sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [webview_flutter]Add setForceDark method to force web pages to support dark mode
Labels: c: new feature,platform-android,platform-ios,p: webview,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

### Use case

Not all web pages support dark mode, but I want it to be dark mode.

### Proposal

[ANDROID]
Android SDK has provided an API to force a web page to open dark mode
https://developer.android.com/develop/ui/views/layout/webapps/dark-theme

[iOS]
I'm not sure if the iOS SDK also provides a corresponding API

[Other]
Prioritize using the API provided by the SDK. If the SDK does not support it, we can force it to be implemented by injecting js/css, similar to [Dark Reader](https://darkreader.org/)
Repository: godot
Issue: Metadata on scenes inherited from files gets erased when re-importing the file
Labels: discussion,topic:import

### Tested versions

Tested on v4.3.stable, v4.4.dev7

### System information

macOS Sequoia (15.2.0) - Multi-window, 1 monitor - Metal (Forward+) - integrated Apple M4 Pro (Apple9) - Apple M4 Pro (14 threads)

### Issue description

When adding metadata to a scene that is inherited from an imported scene (i.e. from a `.glb` or a `.blend` file), the metadata is erased when re-importing the original file.

This warning sometimes prints when opening a project, which could be a hint here:

```
scene/resources/packed_scene.cpp:254 - Node './@StaticBody3D@44753' was modified from inside an instance, but it has vanished.
```

### Steps to reproduce

- Add a `.glb` file to your project
   - This is also an issue with at least `.blend` files, which use the same pipeline as `.glb` files. I'm not sure if it's an issue with other file types.
- Create an inherited scene from that file
- Add metadata to a node somewhere in the inherited scene
- Re-import the file
- See that the metadata is erased

https://github.com/user-attachments/assets/6eda1d6e-9f47-445d-864d-5c36295c1107

This behavior should either be fixed, or the ability to add metadata to nodes in scenes that inherit from imported files should be disabled.

### Minimal reproduction project (MRP)

https://github.com/TranquilMarmot/godot-import-metadata-erase-bug

- Open project
- Open `cube.tscn` (this is an inherited scene from `cube.glb`)
   - The first time opening the project, it will probably erase the metadata - give the imported `Cube` `MeshInstance3D` node some metadata (can be anything)
- Re-import `cube.glb`
- Check that the metadata in `cube.tscn` was erased
Repository: rust
Issue: Creating a file with a single colon in its name strips the part after the colon from the file name and produces an empty file (on Windows)
Labels: O-windows,T-libs,C-discussion,A-filesystem

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
let mut f = File::create("before:after").unwrap();
f.write("test".as_bytes()).unwrap();
f.sync_all().unwrap();
```

I expected to see this happen:
The file creation produces an error, because file paths cannot contain colons on Windows.

Instead, this happened:
There were no errors. Instead, an empty file named `before` was created.

Note in particular:
* The file was named `before`, despite the requested name being `before:after`.
* The file was empty, despite the fact that the code succesfully wrote some text to it and synchronized the writes to disk.

Other observations:
When the file name contains multiple colons then the file creation does produce an error, as expected.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.83.0 (90b35a623 2024-11-26)
binary: rustc
commit-hash: 90b35a6239c3d8bdabc530a6a0816f7ff89a0aaf
commit-date: 2024-11-26
host: x86_64-pc-windows-msvc
release: 1.83.0
LLVM version: 19.1.1
```

Tested on Windows 10 Home version 10.0.19045 Build 19045.
Repository: youtube-dl
Issue: Ongehoord Nederland ON!
Labels: site-support-request

- [x] I'm reporting a new site support request
- [ ] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

- [stopped working] Single video: https://ongehoordnederland.tv/243870/tv-programmas/documentaires/first-do-no-pharm/
- Single video: https://ongehoordnederland.tv/243877/tv-programmas/ongehoord-nieuws-213-de-hoogtepunten-van-2024/
- Single video: https://ongehoordnederland.tv/243845/tv-programmas/ongehoord-nieuws-212-nieuwe-coronaonthullingen-en-pensioenen/


## Description

I'm using yt-dlg 1.8.5 (I'm unsure the problems origine is youtube-dl. yt-dlg redirects people here for site support requests)

Ongehoord Nederland (ON!) is one of the Dutch more critical, less mainstream news and docu publishers/production houses. It has succeeded in securing air time on and streaming via the public media NPO. (With great reluctance of NPO)
I've seen that you support NPO.
But not all the users of its infrastructure and that's probably why you are unable to capture it from this site.
NPO doesn't show all the streaming content of their independent content providers on their main website. So maybe as an extra to this request you could try to more generalize the approach and support for NPO streaming embedded in other websites.

The yt-dlg log shows following warning and error:
- timestamp-DEBUG-Worker_1-WARNING: [generic] Falling back on generic information extractor
- timestamp-DEBUG-Worker_1-ERROR: The extracted extension ('css') is unusual and will be skipped for safety reasons. If you believe this is an error, please report this issue on  https://github.com/yt-dlp/yt-dlp/issues?q= , filling out the appropriate issue template. Confirm you are on the latest version using  yt-dlp -U
- timestamp-DEBUG-Worker_1-Child process exited with non-zero code: 1

Thanks in advance for your time and work
Repository: terminal
Issue: Suggestion ghost text gets left behind when using IME
Labels: Issue-Bug,Area-TerminalControl,Product-Terminal,Area-CmdPal

### Windows Terminal version

1.22

### Windows build number

all windows 11/10

### Other Software

_No response_

### Steps to reproduce

1. open wt.exe
2. ctrl+shift+p
3. type something
4. select one
5. the text first always be there

### Expected Behavior

_No response_

### Actual Behavior

https://github.com/user-attachments/assets/cf1e653a-1aae-4151-90ab-1bab5b5a0e12
Repository: rust
Issue: compiletest: Less special handling of debugger/test discovery in debuginfo mode
Labels: C-cleanup,A-debuginfo,T-compiler,T-bootstrap,A-compiletest

Currently there is special code in compiletest that detects `Mode::DebugInfo` and responds by creating three different clones of the compiletest config, each configured to use one of cdb/gdb/lldb if the corresponding debugger can be found.

This complicates config handling and test discovery in the top-level parts of compiletest, because parts of the code need to be aware of multiple configs just to handle this one use-case.

In principle, debugger discovery and selection should be handled out in bootstrap, which then invokes compiletest up to three times, with each invocation explicitly specifying a debugger path and debugger kind. This is somewhat analogous to how `x test coverage` invokes compiletest twice on the same directory with two different modes, though in this case it would instead be the same directory and mode with different debugger settings.

(Given bootstrap's own maintenance headaches, whether this would be a net improvement in the short-term is an open question.)
Repository: ant-design
Issue: 使用微软自带的输入法，切换至中文模式，使用Input.OTP,按一下任一字符,就会输入进2个字符
Labels: unconfirmed

### Reproduction link

[https://ant.design/components/input-cn](https://ant.design/components/input-cn)

### Steps to reproduce

直接使用官网的例子,聚焦到Input.OTP,使用微软自带的输入法，切换至中文模式，使用Input.OTP,按一下任一字符,就会输入进2个字符

### What is expected?

输入一个字符只会有一个字符

### What is actually happening?

输入一个字符有两个字符

| Environment | Info |
| --- | --- |
| antd | 5.22.5 |
| React | 18.18.0 |
| System | windows11 |
| Browser | 谷歌浏览器 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: react
Issue: Bug: Request for JSX Support for HTML Comments () in React
Labels: Status: Unconfirmed

Description

Currently, React does not support rendering HTML comments (<!-- xx -->) directly in JSX. This limitation makes it challenging to implement certain use cases.

For instance, in React 19, findDOMNode has been deprecated, but in some scenarios, we still need similar functionality, such as retrieving a component’s DOM reference or marking specific nodes. A potential solution could be using comment nodes (<!-- -->) as placeholders to enable subsequent DOM operations involving these nodes.

Feature Request

We hope React could support rendering comment nodes directly in JSX, such as:

jsx
```
<div>  
  <!-- This is a comment node -->  
</div>  
```
Rendering as:

html
```
<div>  
  <!-- This is a comment node -->  
</div>  
```
Why This Is Needed

Enhance DOM Manipulation Capabilities
Comment nodes can serve as lightweight markers for advanced DOM operations, such as dynamically inserting content or replacing deprecated findDOMNode functionality.

Flexibility and Compatibility
In some legacy systems, comment nodes are used to identify specific logic. Supporting this feature would allow developers to migrate old projects more easily or implement more complex functionality.

Improve Developer Experience
Allowing HTML comments in JSX can make the code more readable while helping developers document and debug specific logic directly within their JSX code.

Possible Alternatives

If supporting <!-- --> directly is not feasible, React could introduce a component like <Comment>:
jsx
```
<div>  
  <Comment>This is a comment node</Comment>  
</div> 
``` 
Rendering as:

html
```
<div>  
  <!-- This is a comment node -->  
</div>  
```
Conclusion

We kindly request the team to consider this feature.
Repository: rust
Issue: Bad codegen for integer slice in matching
Labels: T-compiler,C-optimization

https://godbolt.org/z/zeKr4ab7c
Similar to https://github.com/rust-lang/rust/issues/132254, but with `|` in whole items.
The codegen is similar to `if/else` alternative before 1.49.0
Bisected on ffa2e7ae8fbf9badc035740db949b9dae271c29f
Repository: PowerToys
Issue: Markdown.md files failing to preview in Windows Explorer
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

v0.87.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

File Explorer: Preview Pane

### Steps to reproduce

Select "Preview pane" from the View tab in a File Explorer window.
Select a markdown file ("someFile.md")
See that there is nothing in the Preview Pane.

### ✔️ Expected Behavior

Select "Preview pane" from the View tab in a File Explorer window.
Select a markdown file ("someFile.md")
See the formatted information from the markdown file in the Preview Pane.

### ❌ Actual Behavior

Select "Preview pane" from the View tab in a File Explorer window.
Select a markdown file ("someFile.md")
Nothing in the Preview Pane.

### Other Software

_No response_
Repository: PowerToys
Issue: New+ korean translation error; is about new files, not new functionalities
Labels: Issue-Bug,Area-Localization,Needs-Triage,Issue-Translation

### Microsoft PowerToys version

0.87.1

### Utility with translation issue

New+

### 🌐 Language affected

Korean

### ❌ Actual phrase(s)

새로운 기능+ (which means new functionalities+)

![Image](https://github.com/user-attachments/assets/1a9c6d97-68d2-4ebb-8e57-1e81a3ed96e5)


### ✔️ Expected phrase(s)

새로 만들기+ (from windows 10 translation; means 'create new+')
새로+ (short form that goes with 'new+'s conciseness)
새 파일+ (new file+)

### ℹ Why is the current translation wrong

New+ is about new files, not new functionalities(기능).
Repository: ui
Issue: Add a color picker
Labels: area: request

### Feature description

A color picker component

### Affected component/components

_No response_

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [x] I've searched for existing issues and PRs
Repository: neovim
Issue: startup: "access denied" (error 2147942405 (0x80070005)]) on Windows
Labels: bug,documentation,security,platform:windows,bug-regression,startup,permissions

### Problem

I get [error 2147942405 (0x80070005) when launching Nvim 0.10.3

It also Triggers Windows Defender workplace blocked actions (low severity). I don't have exact info on what action was blocked

The Nvim 0.10.2  version doesn't give this error

### Steps to reproduce

Download https://github.com/neovim/neovim/releases/download/v0.10.3/nvim-win64.zip

Open nvim.exe in Windows Terminal

Error  [error 2147942405 (0x80070005)] appears and nvim doesn't  launch.

### Expected behavior

Nvim should launch as expected without triggering windows defender.

### Nvim version (nvim -v)

0.10.3

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

I don't have vim

### Operating system/version

Windows 10 Business 10.0.19045 Build 19045

### Terminal name/version

Windows Terminal

### $TERM environment variable

-

### Installation

Portable Windows Build (zip)
Repository: PowerToys
Issue: Icon missing in Taskbar
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Settings

### Steps to reproduce

The Taskbar Icon is missing when opening the setting windows, but when Pin PowerToys to the taskbar the Icon will be appear. Unpin PowerToys to the taskbar than close the setting window and reopen it ,The Icon will be missing again.

![Image](https://github.com/user-attachments/assets/ef69ecd5-8912-4baa-a9cf-a93a1fcf5bd7)

System Version Windows 11 24H2 
[PowerToysReport_2024-12-23-15-00-00.zip](https://github.com/user-attachments/files/18226264/PowerToysReport_2024-12-23-15-00-00.zip)


### ✔️ Expected Behavior

The Icon should be appeared on taskbar

### ❌ Actual Behavior

The icon is the default icon for the program .

### Other Software

_No response_
Repository: svelte
Issue: Navigation - The NEXT button in the SvelteKit documentation malfunctions
Labels: bug

### Describe the bug

Navigation - The NEXT button in the SvelteKit documentation malfunctions.

The https://kit.svelte.dev/docs/service-workers url looks like this - wrong title, wrong NEXT button, wrong PREVIOUS button.
Clicking the back/forward button, NEXT/PREVIOUS, the link in the side panel - none of them set the title or names of the NEXT and PREVIOUS buttons. The links work, but the names of NEXT and PREVIOUS and title are wrong.
The tab title changes.
![Screenshot_2022-04-09 SvelteKit docs(2)](https://user-images.githubusercontent.com/16800535/162552031-e632eaf1-67a5-4ba4-9303-6b258b8be5a8.png)



### Reproduction

Difficult to reproduce.
I was just going through one by one, from https://kit.svelte.dev/docs/introduction to https://kit.svelte.dev/docs/service-workers and then I noticed it.

But when I do it again now in a new tab, the error is gone.

This has happened a few times already, right after the introduction of the search engine and subdivision it happened.

### Logs

_No response_

### System Info

```shell
System:
    OS: Linux 5.10 Arch Linux
    CPU: (4) x64 AMD Athlon(tm) X4 950 Quad Core Processor
    Memory: 3.03 GB / 15.07 GB
    Container: Yes
    Shell: 5.1.8 - /bin/bash
  Binaries:
    Node: 16.3.0 - /usr/bin/node
    Yarn: 1.22.10 - /usr/bin/yarn
    npm: 7.17.0 - /usr/bin/npm
  Browsers:
    Brave Browser: 100.1.37.109
    Firefox: 87.0
```


### Severity

annoyance

### Additional Information

_No response_
Repository: godot
Issue: `NavigationServer3D::sync` can still be further optimized
Labels: discussion,topic:navigation,performance

### Tested versions

4.x

### System information

Godot 4

### Issue description

I do not agree  with #100497 closing #96483. The underlying issue is still the same.

This approach doesn’t resolve the root issue; it simply masks it. For example, with a single moving platform, `NavigationServer3D::sync` rebuilds the entire map every frame rather than just the affected parts. This is highly inefficient and needs to be addressed. Same for navigation links. Changing them will cause the whole map to be updated instead of just disconnecting the link and reconnecting it to the new position.

I have started on optimizing the navigation module but I currently do not have the time to get it into a PR sate so here are a couple ideas that will greatly speed up `NavigationServer3D::sync`:

1. add separate lists for internal and external  connections  to `Polygon`. This allows you to:
   - compute internal connections **once** in `NavRegion::update_polygons` and store the unconnected edges. Then only connect unconnected edges between regions in `NavigationServer3D::sync`. [O(n²) -> O(k²) with k << n in practice]
   - only disconnect the connections between a region and all other regions instead of clearing all connections when removing a  `NavRegion` [O(n²) -> O(k)]
   - only build connections between the new region and all other regions when adding a `NavRegion`  [O(n²) -> O(~k)]
2. only actually update that one link when updating a `NavLink` and not the whole map [O(n²) -> O(~1)]
3. create some kind of broad-phase for `NavRegion`s to further reduce the amount of edges that need to be checked. A simple AABB tree should be enough. This could be further extended to also build a broad-phase for the polygons inside the region. Moving regions could be marked and excluded from the broad-phase to make it a bit simpler.
4. Since the navmesh is an indexed mesh there is no need to do any kind of distance check to connect internal edges. Two edges form a connection if they use the same indices. This will also eliminate a bug where sometimes with very thin polygons the wrong edges are connected. 


For 1. there is also the option to store the external connections directly in the `NavRegion` this would have the added benefit of generating an implicit hierarchical graph which could be used to speed up path queries at the cost of precision on very large maps. The internal connections could also be computed ahead of time when building the navmesh. Recast already gives you the information it is currently just discarded. This would however require a breaking change to the navmesh structure.

### Steps to reproduce

-

### Minimal reproduction project (MRP)

-
Repository: PowerToys
Issue: Quick Accent: Hotkey/Shortcut to enable/disable
Labels: Needs-Triage

### Description of the new feature / enhancement

The Quick Accent function can cause conflicts in certain games and NLE programs when interacting with them, it would be useful to have a toggle function that would display "Quick Accent Enabled/Disabled" or an icon. Example of such could be Ctrl + Q to toggle. 

### Scenario when this would be used?

As stated above, to reduce conflicts with games and programs that conflict with the common usage of Quick Accent. 

### Supporting information

I'm aware of the "Game Mode" function and blacklist but it doesn't always trigger for a lot of basic titles and programs and is inconvenient to use. A more "clinical" solution like an easy toggle is required.
Repository: node
Issue: --inspect-brk causes code with workers to hang
Labels: inspector,worker

### Version

v23.4.0

### Platform

```text
Darwin shimaryuuheinoMac-mini.local 24.0.0 Darwin Kernel Version 24.0.0: Mon Aug 12 20:52:12 PDT 2024; root:xnu-11215.1.10~2/RELEASE_ARM64_T6020 arm64
```

### Subsystem

_No response_

### What steps will reproduce the bug?

Run this code with --inspect-brk and inspect it using Chrome DevTools.
```
const { Worker } = require('worker_threads');

const worker = new Worker('console.log("Worker thread is running")', { eval: true });

console.log('Main thread is running');

process.on('exit', () => {
  console.log('Main thread is exiting');
});
worker.on('exit', (message) => {
  process.exit(); 
});
```

### How often does it reproduce? Is there a required condition?

constantly

### What is the expected behavior? Why is that the expected behavior?

```
Debugger listening on ws://127.0.0.1:9229/a33bf964-bb8c-432a-9d6b-191d26bef40a
For help, see: https://nodejs.org/en/docs/inspector
Debugger attached.
Main thread is running
Worker thread is running
Main thread is exiting
Waiting for the debugger to disconnect...
```

### What do you see instead?

The worker does not execute and stops
```
Debugger listening on ws://127.0.0.1:9229/a301d300-fc77-40c7-b5a2-03042079e8b0
For help, see: https://nodejs.org/en/docs/inspector
Debugger attached.
Main thread is running
```

### Additional information

It seems that the parent thread's `--inspect-brk` setting is inherited.

https://nodejs.org/api/worker_threads.html#new-workerfilename-options
According to the documentation, the child threads inherit the parent thread's options by default, so this might be a feature request rather than a bug report. 
However, it was working as expected in at least version 22.1.0.

In any case, I want to be able to run `--inspect-brk` without needing to add additional options to the worker.