sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: HTML5 Godot will not detect FullScreen if entered via browser/f11 request.
Labels: bug,platform:web,topic:porting

### Tested versions

3.x

### System information

web (Chromium)

### Issue description

This behaviour mathes the one partialy described on https://stackoverflow.com/questions/27501409/exit-full-screen-using-f11-key-and-esc-key


What happen is, OS.window_fullscreen will only return True if godot itself asked for the fullscreen.

If user press f11 (when intercepted by brower, not captured inside godot), or go to hamburger menu and click fullscreen, 
OS.window_fullscreen will not return true.

Indeed fullscreen godot shows ESC, and fullscreen browser shows F11;

this prevents good fullscreen behaviour management.

### Steps to reproduce

Acess [this](https://gdfsdb.pages.dev/) and enter fullscreen via input and via browser request.

### Minimal reproduction project (MRP)

A single label node with the script:

```
extends Label
func _process(delta):
	text = str(OS.window_fullscreen)
func _input(event):
	if !OS.window_fullscreen and event is InputEventMouseMotion == false:
		OS.window_fullscreen = true
```



----



AND.

After entering via browser request one can RE-ENTER fullscreen, and detect true.

Then, one can EXIT 2 TIMES FULLSCREEEN.
The first time via ESC, now detection goes back to false, but viewport is still  fullscreen
Then, using F11, one can really exit fullscreen.
OR
Diretly  pressing f11 will exit "both" fullscreen at the same time.



----



Well, it seens that F11 put the BROWSER on fullscreen, and the engine request put the "page?".

So, maybe its 2 classes of fullscreen available. Idk.

Needs testing and a further investigation on apis.
Repository: deno
Issue: Add `WebSocketError` interface
Labels: feat,web,ext/websocket

Spec: https://whatpr.org/websockets/48.html#the-websocketevent-interface

PR: https://github.com/whatwg/websockets/pull/48

Needed for https://github.com/denoland/deno/pull/23111
Repository: deno
Issue: Feature request: Blacklist local IP addresses
Labels: permissions,suggestion

For our project, we need to allow access to **only** global IP addresses (https://doc.rust-lang.org/stable/std/net/enum.IpAddr.html#method.is_global). I suggest adding new CLI arguments:

- `--allow-global-ip`
- `--deny-global-ip`
- `--allow-local-ip`
- `--deny-local-ip`
Repository: node
Issue: Flaky GC-related tests with V8 12.2
Labels: v8 engine,flaky-test

re. `test-shadow-realm-gc-module` and `test-shadow-realm-gc`, I think we should just skip them. Possible solution can be, use the more reliable `checkIfCollectableByCounting()` to check if the ShadowRealm instance in the main context can be collected, but I feel that would make the test invalid too (e.g. the native side can still be leaking even though the JS instances are collectable), so we might as well just skip and figure out a better way to test it later.

re. `test-net-write-fully-async-hex-string`, looks like it's related to `--expose-gc` again. I'd suggest that we just open an issue to track this and the shadow realm tests, and skip them for now. They are likely flaking due to incorrect assumptions in the tests broken by V8's new GC strategy, not real bugs.

_Originally posted by @joyeecheung in https://github.com/nodejs/node/issues/51362#issuecomment-2023311067_
Repository: node
Issue: Flaky `test-worker-arraybuffer-zerofill` with V8 12.2
Labels: v8 engine,flaky-test

### Test

`test-worker-arraybuffer-zerofill`

### Platform

_No response_

### Console output

```console
22:42:18 not ok 3801 parallel/test-worker-arraybuffer-zerofill
22:42:18   ---
22:42:18   duration_ms: 300091.91200
22:42:18   severity: fail
22:42:18   exitcode: -15
22:42:18   stack: |-
22:42:18     timeout
22:42:18   ...
```


### Build links

- https://ci.nodejs.org/job/node-test-commit-smartos/53663/nodes=smartos20-64/console

### Additional information

`test-worker-arraybuffer-zerofill`: this could be a real bug, or some timing assumptions being broken/messages getting lost (which may also be a real bug). We can mark it as flaky for now, and add some logs in the test to help debugging.

_Originally posted by @joyeecheung in https://github.com/nodejs/node/issues/51362#issuecomment-2023338163_
Repository: next.js
Issue: NextJS Caching based on Get URL and not Tag
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/intelligent-fast-wtnw2x?file=%2Fapp%2Fpage.tsx%3A21%2C21

### To Reproduce

1. Access the site through dev or prod, both show the same issue

2. Click on either of the dog revalidate buttons.

### Current vs. Expected behavior

Current Behavior:

If you revalidate the cat image, it updates correctly. 
However revalidating either of the dog revalidate buttons causes both images to update even though they have a different tag setup but fetch the same url.


Expected Behaviour

If you revalidate either of the dog images, only they should update and not the other image. Since both have different tags, revalidating dog1 should update the fetch with the tag of dog1 and not the fetch with the tag of dog2, irrespective of fetch url's


### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
Binaries:
  Node: 20.11.1
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 8.15.4
Relevant Packages:
  next: 14.1.4
  eslint-config-next: 14.1.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.3
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)

next dev (local), next start (local)

### Additional context

We tested it out on the NextJS Discord Server
https://discord.com/channels/752553802359505017/752647196419031042/1223523452141441135

After it was brought up in one of the help forums on the Discord Server
https://discord.com/channels/752553802359505017/1223347566863843430/1223510528429658203
Repository: PowerToys
Issue: Disabling the cycling between the computers with simple mouse
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Ability to disable cycling the mouse from the rightmost PC to the leftmost by dragging the mouse through the right border of the rightmost PC or left side of the leftmost PC

### Scenario when this would be used?

If using a taskbar situated on the left side of the leftmost PC or the right side of the rightmost PC, this feature would allow to use the taskbar easier. Also if the user just doesn't want the rightmost PC  to be on the "left side" of the leftmost PC

### Supporting information

_No response_
Repository: go
Issue: internal/unsafeheader: unrecognized failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "internal/unsafeheader" && test == ""
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/db533bdb0278ca79f22b353983af623593600310)):

    compile: ../../go/src/cmd/compile/default.pgo: PGO error: error processing pprof PGO profile: error parsing profile: decompressing profile: flate: corrupt input before offset 10


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: ui
Issue: [bug]: Dark mode works on Safari, Arc but not on Chrome
Labels: bug

### Describe the bug

I have followed instructions on how to use dark mode and I have installed themes and theme-provider. The dark mode only works on Safari and not on Chrome. Any idea how to fix it?

### Affected component/components

darkmode

### How to reproduce

import type { Metadata } from "next";
import { Inter } from "next/font/google";
import "./globals.css";
import { ThemeProvider } from "@/providers/theme-provider";

const inter = Inter({ subsets: ["latin"] });

export const metadata: Metadata = {
  title: "Create Next App",
  description: "Generated by create next app",
};

export default function RootLayout({
  children,
}: Readonly<{
  children: React.ReactNode;
}>) {
  return (
    <html lang="en">
      <body className={inter.className}>
        <ThemeProvider
        attribute="class"
        defaultTheme="light"
        enableSystem
        disableTransitionOnChange
        >
        {children}
        </ThemeProvider>
      </body>
    </html>
  );
}


### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: ant-design
Issue: 希望antd5的tree可以支持非虚拟滚动下的scrollTo方法，目前必须设置高度后才能滚动到指定位置
Labels: Inactive,improvement

### What problem does this feature solve?

antd4中tree的scrollTo方法是可以在没有虚拟滚动的情况下实现元素定位的，但是antd5必须设置了虚拟滚动后，scrollTo才会定位到指定key的位置上。但是虚拟滚动会导致一些额外的问题，例如没有横向滚动条、需要动态处理树的height等，比较麻烦，所以scrollTo这个api目前感觉不是很实用。


### What does the proposed API look like?

沿用scrollTo({ key: string | number; align?: 'top' | 'bottom' | 'auto'; offset?: number })	即可，只需要支持非虚拟滚动的场景~

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ollama
Issue: mxbai-embed-large模型使用时向量数据丢失
Labels: bug

### What is the issue?

向量数据丢失

### What did you expect to see?

_No response_

### Steps to reproduce

_No response_

### Are there any recent changes that introduced the issue?

_No response_

### OS

Linux

### Architecture

amd64

### Platform

Docker

### Ollama version

0.1.30

### GPU

Nvidia

### GPU info

_No response_

### CPU

Intel

### Other software

![image](https://github.com/ollama/ollama/assets/30854760/b14c0062-59d5-4a1a-a5b3-0cd1d93d8d5c)
生成的数据组丢失严重，5000组数据最后只有1000左右。已经使用其他做过对比，其他模型可以保证正常无误。
Repository: rust
Issue: panic in a no-unwind function leads to not dropping local variables
Labels: T-lang,F-c_unwind

[Raised by](https://github.com/rust-lang/rfcs/pull/3288#issuecomment-1992640146) @CAD97:
> I actually find the current behavior of `#![feature(c_unwind)]` unwinding in `extern "C"` somewhat strange. Specifically, any unwinding edges within the `extern "C" fn` get sent to `core::panicking::panic_cannot_unwind`, meaning that the unwind happens up to the `extern "C" fn`, but any locals in said function don't get dropped. I would personally not expect wrapping the body of an `extern "C"` function in an inner `extern "Rust"` function to change behavior, but it does. 

Reproducing [example](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=85c8a3c5e24dfc206797f6d362114ad9):
```rust
#![feature(c_unwind)]

struct Noise;
impl Drop for Noise {
    fn drop(&mut self) {
        eprintln!("Noisy Drop");
    }
}

extern "C" fn test() {
    let _val = Noise;
    panic!("heyho");
}

fn main() {
    test();
}
```

I would expect "Noisy Drop" to be printed, but it is not.

IMO it'd make most sense to guarantee that with panic=unwind, this destructor is still called. @nbdd0121 however said they don't want to guarantee this.

What is the motivation for leaving this unspecified? The current behavior is quite surprising. If I understand @CAD97 correctly, we currently could make "Noisy Drop" be executed by tweaking the MIR we generate.

Tracking:

- https://github.com/rust-lang/rust/issues/74990
Repository: PowerToys
Issue: Remap a Key / Remap a shortcut not opening
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.79.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

press the buttons in the menu

### ✔️ Expected Behavior

Remap a Key / remap a shortcut to open options to remap a shortcut

### ❌ Actual Behavior

nothing opens 
[PowerToysReport_2024-03-30-13-23-43.zip](https://github.com/microsoft/PowerToys/files/14812118/PowerToysReport_2024-03-30-13-23-43.zip)


### Other Software

I've just downloaded powertools and I'm trying to set it up
Repository: PowerToys
Issue: No Preview in Peek for certain file extensions / extensionless files (that DO display via file explorer preview pane)
Labels: Issue-Bug,Needs-Triage,Product-Peek

### Microsoft PowerToys version

0.79.0

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

Peek

### Steps to reproduce

1. Open a folder in File Explorer with Preview Pane activated.
2. Select a file to view preview
3. Preview Pane loads with progress bar as usual
4. Text appears.
5. <kbd>CTRL</kbd>+<kbd>␣</kbd> for Peek Preview
6. Peek appears displaying typical window when a filetype has no preview available.

### ✔️ Expected Behavior

Peek should mirror the PowerToys File-Explorer Preview Add-on in what it displays for text files.

### ❌ Actual Behavior

For certain file extensions and files with no extension, there is a discrepancy between what is displayed in preview pane of explorer and in Peek. Below is a screenshot that demonstrates this pretty clearly:
![image](https://github.com/microsoft/PowerToys/assets/134162878/35ead1b5-a5d8-45d9-ae7a-db5506411f8f)

Question:  Is there a registry key I can edit/add to tell Peek to treat certain filetypes as text-encoded files?  For instance if I add the proper `shellex `subkey with the correct Preview Handler ID to the "`.`" key in `HKCR`, I can preview the text in files with no extension.  I'm hoping there is something similar that can be done for Peek (for both files with no extension and those with extensions that currently display nothing in Peek, e.g., `*.ahk` files.

Thanks.

### Other Software

_No response_
Repository: rust
Issue: bootstrap: rustdoc is off-by-1-stage
Labels: T-bootstrap,C-bug

The `Step` that builds rustdoc decrements the stage by 1 before building. That's very confusing, it means `./x.py build rustdoc --stage 0` is a NOP even though usually stage 0 is the stage you want to build!

I think instead `Builder::rustdoc` should do this decrementing. Or maybe there should be an `AssembleRustdoc` step that matches the current `Assemble` step and does the same stage decrementing there.

The current situation is also inconsistent between rustdoc and other similar tools like clippy or Miri; only rustdoc does the stage decrementing in its build `Step`.
Repository: godot
Issue: Failed to sign APK on export from Windows
Labels: platform:windows,platform:android,needs testing,topic:export

### Tested versions

4.2.1 stable

### System information

Windows 10

### Issue description

When exporting for Android, I input the keystore, password, etc. and check the box to sign the APK.
Build goes fine, but returns the error: 
>*  editor/export/editor_export_platform.h:179 - Code Signing: All 'apksigner' tools located in Android SDK 'build-tools' directory failed to execute. Please check that you have the correct version installed for your target sdk version. The resulting APK is unsigned.

I can sign the APK on my own using the command line prompt from the project folder where the keystore, etc is located using the command:
>c:/users/home/appdata/local/android/sdk/build-tools/34.0.0/apksigner sign --ks pokemerge.keystore pokemerge_andr_2.0.apk

This would prompt me for the password and proceed as normal.
Why Godot can't find the apksigner tool and do this as it claims to be trying to do.

### Steps to reproduce

Export to Android.
Check the box "Package -> Signed".
![APKSign_Bug](https://github.com/godotengine/godot/assets/159627712/f93bc216-5f6f-41d8-8d9a-3e6f33c0ad80)
Click "Export Project".

Errors in the Output...
![APKSign_Bug_Message](https://github.com/godotengine/godot/assets/159627712/feab3ea9-d106-4ade-a6f7-59ab3a714194)



### Minimal reproduction project (MRP)

[AEB.zip](https://github.com/godotengine/godot/files/14812344/AEB.zip)
Repository: godot
Issue: [iOS] iPad export doesn't fill screen on some models
Labels: bug,platform:ios,topic:porting,needs testing

### Tested versions

-4.2.1.stable

### System information

iPadOS 17.4.1, iPad Pro 11" (2022)

### Issue description

When running a Godot project on a device such as the iPad Pro 11", the game window does not fill the screen. I don't believe this happened on earlier versions of Godot 4.x but I'm not sure when the change would have happened, and I can't get exporting to work on versions prior to 4.2 to work anymore.

I believe this has something to do with some kind of compatibility flag, because the Steam Mobile app had this behavior on the iPad Pro 11" for years due to its slightly different aspect ratio to other models.

<img width="1194" alt="image" src="https://github.com/godotengine/godot/assets/28269330/e427e38c-ae50-454c-aa08-8854e7869182">


### Steps to reproduce

Create a project, then export onto an iPad Pro 11".

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: ICE with #[derive(rkyv::Archive)] on cyclic enum
Labels: I-ICE,T-compiler,C-bug,E-needs-mcve,F-trivial_bounds

### Code

```Rust
#![feature(trivial_bounds)]

use rkyv::{Archive, Serialize, Deserialize};

#[derive(Clone, Debug, PartialEq, Archive, Serialize, Deserialize)]
#[repr(u8)]
pub enum Nbt {
    Byte(i8) = 1,
    Short(i16) = 2,
    Int(i32) = 3,
    Long(i64) = 4,
    Float(f32) = 5,
    Double(f64) = 6,
    ByteArray(Vec<i8>) = 7,
    String(String) = 8,
    List(Vec<Nbt>) = 9,
    Compound(HashMap<String, Nbt>) = 0xA,
    IntArray(Vec<i32>) = 0xB,
    LongArray(Vec<i64>) = 0xC,
}
```


### Meta

`rustc --version --verbose`:
```
rustc 1.79.0-nightly (c9f8f3438 2024-03-27)
binary: rustc
commit-hash: c9f8f3438a8134a413aa5d4903e0196e44e37bbc
commit-date: 2024-03-27
host: x86_64-unknown-linux-gnu
release: 1.79.0-nightly
LLVM version: 18.1.2
```

### Error output

```
error: internal compiler error: couldn't normalize struct field `<Vec<Nbt> as rkyv::Archive>::Resolver` when checking std::marker::Copy implementation
 --> src/proto/nbt.rs:5:35
  |
5 | #[derive(Clone, Debug, PartialEq, Archive, Serialize, Deserialize)]
  |                                   ^^^^^^^
error: internal compiler error: couldn't normalize struct field `<HashMap<String, Nbt> as rkyv::Archive>::Resolver` when checking std::marker::Copy implementation
 --> src/proto/nbt.rs:5:35
  |
5 | #[derive(Clone, Debug, PartialEq, Archive, Serialize, Deserialize)]
  |                                   ^^^^^^^
note: delayed at compiler/rustc_trait_selection/src/traits/misc.rs:177:27
```

<details><summary><strong>Backtrace</strong></summary>
<p>
Attached ice.txt file:

[rustc-ice-2024-03-30T16_07_18-54801.txt](https://github.com/rust-lang/rust/files/14812612/rustc-ice-2024-03-30T16_07_18-54801.txt)

</p>
</details>
Repository: PowerToys
Issue: Crashes and causes File Explorer to crash
Labels: Issue-Bug,Product-Settings,Needs-Triage,Severity-Medium

### Microsoft PowerToys version

0.79.0 and 0.78.0

### Installation method

GitHub, Microsoft Store

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

Opening Powertoys as normal, or opening File Explorer as normal. After restart, File Explorer would open normally for a short time, but if closed and reopened later would crash.

Faulting application name: explorer.exe, version: 10.0.22621.3296, time stamp: 0x48d2cb32
Faulting module name: dwmcorei.dll, version: 10.0.22624.1051, time stamp: 0xfb33f435
Exception code: 0x8898008d
Fault offset: 0x0000000000069810
Faulting process id: 0x0x1E90
Faulting application start time: 0x0x1DA82BE927CED51
Faulting application path: C:\Windows\explorer.exe
Faulting module path: C:\Windows\SystemApps\Microsoft.WindowsAppRuntime.CBS_8wekyb3d8bbwe\dwmcorei.dll
Report Id: 061b60d9-cfa4-4b8f-a582-0ceda2111674
Faulting package full name: 
Faulting package-relative application ID: 

Faulting application name: PowerToys.Settings.exe, version: 0.79.0.0, time stamp: 0x65a80000
Faulting module name: dwmcorei.dll, version: 10.0.22624.1058, time stamp: 0x4fa244c7
Exception code: 0x8898008d
Fault offset: 0x0000000000069810
Faulting process id: 0x0x4140
Faulting application start time: 0x0x1DA82BDC184BAC7
Faulting application path: C:\Program Files\PowerToys\WinUI3Apps\PowerToys.Settings.exe
Faulting module path: C:\Program Files\PowerToys\WinUI3Apps\dwmcorei.dll
Report Id: b1f1ace3-c77f-44ca-8416-256a18436a9e
Faulting package full name: 
Faulting package-relative application ID: 

### ✔️ Expected Behavior

Open program and remain open

### ❌ Actual Behavior

Opens for ~5 seconds on a blank screen and then crashese

### Other Software

File Explorer
Repository: godot
Issue: Black artifacts along vertices in imported meshes
Labels: bug,topic:rendering,needs testing,topic:3d

### Tested versions

- Reproducible in 4.2.stable, 4.3.dev5

### System information

Windows 11 - AMD RX 7800 - 4.2.stable - Vulkan (Forward+)

### Issue description

When approaching meshes, I start seeing black lines and artifacts appear alongside the mesh's verticies. I've tried disabling/enabling 3D MSAA, SSR, SSAP, SSO, SDFGO, and a bunch of other settings, but no luck.

Have downloaded other meshes and still see this issue. Also tried on a different machine with an older NVIDIA GPU and don't see the issue.

Video of what I see - [https://www.youtube.com/watch?v=sJTJdZhPK9A](url)

Have attached MRP.

### Steps to reproduce

In attached MRP, approach a mesh up close, and can see visible lines.

### Minimal reproduction project (MRP)

[BlackArtifactLines.zip](https://github.com/godotengine/godot/files/14812751/BlackArtifactLines.zip)
Repository: deno
Issue: Pressing esc while using prompt() causes Deno to quit with no message.
Labels: bug,runtime

### Steps to reproduce

1. Environment
```
> systeminfo
...
OS Name:                   Microsoft Windows 11 Pro
OS Version:                10.0.22631 N/A Build 22631
...
> deno --version
deno 1.42.0 (release, x86_64-pc-windows-msvc)
v8 12.3.219.9
typescript 5.4.3
```

2. Execute the command:
```
deno eval 'try { prompt(); console.log("asdf"); } catch (error) { console.error(error); }'
```
3. Press esc

### Expected behavior

It should log "asdf", or at least error.

### Actual behavior

Deno terminates silently.
```
> deno eval 'try { prompt(); console.log("asdf"); } catch (error) { console.error(error); }'
Prompt
> ✗
```

### Additional context

This issue doesn't arise with `alert()`, but it consistently occurs with `prompt()`, regardless of whether it's used in a run, eval, or repl scenario.
Repository: flutter
Issue: Overflowed `Text` clipping of `WidgetSpan` does not work with all widgets
Labels: framework,has reproducible steps,P2,team-framework,triaged-framework,found in release: 3.19,found in release: 3.22

Some widgets are not clipped properly when used within `WidgetSpan`. 1 simple example: `CupertinoButton`.

Below, the blue box is a `Container`, the yellow box is the same sized `Container` within `CupertinoButton()`

<img width="681" alt="image" src="https://github.com/flutter/flutter/assets/789275/6632b7db-a130-44ed-9391-7f5e69b2f6c4">

Code:

https://dartpad.dev/?id=2ed1c7b63027a3a8757638a895527413

(The clipping I am talking about is `Text` with constrained height, and overflow set to the default `TextOverflow.clip`)

 A place to start would be this:

https://github.com/moffatman/flutter/commit/c1a85b30b24058633e5ee995ce4fa49fcd399311

I just copied some code from `RenderClipRect`, it does appear to work, but I don't understand why. Also I think it breaks `TextOverflow.fade`.