sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Pressing Shift+F (Flyby mode) during shader editing captures mouse indefinitely
Labels: bug,topic:editor,topic:shaders

### Godot version

3.5.2 RC2

### System information

Windows 10

### Issue description

When using Shift+F to enter Flyby Mode during shader editing, if accidently clicking during the flyby mode, the shader editor will bring up the right-click menu and the mouse capture will remain stuck, only restarting the editor will clear the capture. I've had to manually restart Godot several times due to this bug, but I still don't 100% know how to reproduce it, all I know is entering flyby during shader editing and clicking incorrectly will cause it to happen.

### Steps to reproduce

- Edit a shader (non-visual)
- Enter flyby mode with Shift+F
- Left click/right click during flyby mode
- The shader editor will bring up the context menu and the captured mouse will remain captured, unable to return without restarting.

### Minimal reproduction project

N/A.
Repository: PowerToys
Issue: Key mapping conditions
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Needs-Triage

### Description of the new feature / enhancement

having a custom condition for the key re mapper for the keyboard.
with the ability to have a general remap or custom condition for specific remaps.
the idea i have will look like a the custom condition is the parent and the remaps will be it's childs and will only be activated only if the set condition is true.

for example when the caps lock is on you type upper case letters the idea is very similar to that pressing a custom key on the keyboard will set a condition as true and only then the remap under it will work. So for i would thing of using (Fn key + key) will set it active and the control keys will be as a numbad and then pressing the (Fn key + key) again will turn it off and i can use the control keys again. so the idea is to have different groups of remaps that only works under specific condition.

hope that made sense. If any additional info is required kindly let me know

### Scenario when this would be used?

it is useful for small keyboard that doesn't have all the keys especially the numpad for me. so i thought i could use the control keys as the numbad numbers but it's not very good to use like (shit + delete) or so as it could trigger a sensitive action 

As well you can have different shortcuts with the key that will work under different conditions. i think the possibilities are infinite and it will be very useful for people using different software with different keyboards and so and will have high level of customization

for example lets say we have the same shortcut under different conditions   
by default ctrl + a will do select all
 if condition 1 is true it will do something else  
 if condition 2 is true it will do something else  and disable it from condition 1 
 
 I hope i was able to demonstrate the general idea as i think it does have a good potential. 

### Supporting information

_No response_
Repository: TypeScript
Issue: Move to new file produces syntax errors with overloaded functions
Labels: Bug,Domain: Refactorings,Fix Available,Rescheduled

### 🔎 Search Terms

"move to new file", "new file syntax error", "to new file error", "move to file overloads"

### 🕗 Version & Regression Information

- I first noticed this on a nightly build of 5.1.6. 
- It is still occurring on the latest nightly build, `5.3.0-dev.20230905`
- I can't say I ever encountered this bug when using this feature pre-5.0
- I can't provide a reproduction in the playground because this depends on the mounted file system code actions, which are not available in Monaco

### ⏯ Playground Link

_No response_

### 💻 Code

```ts
export function CanBeHeldWeakly<V>(v: V): v is WeakKey<V>;
export function CanBeHeldWeakly<V extends symbol>(v: V): v is V;
export function CanBeHeldWeakly<V extends object>(v: V): v is V;
export function CanBeHeldWeakly(v: unknown): v is object | symbol;
export function CanBeHeldWeakly(v: unknown): v is object | symbol {
  foo();
  return (v != null && (typeof v === "object" || typeof v === "function")) || (
    typeof v === "symbol" && Symbol.keyFor(v) === undefined
  );
}

export function foo(): "bar";
export function foo(bar: "bar"): "bar";
export function foo(bar?: "bar"): "bar" {
  return bar() === "foo" ? "bar" : dependent();
}

export function bar(): "foo" {
  return "foo";
  CanBeHeldWeakly(1);
}

export function dependent() {
  if (CanBeHeldWeakly(globalThis)) {
    return foo();
  }
}
```


### 🙁 Actual behavior

If I select the CanBeHeldWeakly function and apply the code action to move it to a new file, the automatic import generated for the `foo` function on which it depends produces a syntax error. It should only import one identifier - `foo` - from the file `./test1.ts`. As you can see in the screen recording below, it instead imports `foo` three times (one for each of its overload signatures).

As an experiment, I then moved foo to a new file, and the issue seemed to fix itself in that instance. 

It did not occur when I tried only moving `foo` to another file and not `CanBeHeldWeakly`.


https://github.com/microsoft/TypeScript/assets/11234104/90914ac3-1d99-4afa-8159-c51f6d8e4242



### 🙂 Expected behavior

I'd expect it to generate a single import for `foo` and all of its overloads.

### Additional information about the issue

_No response_
Repository: godot
Issue: Problem with MenuButton hovering popup menu
Labels: bug,topic:gui

### Godot version

v4.2.dev4.mono.official [549fcce5f]

### System information

MacOS 10.15

### Issue description

I'm using the MenuButton component, which contains a popup menu. I activated the hover functionality switch to ensure that when the mouse is moved it always hovers and follows the new button.
However, when I switch back and forth between full screen and windowed, or change the window size, the hover functionality is hit or miss.

### Steps to reproduce

Open the Minimal reproduction project and switch between full screen and windowed, or resize the window.
The position of the Popup menu will be wrong.

### Minimal reproduction project

[Archive.zip](https://github.com/godotengine/godot/files/12543649/Archive.zip)
Repository: storybook
Issue: [Bug]: Crash when clicking "Set Object" for Array type.
Labels: bug,documentation,needs triage

### Describe the bug

<img width="1101" alt="截屏2023-09-07 09 08 42" src="https://github.com/storybookjs/storybook/assets/6104542/074f2d75-a2c3-477c-aed0-4758c294b582">
<img width="1217" alt="截屏2023-09-07 09 09 12" src="https://github.com/storybookjs/storybook/assets/6104542/2a946569-fcdb-45ca-835d-0507189a5707">
<img width="1050" alt="截屏2023-09-07 09 09 38" src="https://github.com/storybookjs/storybook/assets/6104542/1d173953-c4a2-40de-a868-19328146c871">


Can set "[]" for Array type when clicking "Set Object" automatically? Or add Array type, such as "Set Array"?

### To Reproduce
Demo in https://storybook.js.org/docs/react/writing-stories/stories-for-multiple-components#creating-a-template-component


### System

```bash
Environment Info:

  System:
    OS: macOS 13.2.1
    CPU: (8) arm64 Apple M1
  Binaries:
    Node: 16.14.0 - ~/.nvm/versions/node/v16.14.0/bin/node
    Yarn: 1.22.11 - /usr/local/bin/yarn
    npm: 8.3.1 - ~/.nvm/versions/node/v16.14.0/bin/npm
  Browsers:
    Chrome: 116.0.5845.179
    Safari: 16.3
  npmPackages:
    @storybook/addon-actions: ^7.3.2 => 7.3.2
    @storybook/addon-docs: ^7.3.2 => 7.3.2
    @storybook/addon-essentials: ^7.3.2 => 7.3.2
    @storybook/addon-interactions: ^7.3.2 => 7.3.2
    @storybook/addon-links: ^7.3.2 => 7.3.2
    @storybook/addon-mdx-gfm: ^7.3.2 => 7.3.2
    @storybook/node-logger: ^7.3.2 => 7.3.2
    @storybook/preset-create-react-app: ^7.3.2 => 7.3.2
    @storybook/react: ^7.3.2 => 7.3.2
    @storybook/react-webpack5: ^7.3.2 => 7.3.2
    @storybook/testing-library: ^0.2.0 => 0.2.0
```


### Additional context

_No response_
Repository: puppeteer
Issue: [Feature]: Start/Stop Proxy
Labels: feature

### Feature description

Hello, as we all know, puppeteer spends a lot of data since it loads everything in the website, but, what if we could choose when we want the proxy to be turned on, and when not, it'd save tons of proxy data on unnecesary stuff.
Repository: terminal
Issue: Terminal cannot be closed when the defterm client closes too quickly (and creates a window with no tabs)
Labels: Issue-Bug,Product-Terminal,Area-DefApp


<hr>

> [!IMPORTANT]  
> 📌 Pinned comment: **https://github.com/microsoft/terminal/issues/15936#issuecomment-1710747811**
> We're pretty sure this comes down to two effects:
> * The client app closes before the Terminal can accept the handoff and create a tab for it. 
> * The Terminal can't be closed when it has no tabs open. 
>
> We should really fix both of these at the same time. 

<hr>

### Windows Terminal version

1.17.12191.0

### Windows build number

25941.1000

### Other Software

_No response_

### Steps to reproduce

There's no routine to easily reproduce it. It happens occasionally when I use some command line tools (like npm) that will invoke another terminal/cmd console. When the process is done, the invoked terminal will not close successfully (only the tab is closed, which results in an empty terminal with no tab), and you are unable to close it manually (because there's no tab).

### Expected Behavior

A terminal losing any tabs should not exist.

### Actual Behavior

![terminal](https://github.com/microsoft/terminal/assets/28705694/9f8aec77-1d04-430d-a9af-9f3bb5a815f8)
Repository: material-ui
Issue: [material-ui][CssBaseline] Ordering of Styles 
Labels: package: system,customization: css

I want the order of my styles to be...

1. Styles from the `<CssBaseline>` component.
2. Styles generated by Emotion that Material UI produces.
3. My own custom stylesheet.

Here's a simplified version of how my App component is configured...

```
import { CssBaseline } from "@mui/material";
import { StyledEngineProvider } from "@mui/material/styles";
import "./styles/main.scss";

export const App = () => {
  return (
    <CssBaseline>
      <StyledEngineProvider injectFirst>
        <Layout></Layout>
      </StyledEngineProvider>
    </CssBaseline>
  );
};
```
Here's the order that it's rendering in the browser...

<img width="615" alt="Screenshot 2023-09-06 225240" src="https://github.com/mui/material-ui/assets/96091818/2ee81476-e2e0-44a2-8185-8b20669f1cc3">

I've read [this article](https://mui.com/material-ui/guides/interoperability/#css-injection-order) which doesn't seem to address my specific issue of trying to get the `CssBaseline` component to get applied first.

How do I get them in the order I want? Or perhaps more simply, how do I get it so that the `<CssBasline>` styles get applied first and not last in my case?
Repository: go
Issue: proposal: net/http: add support for RFC8878 `Content-Encoding: zstd` to `http.DefaultTransport`
Labels: Proposal

Currently the default http transport will magically send `Accept-Encoding: gzip` header and handle decompression if the consumer is not handling that themselves.
Chrome recently added opt-in support for `Content-Encoding: zstd` https://chromestatus.com/feature/6186023867908096.

I propose that the default transport sends `Accept-Encoding: gzip, zstd` and handles the decompression following the same logic that gzip have.

---

Implementation wise `internal/zstd`'s  performance sounds good enough, for a rough estimation I copied the `BenchmarkLarge` from `internal/zstd` and made a `compress/gzip` version, the compression ratio were 3.21 vs 3.24 respectively (very comparable) and on my Ryzen 3600 CPU the output's throughput are really similar:
```
name      gzip time/op    zstd time/op    delta
Large-12    3.08ms ± 4%    3.15ms ± 2%    +2.02%  (p=0.008 n=15+13)

name      gzip speed      zstd speed      delta
Large-12   184MB/s ± 3%   194MB/s ± 2%    +5.41%  (p=0.000 n=15+13)

name      gzip alloc/op   zstd alloc/op   delta
Large-12    7.54kB ± 0%    5.52kB ± 3%   -26.79%  (p=0.000 n=15+13)

name      gzip allocs/op  zstd allocs/op  delta
Large-12      40.0 ± 0%       0.0       -100.00%  (p=0.000 n=15+15)
```
Neither is a particularly high performance implementation, but if `compress/gzip` is good enough zstd should also be (except maybe for memory usage ?).

---

~~Adding `internal/zstd` to a binary adds `469KiB` with 2186909d8651728cb71a4e02e0fe7b2c3d55e9b4. I guess this could be optimized by sharing some of the lz77 routines between gzip and zstd if this were a concern.~~
This is true but missleading, most of it is `reflect`.
Tested with (`GOOS=linux GOARCH=amd64 GOAMD64=v3` and without stripping debug information):
- https://go.dev/play/p/qMgtEDsXEvb
- https://go.dev/play/p/M3lVqmKYID0
Repository: pytorch
Issue: DISABLED test_complex_half_reference_testing_fft_hfft2_cuda_complex32 (__main__.TestCommonCUDA)
Labels: triaged,module: flaky-tests,skipped,module: primTorch

Platforms: inductor

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_complex_half_reference_testing_fft_hfft2_cuda_complex32&suite=TestCommonCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/16564758724).

Over the past 3 hours, it has been determined flaky in 4 workflow(s) with 8 failures and 4 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_complex_half_reference_testing_fft_hfft2_cuda_complex32`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `test_ops.py`

cc @ezyang @mruberry @Lezcano @peterbell10 @msaroufim @wconstab @bdhirsh @anijain2305
Repository: pytorch
Issue: switch more test cases to use MultithreadTestCase
Labels: good first issue,triaged,module: dtensor

MultithreadTestCase allow us to run less resouce by spawning threads instead of processes, which could make distributed tests run faster. We have the following test files still not using MultithreadTestCase, and we should switch those test case to use it.

[ ] https://github.com/pytorch/pytorch/blob/main/test/distributed/_tensor/test_math_ops.py
[ ] https://github.com/pytorch/pytorch/blob/main/test/distributed/_tensor/test_matrix_ops.py
[ ] https://github.com/pytorch/pytorch/blob/main/test/distributed/_tensor/test_tensor_ops.py
[ ] https://github.com/pytorch/pytorch/blob/main/test/distributed/_tensor/test_embedding_ops.py

Example test case that already uses multithreaded test case, see https://github.com/pytorch/pytorch/blob/main/test/distributed/_tensor/test_pointwise_ops.py#L75

one just need to extend the `DTensorOpTestBase` for the above test files, should be relatively simple
Repository: godot
Issue: why Projection.get_fovy () required (1.0/get_aspect()) instead of get_aspect() ?
Labels: discussion,topic:core

### Godot version

4.1.1

### System information

Mac OS

### Issue description

the code in projection.h (line:100) is like :
```c
rad_to_deg(atan(tan(deg_to_rad(_p.get_fov() / 2.0)) * _p.get_aspect())) * 2.0
```
but I think it should be :
```c
rad_to_deg(atan(tan(deg_to_rad(_p.get_fov() / 2.0)) / _p.get_aspect())) * 2.0
```

it is may not a bug , because in projection.cpp(line:254 and 280):
```c
p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
```
it return the right value.

But I don't understand why user have to input Y:X aspect ratio to get the right value , that will make user confused.

### Steps to reproduce

```gdscript
# the value is wrong.
Projection.get_fovy(Projection.get_fov(), Projection.get_aspect())

# the value is right
Projection.get_fovy(Projection.get_fov(), 1.0 / Projection.get_aspect())
```

### Minimal reproduction project

empty project with a single gdscript should be enough to encounter the problem .

_Edited by Bugsquad: Modify examples for better clarity_
Repository: next.js
Issue: Dev cache  and build cache have different results...
Labels: bug,Pages Router

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/lwt09/next-demo

### To Reproduce

i am trying to get data from database in server-component. as code below , dev environment don't cache the data. however, the result of `npm run build` cache the data...
here is
<img width="643" alt="image" src="https://github.com/vercel/next.js/assets/55039185/86f8896c-b2a1-4297-ac6f-8c9a63d0e2df">

why have different result?

### Current vs. Expected behavior

i think the code hit the `full-route-cache`, and it will cache all data unless i add `export const dynamic = 'force-dynamic'` both in build environment or dev environment...

### 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 22.5.0: Thu Jun  8 22:22:23 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T6020
    Binaries:
      Node: 20.5.1
      npm: 9.8.0
      Yarn: N/A
      pnpm: 8.6.12
    Relevant Packages:
      next: 13.4.12
      eslint-config-next: 13.4.19
      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)

Data fetching (gS(S)P, getInitialProps)

### Additional context

_No response_
Repository: terminal
Issue: keyboard input randomly hangs when typing into an MSYS2 MINGW64 shell and newly established SSH remotes.
Labels: Needs-Repro,Area-Input,Issue-Bug,Product-Terminal

### Windows Terminal version

1.18.1462.0

### Windows build number

Microsoft Windows NT 10.0.19045.0

### Other Software

Command line = `C:/msys64/usr/bin/bash --login`

### Steps to reproduce

Open a new terminal tab, ssh to a remote machine. Randomly throughout the day these shells will just stop accepting keyboard input and rarely resuscitate after a long delay.

### Expected Behavior

A terminal experience which doesn't hang so often.

### Actual Behavior

Opening new shell tabs and sshing to hosts can sometimes hang with no way to type any further (Not even Enter+Esc+. will kill ssh when it hangs like this at the prompt of a remote).
Repository: vscode
Issue: Enable support for notebooks at the "select language" mode
Labels: feature-request,notebook-language

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

https://github.com/microsoft/vscode-jupyter/issues/14249

I do suggest, that VSCode becomes able to handle ipynb and [idb](https://accessibleai.dev/post/polyglot_dib_vs_ipynb/) files at the "Select language mode" selection. 

That way, it is possible to start a Notebook with the "Select a language" mode in VSCode. 

![Screenshot_20230916_070302](https://github.com/microsoft/vscode/assets/6344099/7eb50c36-ab9d-4f6b-b5a8-ebdfe1588cbe)

You can vote for this issue, by clicking on the thumb below 👇🏻
Repository: godot
Issue: Crash on opening project, exit code 0
Labels: bug,topic:editor,needs testing,crash

### Godot version

v4.1.1.stable.mono.official.bd6af8e0e

### System information

Windows 10 - Vulkan API 1.3.250 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) Iris(R) Xe Graphics

### Issue description

When opening [my simple project](https://github.com/Daniel-Chin/godot-project-opening-issue-example), Godot sometimes crashes.  
- Since opening the project, there's no further output on stdout or stderr.  
- Process finishes with exit code 0.  
- Keeping the project unchanged, I repeatedly try to open the project and about 50% of the times it opens without issues.  

This phenomenon doesn't depend on how you open the project, e.g.:
- Opening the ".godot" project file with the Godot executable.  
- Launch the Godot executable and then select the project to open.  
- From a functioning project, quit to the project manager menu, and select the problematic project to open.  
- Whether or not to start Godot from cmd.  

Related issue: #54076. Critical difference: all comments there talk about Windows Terminal of Win11 but I'm on Win10 and I don't have Windows Terminal installed.  

Related issue: #55380. This issue is also in Win11.  

### Steps to reproduce

Try opening the project. Give it five tries or so.  

### Minimal reproduction project

https://github.com/Daniel-Chin/godot-project-opening-issue-example
Repository: stable-diffusion-webui
Issue: [Bug]: KeyError: 'sd_model_checkpoint' when using 'override_settings' in API
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

getting KeyError: 'sd_model_checkpoint' when using 'override_settings' in API

### Steps to reproduce the problem

Make a txt2img api call with ` override_settings : { 'sd_model_checkpoint' : 'sd_xl_base_1.0.safetensors' } `


### What should have happened?

It should have generated images without error

### Sysinfo

Docker, ubuntu
Automatic1111 v1.6

### What browsers do you use to access the UI ?

_No response_

### Console logs

```Shell
File "/stable-diffusion-webui/modules/api/api.py", line 384, in text2imgapi
    processed = process_images(p)
  File "/stable-diffusion-webui/modules/processing.py", line 712, in process_images
    stored_opts = {k: opts.data[k] for k in p.override_settings.keys()}
  File "/stable-diffusion-webui/modules/processing.py", line 712, in 
    stored_opts = {k: opts.data[k] for k in p.override_settings.keys()}
KeyError: 'sd_model_checkpoint'
```


### Additional information

_No response_