sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [docs][material-ui] Popover docs seem somewhat misleading regarding "click away"
Labels: docs,component: Popover,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Related page

https://mui.com/material-ui/react-popover/

### Kind of issue

Unclear explanations

### Issue description

I am in the process of deciding between the `Popover` and `Popper` components. In the `Popover` documentation the following statement is made at the very beginning of the document:

> - The scroll and click away are blocked unlike with the [Popper](https://mui.com/material-ui/react-popper/) component.

However, when it comes to the "click away" part, it seems to be the opposite, i.e. click away is **not** blocked in `Popover` and it **is** blocked in `Popper`.

The `Popper` docs make these statements:

> - The scroll isn't blocked like with the [Popover](https://mui.com/material-ui/react-popover/) component. The placement of the popper updates with the available area in the viewport.
> - Clicking away does not hide the Popper component. If you need this behavior, you can use [ClickAwayListener](https://mui.com/material-ui/react-click-away-listener/) - see the example in the [menu documentation section](https://mui.com/material-ui/react-menu/#menulist-composition).

This leads me to believe that the point in the `Popover` docs should be remedied to the following (or similar):

---
Things to know when using the `Popover` component:

- The component is built on top of the [`Modal`](/material-ui/react-modal/) component.
- Scrolling is blocked unlike with the [`Popper`](https://mui.com/material-ui/react-popper/) component.
---

Or, if a diff is more helpful:

```diff
Things to know when using the `Popover` component:
...
- - The scroll and click away are blocked unlike with the [`Popper`](/material-ui/react-popper/) component.
+ - Scrolling is blocked unlike with the [`Popper`](https://mui.com/material-ui/react-popper/) component."
```

I'm happy to submit a PR for this, but I'm not sure that I've fully understood the desired behaviour. I'd be happy if someone can confirm.

### Context 🔦

I am in the process of deciding between the `Popover` and `Popper` components. I need to implement a feature where an alert pops up on a table row when it conflicts with the data (new row) that the user is attempting to add.
Repository: godot
Issue: 3.x: Gltf import material storage as Node not work
Labels: bug,topic:import

### Godot version

3.x

### System information

windows10

### Issue description

When import a gltf/glb file 
![image](https://github.com/godotengine/godot/assets/9168814/df215bda-1f1c-420d-bc4b-d9a1b21e84e9)
Changing the import storage option to node, and it not work，even though toggle the reimport.

### Steps to reproduce

Set the import material storage to Node, and import any gltf/glb with material, then open it and check.

### Minimal reproduction project

[levelmesh.zip](https://github.com/godotengine/godot/files/13447096/levelmesh.zip)
Repository: go
Issue: proposal: archive/zip: enhance ErrFormat error string with more granular details of failure
Labels: Proposal

### Proposal Details

The current code for reading zip
`
read,err := zip.OpenReader("filename.zip")
`
In cases of error due to headers etc, it's very difficult to debug without changing the golang source code(And adding logs there). The error just states "zip: not a valid zip file".
It would be beneficial to know why the zip is not valid. So adding a proposal to make the errors here more clear with exact reason for the zip file being invalid
Repository: next.js
Issue: revalidateTag breaks the page with static params
Labels: bug

### Link to the code that reproduces this issue

https://github.com/minedeljkovic/next-revalidate-issue

### To Reproduce

1. build the application (`npm run build`)
1. start the built application (`npm start`)
1. revalidate the fetch cache with request to `http://localhost:3000/api/revalidate`
1. navigate to page `http://localhost:3000/a`

### Current vs. Expected behavior

**Current behavior**: 404 not found page is rendered
**Expected behavior**: a page on route `app/[p]` should render with a valid value `a` for static parameter `p`

### 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: #1 SMP Thu Oct 5 21:02:42 UTC 2023
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.0.4-canary.11
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


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

Not sure, App Router

### Additional context

To note, navigation to `http://localhost:3000/a` works fine before the cache is revalidated. Also, navigating to home page on `http://localhost:3000`, which also depends on the cache but does not define static params, works fine both before and after cache validation.
Repository: angular
Issue: Method for comparing two URL links
Labels: feature,area: router,feature: insufficient votes

### Which @angular/* package(s) are relevant/related to the feature request?

router

### Description

Nowadays the developer can only compare a link with active routing: `Router.isActive(...)`.
Sometimes developers need to compare a previously visited link or a potential link that the user may visit (after checking) with some constant link.
It would be convenient to have a method of comparing two links.

### Proposed solution

`Router.isActive(...)` already uses the internal `containsTree` method. It would be convenient to use the `containsTree` method.
I propose to make the export of the `containsTree` method (or a laconic version of it) publicly available.

### Alternatives considered

Nowadays developers have to write heavy custom methods to compare two references (with possible errors/bugs). This is duplication of code that is already in Angular code
Repository: node
Issue: Subdomains on localhost return ENOTFOUND on some OS.
Labels: dns

### Version

Tested on v21.2.0, v20.9.0, v18.18.2

### Platform

Microsoft Windows NT 10.0.19045.0 x64

### Subsystem

_No response_

### What steps will reproduce the bug?

1. run `fetch("http://test.localhost/")`

### How often does it reproduce? Is there a required condition?

Happens on windows every time

### What is the expected behavior? Why is that the expected behavior?

Expected behaviour is ECONNREFUSED or content of what the webpage contains equally to how a node on Linux, cURL or a browser would handle it

### What do you see instead?

```
Uncaught [TypeError: fetch failed] {
  cause: Error: getaddrinfo ENOTFOUND test.localhost
      at GetAddrInfoReqWrap.onlookupall [as complete] (node:dns:118:26)
      at GetAddrInfoReqWrap.callbackTrampoline (node:internal/async_hooks:130:17) {
    errno: -3008,
    code: 'ENOTFOUND',
    syscall: 'getaddrinfo',
    hostname: 'test.localhost'
  }
}
```

### Additional information

Recreated locally in a VM but also on an actual Windows device
Repository: stable-diffusion-webui
Issue: [Bug]: can't add lora
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?

Just click lora to add it.

### Steps to reproduce the problem

1. Go to sd webui 
2. Press Lora
3. press lora model


### What should have happened?

Nothing happend

### Sysinfo

WebUI 版本：[v1.6.0](https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/5ef669de080814067961f28357256e8fe27544f4)•  Python 版本：3.10.12  •  torch: 2.0.1+cu118  •  xformers: 0.0.20  •  gradio: 3.41.2  •  checkpoint: [7c819b6d13](https://google.com/search?q=7c819b6d13663ed720c2254f4fe18373107dfef2448d337913c8fc545640881e)

### What browsers do you use to access the UI ?

Google Chrome

### Console logs

```Shell
cat error:

Uncaught TypeError: Cannot read properties of null (reading 'value')
    at tryToRemoveExtraNetworkFromPrompt (extraNetworks.js?1695889425.0:154:36)
    at cardClicked (extraNetworks.js?1695889425.0:188:10)
    at HTMLDivElement.onclick ((index):1:8)
```


### Additional information

<img width="1080" alt="image" src="https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/2757011/7f43b732-0a3b-45b4-92e7-3a1d60fbcd41">
Repository: stable-diffusion-webui
Issue: [Feature Request]: Upgrade to Gradio 4.0+
Labels: enhancement,gradio

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Hello folks! This is Abubakar, one of the maintainers of Gradio. We recently released Gradio 4.0 with significant more flexibility in building Gradio apps, such as the ability to create fully-custom Gradio components ([see 4.0 highlights here](https://www.gradio.app/changelog#4-0-0)). 

I'd like to suggest that Automatic1111 WebUI **upgrade to the latest version of Gradio**, as 4.0 solves many annoying bugs when using Gradio within the WebUI. For example, this issue https://github.com/AUTOMATIC1111/stable-diffusion-webui/issues/13292 is fixed in Gradio 4.x

In addition, Gradio 4.x offers several improvements that many be beneficial to the users of the WebUI. Just a couple of examples:

* Gradio 4.x includes a redesigned `Image` and `ImageEditor` component with improved UI/UX, e.g. the `Image` component supports native clipboard-paste and the `ImageEditor` component provides a much nicer UX when sketching, cropping, or performing any sort of basic manipulation of images.
* Gradio 4.x includes official support for [Custom Components](https://www.gradio.app/guides/custom-components-in-five-minutes). A Custom Component is just some Python + JS / Svelte that can be used as fully-featured component in any Gradio app. This offers a cleaner way to create extensions and new kinds of components that are not currently possible in Automatic1111 (e.g. a component that lets you interactively explore a panoramic 3D generated image), while getting all of the benefits of Gradio components. 

Our plan with Gradio 4.x is to be backwards compatible not just with Gradio's core components, but also **any Custom Components that are created on top of Gradio**. This should make it much easier to upgrade the Gradio dependency within 4.x much easier if the WebUI would like to in the future.  

Being a major version release, Gradio 4.x does include breaking changes from Gradio 3.x. These [are listed here along with migration tips](https://github.com/gradio-app/gradio/blob/main/CHANGELOG.md#breaking-changes), and we're happy to offer specific suggestions on how to migrate any other code from Gradio 3.x to 4.x.

### Proposed workflow

Bumping the gradio dependency to the latest 4.x version

### Additional information

_No response_
Repository: PowerToys
Issue: Keyboard Manager: Switching Ctrl and Alt keys does not work (MacOS-like keyboard layout)
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.75.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I am both a Mac user and a Windows user. I tried to make my Windows keyboard layout more Mac-like by switching Ctrl (left) and Alt (left) keys. Regarding the screenshot I attached, only mappings (1) were active. Mapping (2) I only added for the sake of demonstration that potentially Alt (right) can be correctly distinguished. I am using a German keyboard and the Alt (right) key is also called "Alt Gr".

Basically the mappings (1) work, but the "Alt Gr"/"Alt (right)" makes problems, although I did not specify any mapping for it (again, I only show it in the screenshot for the sake of demonstration). What does not work anymore is the curly braces {}. On the German keyboard you use "Alt (right)"/"Alt Gr" + "0" for this.

So what I conclude from this is that the keyboard editor shows the correct config, but at evaluation time there seems to be a bug.

### ✔️ Expected Behavior

I can use Alt (right)/Alt Gr the same as before e.g. for inserting curly braces.

### ❌ Actual Behavior

Alt Gr does not work anymore for instance for inserting curly braces.

### Other Software

This behavior is independent of any editor. It is the same in Edge, Notepad++, ...
Repository: ant-design
Issue: 考虑新增 grid 布局方案，以供用户在 flex 布局和 grid 布局中自行选择
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

根据 can i use 的统计，gird 布局已经在市场占有率超 95% 的浏览器中兼容。grid 布局比起 flex 布局提供了更为符合直觉的布局方式，也能轻松实现响应式布局。

### What does the proposed API look like?

No Response

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: rust
Issue: Rebuild if deployment target changes
Labels: O-macos,O-ios,T-compiler,C-bug,O-tvos

`rustc` [reads](https://github.com/rust-lang/rust/blob/fc13ca6d70f7381513c22443fc5aaee1d151ea45/compiler/rustc_target/src/spec/base/apple/mod.rs#L249) the `MACOSX_DEPLOYMENT_TARGET` environment variable (and similar other `*_DEPLOYMENT_TARGET` variables), and uses that value to determine (probably amongst other things) certain options for LLVM and the linker.

However, it seems like this environment variable is not tracked as an external dependency, meaning that changing it does not cause `rustc`/`cargo` to rebuild the target, as is otherwise expected when changing environment variables that modify compilation.

E.g. running the following code:

```console
cargo clean
MACOSX_DEPLOYMENT_TARGET=12.0 cargo build
MACOSX_DEPLOYMENT_TARGET=13.0 cargo build
```

I expected to see this happen: The project was built twice.

Instead, this happened: The project was built once, and then the cache was used the second time.


### Meta

`rustc --version --verbose`:
```
rustc 1.76.0-nightly (2f8d81f9d 2023-11-21)
binary: rustc
commit-hash: 2f8d81f9dbac6b8df982199f69da04a4c8357227
commit-date: 2023-11-21
host: aarch64-apple-darwin
release: 1.76.0-nightly
LLVM version: 17.0.5
```
Repository: pytorch
Issue: Torch Cpu Memory Leak with FastApi uvicorn.
Labels: needs reproduction,module: memory usage,triaged

## Problem
**Context :** 
I am using fastapi to expose embeddings model. Code contains torch.no_grad() , gc, and del model. 
But still during embeddings generation 250-300 mb memory getting stuck in ram. 

![image](https://github.com/pytorch/pytorch/assets/40850370/0c2e3b6a-00ac-45e4-9200-169f775c782d)

Similar issue: https://github.com/pytorch/pytorch/issues/68114

Is there any way to release cpu memory after every api call ? 


### Versions
2.1.0+cu121'
Repository: PowerToys
Issue: Disable PowerToys Shortcut.
Labels: Idea-Enhancement,Product-Settings,Cost-Small

### Description of the new feature / enhancement

I want to disable some of the program's default shortcuts. PowerToys itself comes with predefined keyboard shortcuts to activate various functions. I specifically want to disable, not modify, certain shortcuts. For instance, I want to disable the color picker keyboard shortcut, which is Win+Shift+C.

### Scenario when this would be used?

This is useful when the user doesn't want to deactivate the color picker entirely but simply wishes to disable its keyboard shortcut.

### Supporting information

_No response_
Repository: deno
Issue: BYONM doesn't work in Jupyter notebooks
Labels: bug,needs info,node compat

Stepst to reproduce:
1. Follow the steps in [the Deno 1.38 release blog post](https://deno.com/blog/v1.38#nodejs-compatibility-improvements) to create a new npm project and test that importing `cowsay` from `node_modules` works with the BYONM flag.
2. Create a Jupyter notebook file (or start a Jupyter REPL session), and run exactly the same code there (`import cowsay from "cowsay";`).
3. Notice the error:
```
TypeError: Could not resolve "cowsay", but found it in a package.json. Deno expects the node_modules/ directory to be up to date. Did you forget to run `npm install`?
```

So it seems that the kernel does read the BYONM flag from `deno.json` and tries to take it into use, but fails to find the npm package in `node_modules`?
Repository: vscode
Issue: Language detection status
Labels: debt,workbench-status,languages-guessing,workbench-auxwindow

I am not sure I understand what this is: `LanguageDetectionStatusContribution`, nor do I think I have ever seen it. But this contribution will not work in aux windows when maybe it should?
Repository: rust
Issue: Rust cannot pass a vector constant directly to LLVM
Labels: A-SIMD,C-bug

<!--
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.
-->
This issue is referenced in stdarch [here](https://github.com/rust-lang/stdarch/pull/1258/files#diff-cd9bdc3232233690020c3f94c43f34f4511ed151c5d1a10a68356ef017b03d42R98) in missing_aarch64.txt. under "LLVM select error in debug builds".

Certain intrinsics in LLVM require a vector constant to be passed directly as an argument, one of the reasons for this might be that it needs to reduce that vector down to a duplicated scalar immediate that can be encoded in the generated instruction. Rust cannot pass vector constants directly and so relies on the CSE LLVM pass to propagate the loaded constant vector to the intrinsic call. This pass is not used at `-O0` and so compilation fails with `LLVM ERROR: Cannot select: intrinsic %llvm.aarch64.neon.sqshlu` for example.

This is an example snippet that fails to compile:

```rust
#![feature(repr_simd)]
#![allow(non_camel_case_types)]

#[cfg(target_arch = "aarch64")]
use core::arch::aarch64::*;

fn main() {
    unsafe {
        vqshlu_n_s8::<2>(vdup_n_s8(5));
    }
}
```

There are a number of options to resolve this issue when it comes to Neon intrinsics specifically.

1. Allow vectors to be constants in the compiler and thus passed directly to LLVM.
    - I have attempted to do this [here](https://github.com/rust-lang/rust/pull/118171), though this requires bigger and more thorough changes.
    - This may be easier to implement as a const generic.
4. Always run the relevant LLVM pass at all rust optimization levels.
    - This isn't very nice as it goes against the idea of -O0.
6. Alter all relevant LLVM intrinsics to accept a scalar argument alternative where the vector contains only a single unique scalar.
    - This may not be possible for all intrinsics that require a vector constant.

### 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 1.76.0-nightly (a6b8ae582 2023-11-22)
```

</p>
</details>
Repository: excalidraw
Issue: Poor dark mode drawing performance in Firefox - 116.0.2 on Ubuntu/Linux
Labels: bug,high priority

I am experiencing very poor performance using dark mode under Firefox 
Dark mode : ~5-10 fps drawing changes, 
Light mode : Snappy performance, ~60fps, did not measure, but feels great.

Firefox Context:
Version : `116.0.2 (64-bit)`
Mozilla Firefox Snap for Ubuntu.

Running atop Ubuntu 22.04. 

If there are any metrics or logs i can collect to help debug / develop, 
i am more than happy to assist.

Tested in Chrome on the same machine both Dark and Light mode performance is superb.

Also Mentioned in this issue.
https://github.com/excalidraw/excalidraw/issues/6876#issue-1848508928
Repository: godot
Issue: Android life cycle notifications not triggering right away
Labels: bug,platform:android,topic:porting

### Godot version

4.1.2, 4.2 RC1

### System information

Godot v4.1.2.stable - macOS 14.1.1 - Vulkan (Mobile) - dedicated AMD Radeon RX 6800

### Issue description

I am trying to leverage `NOTIFICATION_APPLICATION_PAUSED` on Android to save the current game state, before the user switches to another app or quits the game via app manager.

While debugging via USB, I do get notifications for the back button. But when I go to the home screen or app manager, there is no output in the console for any notification. 

When I switch back into the game, I get the following notifications instantly (in this order):
```
2015 - app paused
2015 - app paused
2014 - app resumed
2014 - app resumed
1005 - focus out
1004 - focus in 
```
I find it weird that the pause/resume is triggered twice and that I don't receive these when I should react to them in code. 
Is this just a limitation of debugging android and not getting the print out of the notification firing instantly? How could I test if the app paused notification is triggered instantly and not just when re-focusing the game?

Meanwhile on iOS while debugging via Xcode, I do get the `NOTIFICATION_WM_WINDOW_FOCUS_OUT` and `_IN` notifications right away when switching the app.

I've looked at #85100, but that seems to only add additional triggers and not change the way these are fundamentally triggered.  

I'm currently on 4.1.2 but also saw the same behavior on 4.2 RC1.

### Steps to reproduce

Launch game on android, switch application, observe notifications.

### Minimal reproduction project

N/A