sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: react-native
Issue: HeadlessJS crashes on apps targeting newer Android SDKs
Labels: Platform: Android,Platform: Linux,Needs: Triage :mag:

### Description

The current `HeadlessJS` recomendation is to call `startService` on the passed context as described [here](https://reactnative.dev/docs/headless-js-android?android-language=kotlin#the-platform-api)

```
var service = Intent(applicationContext, MyTaskService::class)
applicationContext.startService(service)
```

This is problematic since Android 8 (SDK 26), [there are limitations placed on the background services](https://developer.android.com/about/versions/oreo/background#services).
So up until Android 12 (SDK 31) this could have been fixed with something like

```
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
    applicationContext.startForegroundService(service)
} else {
    applicationContext.startService(service)
}
```

But this will cause issues on apps targeting higher SDKs, [since there are additional resrtictions there.](https://developer.android.com/guide/components/foreground-services#background-start-restrictions)

So the latest recommended approach for starting a background service is by using either `WorkManager` or `Coroutines` - https://developer.android.com/guide/background#recommended-approaches

### React Native Version

0.71.6

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

System:
    OS: Linux 5.15 Ubuntu 22.04.1 LTS 22.04.1 LTS (Jammy Jellyfish)
    CPU: (8) x64 AMD Ryzen 7 4700U with Radeon Graphics
    Memory: 21.18 GB / 38.41 GB
    Shell: 5.1.16 - /bin/bash
  Binaries:
    Node: 16.14.2 - /usr/local/bin/node
    Yarn: 1.22.17 - /usr/local/bin/yarn
    npm: 8.5.0 - /usr/local/bin/npm
    Watchman: 2022.08.15.00 - /home/linuxbrew/.linuxbrew/bin/watchman
  SDKs:
    Android SDK: Not Found
  IDEs:
    Android Studio: Not Found
  Languages:
    Java: 11.0.18 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.2.0 => 18.2.0 
    react-native: 0.71.6 => 0.71.6 
  npmGlobalPackages:
    *react-native*: Not Found

### Steps to reproduce

1. Checkout the example app
2. Build it with `yarn start` and `yarn android`
3. Launch it
4. The app crashes

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

https://github.com/valeri-terziyski/react-native-headless-js-example
Repository: flutter
Issue: [google_sign_in] Implement `canAccessScopes` on mobile
Labels: c: new feature,platform-android,platform-ios,p: google_sign_in,package,team-ecosystem,P2,triaged-ecosystem

https://github.com/flutter/packages/pull/3461 is adding a new API, which for now is only being implemented on web. We should add mobile implementations to avoid people hitting unimplemented errors if they try to use it on mobile. See https://github.com/flutter/packages/pull/3461#discussion_r1151192338 for initial discussion.
Repository: deno
Issue: Permissions incorrectly treat `\\?\` paths as distinct
Labels: bug,permissions

This can be easily seen on Windows by running
```
> deno repl --allow-read=.
Deno 1.32.3
exit using ctrl+d, ctrl+c, or close()
> // lists current directory; no permission prompt
> Array.from(Deno.readDirSync(Deno.cwd()))
[]
>
> // lists the same directory; unexpected permission prompt
> Array.from(Deno.readDirSync('\\\\?\\' + Deno.cwd()))
✅ Granted read access to "\\?\C:\Users\Student\Empty".
[]
```

It becomes a problem (https://github.com/fromdeno/deno2node/pull/39) right here: https://github.com/denoland/deno/blob/34d596e04f49400ed6460e03461e21c441bcb5dd/ext/node/polyfills/_fs/_fs_chmod.ts#L28
Repository: deno
Issue: `Deno.stat` fails on Windows app execution aliases
Labels: bug,windows

First, install winget on the Microsoft store. Then run the following:

```
> const localData = Deno.env.get("LOCALAPPDATA");
undefined
> Deno.lstat(localData + "\\MICROSOFT\\WINDOWSAPPS\\winget.exe")
Promise {
  {
    isFile: true,
    isDirectory: false,
    isSymlink: false,
    size: 0,
    ...etc...
  }
}
> Deno.stat(localData + "\\MICROSOFT\\WINDOWSAPPS\\winget.exe")
Promise {
  <rejected> Error: The file cannot be accessed by the system. (os error 1920): stat 'C:\Users\david\AppData\Local\MICROSOFT\WINDOWSAPPS\winget.exe'
    at async Object.stat (ext:deno_fs/30_fs.js:323:15)
}
```

I just learned about these app execution aliases and I am confused about why they exist... we have yet another way of doing things.
Repository: godot
Issue: RigidBody (linear_)velocity.is_zero_approx() never returns true when can_sleep is enabled.
Labels: bug,topic:physics

### Godot version

4.0.2

### System information

Windows 11, Vulkan, RTX 3070

### Issue description

A moving rigid body with `can_sleep` set to true that enters `sleep` state does not set its velocities to 0. Thus `is_zero_approx()` never returns True (unless the object never moved/never had forces applied to it.)

![image](https://user-images.githubusercontent.com/47256718/230120001-0689efcd-492b-4976-ad4e-343f7e886e74.png)

Additionally - although I don't think this is related - a rigid body that is pretty much at 0 velocity will "jitter" back and forth (not visible) which makes `is_zero_approx` jitter as well. (the velocity jumps between -0.0000x, 0 and +0.0000x)

(I've let it run for several minutes and it never became 0 for more than 3 frames.)


https://user-images.githubusercontent.com/47256718/230122549-04f159b7-13ae-4bfe-a432-9b16f97ab4b2.mp4



Expected Behaviour:

1. Velocities get set to 0 when object enters sleep if can_sleep is enabled 
2. Velocity truly reaches 0 when can_sleep is set to false and doesn't jitter around almost 0

### Steps to reproduce

1. Create a rigidbody with collider
2. Apply some impulse.

### Minimal reproduction project



[RigidBodySleepBug.zip](https://github.com/godotengine/godot/files/11160732/RigidBodySleepBug.zip)



Edit : Updated MRP (include 2D  + can_sleep enabled by default + 2d LV threshold set to 0.1 (from 2))
Repository: flutter
Issue: [Impeller] FragmentShader API has incorrect sizing for half precision uniforms.
Labels: engine,P3,e: impeller,team-engine,triaged-engine

We assume the byte size will be smaller, but dart can only provide doubles so we need to treat all numbers as if they were 32 or 64 bit. The RuntimeEffect contents can handle conversion
Repository: neovim
Issue: Make some useful diagnostics functions public
Labels: enhancement,diagnostic

### Problem

When writing custom diagnostics handlers such as [lsp_lines](https://git.sr.ht/~whynothugo/lsp_lines.nvim) it would be useful to reuse functions such as `filter_by_severity`, `prefix_source` etc which are in core instead of rewriting/copying them. See eg [this thread](https://lists.sr.ht/~whynothugo/lsp_lines.nvim/%3C168064285846.29839.2062340608224481405-0%40git.sr.ht%3E#%3C20230405112335.h4e5yo63sn4awm76@hyperion.whynothugo.nl%3E).

Would it make sense to make the following functions in `runtime/lua/vim/diagnostic.lua` public?
* `filter_by_severity`
* `count_sources`
* `prefix_source`
* `reformat_diagnostics`

Alternatively one could expose functions at one abstraction higher, such as:
```lua

M.format = function(bufnr, diagnostics, opts)
  if opts.format then
    diagnostics = reformat_diagnostics(opts.format, diagnostics)
  end
  if
    opts.source
    and (opts.source ~= 'if_many' or count_sources(bufnr) > 1)
  then
    diagnostics = prefix_source(diagnostics)
  end
  return diagnostics
end
```


### Expected behavior

See above
Repository: PowerToys
Issue: Multiple monitor manager
Labels: Needs-Triage

### Description of the new feature / enhancement

I have a laptop with a dedicated, internal and a [sporadic] eGPU-card. Of course I use a docking station and eGPU case. Not always the same combo.
The feature shall be able to setup the monitor setup reproducable as the onboard tools do not work well.

I wish my monitor setup could be easily stored and recreated.

### Scenario when this would be used?

Attaching docking-station, eGPU dock or both.

### Supporting information

![image](https://user-images.githubusercontent.com/63587716/230176476-b597ab06-3db5-4e97-9ff7-05a9823c3758.png)
This is how it looks, of course it's not 3 monitors - one display of the laptop, one 4K display and the same with a different path.
Repository: neovim
Issue: Winbar breaking under specific set of steps being taken
Labels: bug,ui,needs:repro,statusline

### Problem

This is on version:

NVIM v0.8.3
Build type: Release
LuaJIT 2.1.0-beta3
Compiled by brew@Monterey-arm64.local

When a certain set of steps is taken the Winbar status line gets replaced by a duplicate of the first line of the buffer, including the line number. 

**So where the Winbar used to be ex.:**
<img width="529" alt="Screen Shot 2023-04-05 at 12 02 13 PM" src="https://user-images.githubusercontent.com/53634432/230138277-d363be93-47ae-40e0-b40a-0099419c6980.png">

**It changes to this (Notice the two "first" lines):**
<img width="239" alt="Screen Shot 2023-04-05 at 12 02 35 PM" src="https://user-images.githubusercontent.com/53634432/230138352-29f5f06d-9178-48ac-816e-323019a6c158.png">

The specific set of steps is: 
- Having two horizontal splits
- Having a keybinding that both uses:
  -  `<C-w>w` to jump between splits 
  - And also executes multiple commands `:echo 'test'<CR>:echo 'test2'<CR>`. 
  
NOTE : Executing a single command does not seem to cause the issue.

So this on a key binding does not cause an issue:
`":cprev<CR>zz<C-w>w"`

Where as this will cause the issue:
`":cprev<CR>zz:echo 'test'<CR><C-w>w"`

**Winbar showing normally in both splits prior:**
<img width="554" alt="Screen Shot 2023-04-05 at 11 52 40 AM" src="https://user-images.githubusercontent.com/53634432/230136586-a6a3a4f1-7844-4700-a0a2-3a910affe257.png">
<img width="474" alt="Screen Shot 2023-04-05 at 11 52 54 AM" src="https://user-images.githubusercontent.com/53634432/230136612-eb16662e-e644-411f-ad14-b3cd479c80d4.png">

**Winbar disappears and duplicate of first line of buffer shows in its place:**
<img width="183" alt="Screen Shot 2023-04-05 at 11 53 24 AM" src="https://user-images.githubusercontent.com/53634432/230136621-e6acf117-596c-4283-959b-00d2316217e8.png">
<img width="194" alt="Screen Shot 2023-04-05 at 11 53 39 AM" src="https://user-images.githubusercontent.com/53634432/230136628-0d4eb0ab-90ce-408b-a657-875bab57db6d.png">


### Steps to reproduce

**1. Create a keybinding that:**
- use `<C-w>w` to jump between windows
- executes multiple commnads
Ex.
``":cprev<CR>zz:echo 'test'<CR><C-w>w"``

**2. Create a horizontal split:**
`:sp`

**3. Press the key combo for the key binding you created.**

### Expected behavior

The Winbar status line should not be affected at all by these steps.

### Neovim version (nvim -v)

NVIM v0.8.3

### Vim (not Nvim) behaves the same?

Not sure

### Operating system/version

macOS ProductVersion:	12.6.1 BuildVersion: 21G217

### Terminal name/version

kitty 0.27.1

### $TERM environment variable

xterm-kitty

### Installation

homebrew
Repository: stable-diffusion-webui
Issue: [Bug]: Train>PreProcess> Use Blip not working
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

I tried captioning 10 images with the intention of training a LORA but nothing is happening. It nothing shows up in the command line, not even an error message.

### Steps to reproduce the problem

1. Start up webui-user.bat
2. Train tab
3. PreProcess tab
4. Selected folder
5. check Use BLIP

### What should have happened?

I was hoping it would run and generate the expected .txt files, but I got nothing. Waited ~ 30 mins thinking maybe it was slow.

### Commit where the problem happens

commit: 22bcc7be

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
--listen
```


### List of extensions

stable horde worker (not active at the time)

### Console logs

```Shell
venv "C:\Users\asheq\Auto1111\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.0 (tags/v3.10.0:b494f59, Oct  4 2021, 19:00:18) [MSC v.1929 64 bit (AMD64)]
Commit hash: 22bcc7be428c94e9408f589966c2040187245d81
Installing requirements for Web UI

Launching Web UI with arguments: --listen
No module 'xformers'. Proceeding without it.
Loading weights [cc6cb27103] from C:\Users\asheq\Auto1111\stable-diffusion-webui\models\Stable-diffusion\model_1_5.ckpt
Creating model from config: C:\Users\asheq\Auto1111\stable-diffusion-webui\configs\v1-inference.yaml
LatentDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.52 M params.
Applying cross attention optimization (Doggettx).
Textual inversion embeddings loaded(0):
Model loaded in 15.6s (load weights from disk: 5.0s, create model: 0.6s, apply weights to model: 4.5s, apply half(): 2.0s, move model to device: 1.2s, load textual inversion embeddings: 2.2s).
Running on local URL:  http://0.0.0.0:7861

To create a public link, set `share=True` in `launch()`.
Calculating sha256 for C:\Users\asheq\Auto1111\stable-diffusion-webui\models\Stable-diffusion\povSkinTexture_v2.safetensors: 0eced149d042a6e2f403debb0943d208286005de3655e5113e18f5f010d8e6b1
Loading weights [0eced149d0] from C:\Users\asheq\Auto1111\stable-diffusion-webui\models\Stable-diffusion\povSkinTexture_v2.safetensors
Applying cross attention optimization (Doggettx).
Weights loaded in 24.2s (calculate hash: 16.4s, load weights from disk: 0.8s, apply weights to model: 5.8s, move model to device: 1.2s).
```


### Additional information

_No response_
Repository: godot
Issue: RenderingServer::viewport_attach_to_screen for a SubViewport causes flickering or doesn't display it at all
Labels: bug,topic:rendering,needs testing

### Godot version

4.0.2-stable

### System information

macOS Ventura 13.3, 14" Macbook M1 Pro

### Issue description

I am attempting to adapt the integer_resolution_handler addon for Godot 3.x to work with 4.0.
I use the following line to disable the Window Viewport from rendering:
```
RenderingServer.viewport_attach_to_screen(get_tree().get_root.get_viewport_rid(), Rect2())
```
Then use `RenderingServer.viewport_attach_to_screen` again to enable a SubViewport to render to the screen instead. This SubViewport is connected to the `Window.size_changed` signal to handle resizes, updating its own size and the Rect it renders to to maintain pixel perfect scaling.

While initially the scene is rendered correctly, after the Window resizes the scene under the SubViewport flickers under the "gl_compatibility" renderer and doesn't render at all under the forward_plus or mobile renderers.

### Steps to reproduce

Run the attached projects default scene and resize the window.

### Minimal reproduction project

[Archive.zip](https://github.com/godotengine/godot/files/11162293/Archive.zip)
Repository: node
Issue: flaky parallel/test-net-write-fully-async-buffer
Labels: ppc,flaky-test

### Test

parallel/test-net-write-fully-async-buffer

### Platform

Linux PPC64LE

### Console output

```console
Error Message
fail (-15)
Stacktrace
timeout
```


### Build links

- https://ci.nodejs.org/job/node-test-commit-plinux/nodes=rhel8-ppc64le/47801/testReport/junit/(root)/test/parallel_test_net_write_fully_async_buffer/

### Additional information

_No response_
Repository: flutter
Issue: [framework] revise recommendations and avoidance of clipping with Impeller
Labels: framework,P2,team-framework,triaged-framework

This a very generic issue, so please feel free to close in favor of more specific issues.

In general, the framework has tried hard to avoid clipping, because the understanding was that it was quite slow in Skia. However with the Impeller backend, clipping is nearly free.

We should revise the assements we've made for default clipping values. In general, if we're doing complex calculations to avoid clipping (or leaving clipping decisions to developers with the potential for incorrect rendering) we should instead just clip. This will lead to simpler and actually faster code.

* https://docs.flutter.dev/perf/best-practices#minimize-use-of-opacity-and-clipping
* https://docs.flutter.dev/release/breaking-changes/clip-behavior#context
Repository: godot
Issue: ScrollContainer crash: Adding TextureRect grandchildren to a ScrollContainer (via BoxContainer child) causes editor or game to crash.
Labels: bug,crash,topic:gui

### Godot version

4.0.2.stable.official.7a0977ce2

### System information

Ubuntu 22.04, Nvidia RTX 2060, Forward+

### Issue description

The following tree hierarchy should produce a scrollable list of icons:

 - PanelContainer
   - ScrollContainer
     - VBoxContainer (or HBoxContainer)
       - TextureRect
       - TextureRect2
       - etc...

Instead, the editor crashes when enough TextureRects are added to cause the ScrollBoxContainer's scrollbar to appear. If children are added programmatically, the game will crash. 

![2023-04-05_15:53:50_1920x1080](https://user-images.githubusercontent.com/7907098/230192341-866bd398-d54a-424e-a07c-6cb34ba8e727.png)

This issue will occur:

- Whether using a VBoxContainer or an HBoxContainer

This issue will not occur:

- If the ScrollContainer's "Always Show Scrollbar" property is enabled.
- If the ScrollContainer's scrollbars are already visible.
- If the BoxContainer's "Theme Override > Constant > Seperator" property is set. (unless the BoxContainer is a child of a MarginContainer whose margin property is set)

### Steps to reproduce

Use the minimal reproduction project uploaded below.

The folder "examples_that_crash" contains scenes that crash. The folder "examples_that_work" contains scenes that do not crash, and work as expected.

### Minimal reproduction project

[ScrollContainerCrash.zip](https://github.com/godotengine/godot/files/11162657/ScrollContainerCrash.zip)
Repository: godot
Issue: Members in `Polygon2D::polygons` that point to Soon-to-be Delete Vertices are Not Deleted
Labels: bug,topic:rendering,topic:editor

### Godot version

3.5, 4.0

### System information

N/A

### Issue description

When using the Polygon 2D UV Editor, Godot does not clean up nor remap members of `polygons` when a vertex in `polygon` is deleted. This results in multiple issues:

- Polygons with one or two vertices can be made.
- Deleting *any* vertex will disrupt all other polygons.
- Deleting a vertex that is a part of some polygon, leaves behind it's polygon.



### Steps to reproduce

- Create a Polygon2D node
- Create a series of vertices
- Add internal vertices
- Create custom polygons for all vertices
- Delete internal vertex

### Minimal reproduction project

For `DanglingVerticesA`, delete any vertex from the inner square. For `DanglingVerticesB`, delete any vertex.

[Archive.zip](https://github.com/godotengine/godot/files/11162745/Archive.zip)
Repository: flutter
Issue: Re-evaluate how to create flake/deflake PRs
Labels: team-infra,P2,triaged-infra

Currently the API is called around 9:00am every Wed. When multiple PRs are being created, it affects pre-submit queue time (the try pool). Ideally these PRs should be created and land quietly without affecting development workflow much.

Possible ways to improve this:
1) move API run time to off-peak hours, like 1:00am
2) rate limit the number of PRs created each time
3) create such PRs only after corresponding flaky bugs get triaged and labeled with a new tag.

Context: [6 PRs were created](https://github.com/flutter/flutter/pulls?q=is%3Apr+is%3Aclosed+author%3Afluttergithubbot+created%3A2023-04-05) during working hours, which consumed most of resources and increased queue time to level of hours, especially Windows VMs.

Related: https://github.com/flutter/flutter/issues/124155
Repository: godot
Issue: AnimationLibrary or Animation ignore resource_local_to_scene property
Labels: bug,needs testing,topic:animation

### Godot version

4.0.2 stable

### System information

Windows 10

### Issue description

Animation player return same Animation object in function get_animation when used in different instances of same scene

### Steps to reproduce

1. Create scene with animation player and create empty animation in player. Add function "add_animation" to scene object which gets animation object and modifies it
2. Add more than one of that scene into base scene
3. From base scene call "add_animation" function with different parameters for every instance of scene 
4. Play all animations at the same time

Expected: every instance got different animations based on parameters of "add_animation"
Result: every instance get same animation object with equal animations

### Minimal reproduction project

[animation_player_bug.zip](https://github.com/godotengine/godot/files/11163134/animation_player_bug.zip)
Repository: flutter
Issue: Inconsistency between Skia and DL/Impeller on drawVertices with a color
Labels: engine,P2,team-engine,triaged-engine

To be compatible with legacy Skia behavior, Impeller will not use the blend mode if there is no shader set. At first glance, that appears to be a simple decision, but Skia will translate some Shader objects into a ColorShader and we should double-check that these ColorShaders don't invoke the "ignore blend mode" path.

Examples of things that can cause a "complex" shader to become a solid color:

- Gradient with a single color, creates a ColorShader instead of a gradient shader
- Gradient with degenerate geometry (i.e. Linear where pt1 == pt2, etc), creates a ColorShader

We need to make sure that neither DisplayList nor Impeller make a decision along those lines that differs from the legacy behavior we want to remain consistent with.
Repository: godot
Issue: Importing an FBX with embedded textures creates duplicate textures in the project directory.
Labels: bug,topic:import,topic:3d

### Godot version

4.0.2

### System information

Manjaro Linux

### Issue description

So I'm trying to import FBX files with embedded textures into Godot 4. This works as expected, but I see a weird behaviour that can clutter the project with duplicate textures. At the first import it creates the textures in the same folder that the FBX file is in. But then it also creates an *.fbm subdirectory that contains the same textures, but they aren't used by the scene. It looks like this:
![fbx_import](https://user-images.githubusercontent.com/15891496/230211685-2412fddd-e593-4543-bb7d-dcc07e21ca9a.png)

I think this is related to the "Advanced Import Settings". The *.fbm directory with its unused textures can be deleted without causing any dependency issues, but opening the advanced import settings will always bring it back.


### Steps to reproduce

Create an empty project in Godot 4
Add an FBX file that contains textures.
Check the directory for the duplicate textures.

After deleting the redundant textures, open the advanced import settings and watch them reappear.

Note: The FileSystem view isn't always updating immediately when that happens, so the change may not be obvious at first.


### Minimal reproduction project

N/A
Repository: flutter
Issue: [flutter_tools] if impellerc exits non-zero, this should be a toolExit, not ShaderCompilerException
Labels: tool,P2,team-tool,triaged-tool

This is blocked by the resolution of https://github.com/flutter/flutter/issues/116703

If there is a bug in a user's shader code, this should be treated as a toolExit. If there is a bug in a shader vendored with the Flutter SDK, that should be caught in Flutter integration tests.