sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: `InteractiveViewer` is rebuilt on all user inputs
Labels: framework,has reproducible steps,P3,team-framework,triaged-framework,found in release: 3.13,found in release: 3.16

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

1. Run the code sample
2. Enter flutter performance
3. Enable "track widget rebuilds"
4. Move pointer around in the `InteractiveViewer` (even without zooming in at all)
5. Observe that at each pointer move interval the `InteractiveViewer` rebuilds. It can get to 200 rebuilds in just a few seconds.

### Expected results

I don't believe this is expected behavior. A `ListView` for example only needs to be built once and can scroll without rebuilding. That said, I can't say this is incorrect behavior for certain. This doesn't seem to be documented anywhere and I don't see any github issue mentioning it. I believe rebuilding the `InteractiveViewer` becomes expensive when you use `onInteractionUpdate:` which may cause other widgets to rebuild. I can't say for certain about this either but I believe I am facing a performance issue due to this rebuilding behavior of the `InteractiveViewer`.

### Actual results

The `InteractiveViewer` is being rebuilt on every input.

### Code sample

<details open><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
        useMaterial3: true,
      ),
      home: const Scaffold(
        body: Example(),
      )
    );
  }
}


class Example extends StatelessWidget {
  const Example({super.key});

  @override
  Widget build(BuildContext context) {
    return SizedBox(
      width: 350,
      child: InteractiveViewer(
        child: const SizedBox(
          height: 600,
          width: 350,
          child: Center(child: Text("content")),
        ),
      ),
    );
  }
}
```

</details>


### Screenshots or Video

This is after about 10 seconds or less:

<details open>
<summary>Screenshots / Video demonstration</summary>

![rebuilds](https://github.com/flutter/flutter/assets/92773903/8f85afe3-f0c4-48f6-a026-997770df96ce)

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: angular
Issue: Relevance of XSSI prefix for JSON vulnerability
Labels: security,area: common/http

### Describe the problem that you experienced

As per [Angular's security guide](https://angular.io/guide/security#cross-site-script-inclusion-xssi) which says,

> Cross-site script inclusion, also known as JSON vulnerability, can allow an attacker's website to read data from a JSON API. The attack works on older browsers by overriding built-in JavaScript object constructors, and then including an API URL using a tag.

As I understand, JSON hijacking was possible by overriding JavaScript Array constructor. Since it is fixed in modern browsers which support ES5, is this section relevant now? Is it still recommended to have JSON prefix for all JSON http responses?

References:
https://security.stackexchange.com/questions/155518/why-json-hijacking-attack-doesnt-work-in-modern-browsers-how-was-it-fixed 
https://security.stackexchange.com/questions/159609/how-is-it-possible-to-poison-javascript-array-constructor-and-how-does-ecmascrip

### Enter the URL of the topic with the problem

https://angular.io/guide/security#cross-site-script-inclusion-xssi

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: deno
Issue: Support Remix / React Router v7
Labels: bug,node compat

Remix - [Website](https://remix.run/) - [GitHub](https://github.com/remix-run/remix)

**Platform**

Darwin 23.0.0 arm64 arm

**Version**

deno 1.37.1

**Repro**

Anywhere, run `deno run -A npm:@remix-run/dev build`, or even just `deno run -A npm:@remix-run/dev`

**Expected**

In a proper app, like in the getting started guide [here](https://remix.run/docs/en/main/start/quickstart), the expected state would be similar to:

```sh
➜ npx remix build
 info  building... (NODE_ENV=production)
 info  built (113ms)
```

**Actual**

```sh
➜ deno run -A npm:@remix-run/dev      
error: Uncaught Error: Not implemented: Script.prototype.runInNewContext
    at notImplemented (ext:deno_node/_utils.ts:9:9)
    at Script.runInNewContext (node:vm:22:5)
    at Object.<anonymous> (file:///Users/admin/repos/deno-kitchensink/node_modules/.deno/eval@0.1.8/node_modules/eval/eval.js:17:4)
    at Object.<anonymous> (file:///Users/admin/repos/deno-kitchensink/node_modules/.deno/eval@0.1.8/node_modules/eval/eval.js:92:4)
    at Module._compile (node:module:733:34)
    at Object.Module._extensions..js (node:module:747:10)
    at Module.load (node:module:658:32)
    at Function.Module._load (node:module:539:12)
    at Module.require (node:module:677:19)
    at require (node:module:791:16)
```
Repository: next.js
Issue: Uncaught Error: Minified React error #425, #418, #423 and #329 in production
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/youthful-williamson-9pgj6k?file=%2Fpages%2Findex.tsx%3A4%2C2

### To Reproduce

1. Standard next application
2. `/app/page.tsx`
```
export default function XXX() {
  return [`Service\n and protection`, `Help when\n you need it`, `Complimentary\n member benefits`]
}
```

### Current vs. Expected behavior

Local next dev or local next build / next start work fine, logs are clear.
When deployed to vercel, this shits the bed with errors like

`Uncaught Error: Minified React error #425, #418, #423 and #329`
Which are

* Unknown root exit status.
* Text content does not match server-rendered HTML.
* Hydration failed because the initial UI does not match what was rendered on the server.
* There was an error while hydrating. Because the error happened outside of a Suspense boundary, the entire root will switch to client rendering.
* Expected to not break hydration

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: godot
Issue: Webgl export crashes on AMD graphics cards 
Labels: bug,platform:web,topic:porting,needs testing

### Godot version

4.1.1.stable

### System information

One person with AMD gfx card running Linux, another one chimed in who also had AMD gfx card

### Issue description

My ludum dare 54 game does allegedly not run for people with AMD gfx cards.
I don't have one myself, but they showed the error on stream and it said something about array length must be greater than zero when compiling shaders. 

### Steps to reproduce

On a machine with AMD gfx card, try and run the game. The source is linked too.
I can't reproduce myself, and if none of you guys can do it either then I guess we just hope for a replacement of the html5 export sometime soon! :)
I realize this bug report is really bad, sorry.

### Minimal reproduction project

https://ldjam.dev/events/ludum-dare/54/king-of-the-gloaming-castle
Repository: PowerToys
Issue: taskbar autohide unhide hover delay. ( thats a bad taglinename TBH)
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

the setting for taskbar auto hide,  the activation time of the taskbar is immediate or less then 100 milliseconds and there is no setting to configure the amount of time. I propose a power toy that allows the user to configure the auto hide and un-hide of the task bar and if that alone doesnt warrant a whole new feature, perhaps the power toy could also auto hide selected programs. this would be a focus assist tool that would be able to hide any open program after a certain amount of time. thank you for reading this proposal 

### Scenario when this would be used?

When you have taskbar auto hide turned on, the activation by hovering over the area of the taskbar is immediate and jarring, and incredibly easy to accidentally bring up the task bar when navigating various windows or completing an action near the edge of windows.  adding a configurable delay would allow time to move the mouse to the proper place and reduce the amount of accidental taskbar un-hides. the only other program (hat I am aware of)  that does something similar is from 1999 and does not include functionality for secondary and tertiary displays. 

### Supporting information

a few people have similar request and are often pointed towards ancient software.  
https://old.reddit.com/r/Windows10/comments/16qpoye/is_it_possible_to_make_it_so_a_hidden_taskbar/?ref=share&ref_source=link 

https://learn.microsoft.com/en-us/answers/questions/744410/add-delay-time-to-the-taskbar-auto-showing-(when-s

https://www.reddit.com/r/Windows10/comments/7fejhb/taskbar_unhide_delay/
Repository: godot
Issue: "Internal" VScrollBar that is part of ScrollContainer dissappears if the "Scroll" Style property of the VScrollBar (Theme) is not the default
Labels: bug,topic:gui

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.21031.1005) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

### Expectation
When setting up a Theme, I expect that the **VScrollBar** has a consistent behavior across all other types of Nodes that use it in their layout. E.g., I set a custom StyleBox for the _Scroll_ property, I expect that Style to result in the the same effects on every instance of a VScrollBar, such as the ones present in _VScrollBar_, _RichTextLabel_, and _ScrollContainer_ node.

### Problem
This does not seem to be the case for the **ScrollContainer**, which displays unusual behavior. If you create a Theme and set the style property `scroll` of the `VScrollBar` to anything other than the default style, any `ScrollContainers` that use this Theme will not display a VScrollBar at all.

This is an issue as, unlike other types of UI Nodes, a `ScrollContainer` will not display a VScrollBar if the latter has _any_ Style for the `scroll` property, disabling scrolling altogether for the Container if you plan to not use the default theme for the VScrollBar.

### Related
Issue #82798 might be related to this.

### Steps to reproduce

1. Create a simple UI scene that has a `VScrollBar`, a `RichTextLabel`, and a `ScrollContainer` with a `VBoxContainer` within.
2. Lay them out side by side for easy comparison later.
3. Fill the RichTextLabel and VBoxContainer with enough text and Labels (for example), respectively, so that the `VScrollBar` of both shows up. That is the main goal: **you want the VScrollBar visible on all 3 Nodes.**
4. Create a `Theme` resource and apply it to all nodes mentioned above.
5. Create an Theme entry for the `VScrollBar`, then set the `scroll` property within the Styles tab to any Style that isn't the default. For the expected result, let's say you used a `StyleBox Empty`.

### Expected Result
As I changed the `scroll` style of the `VScrollBar` used by all 3 sample Nodes, the "scroll background" disappears, as expected.

### Actual Result
The expected result occurs, but the `VScrollBar` of the `ScrollContainer` disappears in its entirety, not just the background.
**Note:** I've tested it also with a `HBoxContainer` and the issue also occurs. It doesn't seem the "contents" of `ScrollContainer` affects the outcome.

### Example
https://github.com/godotengine/godot/assets/36209557/282df38e-7585-4897-90c7-2e99dd6bf70a

### Minimal reproduction project

N/A
Repository: vscode
Issue: UI issue: Multi-line cells collapse into 1.5 lines after scrolling.
Labels: bug,notebook-layout,notebook-cell-editor

### Applies To

- [X] Notebooks (.ipynb files)
- [x] Interactive Window and\/or Cell Scripts (.py files with \#%% markers)

### What happened?

Problem shown in video: multi-line cells that leave view are collapsed into 1.5 lines. In my work notebooks, this happens to a random cell when I scroll around and not all cells. I can fix it by adding a new line to the cell or by resizing the window. 

I also do not know why a few cells have half the width. I cannot reproduce the issue.

I'm relatively new to VS Code and could use some guidance. Thanks for your attention! 

https://github.com/microsoft/vscode-jupyter/assets/1514330/4658643a-df59-4093-9b25-7b2cc2b38745



### VS Code Version

Version: 1.79.2 (user setup) Commit: 695af097c7bd098fbf017ce3ac85e09bbc5dda06 Date: 2023-06-14T08:57:04.379Z Electron: 22.5.7 Chromium: 108.0.5359.215 Node.js: 16.17.1 V8: 10.8.168.25-electron.0 OS: Windows_NT x64 10.0.19045

### Jupyter Extension Version

v2023.5.1101742258

### Jupyter logs

_No response_

### Coding Language and Runtime Version

Python v3.10.11

### Language Extension Version (if applicable)

Python v2023.10.1

### Anaconda Version (if applicable)

_No response_

### Running Jupyter locally or remotely?

Local
Repository: vscode
Issue: Unhide Execute Cell button during notebook load
Labels: feature-request,notebook-execution

![image](https://github.com/microsoft/vscode-jupyter/assets/10833267/d3838bf1-2dd4-4a4c-9edd-460d44fb3452)

Reconsider showing the `Execute Cell` button in the blue rectangle area even when detecting kernels. It feels like a bug for the button to show up late especially when the startup / reload time takes longer. Let's consider possibly disabling it (instead of hiding), or showing it completely and when clicked, shows to the kernel selector.
Repository: next.js
Issue: Middleware config does not work with grouped export statement
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/jplwood/next13-middleware-export-issue/blob/main/src/middleware.ts

### To Reproduce

As a matter of preference , we enforce having a single export for any given file's named exports (my org has lint rules around this, see [import/group-exports](https://github.com/import-js/eslint-plugin-import/blob/main/docs/rules/group-exports.md#importgroup-exports)). i.e.,

```ts
// this 
const a = 1;
const b = 2;
export { a, b }

// not this
export const a = 1;
export const b = 2;
```

In Next.js Middlewares, if you attempt to do this, the Middleware config is not applied. For example, this works:

```ts
export const middleware = async (req: NextRequest) => {
  console.log(`MIDDLEWARE: `, req.url);
  return NextResponse.next();
};

export const config = {
  //prettier-ignore
  matcher: ["/((?!_next/static|_next/image|.*\.ico|.*\.svg).*)"],
};
```

with Console output:

```
MIDDLEWARE:  http://localhost:3000/
```

Whereas this does not work, config is not applied:

```ts
const middleware = async (req: NextRequest) => {
  console.log(`MIDDLEWARE: `, req.url);
  return NextResponse.next();
};

const config = {
  matcher: ["/((?!_next/static|_next/image|.*.ico|.*.svg).*)"],
};

export { middleware, config };
```

with Console output:

```
MIDDLEWARE:  http://localhost:3000/
MIDDLEWARE:  http://localhost:3000/_next/static/media/c9a5bc6a7c948fb0-s.p.woff2
MIDDLEWARE:  http://localhost:3000/_next/static/css/app/layout.css?v=1696457999436
MIDDLEWARE:  http://localhost:3000/_next/static/css/app/page.css?v=1696457999436
MIDDLEWARE:  http://localhost:3000/vercel.svg
MIDDLEWARE:  http://localhost:3000/next.svg
MIDDLEWARE:  http://localhost:3000/_next/static/chunks/webpack.js?v=1696457999436
MIDDLEWARE:  http://localhost:3000/_next/static/chunks/main-app.js?v=1696457999436
MIDDLEWARE:  http://localhost:3000/_next/static/chunks/app-pages-internals.js
MIDDLEWARE:  http://localhost:3000/_next/static/chunks/app/page.js
MIDDLEWARE:  http://localhost:3000/favicon.ico
```

### Current vs. Expected behavior

I would expect any form of named exports would work with middleware config.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:39:46 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6020
Binaries:
  Node: 18.15.0
  npm: 9.5.0
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.5-canary.2
  eslint-config-next: 13.5.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Middleware / Edge (API routes, runtime)

### Additional context

I've only tested this locally, but it occurs regardless if I do `npm run dev` or `npm run build && npm start`
Repository: godot
Issue: Save Branch as Scene loses custom props with PROPERTY_USAGE_ALWAYS_DUPLICATE
Labels: bug,topic:core,topic:editor

### Godot version

v4.2.dev.custom_build [bfd78bb91]

### System information

Linux

### Issue description

When you define custom props **and define usage with `PROPERTY_USAGE_ALWAYS_DUPLICATE`,** Godot saves them as expected in [t]scn file. But when you save branch as a new scene, all custom properties in all child nodes are lost (their default values are stored).

![image](https://github.com/godotengine/godot/assets/139032/7bcaea86-0022-48e6-8089-e620bfae9794)

![image](https://github.com/godotengine/godot/assets/139032/0dafc955-7c4d-4e8e-9c8e-9fd478b48749)


After saving branch as a new scene:

![image](https://github.com/godotengine/godot/assets/139032/85aa6455-960c-4005-8ff0-9b683d2539f2)

![image](https://github.com/godotengine/godot/assets/139032/9bb23933-86ba-40fa-9632-433e6c3925be)

Saved branch tscn:

![image](https://github.com/godotengine/godot/assets/139032/500b3566-724f-45ef-9da8-f396686bd755)




### Steps to reproduce

1. Create a node
2. Attach this script
```gdscript
@tool
extends Node3D

var custom_props = {
    "custom/p1": "default",
    "custom/p2": "default",
}

func _set(k, v):
    if custom_props.has(k):
        custom_props[k] = v
        return true
        
func _get(k):
    return custom_props.get(k)
    
func _get_property_list():
    var props = []
    for k in custom_props:
        props.append({
            "name": k,
            "type": TYPE_STRING,
            "usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_ALWAYS_DUPLICATE | PROPERTY_USAGE_DEFAULT
        })
    return props
```
3. Set custom values for `custom/p1` and `custom/p2` props
4. Save the node as a new scene.


### Minimal reproduction project

[custom_props_lost.zip](https://github.com/godotengine/godot/files/12810137/custom_props_lost.zip)


### Additional notes

1. There is no issue when you declare `custom_props`  as exportable (`@export var custom_props = {...}`), but all custom props are doubled in saved files because `custom_props` is stored too.
2. The example for `_set()` in docs shows that `var internal_state`  must not be marked as exportable.
![image](https://github.com/godotengine/godot/assets/139032/b4c1570f-0737-44f5-ab30-d88e24282b5f)
3. When you declare `custom_props` without default values, nulls are stored in newly saved scene.
Repository: stable-diffusion-webui
Issue: [Bug]: Inpainting + DDIM Sampler seems broken (see images)
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?

The image output looks super dark / wrong

### Steps to reproduce the problem

1. go to inpainting
2. setup a solid black mask & paint a hole in it
3. Set the sampler to "DDIM"
4. use the following prompt: The Fancy Toad

Note the output is ultra dark:

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/1510114/bef16f17-4e66-4707-9337-0882ae7b386b)

Solid black image for testing:
![black](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/1510114/d93618f4-1ba4-495f-8664-2d426b5e107f)

Screenshot of my mask:
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/1510114/b216d3cc-4557-49fe-97fc-9ed6fd390054)


### What should have happened?

Previously this was much lighter, compare versus Euler

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/1510114/936c39b4-db69-4351-8d92-d8ce8f46f3cd)


### Sysinfo

I just updated everything from A1111, it's running on an A100
If you really need this, let me know

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

Google Chrome

### Console logs

```Shell
I didn't save the logs, sorry, if you need them let me know
```


### Additional information

That's it!
Repository: PowerToys
Issue: Peek Support for .eml and .msg file types
Labels: Idea-Enhancement,Needs-Triage,Needs-Team-Response,Product-Peek

### Description of the new feature / enhancement

Peek could be enhanced by adding support for .eml and .msg file types.

### Scenario when this would be used?

Previewing email files saved to my file system, which I do to archive important conversations.

### Supporting information

_No response_
Repository: TypeScript
Issue: Update lib.dom.d.ts: `MutationObserverInit.attributeFilter` can accept an iterator
Labels: Bug,Help Wanted,Domain: lib.d.ts

### ⚙ Compilation target

n/a

### ⚙ Library

lib.dom

### Missing / Incorrect Definition

`MutationObserverInit`

### Sample Code

The following code works in Chredge, Firefox, and Safari:

```TypeScript
const obs = new MutationObserver((records) => {
    console.log(...records)
})

const s = new Set(['foo', 'bar'])

obs.observe(document.body, {
  attributeFilter: s.keys() // <--------- HERE
})

document.body.setAttribute('foo', 'foo')
document.body.removeAttribute('foo')
document.body.setAttribute('bar', 'bar')
document.body.removeAttribute('bar')
```

Edge screenshot:

<img width="699" alt="Screenshot 2023-10-04 at 6 36 01 PM" src="https://github.com/microsoft/TypeScript/assets/297678/1e3dfe81-1c94-49da-8006-6656b7fe8eff">



### Documentation Link

https://developer.mozilla.org/en-US/docs/Web/API/MutationObserver/observe#parameters

### WIP Pull Request

- https://github.com/microsoft/TypeScript/pull/55989