sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Feature Request]: Storysource Addon - add code output options
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

The docs section of Storybook has the ability to show the code and 'auto', 'dynamic' and 'code' options for displaying the code. I find this particularily useful for displaying the code of stories which have controls enabled.

Picture below displays the code given for the story with controls enabled when going to the docs section of the Storybook:
<img width="610" alt="image" src="https://user-images.githubusercontent.com/44879477/216088566-5fd23419-6ad8-4a2b-b9ab-ec39ee5aebcf.png">

With the `@storybook/addon-storysource` plugin, I can make the code appear next to the canvas in the Story tab, but 
can't define the display of the code as I can in the docs.

Picture below displays the code given for the story when going to the Story tab:
<img width="610" alt="image" src="https://user-images.githubusercontent.com/44879477/216088904-be80129a-b6cc-426a-8074-05d0cfae150f.png">


### Describe the solution you'd like

I would like to have an option similar to the options Storybook provides in the docs section for the source parameter (as seen in the picture below).
<img width="610" alt="image" src="https://user-images.githubusercontent.com/44879477/216089336-e6099c85-a176-4c6b-aef5-c672fe5bbcce.png">

If there's a way to do this already I would appreciate your help and support.

### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: pytorch
Issue: Bitwise-perfect method for (de)serializing tensors in base64
Labels: feature,module: serialization,triaged

### 🚀 The feature, motivation and pitch

- Convenient for pasting directly into repro code/comment on GitHub without attaching other files (also considering severe file extension limitations of GitHub file attachment)
- Currently (at least, some time ago), some properties of Tensors (such as coalesced-ness) might be lost after existing torch.save+torch.load roundtrip, so need a bitwise perfect C++ Tensor object reconstruction with its layout/sparse structures/bitfields/storage/strides for reproducing/demonstrating problems with these, so a concise text-based format (typically for small tensors) would be useful!

Original context and proposal in https://github.com/pytorch/pytorch/issues/73479#issuecomment-1056903431

Related on general use of utility for base64 torch.save/torch.load (?) format for repro purposes: https://github.com/pytorch/pytorch/issues/93366#issuecomment-1411988364

cc @mruberry @pearu

### Alternatives

_No response_

### Additional context

_No response_
Repository: godot
Issue: [Godot v4 Beta 16] Not Responding on Blender file import
Labels: bug,platform:macos,topic:editor,topic:import

### Godot version

4.0 Beta 16

### System information

Mac OS 13.2

### Issue description

Godot stops responding when importing a Blender file (Blender 3.4.1).  Must force quit the app.

Mac OS 13.2
Godot 4 Beta 16
Blender 3.4.1

MacBook Pro 16" (2019)

2.6 GHz 6-Core Intel Core i7
16 GB 2667 MHz DDR4
AMD Radeon Pro 5300M 4 GB
Intel UHD Graphics 630 1536 MB

### Steps to reproduce

Create test blender file with just default cube.  Place test.blend in Godot project folder.  Try to open Godot project.
Also will get the same result if you start Godot project with test.blend file in the project folder and drag the blend file into the editor.

### Minimal reproduction project

[Blender Test.zip](https://github.com/godotengine/godot/files/10559221/Blender.Test.zip)
Repository: material-ui
Issue: Wrong theme object for CssBaseline style overrides when using styled-components
Labels: package: styled-engine-sc,support: docs-feedback

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
[CSB](https://codesandbox.io/s/styled-components-forked-zb4m7e?file=/src/demo.js)
Steps:

1. open  CSB 
2. see console



### Current behavior 😯

_No response_

### Expected behavior 🤔

_No response_

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: go
Issue: runtime/cgo: do not change directory during runtime/cgo init
Labels: OS-Darwin,NeedsFix,mobile,compiler/runtime

In [CL 8784](https://go.dev/cl/8784), `runtime/cgo` on `ios` was given [special-case code](https://cs.opensource.google/go/go/+/master:src/runtime/cgo/gcc_darwin_arm64.c;l=71-125;drc=7d3a5a501c9f30ff6db3016dbfffcb70dacb9f55) to change the current working directory to the app root.

That high-level behavior seems awfully presumptuous and out-of-place in a low-level package like `runtime/cgo`, and it causes `runtime/cgo` to depend on the `CoreFoundation` framework on `ios` when it does not need that framework on other `darwin` platforms.

If the `init_working_dir` behavior belongs in the standard library at all, arguably an `init` function in the `os` package would be much more appropriate than an ad-hoc side effect in `runtime/cgo`.

(attn @golang/ios; CC @golang/runtime)
Repository: PowerToys
Issue: Mouse shake functionality is confusing because Windows supports mouse shake differently
Labels: Needs-Triage

### Description of the new feature / enhancement

Win10 & WIn11 have a setting that allows you to grab a window & shake it to minimize other windows. Can you please either change this in the mouse settings or add additional ways to enable this beyond the double click, which doesn't always work for me. 

### Scenario when this would be used?

Conflict when I want to use both these features

### Supporting information

Windows Settings - System - Multitasking - Title bar window shake
Repository: rust
Issue: FnOnce with GAT argument with HRTB is misinterpreted by the type system
Labels: A-diagnostics,A-lifetimes,A-associated-items,T-compiler,D-confusing,D-terse,A-GATs,A-higher-ranked

I tried this code:

```rust
trait GAT {
    type Assoc<'a>;
}

fn foo<A: GAT>(
    f: impl for<'a> FnOnce(<A as GAT>::Assoc<'a>) -> <A as GAT>::Assoc<'a>,
) {}
```

And it fails to compile:

```
error[[E0582]](https://doc.rust-lang.org/stable/error-index.html#E0582): binding for associated type `Output` references lifetime `'a`, which does not appear in the trait input types
 --> src/lib.rs:7:54
  |
7 |     f: impl for<'a> FnOnce(<A as GAT>::Assoc<'a>) -> <A as GAT>::Assoc<'a>,
  |                                                      ^^^^^^^^^^^^^^^^^^^^^

For more information about this error, try `rustc --explain E0582`.
```

Even if it's not a bug, but the current type system limitations, the error description E0582 seems to be misleading(or is not well descriptive).


### Meta
Checked with rustc:
  - 1.67.0
  - 1.68.0-beta.1
  - 2023-01-30 001a77fac33f6560ff36
Repository: next.js
Issue: edge+appdir: Client-side navigation does full page reload when clicking link in client component
Labels: bug

### Verify canary release

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

### Provide environment information

    Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 18.13.0
      npm: N/A
      Yarn: N/A
      pnpm: 7.14.2
    Relevant packages:
      next: 13.1.7-canary.2
      eslint-config-next: 13.0.0
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Middleware / Edge (API routes, runtime), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/james-elicx/nextjs13-error-reproduction/tree/broken-client-navigation

### To Reproduce

Clone repository and switch to the `broken-client-navigation` branch, install dependencies with `npm install`, and run it with `npm run dev`

### Describe the Bug

When using the edge runtime in the app directory, a client component with a link element appears to be doing a full page reload on navigation when I use it inside a layout.

It appears to be fine when using the nodejs runtime or the link element is in a server component, but if I change to the edge runtime and a client component, clicking links does a full page reload.

Client component links are useful in combination with `useSelectedLayoutSegment` to display a style for the currently active page. Although, `useSelectedLayoutSegment` doesn't seem to work in the edge runtime as I reported in https://github.com/vercel/next.js/issues/44725 3 weeks ago.

These are two major blockers preventing me from trying out the app directory with my web app.

### Expected Behavior

Navigation should not do a full page reload/refresh when clicking a link inside a client component.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: pytorch
Issue: `PYTORCH_DEBUG_MODE`, better invalid index embedding lookup error message on cuda
Labels: high priority,triaged,needs design,module: python frontend

### 🚀 The feature, motivation and pitch

You can read the detailed presentation of the problem and the ensuing discussion here:
https://pytorch.slack.com/archives/C3PDTEV8E/p1675216222317729

The outcome of discussion with @ngimel and @Chillee is this:

1. introduce a new `PYTORCH_DEBUG_MODE` env var which allows for slow validations which we don't want in the normal mode. This mode is to be activated by users when things go wrong and additional hinting is needed from pytorch. Item (2) will be the first user of this mode, but then I hope more similar user-friendly validations will be added in the future. e.g. hinting at bad sizes of matrices which don't align with `% 16`, and then wave and tile quantization as another example. the other candidates would be any op that will now be able to pre-validate its inputs on the python side and thus give a better error than the async cuda error.
2. rewrite `nn.Embedding.__call__` to validate on the python side if `PYTORCH_DEBUG_MODE=1` that the index inputs aren't larger than the target matrix size and provide a user-friendly assert before the call is dispatched to cuda - since once it's gone to cuda the error message is a big disaster and very often doesn't tell where the problem is - see the slack thread for examples of such horrors.
3. bonus: while at it make the `IndexError: index out of range in self` on cpu more user friendly to align with other pytorch ops where actual sizes/dimensions are reported as part of the assert message, for example:

```
e = torch.nn.Embedding(10,10)
x = torch.tensor([[10]])
e(x)
---
before: IndexError: index out of range in self
after: IndexError: index 10 is out of max range 9
```
The actual check can be something as simple as:
```
if torch.where(x.flatten() >= e.weight.shape[0])[0].shape[0] > 0:
    raise ValueError(f"the inputs contain indices that are higher than {e.weight.shape[0]-1} which is the highest index of the embedding")
```
I'm not sure if we want to dump all the bad indices, perhaps just the highest one? But I trust you'd find a much more generic way to do that. I'm surely not thinking about the edge cases and only made it work with the simple example above.

p.s. in [this Issue thread](https://github.com/huggingface/transformers/issues/21378) that prompted this feature request you can see how badly it sometimes gets and the error messages are completely wrong and aren't pointing to the source of the problem


cc @ezyang @gchanan @zou3519 @albanD
Repository: TypeScript
Issue: Add preference for using native #private for extract method / extract property
Labels: Suggestion,Awaiting More Feedback,Domain: Refactorings

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms
- refactor / refactoring
- extract method
- extract property (extract to readonly field)
- private
- Ecmascript private


## ⭐ Suggestion
Add a new user setting that controls if refactorings like `extract method` use the typescript `private` keyword or native `#` privates



## 📃 Motivating Example
The [vscode-markdown-languageservice](https://github.com/microsoft/vscode-markdown-languageservice) codebase is all typescript but uses native privates exclusively. We have an eslint rule to ban the `private` keyword. Right now running `extract method` in this codebase always produces an error as it uses the `private` keyword
Repository: opencv
Issue: Opencv doesn't compile with cmake 3.25
Labels: bug,category: build/install,category: gpu/cuda (contrib)

### System Information

OpenCV version: 4.6.0-dev
Operating System / Platform: Ubuntu 20.04 
CUDA 11.08 
cmake 3.25



### Detailed description

Can't do cmake with Opencv and CUDA .
On the new cmake find_pacakge(CUDA) is not requested but seems opencv config.make ask for findCuda that has been deprecated. 

```
CMake Error at /usr/local/share/cmake-3.25/Modules/FindPackageHandleStandardArgs.cmake:230 (message):
  Could NOT find CUDA (missing: CUDA_INCLUDE_DIRS) (found suitable exact
  version "11.8")
Call Stack (most recent call first):
  /usr/local/share/cmake-3.25/Modules/FindPackageHandleStandardArgs.cmake:600 (_FPHSA_FAILURE_MESSAGE)
  /usr/local/share/cmake-3.25/Modules/FindCUDA.cmake:1266 (find_package_handle_standard_args)
  /usr/local/lib/cmake/opencv4/OpenCVConfig.cmake:86 (find_package)
  /usr/local/lib/cmake/opencv4/OpenCVConfig.cmake:108 (find_host_package)
  unified_memory/CMakeLists.txt:5 (find_package

```

### Steps to reproduce

```
cmake_minimum_required(VERSION 3.25)
project(with_opencv LANGUAGES C CXX CUDA)
find_package(OpenCV REQUIRED)
```




### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: go
Issue: x/build,cmd/link: darwin/amd64 builders unexpectedly skipping `cmd/link.TestBuildForTvOS`
Labels: OS-Darwin,Builders,NeedsInvestigation,mobile,compiler/runtime

In #58221 we observed consistent test failures in `cmd/link.TestBuildForTvOS` on `darwin-amd64-11_0`, but not on the other `darwin/amd64` builders. The root cause of the failure is not OS-dependent, which suggests that the test is being skipped on all of the other `darwin/amd64` builders. That is unexpected.

We should probably:
- adjust those builders so that they can run the test (attn @golang/release), and
- adjust the test so that it fails instead of skipping if `GO_BUILDER_NAME` is non-empty (attn @golang/compiler, @golang/ios).

(The discussion on #58221 covers more detail about the skips.)
Repository: pytorch
Issue: Importing tensorflow (2.12) before torch (2.0) hangs at import torch
Labels: module: binaries,triaged

### 🐛 Describe the bug

I am trying to set up a bleeding edge machine (2x4090, TF 2.12-dev, torch 2.0-dev) and stumbled on something strange.
If I run this code
```
import tensorflow as tf
print('TF-version:',tf.__version__)
import torch
print('Torch-version:',torch.__version__)
```
It hangs on "import torch". And I have to ctrl-D out of it
It then prints
```
terminate called after throwing an instance of 'std::runtime_error'
  what():  random_device could not be read
```

While if I change the order of tensorflow and torch
```
import torch
print('Torch-version:',torch.__version__)
import tensorflow as tf
print('TF-version:',tf.__version__)
```
it works!

printing
```
Torch-version: 2.0.0.dev20230131+cu118
2023-02-01 21:59:13.899074: E tensorflow/tsl/lib/monitoring/collection_registry.cc:81] Cannot register 2 metrics with the same name: /tensorflow/core/bfc_allocator_delay
TF-version: 2.12.0-dev20230127
```


### Versions

Collecting environment information...
PyTorch version: 2.0.0.dev20230131+cu118
Is debug build: False
CUDA used to build PyTorch: 11.8
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.3.0-1ubuntu1~22.04) 11.3.0
Clang version: 14.0.0-1ubuntu1
CMake version: version 3.25.0
Libc version: glibc-2.35

Python version: 3.10.6 (main, Nov 14 2022, 16:10:14) [GCC 11.3.0] (64-bit runtime)
Python platform: Linux-5.15.0-58-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 12.0.140
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: 
GPU 0: NVIDIA GeForce RTX 4090
GPU 1: NVIDIA GeForce RTX 4090

Nvidia driver version: 525.85.12
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.7.0
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.7.0
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.7.0
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.7.0
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.7.0
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.7.0
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.7.0
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.24.1
[pip3] pytorch-triton==2.0.0+0d7e753227
[pip3] torch==2.0.0.dev20230131+cu118
[pip3] torchaudio==2.0.0.dev20230131+cu118
[pip3] torchvision==0.15.0.dev20230131+cu118
[conda] Could not collect

TF-version: 2.12.0-dev20230127


cc @ezyang @seemethere @malfet
Repository: terminal
Issue: Align terminal output to the bottom of the window (as option, especially with _quake)
Labels: Issue-Feature,Area-TerminalControl,Product-Terminal

# Description of the new feature/enhancement

I would like you to consider allowing users to align the output of the terminal to the bottom edge of the terminal window.

Currently, the terminal output is being rendered on the top edge of the terminal window. This is often just a single prompt line:

![obraz](https://user-images.githubusercontent.com/34579814/216163974-4089f1c9-7032-4d1a-91b2-536b1027bfb9.png)

While working with any shell, though, the screen gets filled with output and prompt usually ends up on the bottom for the entirety of the session:

![obraz](https://user-images.githubusercontent.com/34579814/216164203-919f5bf3-88af-48fb-a88b-62c6433b315b.png)


Allowing user to align the output to the bottom of the screen would keep the prompt consistently in the same place, giving less distracting and more visually pleasing experience (subjectively):

![obraz](https://user-images.githubusercontent.com/34579814/216164336-5fb23577-e677-44f5-b7f8-d1924fef832b.png)

It would also be a more natural experience, when using the console quake-style.

I am well aware, that the same effect can be achieved in most shells using various tricks, but:
- they mostly depend on filling the output with missing lines, which is slow,
- it will break once the terminal window gets resized,
- it will break once any `clear`-like command gets issued.

As this is my first appearance here, HUGE THANKS for the awesome work done already! ❤😊
Repository: node
Issue: Undocumented buffer.***Slice() methods
Labels: buffer

Buffer has long had a number of undocumented methods like `Buffer.prototype.asciiSlice()` and `Buffer.prototype.utf8Slice()`... The question is: should these be documented as part of the public API? Or should public access to them be slowly deprecated and removed?
Repository: node
Issue: domain does not add properties when error occurs in Promise context
Labels: doc,domain

### Version

v18.13.0

### Platform

Darwin KFQ4RYQV5M 22.3.0 Darwin Kernel Version 22.3.0: Thu Jan  5 20:48:54 PST 2023; root:xnu-8792.81.2~2/RELEASE_ARM64_T6000 arm64

### Subsystem

domain

### What steps will reproduce the bug?

```js
const assert = require('node:assert');
const domain = require('node:domain');

const d = domain.create();
d.on('error', (e) => {
  assert.ok(e.domain); // throws
  console.log('Success');
});

d.run(() => {
  new Promise((resolve) => {
    throw new Error('oops');
  });
});
```

vs

```js
const assert = require('node:assert');
const domain = require('node:domain');

const d = domain.create();
d.on('error', (e) => {
  assert.ok(e.domain); // all good
  console.log('Yay');
});

d.run(() => {
  throw new Error('oops');
});
```

### How often does it reproduce? Is there a required condition?

Always

### What is the expected behavior?

The docs mention:
> Any time an Error object is routed through a domain, a few extra fields are added to it.

So I'd expect error.domain to be defined when looped through the domain.

### What do you see instead?

When erroring within a Promise context, domain does not add the expected properties.

### Additional information

Noticed this one when migrating off of Bluebird to native Promises.
Repository: godot
Issue: SubViewport scaling not respecting override size for 3D
Labels: bug,topic:core,topic:gui

### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 10, Vulkan, Nvidia 2080 Super

### Issue description

When adding a 3D scene to a SubViewport and setting a `Size 2D Override` value with `Size 2D Override Stretch` enabled, the SubViewportContainer setting of `Stretch` is ignored by 3D unless the setting is changed during runtime.  Canvas elements are unaffected and are shown at the correct resolution while 3D elements fit the viewport resolution.
![image](https://user-images.githubusercontent.com/25370687/216179413-94f050a4-b8ab-460d-a81b-75ef43b0e4ce.png)

If `Stretch` is disabled when running the program and is enabled during runtime, the 3D scene is rendered as expected.
![image](https://user-images.githubusercontent.com/25370687/216179626-9141ed46-a3fb-4f36-80e5-54c1b7623071.png)


### Steps to reproduce

Create a 3D scene and add a `SubViewportContainer` and enable `Stretch`, then add a `SubViewport` as a child of the container.  Add a mesh instance, a camera, and a canvas element like a label to the `SubViewport`.  Set the `Size 2D Override` to a low resolution and enable `Size 2D Override Stretch`.  When running the project, the 3D scene should be shown at the viewport resolution while any canvas items are shown at the expected size override resolution.  

Stop running the scene, disable `Stretch` on the `SubViewportContainer` and run the project again.  The viewport should fill only a small portion of the window.  In the editor, enable the `Stretch` property and the scene should be rendered as expected.

### Minimal reproduction project

[SubViewportScalingIssue.zip](https://github.com/godotengine/godot/files/10562372/SubViewportScalingIssue.zip)