sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: tooltip组件内容中包含一个input，在win11操作系统使用微软自带中文输入法输入第一个字符后tooltip组件消失
Labels: Inactive

> 

> ### Reproduction link

[http://****.com](http://****.com)

### Steps to reproduce
```
import React from 'react';  
import './index.css';  
import { Button, Tooltip, Input,ConfigProvider } from 'antd';  
const text = <span>  
<Input placeholder="Basic usage"  
onBlur={e => {  
console.log('=====', e);  
}}  
onKeyDown={e => {  
console.log('keydown=', e);  
}}  
/>  
</span>;  
const buttonWidth = 80;  
const App = () => (  
<ConfigProvider  
button={{  
style: {  
width: buttonWidth,  
margin: 4,  
},  
}}  
>  
<div className="demo">  
<div  
style={{  
marginInlineStart: buttonWidth,  
whiteSpace: 'nowrap',  
}}  
>  
<Tooltip placement="topLeft" title={text}>  
<Button>TL</Button>  
</Tooltip>  
<Tooltip placement="top" title={text}>  
<Button>Top</Button>  
</Tooltip>  
<Tooltip placement="topRight" title={text}>  
<Button>TR</Button>  
</Tooltip>  
</div>  
<div  
style={{  
width: buttonWidth,  
float: 'inline-start',  
}}  
>  
<Tooltip placement="leftTop" title={text}>  
<Button>LT</Button>  
</Tooltip>  
<Tooltip placement="left" title={text}>  
<Button>Left</Button>  
</Tooltip>  
<Tooltip placement="leftBottom" title={text}>  
<Button>LB</Button>  
</Tooltip>  
</div>  
<div  
style={{  
width: buttonWidth,  
marginInlineStart: buttonWidth * 4   24,  
}}  
>  
<Tooltip placement="rightTop" title={text}>  
<Button>RT</Button>  
</Tooltip>  
<Tooltip placement="right" title={text}>  
<Button>Right</Button>  
</Tooltip>  
<Tooltip placement="rightBottom" title={text}>  
<Button>RB</Button>  
</Tooltip>  
</div>  
<div  
style={{  
marginInlineStart: buttonWidth,  
clear: 'both',  
whiteSpace: 'nowrap',  
}}  
>  
<Tooltip placement="bottomLeft" title={text}>  
<Button>BL</Button>  
</Tooltip>  
<Tooltip placement="bottom" title={text}>  
<Button>Bottom</Button>  
</Tooltip>  
<Tooltip placement="bottomRight" title={text}>  
<Button>BR</Button>  
</Tooltip>  
</div>  
</div>  
</ConfigProvider>  
);  
export default App;
```

### What is expected?

可以正常输入

### What is actually happening?

输入第一个字符后tooltip消失

| Environment | Info |
| --- | --- |
| antd | undefined |
| React | NA |
| System | win11 |
| Browser | NA |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: next.js
Issue: RSC graphql duplicate import error
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/mjfwebb/nextjs-neo4j-graphql-error

### To Reproduce

To reproduce the error just run the repository code with `npm run dev` and open http://localhost:3000/api/graphql in your browser. You will encounter an error thrown by graphql:

```
Error: Cannot use GraphQLNonNull "String!" from another module or realm.
```

To circumvent this error, we have to add the graphql package to `serverComponentsExternalPackages` in next.config.js (this is currently commented out).

### Current vs. Expected behavior

I would expect this not to occur. This error can be circumvented using `serverComponentsExternalPackages` but it seems that graphql is a large enough library that it warrants being added to https://github.com/vercel/next.js/blob/canary/packages/next/src/lib/server-external-packages.json

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #50-Ubuntu SMP PREEMPT_DYNAMIC Mon Jul 10 18:24:29 UTC 2023
Binaries:
  Node: 20.0.0
  npm: 9.6.4
  Yarn: 1.22.18
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.25
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Middleware / Edge (API routes, runtime)

### Additional context

_No response_
Repository: node
Issue: enable corepack by default
Labels: feature request

### What is the problem this feature will solve?

we try to use corepack and "packageManager" to force developers use the same pnpm version, but developers always forget to enable corepack(because it's turned off by default and when we switch node version it's turned off again) which makes packageManager not working at all

### What is the feature you are proposing to solve the problem?

enable corepack by default if package.json contains "packageManager".

### What alternatives have you considered?

we currently use "engine.pnpm" field to check whether developers use same pnpm version but engine field is annoying when we deals with tons of projects with different version
Repository: electron
Issue: [Feature Request]: macOS In-App Purchase promotional offers
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

As part of [this issue](https://github.com/electron/electron/issues/31738) and [PR](https://github.com/electron/electron/pull/31739), we've added support for promotional offers ("discounts"). However, there doesn't appear to be a way via the Electron API to create a new payment request to purchase with these discounts?

### Proposed Solution

[These are the relevant Apple docs](https://developer.apple.com/documentation/storekit/in-app_purchase/original_api_for_in-app_purchase/subscriptions_and_offers/implementing_promotional_offers_in_your_app), some of it seems a bit complicated as it involves a server set-up for verification (but this part should be configured by the user).

Specifically, we need some kind of mechanism to bind the promotional offer ("discount") to the payment request (see [here](https://developer.apple.com/documentation/storekit/in-app_purchase/original_api_for_in-app_purchase/subscriptions_and_offers/implementing_promotional_offers_in_your_app#3150974)).

It looks like we already have support for `applicationUsername`, so need to add `paymentDiscount`. The data structure is actually already there (`Electron.PaymentDiscount`), so just need to wire it up into the purchase flow and expose it via the API.

Raising this issue first to see if anyone's come across this / if I've misunderstood the API in some way - otherwise when I have some more time, I think I'll be able to wire it up

### Alternatives Considered

There are some other approaches to providing discounts (such as through introductory offers), but doesn't quite offer the same functionality as Apple's Subscription Promotional Offers API.

### Additional Information

_No response_
Repository: next.js
Issue: Intercepted route is triggered outside of its defined subpath and ignored if previous navigation is known by the browser router cache
Labels: bug

### Link to the code that reproduces this issue

- https://github.com/Julienng/intercepted-route-triggered-outside-defined-path
- https://codesandbox.io/p/github/Julienng/intercepted-route-triggered-outside-defined-path

### To Reproduce

To see the intercepted route trigger:
From index page:  
1. Click on `users` link
2. Click `user 1` link → modal is shown
3. Click `index`
4. Click on `shortcut user 1` → users page + modal is shown


In reverse, intercepted route not triggered when a previous navigation was done outside of `/users` route:
From index page:
1. Click on `shortcut user 2` → user's full page is shown
2. click on `users`
3. click on `user 2` → user's full page is shown




### Current vs. Expected behavior

In the current behavior, Nextjs is using the client cache of a previous navigation even outside of the defined subpath for the intercepted route.


I was expecting that Nextjs will open full-page outside `/users` page and always intercept a route inside `/users` page, even when a previous navigation is known by the router on the client cache for that specific route.

### 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 22.6.0: Wed Jul  5 22:21:53 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6020
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.0.2
  eslint-config-next: 14.0.2
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: standalone
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

_No response_
Repository: flutter
Issue: EditText box in TLHC handles resize and offset changes poorly
Labels: a: text input,platform-android,engine,a: platform-views,has reproducible steps,P2,platform-views: tlhc,team-android,triaged-android,found in release: 3.16,found in release: 3.17

### 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

Filing this issue coz comments are disabled on the original one: https://github.com/flutter/flutter/issues/112712
We thought we found a way to use TLHC as a substitute for HC when wrapping a native textfield.
The solution suggested by @johnmccutchan (see here https://github.com/flutter/flutter/issues/112712#issuecomment-1807704679)
indeed resolves the issue related to Magnifier lense, but a new issue originated as a consequence of that fix.

Basically, due to that `override`, the surface gets rendered with some delay and the platform view bumps when its position is changed (in our case the inputted text bumps when a new line is added).

Please do not discontinue HC as long as a fix for this is found. We've no alternative to it and we've also invested serious money/time on this.

### Expected results

We would love to use TLHC but texture-rendering must be as smooth as with HC in the above described scenario.

### Actual results

Platform View bumps when its position is changed on the scene.

### Code sample

Code available here:
https://github.com/delfme/flutter-native-text-input-repo

The plugin uses TLHC and issue is reproducible
https://github.com/collinjackson/flutter-native-text-input/blob/1ef42d30462d97a3fafc856e356af83e106fe6b6/lib/flutter_native_text_input.dart#L334

Fork the plugin and change TLHC to HC to see that no issue occurs with HC.


### Screenshots or Video

Smooth with HC
https://github.com/flutter/flutter/assets/53510751/90728c72-cd6f-425a-a418-d2708fa5a02e

Bumping with TLHC:
note: this is a low res recording, issue is way more visible on the device.
https://github.com/flutter/flutter/assets/53510751/a43183d9-6656-42d1-a845-955502838ef8




### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel master, 3.17.0-17.0.pre.25, on macOS 12.6.5 21G531 darwin-arm64, locale en-IT)
[!] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
    ✗ cmdline-tools component is missing
      Run `path/to/sdkmanager --install "cmdline-tools;latest"`
      See https://developer.android.com/studio/command-line for more details.
    ✗ Android license status unknown.
      Run `flutter doctor --android-licenses` to accept the SDK licenses.
      See https://flutter.dev/docs/get-started/install/macos#android-setup for more details.
[✓] Xcode - develop for iOS and macOS (Xcode 14.0.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.2)
[✓] Connected device (3 available)
[✓] Network resources
Repository: material-ui
Issue: [docs] [Icons] Search filter does not work when combined with Icon Style
Labels: docs,package: icons

### Duplicates

- [X] I have searched the existing issues

### Related page

https://mui.com/material-ui/material-icons/?theme=Outlined&query=FolderOutlined

### Kind of issue

Broken demonstration

### Issue description

I was looking for the name of a folder icon outlined, so I searched for `FolderOutlined` name and it appears, however, when I select the icon type `outlined` on the left, the filter does not work well anymore...

Available icons for `Folder*` names
<img width="730" alt="image" src="https://github.com/mui/material-ui/assets/10259/f5f88abe-491a-4b82-9bd6-46c4e1cf7908">

However, with the name `folderO` only two icons are showed up
<img width="798" alt="image" src="https://github.com/mui/material-ui/assets/10259/2133e838-8012-40d6-b9d5-c19fce35b619">


### Context 🔦

_No response_
Repository: godot
Issue: Code duplication in LineEdit and TextEdit
Labels: enhancement,topic:gui,topic:codestyle

### Godot version

4.2

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

LineEdit and TextEdit share the code for context menu. And by share I mean it's exactly the same in both classes:
https://github.com/godotengine/godot/blob/4c5a1484527ec5f8e320a24d0ee4c4fde0514776/scene/gui/line_edit.cpp#L2391-L2442
https://github.com/godotengine/godot/blob/4c5a1484527ec5f8e320a24d0ee4c4fde0514776/scene/gui/text_edit.cpp#L6849-L6900
https://github.com/godotengine/godot/blob/4c5a1484527ec5f8e320a24d0ee4c4fde0514776/scene/gui/line_edit.h#L41-L72
https://github.com/godotengine/godot/blob/4c5a1484527ec5f8e320a24d0ee4c4fde0514776/scene/gui/text_edit.h#L82-L113
I think the initialization and enums can be extracted into a new class called TextEditMenu (LineEdit technically edits text too). The problem is that the enums are exposed in both classes and perfectly the new class should not be exposed at all, so the question is what to do with old enums and how to expose the new ones.

### Steps to reproduce

Look at the code above.

### Minimal reproduction project

Linked above.
Repository: TypeScript
Issue: Can you provide a configuration in tsconfig that prohibits throwing not Error subtypes
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

Error, throw

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

The writing method of throw 3/throw "aaa" can be prohibited in the TS configuration, requiring throw Error and its subtypes to be mandatory

### 📃 Motivating Example

like title

### 💻 Use Cases

1. What do you want to use this for?
2. What shortcomings exist with current approaches?
3. What workarounds are you using in the meantime?
Repository: go
Issue: cmd/cgo/internal/test: consistently failing with `segmentation fault` on `linux-arm-aws` since CL 545277
Labels: OS-Linux,NeedsInvestigation,arch-arm,compiler/runtime

### Go version

b2efd1de97402ec4b8fb4e9e0ec29c8e49e8e200

### What operating system and processor architecture are you using (`go env`)?

```shell
linux-arm-aws at b2efd1de97402ec4b8fb4e9e0ec29c8e49e8e200


##### Test execution environment.
# GOARCH: arm
# CPU: ARMv8 Processor rev 1 (v8l)
# GOOS: linux
# OS Version: Linux 4.19.0-12-arm64 #1 SMP Debian 4.19.152-1 (2020-10-18) armv8l
```


### What did you do?

https://build.golang.org/log/4023a6ee5a18667fe161b4b917a1a0c4579527d8

### What did you expect to see?

Passing tests.

### What did you see instead?

```
##### Testing cgo
ok  	cmd/cgo/internal/test	0.916s
ok  	cmd/cgo/internal/test	0.880s
ok  	cmd/cgo/internal/testtls	0.005s
ok  	cmd/cgo/internal/testtls	0.003s
ok  	cmd/cgo/internal/testnocgo	0.004s
ok  	cmd/cgo/internal/testnocgo	0.003s
signal: segmentation fault
FAIL	cmd/cgo/internal/test	0.521s
```
Repository: godot
Issue: `sin()` and `cos()` are ~2x slower when compared with `Vector2.from_angle()` in GDScript
Labels: discussion,topic:core,topic:gdscript,performance

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

Ubuntu 20.04 LTS

### Issue description

Calling `Vector2.from_angle(a)` in GDScript calls [Vector2::from_angle(a)](https://github.com/godotengine/godot/blob/master/core/math/vector2.cpp#L40) in C++, which calculates and returns `Vector2(cos(a), sin(a))`.
Calling only `sin(a)`, or `cos(a)`, in GDScript takes 2x as long.

### Steps to reproduce

1. Create a new GUI scene
2. Attach a script to the `Control` node and use this code:
``` gdscript
extends Control

const OUTER_LOOPS = 3
const INNER_LOOPS = 100000

func _ready():
  for i in OUTER_LOOPS:
    print("\n%s:" % i)

    var start : int
    var end : int

    start = Time.get_ticks_usec()
    for j in INNER_LOOPS:
      var ret : float = sin(j)
    end = Time.get_ticks_usec()
    print(end - start)

    start = Time.get_ticks_usec()
    for j in INNER_LOOPS:
      var ret : Vector2 = Vector2.from_angle(j)
    end = Time.get_ticks_usec()
    print(end - start)
```
3. Run the scene and notice that `sin(j)` takes ~2x longer. Sample output:
```
0:
12314
4963

1:
9114
4814

2:
8820
4664
```

**Notes**
1. I saw similar results with `cos()`
2. I saw similar results in 4.2-rc2, even when specifying the for loop iterator type, like: `for j : int in INNER_LOOPS:`
3. I saw similar results after reordering the inner for loops, as well when removing the outer for loop (or set `OUTER_LOOPS` to 1)
4. Changing `sin(j)` to `sin(1)` resulted in much faster times, likely because `sin(1)` was calculated once.

### Minimal reproduction project

N/A
Repository: rust
Issue: Recursive generics
Labels: A-type-system,P-low,T-compiler,regression-from-stable-to-stable,C-bug,I-hang,S-has-mcve,T-types

I tried this code alone:

```rust
trait HasParent {
    type Parent: HasParent;
}

struct Visitor<'a, Type>
where Type: HasParent
{
    parent: &'a Visitor<'a, Type::Parent>,
    current: &'a Type
}
```

I expected to see this happen: `Being able to compile` OR `error message`.

I also expect the following evaluation to be possible, breaking the recursion, because no further monomorphization is necessary:
```rust
struct Library;
struct Module;

impl HasParent for Module {
    type Parent = Library;
}

impl HasParent for Library {
    type Parent = ();
}

impl HasParent for () {
    type Parent = ();
}
```
which would produce
```rust

struct Visitor<'a, ()> {
    parent: &'a Visitor<'a, ()>,
    current: &'a ()
}

struct Visitor<'a, Library> {
    parent: &'a Visitor<'a, ()>,
    current: &'a Library
}

struct Visitor<'a, Module> {
    parent: &'a Visitor<'a, Library>,
    current: &'a Module
}
```

Instead, this happened: The compiler freezes.

### 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 1.74.0 (79e9716c9 2023-11-13)
binary: rustc
commit-hash: 79e9716c980570bfd1f666e3b16ac583f0168962
commit-date: 2023-11-13
host: x86_64-pc-windows-msvc
release: 1.74.0
LLVM version: 17.0.4
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
No backtrace available
```

</p>
</details>
Repository: flutter
Issue: "Root" isolate naming is confusing
Labels: engine,P3,c: tech-debt,team-engine,triaged-engine

In the Dart VM, isolates are always spawned into groups - either a new group as the "main" isolate or into an existing group as a "child" isolate.

In the engine tree, we refer to the UI isolate frequently as the "root" isolate. This probably made sense before isolate groups, and maybe continued to make sense before we allowed for "lightweight engines" to spawn UI isolates in the same groups together - but it now is confusing.

We should clean up the terminology so that we don't refer to these as root isolates anymore, but instead as UI isolates. We should also consider making it clearer in the code/naming conventions as to whether a UI isolate is spawned as a main isolate for a group or a child isolate in the group.

/cc @aam if there's anything else you think we should add to this.
Repository: godot
Issue: AnimationTree & animation_finished signal not always triggered - C#
Labels: bug,needs testing,topic:animation

### Godot version

4.1.3.stable.mono

### System information

Ubuntu 23.10

### Issue description

sometime the animation finished signal is not triggered

### Steps to reproduce

load the project, run it, and spam the space bar (attack animation)

### Minimal reproduction project

[animation-tree.zip](https://github.com/godotengine/godot/files/13503161/animation-tree.zip)
Repository: bitcoin
Issue: fuzz, brainstorm: Individual binaries per harness
Labels: Brainstorming,Tests

I would like to propose splitting up our fuzz binary into one binary per fuzz harness (or at least have an option to build separate binaries). This would primarily enable properly compiling with LTO, which would have several benefits:
* In environments where individual binaries are required/desired (e.g. oss-fuzz), this has the benefit that each binary is as small as possible, resulting in less disk usage (nice for container images).
* Enable afl++ to create a token dictionary at compile time, which only contains tokens that are found in code paths reachable by each individual harness.
* Efficient and collision edge coverage tracking and more for afl++ see: https://github.com/AFLplusplus/AFLplusplus/blob/stable/instrumentation/README.lto.md.
* People designing and developing fuzzing engines recommend not linking unreachable code into fuzz binaries: https://github.com/google/fuzzing/blob/master/docs/good-fuzz-target.md#unreachable-code.

The only downside would be that linking multiple binaries is slower (this was the only reason for switching to compiling only one binary), but I think we can work around this by simply making this optional.

To achieve this we would need to:
1. Change the build system to have an option to compile individual binaries
3. Change the fuzzing framework to (optionally) have `FUZZ_TARGET` include the actual fuzz entry point directly (e.g. `LLVMFuzzerTestOneInput`) instead of accumulating all harness functions into a global map
   * This probably requires splitting each harness into its own file