sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Continously printing text to the console while paused
Labels: discussion,topic:editor

### Tested versions

- Reproducible in: 4.3.stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 with Max-Q Design (NVIDIA; 31.0.15.4680) - Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHz (8 Threads)

### Issue description

Godot will continue printing text to the console when the scene tree is paused.
The text should stop being printed to the console while the tree is paused.

It can even continue printing while the game window has been closed. The only way to fully close the game, is to press the stop button in the editor.



### Steps to reproduce

1). Create a node and have it call the print method under the process function.
2). Create a node that pauses the game based on user control, make sure to set its process mode to always.
3). Run the scene
4). Wait until the output text counter has reached around 10,000 digits.

I'm unsure how to make it consistantly reproduce it so that it continues printing and keep the game from fully closing.

### Minimal reproduction project (MRP)

Open the world scene, run the project and then follow the instructions written on the label.

[PrintingBugReproduction.zip](https://github.com/user-attachments/files/16767504/PrintingBugReproduction.zip)
Repository: material-ui
Issue: [Switch] Not visible in high contrast mode
Labels: accessibility,component: switch,package: material-ui,design

### Steps to reproduce

Link to live example: (required)

Every single switch on https://mui.com/material-ui/react-switch/

Steps:
1. Visit the link above in a chrome browser
2. In chrome dev tools, open the "rendering" tab in the console drawer and scroll down to `Emulate CSS media feature forced-colors`. Set it to `forced-colors: active`
3. Note that the switches are not visible in any demo on the docs page.

![image](https://github.com/user-attachments/assets/b1c521aa-6e0c-4204-abc3-0b4ae89d525e)



### Current behavior

Switches are not visible, although the pointer cursor does show when you hover on them

### Expected behavior

Switches should be visible when forced colors mode is turned on

### Context

Trying to fix some accessibility issues in high contrast mode and although I might be able to override the styles on my own, it would be better for this to work out of the box. 

### Your environment

Please note that although I'm using v5 right now, this issue is reproducible on mui.com using the latest version option available.

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
    System:
    OS: Linux 6.7 Debian GNU/Linux 12 (bookworm) 12 (bookworm)
  Binaries:
    Node: 20.16.0 - /usr/local/bin/node
    npm: 10.8.1 - /usr/local/bin/npm
    pnpm: Not Found
  Browsers:
    Chrome: 128.0.6613.84
  npmPackages:
    @emotion/react: ^11.13.0 => 11.13.0 
    @emotion/styled: ^11.13.0 => 11.13.0 
    @mui/base:  5.0.0-beta.31 
    @mui/core-downloads-tracker:  5.15.4 
    @mui/icons-material: ^5.15.4 => 5.15.4 
    @mui/material: ^5.15.4 => 5.15.4 
    @mui/private-theming:  5.15.4 
    @mui/styled-engine:  5.15.4 
    @mui/styled-engine-sc: ^5.11.11 => 5.11.11 
    @mui/system:  5.15.4 
    @mui/types:  7.2.13 
    @mui/utils:  5.15.4 
    @mui/x-data-grid:  6.18.7 
    @mui/x-data-grid-pro: ^6.18.7 => 6.18.7 
    @mui/x-date-pickers:  6.19.0 
    @mui/x-date-pickers-pro: ^6.19.0 => 6.19.0 
    @mui/x-license-pro: ^6.10.2 => 6.10.2 
    @types/react: ^18.3.1 => 18.3.3 
    react: ^18.3.1 => 18.3.1 
    react-dom: ^18.3.1 => 18.3.1 
    styled-components: ^6.1.12 => 6.1.12 
    typescript: ^5.5.3 => 5.5.3 
```
</details>


**Search keywords**: forced-color, forced color
Repository: ant-design
Issue: [App] 组件，无法添加一些html元素自带的属性
Labels: Inactive,unconfirmed

### What problem does this feature solve?

举例，将 `component` 设置为 `html`，若是想要增加 `dataset` 属性或 `lang` 属性，无效果，而且ts报错提示。
对于 `data-xxx` 虽然可以设置，没有错误，但是是无效果的。

> 不能将类型“{ children: Element; component: string; lang: true; }”分配给类型“IntrinsicAttributes & AppProps<AnyObject>”。
  类型“IntrinsicAttributes & AppProps<AnyObject>”上不存在属性“lang”。ts(2322)
  
## 就像下面的代码似的

```
<App component='html' lang='en' data-xxx='abc'>
....
</App>
```

### What does the proposed API look like?

就是说 App 应该包容性更大一些，不然一些元素自有的属性无法设置

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: References to "Default search behavior" are confusing
Labels: bug,search,search-api

Testing #226669

`TextSearchQueryNew` has some notes like this

```
		 * If explicitly contains a newline character (`\n`), the default search behavior
		 * will automatically enable {@link isMultiline}.
```

If I'm implementing a search provider, this is a bit confusing. I might think it means that `isMultiline` will be enabled for me in this case, but that's not true, I think it's just describing how the builtin ripgrep search provider works.

Also, since there's no other way to trigger a multiline search in the vscode UI, should that behavior be moved into vscode?

```
		 * If using the default search provider, this will be interpreted case-insensitively
		 * if {@link isCaseSensitive} is `false` or not set.
```

This is just explaining what `isCaseSensitive` means, that seems unnecessary.

```
		 * If using the default search provider, this can be affected by the `search.smartCase` setting.
		 * See the setting description for more information.
```

Am I expected to read that setting? If we're going to keep it, it seems like it should be part of the query with the other options. But honestly, I think we could delete that setting...

```
		 * If enabled, the default search provider will check for boundary characters
		 * (regex pattern `\b`) surrounding the {@link pattern} to see whether something
		 * is a word match.
```

Similar here, saying "the default search provider" makes it sound like it's some special behavior, but it's just describing what the flag means.
Repository: svelte
Issue: Localization support via the svelte compiler.
Labels: feature request

### Describe the problem

I've been thinking of ways to simplify the localization part of our website.
And I think svelte is in a particular great position to make localization a lot simpler for devs to implement.

### Describe the proposed solution

My idea is as follows:
Let's say the Svelte compiler can scan your files for instances where text needs to be translated.
My example would be a rune called: ```$t```.
Example 1:
```ts
<div>{$t`Hello world!`}</div>
```

Example 2:
```ts
const pageTitle = $t`Hello world`
```

Svelte would be able to auto-generate key-value-based language files.
Based on all the instances it saw text that needed to be translated.
The benefits would be huge:
- It could do some analysis to figure out when and where to load the translation files to get the best performance. (Maybe vite can help here.)
- This would keep the original text inline instead of having your text in different locations.
- We could feed the auto-generated language files to some AI translation tool for automatic site translations.

What do you guys think of this idea?

### Importance

would make my life easier
Repository: storybook
Issue: [Documentation]: Link to MDX-Embed in the showcase is broken and taken over by spammy site
Labels: documentation,needs triage

### Describe the problem

The domain for the MDX-Embed storybook showcase must have expired.  It should be fixed considering its at the top of the showcase and the domain is now very spammy.

Reproduce by clicking the link in the storybook showcase: https://storybook.js.org/showcase/mdx-embed

The correct storybook is now hosted here: https://mdx-embed.netlify.app/?path=/docs/introduction--page

The page I was taken to looks like this:
<img width="1473" alt="Screenshot 2024-08-27 at 12 16 26 PM" src="https://github.com/user-attachments/assets/791447d1-d169-40c1-a867-c9093ab88603">

### Additional context

_No response_
Repository: godot
Issue: Scene instances with exported array would access same array ONLY if array was modified in editor beforehand
Labels: bug,topic:core,topic:gdscript,needs testing

### Tested versions

Reproduced in 4.0 stable, 4.3 Stable and 4.4 dev1

### System information

Godot v4.3.stable (77dcf97d8) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 Ti (nvidia) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

When instance a scene multiple time, and the instanced scene has an exported array,
Modify said array in the scene would cause the every instance of the scene share the same array;
It doesn't happen if the exported array was never modified, or was modified again after instanced in editor.
Edit: Just realized I wasn't clear enough, I'm talking about modified IN INSPECTOR, the part it shows export var.

### Steps to reproduce

1. Make a scene with exported array.
2. Append something into the array, then print it.
3. Instance the scene multiple time into another scene, then run the big scene, check if it prints the same thing for every instances.
4. If so, go back to the scene, add an element to the array in inspector.
5. Run the big scene again, the array now gets bigger as every instance append element into the same array.
6. Further more, modify array on one of the instance in the big scene, will make it isolated and not having the problem.

### Minimal reproduction project (MRP)

[ExportedArrayAppendBug.zip](https://github.com/user-attachments/files/16767838/ExportedArrayAppendBug.zip)
Repository: create-react-app
Issue: Create react app
Labels: needs triage

If you have a general question about Create React App or about building an app with Create React App we encourage you to post in GitHub Discussions instead of this issue tracker. The maintainers and other community members can provide help and answer your questions there: https://github.com/facebook/create-react-app/discussions

If you're looking for general information on using React, the React docs have a list of resources: https://reactjs.org/community/support.html

If you've discovered a bug or would like to propose a change please use one of the other issue templates.

Thanks!
Repository: vscode
Issue: No events fired for a restored terminal
Labels: bug,terminal-shell-integration

Testing #226655

1. create an extension contributed terminal
2. run commands, see events fired
3. reload the window
4. ✅ it persists 🐛 no events are fired
Repository: godot
Issue: Entering Full Screen in macOS makes editor laggy and buggy
Labels: bug,platform:macos,topic:editor,performance

### Tested versions

- 4.3 stable 

### System information

Godot v4.3.stable - macOS 14.6.1 - Vulkan (Forward+) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)

### Issue description

When using Godot in full screen mode, in many places the editor becomes slow to react.
E.g. when only having a single Collision2D node, it can take 0.5-3s for the shapes in the inspector (e.g. New RectangleShape2D) to appear.
Another issue I noticed is that the hints for the buttons in the top (e.g. "Use Smart Snap (Shift + ..." don't appear at all anymore, no matter how long I wait for them to appear.
Both issues immediately disappear when exiting Full Screen. Since they seem related I decided to put this into one bug report, even though one behavior at least works with some delay and one doesn't at all.

### Steps to reproduce

Open a new project. Click the green circle in the top left to enter Full Screen mode. Notice the issue described above. After exiting Full Screen, the issue is gone.

### Minimal reproduction project (MRP)

Happens in empty new project, too.
Repository: pytorch
Issue: torch.func.grad uses more memory than expected
Labels: module: autograd,module: memory usage,triaged,module: functorch

### 🐛 Describe the bug

Repro:

```python
import torch

N_REPEAT = 10
USE_FUNCTORCH = True

def my_grad(fn):
    def wrapper(x):
        out = fn(x)
        return torch.autograd.grad(out, inputs=(x,))
    return wrapper

if USE_FUNCTORCH
    my_grad = torch.func.grad

def h(x):
    for i in range(N_REPEAT):
        x = x.sin().cos()
    return x.sum()

def get_peak_memory(fn):
    torch.cuda.synchronize()
    torch.cuda.reset_peak_memory_stats()
    fn()
    torch.cuda.synchronize()
    return torch.cuda.max_memory_allocated()

torch.cuda.memory._record_memory_history(max_entries=100000)

a = torch.rand(1024, 1024, requires_grad=(not USE_FUNCTORCH), device="cuda")

mem = get_peak_memory(lambda: my_grad(h)(a))

torch.cuda.memory._dump_snapshot("./memory_snapshot.pickle")
```

With functorch:

<img width="1572" alt="image" src="https://github.com/user-attachments/assets/c3eeeffd-07c1-4a89-9fb1-d9e50b1d18da">

Without:

<img width="1596" alt="image" src="https://github.com/user-attachments/assets/efb95997-327b-4d59-acf8-924b8411d659">

without (and with retain_graph=True):

<img width="1581" alt="image" src="https://github.com/user-attachments/assets/8fe8a7bc-3ca4-4083-b639-60a62dc62333">



### Versions

main

cc @ezyang @albanD @gqchen @pearu @nikitaved @Varal7 @xmfan @zou3519 @Chillee @samdow @kshitij12345
Repository: flutter
Issue: [google_sign_in] Switch Android to Credential Manager
Labels: c: new feature,platform-android,p: google_sign_in,package,c: proposal,team-ecosystem,P1,fyi-android,triaged-ecosystem

### Use case

[Google Sign-In for Android is deprecated and will be removed from the Google Play Services Auth SDK. (com.google.android.gms:play-services-auth) in 2025](https://developer.android.com/identity/sign-in/legacy-gsi-migration)

### Proposal

there's already a community [package](https://pub.dev/packages/credential_manager) but having an official one would be better, since it's such core concern
Repository: flutter
Issue: [tool] WebSocketException: WebSocketException: Connection to 'http://localhost:51100/devtools/page/09767C13106A4241DDBA6CD3DBF5ABE5#' was not upgraded to websocket
Labels: c: crash,P2,team-tool,triaged-tool

On 3.24.1: reported 25 times by 18 clients

From `flutter run -d chrome --machine`

```
WebSocketException: WebSocketException: Connection to 'http://localhost:51100/devtools/page/09767C13106A4241DDBA6CD3DBF5ABE5#' was not upgraded to websocket
at _WebSocketImpl.connect(websocket_impl.dart:1011)
at WebSocket.connect(websocket.dart:320)
at WipConnection.connect(webkit_inspection_protocol.dart:231)
at ChromeTab.connect(webkit_inspection_protocol.dart:184)
at Chromium.close(chrome.dart:519)
at <asynchronous gap>(async)
at ChromiumDevice.stopApp(web_device.dart:164)
at <asynchronous gap>(async)
at ResidentWebRunner._cleanup(resident_web_runner.dart:203)
at <asynchronous gap>(async)
at ResidentWebRunner.cleanupAtFinish(resident_web_runner.dart:191)
at <asynchronous gap>(async)
at ResidentRunner.waitForAppToFinish(resident_runner.dart:1482)
at <asynchronous gap>(async)
at RunCommand.runCommand(run.dart:788)
at <asynchronous gap>(async)
at FlutterCommand.run.<anonymous closure>(flutter_command.dart:1408)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:153)
at <asynchronous gap>(async)
at CommandRunner.runCommand(command_runner.dart:212)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand.<anonymous closure>(flutter_command_runner.dart:420)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:153)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand(flutter_command_runner.dart:364)
at <asynchronous gap>(async)
at run.<anonymous closure>.<anonymous closure>(runner.dart:130)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:153)
at <asynchronous gap>(async)
at main(executable.dart:93)
at <asynchronous gap>(async)
```
Repository: vscode
Issue: Order of Compare Selected files by mouse
Labels: file-explorer,polish,open-editors

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.93.0 (Universal)
- OS Version: macOS Version: 12.7.6 (21H1320)

Steps to Reproduce:

When we select two files in these three places 
and issue Compare Selected command to compare them,
which file appears on the left of the diff window, is it random?

1. Folders in explorer window:
    The first selected files appears on the left in diff window.
    No matter on which file of the two the Compare Selected command is executed.
    This has been the way for a long time.

2. Open Editors in explorer window:
    The file appears on the left in diff window is the file 
    on which the Compare Selected command is executed.

3. tabs:
    same as item 2 Open Editors.
Repository: vscode
Issue: calling `terminal.sendText` in `onDidEndTerminalShellExecution` causes terminal to close, process to exit with process 127
Labels: bug,freeze-slow-crash-leak,terminal-process

Testing #226655

1. use the extension sample for `terminal-shell-integration`
2. add the following:
```
vscode.window.onDidEndTerminalShellExecution(e => e.terminal.sendText('bye'));
```
3. create a terminal
4. run a command
5. 🐛 see the terminal close

Trace logs: 

[logs.txt](https://github.com/user-attachments/files/16769595/logs.txt)
Repository: ollama
Issue: Prebuilt `ollama-linux-amd64.tgz` without cuda libs, please?
Labels: feature request,linux

I occasionally update ollama on a linux box by downloading URLs like `https://github.com/ollama/ollama/releases/download/v0.3.7-rc6/ollama-linux-amd64.tgz` and extracting/overwriting files into a local directory (not into `/usr` as a root mind you, just into a local directory as a non-privileged user; that is how I prefer to use it).

I have necessary cuda libs installed in the system.

I don't care to use the libs distributed with ollama to begin with (and if `bin/ollama` defaults to searching libs in `../lib` first I don't love that but that's fine).

But I certainly don't care to download the same 1GB of libs every time I update.

(I wonder how many users are like me).

**I can haz a version of `linux-amd64` without cuda libs included in https://github.com/ollama/ollama/releases prebuilt assets?**

...or should I instead just `git pull` and build the binary from source whenever I want to update (which would be fine with me) or what would you guys recommend?
Repository: vscode
Issue: `onDidChangeTerminalShellIntegration` fired twice on terminal creation without `reason` property
Labels: bug,api,terminal-shell-integration

Testing #226655

Set a breakpoint in the `terminal-shell-integration` sample here:

```
vscode.window.onDidChangeTerminalShellIntegration(e => {
// breakpoint
}
```
See that it's hit twice. I'd expect it to only be hit once. I read the documentation, which indicates this is fired when any property changes. I wonder if we should have a `reason` on the event to make this clear?

https://github.com/user-attachments/assets/a171f863-bd54-4b5f-9bcb-ebb30b57a07a
Repository: ant-design
Issue: 能不能全局设置一个自己的 Link 组件，不然的话很多组件中使用的 a 标签，都是默认的。
Labels: 🗣 Discussion,💡 Feature Request,Inactive

### What problem does this feature solve?

比如说，`nextjs`，`next/link` 组件，**如果在 `next/link` 基础上做了一个高阶组件，添加了一些逻辑**。
那么 antd 的 `Anchor`、`Typography.Link`、`Breadcrumb`、`Pagination` 此类组件（应该就这4个用到了链接），都无法使用这个高阶 link 组件了。

我做的这个高阶组件，还要用antd的链接样式和特性，就得这样嵌套，参考下方的嵌套组件的伪代码，这个还只是没有增加自己的逻辑的高阶组件。

```
import Link from 'next/link';

const MyLink = () =>{
    <Link passHref legacyBehavior>
         <Typography.Link>{children}</Typography.Link>
    </Link>
}
```

我希望是，可以通过 `ConfigProvider` 来加入某个自定义的组件，还可以指定是否继承antd的链接样式和特性，就更好了。

### What does the proposed API look like?

例如：
```
<ConfigProvider
  typography={{
    Link:{
      Inherit:true, // 是否继承 Typography.Link 的样式和特性 或者 应该继承的样式，比如 menu 组件中的 a 好像就是普通的html a标签（我没有实际验证），那么就该继承 menu 的 a
      render: (children) => <MyLink>{children}</MyLink>; // 渲染自定义 Link 组件
    }
}}>
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: rust
Issue: Method probe should consider where clauses on method
Labels: C-enhancement,T-types

Given:

```rust
use core::ops::Deref;

struct W<T>(T);
struct X;

impl<T> Deref for W<T> {
    type Target = X;
    fn deref(&self) -> &Self::Target { &X }
}

trait A {}
trait B {}

impl<T: A> W<T> {
    fn a(&self) {} // EXAMPLE A
}
impl<T> W<T> {
    fn b(&self) where T: B {}  // EXAMPLE B
}

impl X {
    fn a(&self) {}
    fn b(&self) {}
}

fn main() {
    let w = W(());
    w.a(); // Works.
    w.b(); // Doesn't work.
}
```

I expected this code to work. Whether I place the where clause on the impl block (like in example A) or on the method (like in example B) should not matter.

Method probing should assemble the method's "own" where clauses so we can use them. This would've prevented the regression in https://github.com/rust-lang/rust/issues/129601, since #129449 rearranged some where clause bounds for readability.

---

Let's not actually fix this until the new solver has landed, since it's likely to cause spurious new overflows in practice, which are fatal. In the new solver, it should be fine 👍

We could *technically* support this in the old solver, if we were to filter out any predicates that mention the method's generics. But this seems to be a hack that I'd need convincing is worthwhile rather than waiting to do it the "right" way...

There's also theoretically more places for incompleteness to guide inference on the args, but I expect that to not be an issue TBH, since we already (afaict) process obligations before/while doing argument checking.