+1,random.randint(0,FUNC_COUNT-1)))
            f.write("}\n")

```
Repository: tauri
Issue: [docs] Use ad-hoc code signing on macOS if no certificate is available
Labels: type: documentation,platform: macOS

### Describe the problem

adhoc code signing the app will result in aarch64 binaries behaving like x86_64. This means you'll get rid of the "app is damaged" dialog and then proceed to open the app via right click -> open (double click still won't work without a proper cert)

### Describe the solution you'd like

`codesign -s - appname`

### Alternatives considered

None, we should just do it 🤷 

### Additional context

_No response_
Repository: godot
Issue: GPUParticles2D(and CPU) particles not reacting to light source. Shadows turn with the particles.
Labels: bug,topic:rendering,needs testing,topic:2d,topic:particles

### Tested versions

Tested and reproducible in 4.2 Stable and 4.1.2 Stable.

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3742) - 12th Gen Intel(R) Core(TM) i7-12700K (20 Threads)

### Issue description

Particles with normal maps are not reacting to light as expected. The shadows are rotating with the particle rather than being relative to the light source.

![godot4particles](https://github.com/godotengine/godot/assets/84472936/0c187c99-3c4c-4627-86cb-412d270a4715)

Expected result coming from Godot 3.5.3:
![godot3particles](https://github.com/godotengine/godot/assets/84472936/d5cbbf68-dcb0-4a0c-89aa-9adc1fa715dc)


### Steps to reproduce

1. Create 2D scene.
2. Add any Light2D light source.
3. Add GPU or CPU particle2D. 
4. Particle2D - Add Particle material and adjust settings so that the particles will change their rotation as they move.
5. Particle2D - Add CanvasTexture with Diffuse and Normal image textures.
6. Add CanvasModulate and darken the scene. 

### Minimal reproduction project (MRP)

[particleExample.zip](https://github.com/godotengine/godot/files/14158387/particleExample.zip)
Repository: material-ui
Issue: [blog] Blog pages are not indexable
Labels: bug 🐛,blog,scope: docs-infra

### Steps to reproduce

Try to crawl the page from https://mui.com/blog/ with ahrefs or https://www.screamingfrog.co.uk/seo-spider/. It doesn't work. It doesn't work because the blog pages are not in a sitemap nor links:

<img width="473" alt="Screenshot 2022-02-05 at 15 24 56" src="https://github.com/mui/material-ui/assets/3165635/24d64e96-ea03-4e01-98cf-af2903a9fb4b">

### Context

A possible solution doesn't have to be with one .html per page but could also be a sitemap.

**Search keywords**: blog seo
Repository: material-ui
Issue: [website] Strange roadmap link in footer
Labels: bug 🐛,website

### Current behavior

Steps:
1. Open the company homepage https://mui.com/
2. A link to Material UI roadmap, strange, MUI != Material UI

Some work was done in #39639. IMHO, there should either be no link, or it should point to the roadmap of the project the marketing page is about. A roadmap for MUI the company can make sense, but it's broad.

### Expected behavior

- No roadmap on the homepage of MUI. It's a bit strange for an organization.
- Fix the roadmap link on https://mui.com/x/ it should point to MUI X roadmap.
- Same fix for each product page.

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: aaa
Repository: next.js
Issue: Hydration bug when state value isn't rendered as plain-text
Labels: bug

### Link to the code that reproduces this issue

https://github.com/akodkod/nextjs-test-hydration

### To Reproduce

1. Clone the example app → https://github.com/akodkod/nextjs-test-hydration
2. Start server and open home page

Or just open deployed website:
https://test-hydration.vercel.app/

### Current vs. Expected behavior

**Current behavior:**
Client-side component state isn't used during the hydration. Initial server-side value of `size` is `undefined` must be replaced with client-side `medium` value. But nothing happens.

Component: `components/TestHydrationInvalid.tsx`

**Expected behavior:**
Everything works as expected if I just add rendering of the `size` variable. See component: `components/TestHydrationValid.tsx`. The only difference is Line 20.

P.S. I have tried adding `key` or `data-attributes` to parent `div` with using of `size` variable, but nothing happened.


### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.2.0: Wed Nov 15 21:53:18 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T6000
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: N/A
  pnpm: 8.10.5
Relevant Packages:
  next: 14.1.1-canary.27 // Latest available version is detected (14.1.1-canary.27).
  eslint-config-next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

I also tested it with 14.0.4 version
Repository: ant-design
Issue: Virtual Table for Infinite Scroll Feature needs to adapt Pagination feature/无限滚动功能的虚拟表需要分页功能
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

So does it require loading all the data at a time as in the official doc? 
https://ant.design/components/table#components-table-demo-virtual-list, 
it creates 10000 dummy data and adds it to the table at a time, which doesn't make sense in practice where we have a bunch of data.
It's not practical and we'd better add some features to convert the pagination table into infinite scroll easily.

Most of the current plugins/packages work this way loading data page-wise on scroll. Something like this: https://www.npmjs.com/package/virtualizedtableforantd4

I was going to use this virtual table, but I found it's not practical eventually unless it has features to adapt to the pagination tables. Most of the APIs are built that way, page-wise data. I have attached the sample response for pagination from the backend API.

------------------------

那么是否需要像官方文档中那样一次加载所有数据呢？
https://ant.design/components/table#components-table-demo-virtual-list，
它一次创建 10000 个虚拟数据并将其添加到表中，这在我们拥有大量数据的实践中没有意义。
这不太实用，我们最好添加一些功能来轻松地将分页表转换为无限滚动。

当前的大多数插件/包都以这种方式在滚动时按页加载数据。 像这样的东西：https://www.npmjs.com/package/virtualizedtableforantd4

我本来打算使用这个虚拟表，但我发现它最终并不实用，除非它具有适应分页表的功能。 大多数 API 都是以分页数据的方式构建的。 我已附上后端 API 分页的示例响应。


### What does the proposed API look like?

- This is the current backend API using pagination. It's VERY difficult to adapt the virtual table to this API.
-------------------------------------
- 这是当前使用分页的后端 API。 让虚拟表适应这个 API 是非常困难的。

```{
    "status": true,
    "message": "Records fetched successfully",
    "data": {
        "meta": {
            "total": 60,
            "per_page": 20,
            "current_page": 1,
            "last_page": 3,
            "first_page": 1,
            "first_page_url": "/?page=1",
            "last_page_url": "/?page=3",
            "next_page_url": "/?page=2",
            "previous_page_url": null
        },
        "data": [
            {
                "id": 383,

```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Feature Request]: UI enhancement - prevent beginner mistakes
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 ?

There are a few mistakes beginners do often (and advanced users as well, when they don't take care...) and that the UI could simply prevent:

- [ ] img2img inpaint with "Masked content" set to "latent noise" creates strange colors (when "denoising strength" is not 1)
- [ ] image generation fails when an inpaint / not a inpaint model is loaded (creating a console error message that the tensor dimension doesn't match)

### Proposed workflow

1. Disable the "denoising strength" slider and set it to "1" when "latent noise" or "latent nothing" is selected. (Bonus: create a tool tip / mouse over that educates the user why it is disabled now)
2. When the model type doesn't match to the generation mode show a warning message as a hint and show a pop up message when the user clicks on "Generate" instead of showing the tensor mismatch error that the user can't interpret

### Additional information

_No response_
Repository: pytorch
Issue: DISABLED test_grad_scaling_autocast_cuda (__main__.TestTorchDeviceTypeCUDA)
Labels: module: tests,triaged,module: flaky-tests,skipped,oncall: pt2,module: inductor

Platforms: inductor

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_grad_scaling_autocast_cuda&suite=TestTorchDeviceTypeCUDA&limit=100) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/21205091126).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_grad_scaling_autocast_cuda`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `test_torch.py`

cc @mruberry @ZainRizvi @clee2000 @wdvr @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @aakhundov @ezyang @gchanan @zou3519 @msaroufim @bdhirsh @anijain2305
Repository: opencv
Issue: Logical defect in FilterSpecklesImpl
Labels: bug,category: calib3d

### System Information

OpenCV version: 4.8.0
Operating System / Platform: Ubuntu 20.04
Compiler & compiler version: GCC 9.3.0

### Detailed description

the source code is here:
https://github.com/opencv/opencv/blob/250cfe81c592e84dcb739ba51f6c499e214a89bf/modules/calib3d/src/stereosgbm.cpp#L2343

The initial value of `curlabel` is 0, but when it is used first time, it has been incresed to 1. So the actual start value of `curlabel` will be 1.
https://github.com/opencv/opencv/blob/250cfe81c592e84dcb739ba51f6c499e214a89bf/modules/calib3d/src/stereosgbm.cpp#L2359
https://github.com/opencv/opencv/blob/250cfe81c592e84dcb739ba51f6c499e214a89bf/modules/calib3d/src/stereosgbm.cpp#L2383
So if the `maxDiff` is not properly set, the **max** `curlabel` can be `npixels` if all pixels are not equal, which will cause memory access out of bounds.


Strangely, if I change the actual start value of `curlabel` to 0, even I set `maxDiff` properly, the program crashes faster, and I haven't figured out the reason yet.

### Steps to reproduce

no need to reproduce, it can be drawn through theoretical analysis

### 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
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: vscode
Issue: Searching accessibility.voice.keywordActivation setting shows something else
Labels: bug,settings-editor,confirmation-pending,settings-search

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- VS Code Version: 1.86.0
- OS Version:  Windows 10

Steps to Reproduce:

1. Search `accessibility.voice.keywordActivation` in settings
2. This is shown:
![image](https://github.com/microsoft/vscode/assets/3606072/e21cbd9d-f327-4354-a903-5d530a0d2ecc)
Repository: godot
Issue: Windows build doesn't recognize mouse scroll event in ScrollContainer
Labels: bug,topic:gui

### Tested versions

- tested in 4.2.1

### System information

Windows 11 - Godot 4.2.1.stable

### Issue description

If I enable touch emulation in the project settings, the _on_scroll_container_scroll_started() and _on_scroll_container_scroll_ended() are correctly fired when I swipe the element.
But when I use the mouse scroll wheel to scroll the element, the element is correctly scrolled, but both events are NOT fired.

### Steps to reproduce

See attached project:
"Scroll started" and "Scroll ended" is displayed when the element is swiped (via mouse touch emulation), but it is not displayed when the scroll wheel is used.

### Minimal reproduction project (MRP)

[Test.zip](https://github.com/godotengine/godot/files/14160196/Test.zip)
Repository: vscode
Issue: Unable to expand an entry in the multi diff editor when clicking on header
Labels: feature-request,multi-diff-editor

I think it would be nice if clicking on the editor title would expand it:

![Recording 2024-02-05 at 06 12 35](https://github.com/microsoft/vscode/assets/900690/f809c3c9-111a-495b-840b-cd330e686fb1)
Repository: puppeteer
Issue: [Bug]: When the parent element has a zoom value applied, taking a screenshot using elementHandle.screenshot captures the incorrect area.
Labels: bug,confirmed,P3

### Minimal, reproducible example

```TypeScript
<div class="zoom-parent" style="zoom: 1.2">
  <div class="child-1">aaa</div>
  <div class="child-2">bbb</div>
  <div class="child-3">ccc</div>
</div>

  var el = await page.$(".child-3") 
  await el.screenshot({ path: filePath,
                        type: 'png',
                         captureBeyondViewport: false,
                       });

When the parent element has zoom applied, capturing occurs at an incorrect position.
I also tried using page.screenshot with clip to determine the position, but the issue remains the same.
```


### Error string

no error

### Bug behavior

- [ ] Flaky
- [ ] PDF

### Background

_No response_

### Expectation

Please modify the capturing to work correctly even when the zoom option is applied.

### Reality


The screenshot is captured incorrectly with the wrong area.

### Puppeteer configuration file (if used)

_No response_

### Puppeteer version

21.11.0

### Node version

18.18.1

### Package manager

npm

### Package manager version

9.8.1

### Operating system

Windows
Repository: flutter
Issue: [camera] Provide APIs to retrieve all supported camera controller resolutions
Labels: c: new feature,p: camera,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

### Use case

Right now, the `camera` package provides APIs to create a controller with what is called "resolution presets".
`camera_platform_interface` implementations may choose to return cameras with a resolution that is higher **or lower**, see https://github.com/flutter/packages/pull/6022 for more information about how CameraX (for instance) deals with this.

General rationale

Developers have use cases that are unpredictable, and that go even beyond what some APIs can provide. Aspect ratio-based resolution handling is one use case for instance.

Example scenarios

Scenario 1: A developer:

- may have a target resolution in mind
- wants to enumerate all supported resolutions
- choose the appropriate resolution

Developers often do not want to perform upscaling. 

Usually, choosing the most appropriate resolution boils down to finding the lowest resolution that is **at least** the resolution desired by the developer. For instance, if I want a resolution of 720x480 and APIs (whatever they are) only provide a resolution of 640x480, I may want to choose the next (higher) resolution, 1280x720 for instance.

Current limitations: the current APIs provide no guarantee about the returned resolutions.

Scenario 2: Developers may want to enumerate all possible resolutions, evaluate the actual runtime performance of these resolutions (for image analysis for instance) or even let the user choose the resolution to adjust the performance him/herself.

The current implementations and APIs are vague about resolution handling (see above link). Developers can mitigate these limitations by using multiple camera presets and by querying the `previewSize` of the returned camera controllers. However, why not just return all possible resolutions?


### Proposal

It seems to me that resolution-selection could be completely offloaded to the end developer, since specific use cases are complex and may not all be exposed by the current API.

Instead of dealing with resolution presets, or in complement to this, the camera API could just expose resolutions.

Note that I don't know how this plays out with Android's camera implementations that are based, I believe, on logical cameras, providing a continuous zoom experience across lenses (is there only one single sensor, or can there be multiple sensors ? Could this have any impact on APIs?). The iOS implementation lists as many cameras as there are lenses.
Repository: vscode
Issue: implicit onLanguage extension activation event not happening if language is declared, but has no language-configuration.json
Labels: under-discussion,extension-activation

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- VS Code Version: all since 1.78.0
- OS Version: N/A

Looks like this change [may have been intentional](https://github.com/microsoft/vscode/pull/179287) - though made specifically to accomodate the Python extension? It [broke mine](https://github.com/iliazeus/vscode-ansi/issues/28) though, and possibly others. Either way, it should at least be properly documented both in the [activation events section](https://code.visualstudio.com/api/references/activation-events#onLanguage) of the docs, and in the VSCode changelog.

Steps to Reproduce:

1. Install the `1.1.6` version of the [ANSI Colors](https://marketplace.visualstudio.com/items?itemName=iliazeus.vscode-ansi) extension (`iliazeus/vscode-ansi`, [source code here](https://github.com/iliazeus/vscode-ansi)) - newer versions have a dummy `language-configuration.json` to avoid this bug.
2. Navigate to a file that should now be recognized as "ANSI text" language (like [this one](https://github.com/iliazeus/vscode-ansi/blob/master/test/basic.ans) in the [extension repo](https://github.com/iliazeus/vscode-ansi) - if copy-pasting, remember that it has invisible characters!).

Expected: text is colored as a result of the extension being activated

Actual: extension is not activated, no colors show up