sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Adding or removing video elements will cause other platform views to flicker on Safari
Labels: engine,c: performance,platform-web,perf: speed,has reproducible steps,browser: safari-macos,P2,team-web,triaged-web,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, open https://flutter-webrtc.github.io/flt-video-element-flicker-demo/ in Safari (iOS/macOS)

2, Click the + button and access the local camera to render the video stream on the video element

3, Clicking the + button multiple times will reproduce the error, and the displayed video stream will flicker. On the contrary, clicking the - button will also flickering.

### Expected results

Correctly render videos on Safari without flickering, no matter the video element add or remove or changes video elements size

### Actual results

UI flickering occurs in Safari ios/macOS

### Code sample

A git repo that can be used to reproduce the bug
https://github.com/flutter-webrtc/flt-video-element-flicker-demo

And the deployed online test page
https://flutter-webrtc.github.io/flt-video-element-flicker-demo/


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

Chrome m118 on the left, Safari 17.1 on the right

https://github.com/flutter/flutter/assets/17733746/7660f5f2-774e-49c5-82f1-1a7af9da2ca1


</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
flt-video-element-flicker-demo % flutter doctor  
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.13.8, on macOS 14.1 23B74 darwin-arm64, locale en-CN)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.0)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.3)
[✓] VS Code (version 1.83.1)
[✓] Connected device (4 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: rust
Issue: Compiler Hang with High Memory Consumption during Compilation with Trait Implementation
Labels: T-compiler,C-bug,I-hang

<!--
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.
-->

`cat hang.rs`

```rust
trait Trait {}
impl<T, U> Trait for (T, U)
where
    (U, T): Trait,
    (T, U): Trait {}
fn impls_constraint<T, U>()
where
    (T, U): ConstrainToU32<T>,
{
}
trait ConstrainToU32<T> {}
impl ConstrainToU32<u32> for () {}
fn impls_trait<T, U>()
where
    (T, U): Trait,
{
}
fn main() {
    impls_trait::<_, _>();
}
```

I expected to see this happen: *The compiler compiles successfully or outputs an error message.*

Instead, this happened: *The code, as provided below, appears to encounter a hang. The code compilation consumes a lot of memory and eventually exits with return code 137.*
### Command
`rustc hang.rs`
### 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 1.73.0 (cc66ad468 2023-10-03)
binary: rustc
commit-hash: cc66ad468955717ab92600c770da8c1601a4ff33
commit-date: 2023-10-03
host: x86_64-unknown-linux-gnu
release: 1.73.0
LLVM version: 17.0.2
```
The same problem is reproduced on the nightly version(1.75.0-nightly `(aa1a71e9e 2023-10-26)`)
<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
what's more, to get more information,I also tried '-Z time-passes' (using nighly version):
<details><summary>Output</summary>

<p>

```
$ rustc hang.rs -Z time-passes
time:   0.000; rss:   29MB ->   32MB (   +2MB)  parse_crate
time:   0.003; rss:   36MB ->   49MB (  +14MB)  expand_crate
time:   0.003; rss:   36MB ->   49MB (  +14MB)  macro_expand_crate
time:   0.000; rss:   49MB ->   52MB (   +3MB)  prepare_outputs
time:   0.000; rss:   52MB ->   56MB (   +4MB)  type_collecting
```

</p>
</details>


<!-- TRIAGEBOT_START -->

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Repository: rust
Issue: Tracking Issue for RFC 3501: Edition 2024
Labels: C-tracking-issue,A-edition-2024

This is a meta-tracking issue for the RFC "3501" (rust-lang/rfcs#3501).

Documentation: https://doc.rust-lang.org/nightly/edition-guide/rust-2024/index.html
Issues: https://github.com/rust-lang/rust/labels/A-edition-2024

If you have questions, or are interested in helping with the edition, please join us in the [#edition](https://rust-lang.zulipchat.com/#narrow/stream/268952-edition) stream on Zulip.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

* [x] Accept RFC.
  - https://github.com/rust-lang/rfcs/pull/3501
* [x] Land all lang priority items in Rust 2024.
  - https://github.com/rust-lang/rust/issues/117587
    - https://github.com/rust-lang/rust/issues/123432
  - https://github.com/rust-lang/rust/issues/123904
  - https://github.com/rust-lang/rust/issues/123748
* [x] 2024-10-11 Go / no go on all items.
* [x] 2024-10-17 Rust 2024 nightly beta.
* [x] 2024-11-28 Stabilize Rust 2024 on master.
* [x] 2025-01-03 Cut Rust 2024 to beta.
* [x] 2025-01-09 Announce Rust 2024 is pending.
* [ ] 2025-02-20 Release Rust 2024 with Rust 1.85.

### Timeline

| Date       | Version       | Edition stage                  |
|------------|---------------|--------------------------------|
| 2024-09-05 | Release v1.81 | Checking off items...          |
| 2024-10-11 | Branch  v1.83 | Go / no go on all items        |
| 2024-10-17 | Release v1.82 | Rust 2024 nightly beta         |
| 2024-11-22 | Branch  v1.84 | Prepare to stabilize...        |
| 2024-11-28 | Release v1.83 | Stabilize Rust 2024 on master  |
| 2025-01-03 | Branch  v1.85 | Cut Rust 2024 to beta          |
| 2025-01-09 | Release v1.84 | Announce Rust 2024 is pending! |
| 2025-02-20 | Release v1.85 | Release Rust 2024              |

### Items

- [Items that are fully ready for Rust 2024](https://github.com/rust-lang/rust/issues?q=label%3AA-edition-2024%20label%3AC-tracking-issue%20label%3AS-tracking-ready-for-edition)
- [Items not yet fully ready for Rust 2024](https://github.com/rust-lang/rust/issues?q=is%3Aopen%20label%3AA-edition-2024%20label%3AC-tracking-issue%20-label%3AS-tracking-ready-for-edition%20-label%3At-libs%20)

### Related

- https://github.com/rust-lang/rust-project-goals/issues/117
Repository: vscode
Issue: Cannot get compare result when files size >= 2M
Labels: bug,diff-editor

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version:  1.83.1
- OS Version: win11

Steps to Reproduce:

1.  tow files, all of them size >= 2M
2. exec **compare selected**, will be blocked and cannot get the compare result, maybe too slowly?


![image](https://github.com/microsoft/vscode/assets/11468733/f9cc8d68-7b12-4b66-9e5d-429496f8911c)
Repository: PowerToys
Issue: PowerToys always sleep feature let windows awake only from pressing power button
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

We already have [PowerToys Awake](https://aka.ms/PowerToysOverview_Awake), I wish we have feature `always sleep`.

Windows let external hardware to wake OS, mouse, keyboard, network connection, or accidental table vibration. It's annoying for me when I sleep but windows awake from sleep.

there have some method to disable awake one by one. device managment, task scheduler, but not all.

### Scenario when this would be used?

only awake from sleep when press power button

### Supporting information

_No response_
Repository: godot
Issue: Potential Memory Leak because of `move_and_slide()` against Each Collidable Bodies
Labels: bug,confirmed,topic:physics

### Godot version

4.2 beta 3 ~ 4.3 dev 6

### System information

Windows 11, GLES3

### Issue description
This is an extended issue from #57073 opened by @BeayemX.
At first I didn't realize that `get_slide_collision()` could be a memory leaker until I found something abnormal yesterday when I test a GDExtension, in which I used this call to get the last slide collision and emit some signals with this object, but when the debug began and I tested it for seconds, I found the "Object" amount in profiler was increasing. And then I searched around the issues tab and finally found that issue at the beginning of this report.
But things is always coming with dark clouds. When I returned to remove this call, a weird thing happened: **the amount of object was *still increasing* after the removal of using the method!** To research more, I started figuring out what happened with this phenomenon and eventually found this dark cloud:
I opened a new project with only a `CharacterBody2D` using template moving code, and a `TileMaps` with tiles. Every time the `move_and_slide()` is called and the collision between the body calling the method and another one that the body haven't collided with **(if it's a `TileMap`, each piece of tile is considered as an individual collision body)**, the amount of collision increased.

#### Could this be a high-priority problem?
Yes, and the reason lays on two aspects:
1. Most of developers are **not aware of this issue**, which made them call this method more, increasing the risk to lead to memory leak
2. Quoted from the issue in the first line:
> Looking to backtraces on gdb, ret_opaque is a pointer to a Ref<KinematicCollision2D> that references count increases in method->ptrcall(base_obj, argptrs, ret_opaque); but isn't unreferenced therefore. The references count also increases in VariantInternal::object_assign(ret, *ret_opaque);, but is unferenced at the end of the gdscript scope:

If this is true, then this is a disastrous potential glitch with the process of `RefCounted`.

#### Why should this be a independent and new issue rather than response in that issue?
This has been not only an issue related to `get_slide_collision()`, but even one to `move_and_slide()` or even to `RefCounted`.

### Steps to reproduce

Make a `CharacterBody2D` move with `move_and_slide()` and collide with any collision bodies.

### Minimal reproduction project

[Issue.zip](https://githubfast.com/godotengine/godot/files/13188029/Issue.zip)
(No GDExtensions)
Repository: godot
Issue: Illegal recursion allowed through PackedScene
Labels: bug,topic:core

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

Godot v4.1.2.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3090 Ti (NVIDIA; 30.0.15.1216) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

When you create a Resource that `@export` a variable, it will not allow a circular reference through other Resources.

However, you can circumvent this and break Godot by creating the circular reference through a PackedScene such that the structure looks like the following:

ExampleResource:
`@export my_scene: PackedScene`

MyScene
`@export my_resource: ExampleResource`

i.e.
ExampleResource -> MyScene -> ExampleResource

You can save and run the project, but "MyScene" thinks that my_resource is null even if it is set in the editor. When you exit the project and try to re-open it, you get the following error:
```
  scene/resources/resource_format_text.cpp:283 - res://MainScene.tscn:8 - Parse Error: 
  Failed loading resource: res://MainScene.tscn. Make sure resources have been imported by opening the project in the editor at least once.
  editor/editor_data.cpp:626 - Index p_idx = 1 is out of bounds (edited_scene.size() = 1).
```

From this point, you can no longer open MyScene or ExampleResource.

### Steps to reproduce

1. Create a script that extends `Resource` (e.g. MyResource)
2. Have that script export a variable of type PackedScene
3. Create a Scene (e.g. named MyScene)
4. Attach a script to the scene that exports a variable of the same type as the resource you created above
5. Create a new instance of the resource (e.g. MyResourceInstance)
6. In MyResourceInstance, attach MyScene to the exported variable field
7. in MyScene, attach MyResourceInstance to the exported variable field

### Minimal reproduction project

[ResourceRecursion.zip](https://github.com/godotengine/godot/files/13184747/ResourceRecursion.zip)
Repository: ollama
Issue: Tab Completion
Labels: feature request

```sh
> ollama run <tab>
```

Should tab complete the model names. 

Same with 

```sh
ollama show --modelfile
```
Repository: godot
Issue: add child to hidden flowContainer will not be sorted
Labels: documentation,topic:gui

### Godot version

v4.2.beta.mono.custom_build [e8d57afae]

### System information

Godot v4.2.beta.mono (e8d57afae) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.3713) - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads)

### Issue description

add child to hidden flowContainer will not be sorted.
hidden flowContainer queue_sort not work

### Steps to reproduce

run my demo project

### Minimal reproduction project

[demo.zip](https://github.com/godotengine/godot/files/13185533/demo.zip)
Repository: PowerToys
Issue: Fancyzone : Add shortcut to fancyzone settings from the fancyzone editor
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

And I mean this page

![2023-10-27 02_27_53-FancyZones Layout](https://github.com/microsoft/PowerToys/assets/10621885/b6fb881d-6034-4c30-89f6-a04016f9bcab)


Should have a shortcut to the fancyzone settings page, that page


![2023-10-27 02_31_55-New Issue · microsoft_PowerToys — Mozilla Firefox](https://github.com/microsoft/PowerToys/assets/10621885/9b4aa071-310e-4346-9aed-cc7c5a296625)


### Scenario when this would be used?

Basically every time you interact with fancyzone

### Supporting information

_No response_
Repository: react-native
Issue: List jumping when sliding using maintainVisibleContentPosition on Android
Labels: Issue: Author Provided Repro,Platform: Android,Needs: Triage :mag:

### Description

I use maintainVisibleContentPosition in the chat list. When sliding to view older chat messages, if a new message (Especially very long messages, exceeding the height of the screen) is inserted into the list, the (android) list will jump, but iOS will not.

I can reproduce it using the latest RN 0.72.6 and wrote a demo.

https://github.com/Rays15/flatlist-demo


https://github.com/facebook/react-native/assets/17613135/d8872f9c-489e-4b83-bcbf-4205191504b7

@janicduplessis Can this be fixed?


### React Native Version

0.72.6

### Output of `npx react-native info`

System:
  OS: macOS 14.0
  CPU: (12) arm64 Apple M2 Max
  Memory: 1.95 GB / 32.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 16.15.1
    path: ~/.nvm/versions/node/v16.15.1/bin/node
  Yarn:
    version: 1.22.19
    path: ~/.nvm/versions/node/v16.15.1/bin/yarn
  npm:
    version: 8.11.0
    path: ~/.nvm/versions/node/v16.15.1/bin/npm
  Watchman:
    version: 2023.08.14.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.12.1
    path: /opt/homebrew/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 22.4
      - iOS 16.4
      - macOS 13.3
      - tvOS 16.4
      - watchOS 9.4
  Android SDK: Not Found
IDEs:
  Android Studio: 2022.3 AI-223.8836.35.2231.10406996
  Xcode:
    version: 14.3.1/14E300c
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 11.0.20
    path: /Users/rays/.sdkman/candidates/java/current/bin/javac
  Ruby:
    version: 2.6.10
    path: /usr/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.6
    wanted: 0.72.6
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: Not found
  newArchEnabled: Not found

### Steps to reproduce

https://github.com/Rays15/flatlist-demo

### Snack, screenshot, or link to a repository

https://github.com/Rays15/flatlist-demo
Repository: flutter
Issue: Error for expected result screen screenshot. 
Labels: team-codelabs,p: firebase,P2,triaged-codelabs

Hello
Error for expected result screen screenshot. 

<Get to know Firebase for Flutter> The app preview image in the six-step "Write messages to Firestore" section of the code lab 
should not have a message record under leave a message in the first image (a screenshot image on the left side of the iOS screen).
(Foo Bar, Bob Katz's message should be erased)

Thank you.
Repository: material-ui
Issue: [InputAdornment][material-next] Add InputAdornment component
Labels: component: text field,design: material you

Part of https://github.com/mui/material-ui/issues/38374

### Migration Steps

- [x] Copy component files from material (v5) to material-next ([PR](https://github.com/mui/material-ui/pull/39166))
- [ ] Remove deprecated components and componentsProps props
- [ ] Drop support for ThemeProvider in favor of CssVarsProvider
- [ ] Migrate component to Typescript
- [ ] ~Refactor component to use Base UI’s hook if it exists~
- [ ] Implement Material You design specs
- [ ] ~Add component playground to v5 docs~ will be part of the `TextField` playground
- [ ] Refactor styles to use component CSS Variables
Repository: next.js
Issue: Regression - pages router vs appDir, serving content based on request body
Labels: bug

### Link to the code that reproduces this issue

https://github.com/morriq/stackblitz-starters-uezz3l

### To Reproduce

pages router has access to request in getServerSideProps, this gives possibility to read for example request.body, pass it to react components via props and render markup.

in appDir there's no chance to do it and we need stick to pagesrouter.

here's discussion about - https://github.com/vercel/next.js/discussions/45438

### Current vs. Expected behavior

appDir can handle request.body, maybe in similar way like cookies, headers.



### 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 23.0.0: Fri Sep 15 14:41:43 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.15.0
      npm: 9.6.4
      Yarn: N/A
      pnpm: 8.9.2
    Relevant Packages:
      next: 13.4.12
      eslint-config-next: 13.4.12
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


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

App Router

### Additional context

_No response_
Repository: vscode
Issue: Use wayland as default for smoke and sanity testing
Labels: engineering,wayland

From the slight look I've taken, it seems like this might be an Electron issue, but all the same, and with Microsoft's resources, I'm making this feature request.

* Many distros are moving to Wayland by default
* XWayland has a number of issues, not least of which that under some popular compositors, it's borderline unusable due to the naive scaling that is applied. This affects any user of a `wlroots` compositor who also uses a HiDPI laptop screen or monitor.

Does it make sense for VSCode to start including some basic Wayland testing as release criteria?
Repository: kubernetes
Issue: kubectl shows Pod status Completed if one of the containers exited with an Error
Labels: kind/bug,sig/cli,lifecycle/stale,needs-triage

**What happened**:

Running a Job with two or more containers creates a Pod. If one of the container fails such Pod status in kubectl is shown as Completed if the name of such container is the last name of the container names ordered alphabetically.

**What you expected to happen**:

If the container who's name is the last name of the container names ordered alphabetically fails the Pod status in kubectl should be shown as Error.

**How to reproduce it (as minimally and precisely as possible)**:

```
cat << EOF | kubectl create -f -
apiVersion: batch/v1
kind: Job
metadata:
  name: test
spec:
  backoffLimit: 0
  completionMode: NonIndexed
  parallelism: 1
  suspend: false
  template:
    spec:
      restartPolicy: Never
      containers:
      - command:
        - /bin/sh
        - -exc
        - "true"
        name: a
        image: busybox
      - command:
        - /bin/sh
        - -exc
        - "false"
        name: z
        image: busybox
EOF
```

**Anything else we need to know?**:

**Environment**:
- Kubernetes client and server versions (use `kubectl version`):

```
Client Version: v1.28.3
Kustomize Version: v5.0.4-0.20230601165947-6ce0bf390ce3
Server Version: v1.22.17
```

- Cloud provider or hardware configuration:

```
kind v0.15.0 go1.19 linux/amd64
```

- OS (e.g: `cat /etc/os-release`):

```
$ cat /etc/os-release 
NAME="Ubuntu"
VERSION="20.04.6 LTS (Focal Fossa)"
ID=ubuntu
ID_LIKE=debian
PRETTY_NAME="Ubuntu 20.04.6 LTS"
VERSION_ID="20.04"
HOME_URL="https://www.ubuntu.com/"
SUPPORT_URL="https://help.ubuntu.com/"
BUG_REPORT_URL="https://bugs.launchpad.net/ubuntu/"
PRIVACY_POLICY_URL="https://www.ubuntu.com/legal/terms-and-policies/privacy-policy"
VERSION_CODENAME=focal
UBUNTU_CODENAME=focal
```
Repository: rust
Issue: nvptx "ptx-kernel" ABI (feature: abi_ptx) uses PassMode::Direct for Aggregates
Labels: T-compiler,O-NVPTX,A-ABI

It produces seemingly correct behavior. However, it needs to be switched over to a less fragile ABI handling (https://github.com/rust-lang/compiler-team/issues/672) before stabilization may happen.

@RalfJung's [comment](https://github.com/rust-lang/rust/pull/117247#issuecomment-1782361541) explains the problem and why it is considered harmless enough to allow this exception until a better solution is found.