sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: Enabling `autodocs` but without `@storybook/addon-docs` enabled makes components show up as folders in sidebar
Labels: bug,addon: docs,mdx

### Describe the bug

If you have autodocs enabled, either globally or via tags, but you don't have `@storybook/addon-docs` in the list of configured addons, components will show up as folders instead of boxes (?) in the sidebar.

Here's a screenshot of the case where `autodocs: "tag"` and `Header.stories.ts` has the tag, but the others don't

![image](https://user-images.githubusercontent.com/5678122/229793382-38a2ddb0-872a-46da-a693-861a0990ee1a.png)

Here's the same case, but with `autodocs: true`:

![image](https://user-images.githubusercontent.com/5678122/229793492-182fd796-5398-4687-8789-40ca5e2084b4.png)


### To Reproduce

https://stackblitz.com/edit/github-g8fqna-dbpj7j?file=src/stories/Page.stories.js

### System

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Multi-window, multi-word highlight
Labels: feature-request,editor-highlight

<!-- ⚠️⚠️ 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. -->

Dear VS Code-developers,

can you please make the incredibly useful [multiWindows-highLight](https://marketplace.visualstudio.com/items?itemName=aki12n.multiwindows-highlight) extension a native feature of VS Code?

Not only would it save us users from having to install yet another extension for something that should be available natively, but also is the extension performance somehow poor and — with default settings — in conflict with VS Code standard formatting settings.

While you're at it, can you please also implement multi-word in multi-color highlight like implemented by the [highlight](https://marketplace.visualstudio.com/items?itemName=debugpig.highlight) extension?

I think that would be really cool not just to me.

Please.
Repository: vscode
Issue: VSCode extension API's - some cases when "explorer/context" does not solve "resource" correctly in "when" clause
Labels: bug,file-explorer

- VS Code Version: Version: 1.77.0 (user setup) + Version: 1.78.0-insider (user setup)
- OS Version: Windows 10 (but we also ca reproduce on MacOS)

Pre-setup(you can use demo extension with pre-setup - https://github.com/815are/title-bug), main points:
1. define VSCode extension with `Explorer context menu` with `when` against `resourceExtname`(also other `resource` contexts has same issue), for demo we use following entry:
```
"contributes": {
	"commands": [
		{
			"command": "titleBug.start",
			"title": "Custom menu option",
			"category": "Title Bug"
		},
		{
			"command": "titleBug.changeTitle",
			"title": "Change title of webview tab",
			"category": "Title Bug"
		}
	],
	"menus": {
		"explorer/context": [
			{
				"when": "resourceExtname == .xml",
				"command": "titleBug.start",
				"group": "navigation"
			}
		]
	}
}
```

Steps to Reproduce:

1. Run extension with `explorer/context` defined against `resourceExtname`, like:
```
{
	"when": "resourceExtname == .xml",
	"command": "titleBug.start",
	"group": "navigation"
}
```
3. Right click on any `xml` file - entry appears as expected;
4. Open VSCode setting view by navigating to `File/Settings/Preferences`;
5. When settings view is opened - right click(without left clicking on file explorer or anywhere else) on `xml` file;

Problem - context menu entry does not appear in context menu.
We also noticed other similar scenarios, but scenario above is most simplest to reproduce.

Please see gif as example:
![contextMenuIssue](https://user-images.githubusercontent.com/90789422/229813769-c173a75c-8681-4ce6-a7b4-9d4799622948.gif)
Repository: terminal
Issue: Reload environment variables only on WM_SETTINGCHANGE
Labels: Area-Performance,Product-Terminal,Issue-Task,Area-Quality

`til::env` is rather complex, reads a lot of registry keys and requires lots of string operations. Since #14999 we recreate the `til::env` cache every time we create a new tab, but this isn't necessary, considering that changes to environment variables are _exceedingly_ rare. Most users will run a Windows Terminal instance without it ever seeing a single environment variable change.

👉 Listen to `WM_SETTINGCHANGE` and only then recreate the globally shared cache. If multi-threading is a concern, just encode the variables back into a `\0` separated string, the same way we get it from the OS anyways already. This would reflect how ConEmu does it: https://github.com/Maximus5/ConEmu/issues/468
Repository: godot
Issue: When moving with move_and_slide, a Capsule CharacterBody3D collided against StaticBody3D bodies with BoxShape3D shapes, gets stuck and jitters
Labels: bug,topic:physics,topic:3d

### Godot version

4.0.2

### System information

Windows 10

### Issue description

Capsule CharacterBody3D moving with `move_and_slide` gets stuck between a StaticBody3D with 2x BoxShape3D and keep jittering excessively when trying to move:

https://user-images.githubusercontent.com/248383/229829759-382d09d3-5047-48ed-8e9e-587fc88df493.mp4

Trying to move away:

https://user-images.githubusercontent.com/248383/229836966-74a23511-4600-498b-a587-4ee5bfa187bc.mp4

#### Other issues
This is different from https://github.com/godotengine/godot/issues/75399 and https://github.com/godotengine/godot/issues/70453 as those ones are related to Convex Hulls stutters and ConcavePolygonShape3D stuck.

#### Collision setup
![imagen](https://user-images.githubusercontent.com/248383/229829223-046d9afc-3dd7-4bbf-a120-5b95a40f96c1.png)

![imagen](https://user-images.githubusercontent.com/248383/229829902-efcb25be-11f6-4666-87ea-3b70f6f4a873.png)

![imagen](https://user-images.githubusercontent.com/248383/229830092-6cee5300-f25d-4ebd-80ae-567f8eb252fe.png)


### Steps to reproduce

- Add a StaticBody3D and 2 BoxShape3D close to one another
- Move with a Capsule CharacterBody3D `move_and_slide` against the StaticBody3D
- Character will get stuck and jittering in place

### Minimal reproduction project

Run project and move forward against the ramp, then hold W to keep moving forward or try to get out of the stuck geometry.

[StuckGeometryCollisionBoxShape3D.zip](https://github.com/godotengine/godot/files/11149871/StuckGeometryCollisionBoxShape3D.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: Embedding training not using all prompts in template file
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?

When training an embedding on a small number of images (i.e. 2 images), only two prompts keep being used for image generation instead of randomly using all of the prompts from the template file.

### Steps to reproduce the problem

1. Create an embedding
2. Use two images
3. Set subject template
4. Run training
5. Observe what prompts are used during training

### What should have happened?

All prompts should be used (uniform distribution).

### Commit where the problem happens

22bcc7be428c94e9408f589966c2040187245d81

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

Windows

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

Brave

### Command Line Arguments

```Shell
N/A
```


### List of extensions

N/A

### Console logs

```Shell
N/A
```


### Additional information

N/A
Repository: vscode
Issue: Add support for remote development on Windows Sandbox
Labels: feature-request,remote

<!-- ⚠️⚠️ 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. -->

## Feature Description
Windows Sandbox (WSB) provides a lightweight desktop environment to safely run applications in isolation. Software installed inside the Windows Sandbox environment remains "sandboxed" and runs separately from the host machine. (for more info [click here](https://learn.microsoft.com/en-us/windows/security/threat-protection/windows-sandbox/windows-sandbox-overview)

In the spirit of Microsoft's mission to empower every person and every organization on the planet to achieve more I think it would be extremely useful to add to the [remote development](https://code.visualstudio.com/blogs/2019/05/02/remote-development) features of VSCode the ability to:

1.  Run scripts and binaries developed on my host machine using VSCode in Windows Sandbox so that I can manage my working copy or repository in an environment that stores my changes while making it possible to run the code in a sandboxed windows environment. This is especially useful for testing PowerShell scripts that spin dev environments (because as a precondition they must run in a pristine environment). 

1. Have a context menu (right click) function that enables me to run a script or a piece of code in WSB in a similar way to what has been implemented in [damienvanrobaeys/Run-in-Sandbox: Run PS1, VBS, EXE, MSI in Windows Sandbox very quickly just from a right-click (github.com)](https://github.com/damienvanrobaeys/Run-in-Sandbox) has implemented. Notice how you can extract and run PowerShell scripts using a context menu, this is advantageous because it empowers people to skip the copy paste and handling of the WSB process

1. Configure WSB environments using a GUI in a similar way to what has been implemented in https://github.com/leestevetk/WSBEditor

## Additional Information

* A link to a useful tool that is relevant and brings us closer to realize the goal stated above is https://github.com/jdhitsolutions/WindowsSandboxTools
Repository: godot
Issue: LineEdit overflow when renaming node
Labels: bug,topic:editor,topic:gui

### Godot version

4.0.2

### System information

Windows 10 x64

### Issue description

When one of the nodes has very long name and you edit node with no buttons, the LineEdit will go all the way outside the available area.

https://user-images.githubusercontent.com/2223172/229839189-e62ab485-86da-4d0b-a3e7-408d72a8d8b5.mp4



### Steps to reproduce

1. Add any node
2. Rename it to something very long like NodeXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
3. Add plain Node
4. Rename it

### Minimal reproduction project

N/A
Repository: terminal
Issue: Paste with promptable sections (powered by AI)
Labels: Issue-Feature,Area-Extensibility,Product-Terminal,Area-Chat

# Description of the new feature/enhancement
Often times, you copy commands from a website that has placeholders in it, which you are supposed to replace. Currently, on almost all terminals, you either copy the entire thing, move the cursor to where the placeholder is there and overwrite it. Or if you are like me, you copy it into Notepad, replace the placeholder with your parameter and then paste it into the terminal. Both are not very convenient.

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
-->
Not exactly sure how the syntax should look to distinguish placeholders from actual text, but Windows Terminal could decide one. When a string with placeholders is copied, Windows Terminal should allow you to press Tab and to simply overwrite each placeholder with a parameter you want. The way Visual Studio does small code snippets could be an inspiration.
Repository: transformers
Issue: Unable to import VGG16 model transformers
Labels: New model

### Model description

i have recently upload my trained vgg16 model to hugging face.After uploading i have a prompt of instructions to use my model.
Although i have followed the prompt i got errors.
[https://huggingface.co/Nvsai/DeviceClassification](url)
>>> from transformers import VGG16
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
ImportError: cannot import name 'VGG16' from 'transformers' (/mnt/mydrive/ubantu/programming/openvino/lib/python3.9/site-packages/transformers/__init__.py)
>>> 
>>> model = VGG16.fro
![Screenshot from 2023-04-04 20-45-24](https://user-images.githubusercontent.com/87435205/229841900-e12cee0f-69a1-4dd5-9332-2f65f177e8cf.png)
m_pretrained("Nvsai/DeviceClassification")
![Screenshot from 2023-04-04 20-45-56](https://user-images.githubusercontent.com/87435205/229841929-812f7eb6-58e1-4919-aff6-35200aee426c.png)


### Open source status

- [ ] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: go
Issue: cmd/go, x/tools/gopls: misleading errors for invalid import
Labels: NeedsInvestigation,GoCommand,gopls,Tools,gopls/metadata,gopls/incremental

Just noticed this while refactoring import paths:

![image](https://user-images.githubusercontent.com/57144380/229839791-d5e7fc2d-d0fe-4d1e-9f61-cf80a237f968.png)

In this case, I'm in the process of moving the 'tag' package, and the old location no longer exists. I believe the error message is due to the logic here: https://cs.opensource.google/go/x/tools/+/master:internal/gcimporter/iimport.go;l=218;drc=fa556487c5c2be818dd2bab43e16f1afa06f8f89

The problem is that we're now importing packages with broken metadata, and invalid imports appear to have package path "".
Repository: create-react-app
Issue: Add the capability to configure react-scripts webpack options
Labels: needs triage,issue: bug report

I had exactly the same problem as described in the following issue #[12009](https://github.com/facebook/create-react-app/issues/12009) starting my react-app inside a docker container on Mac OS via OrbStack. 
I think this is correlated with the VM issue that lead to the CHOKIDAR_USEPOLLING introduction. 

But adding this option did not fix my problem and I had to modify `node_modules/react-scripts/scripts/start.js` `config` constant declaration as follow:
```js
 const config = {
      ...configFactory('development'),
      watchOptions: {                                                                                                                                                                                       
        poll: 1000,
      },
    };
```

I don't who should implement the capability to provide this as an option (react-scripts or configFactory).
But it would be super nice if we could provide webpack configuration arguments to the `react-scripts` scripts.
Repository: vscode
Issue: Signing into settings sync in a narrow window can have text escape the quick pick button
Labels: bug,polish,quick-pick

<img width="462" alt="Screenshot 2023-04-04 at 8 49 54 am" src="https://user-images.githubusercontent.com/2193314/229847540-248f2a95-0063-4d54-9836-645e0ec067a1.png">
Repository: transformers
Issue: Add MobileViT v2
Labels: New model

### Model description

[MobileViT](https://openreview.net/forum?id=vh-0sUt8HlG) is a computer vision model that combines CNNs with transformers that has already been added to Transformers. 

[MobileViT v2](https://arxiv.org/abs/2206.02680) is the second version; it is constructed by replacing multi-headed self-attention in MobileViT v1 with the proposed separable self-attention. 

Does Hugging Face have plan to add MobileViT v2 to Transformers?

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

The official implementation is from Apple at this link: [https://github.com/apple/ml-cvnets](https://github.com/apple/ml-cvnets)

The timm library also implemented it and has pre-trained weights at this link: [https://github.com/huggingface/pytorch-image-models/blob/82cb47bcf360e1974c00c35c2aa9e242e6b5b565/timm/models/mobilevit.py](https://github.com/huggingface/pytorch-image-models/blob/82cb47bcf360e1974c00c35c2aa9e242e6b5b565/timm/models/mobilevit.py)
Repository: vscode
Issue: macOS window controls are not vertically centered
Labels: bug,macos,titlebar,confirmation-pending

Seems to be a problem only when the command center is not enabled:

## Without command center
 
<img width="192" alt="CleanShot 2023-04-04 at 09 22 14@2x" src="https://user-images.githubusercontent.com/25163139/229855694-8ad72b66-2746-4307-91e4-dd31e8bbc544.png">

## With command center enabled

<img width="266" alt="CleanShot 2023-04-04 at 09 22 20@2x" src="https://user-images.githubusercontent.com/25163139/229855721-97d9be6b-d86f-4b03-ac82-8f9766b96f42.png">
Repository: vscode
Issue: Show draft comment icon in gutter when appropriate
Labels: feature-request,comments

<!-- ⚠️⚠️ 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. -->
When looking at comment icons in the line gutter we're currently able to distinguish between resolved and unresolved comment threads.
Since #173305 we have information about the individual comment state (`draft` / `published`). Displaying this draft state in the line gutter would further enhance the overview. 

Our proposal would be to display the [`comment-draft`](https://github.com/microsoft/vscode-codicons/blob/main/src/icons/comment-draft.svg) icon instead of the resolved / unresolved icon when there is a draft in the corresponding comment thread.

What do you think? Is this something you'd accept a PR for?

cc @alexr00 @hermannloose @laurentlb @poucet @gkatja
Repository: tensorflow
Issue: TFlite Convert Fails to check for bias type int32 
Labels: stat:awaiting tensorflower,type:support,TFLiteConverter


TFlite converter allows bias type int32; but interpreter fails to allocate tensors. 

1) [Colab to reproduce issue]https://gist.github.com/Naveen-Dodda/2427001bc4b8fb1e05f0a4d84d201e4e): Demonstrate how the model is built and converted to tflite.

### 3. Failure after conversion
 The conversion works fine but Interpreter fails to allocate tensors. I am wondering if this issue can be fixed.

RuntimeError                              Traceback (most recent call last)
<ipython-input-8-514827761d7e> in <cell line: 5>()
      3 signatures = quantizer.get_signature_list()
      4 print(signatures)
----> 5 quantizer.allocate_tensors()

/usr/local/lib/python3.9/dist-packages/tensorflow/lite/python/interpreter.py in allocate_tensors(self)
    505   def allocate_tensors(self):
    506     self._ensure_safe()
--> 507     return self._interpreter.AllocateTensors()
    508 
    509   def _safe_to_run(self):

RuntimeError: tensorflow/lite/kernels/depthwise_conv.cc:149 bias->type != kTfLiteInt64 (INT32 != INT64)Node number 1 (DEPTHWISE_CONV_2D) failed to prepare.Failed to apply the default TensorFlow Lite delegate indexed at 0

### 5. (optional) Any other info / logs

https://github.com/tensorflow/tensorflow/blob/v2.12.0/tensorflow/lite/python/lite.py#L479

https://github.com/tensorflow/tensorflow/blob/master/tensorflow/lite/kernels/depthwise_conv.cc#L149
Repository: go
Issue: net/http: TestTransportExpect100Continue failures with `sent body should be 0`
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" && test == "TestTransportExpect100Continue" && `sent body should be 0`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/10084e9b1316d0601ca89c26d0f5194e2c0e43ed)):

    --- FAIL: TestTransportExpect100Continue (5.47s)
        transport_test.go:1239: test 2: sent body should be 0 but sent 5. (/500)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: storybook
Issue: [Feature Request]: Add a "kitchen sink" page
Labels: feature request,ui

### Is your feature request related to a problem? Please describe

So we use storybook and the issue I have is that we have a ton of components and I have to manually open each and every component in the left column to figure out if its what I'm looking for.

### Describe the solution you'd like

I think it would be neat if there's a "kitchen sink" page, a page where all the component in storybook is rendered on a single page, that way a user can simply scroll down the list and if there's any component that peak their interest, they can click on it and view that component's storybook in detail.

Here's an example of Semantic UI framework kitchen sink page: https://semantic-ui.com/kitchen-sink.html

### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

_No response_
Repository: godot
Issue: Vulkan: Support drawing thin/Bresenham lines on NVIDIA
Labels: enhancement,topic:rendering,documentation,topic:thirdparty

### Godot version

4.0.1

### System information

Windows 10, Vulkan, NVIDIA GeForce GTX 1070

### Issue description

Not sure if this is technically a bug, but I consider it a regression introduced in Godot 4 with Vulkan. Line rendering (e.g. with `draw_line`, `Line2D`, etc.) relies on the graphics backend, and the default behavior for line rendering is different between OpenGL and Vulkan. OpenGL uses the familiar Bresenham style lines, while Vulkan uses something a bit different.

![vulkan-opengl-lines](https://user-images.githubusercontent.com/16106576/229880742-632a8823-9694-4b55-aa23-07933d8a4bb3.gif)
~~Even in OpenGL compatibility mode, the lines are drawn in the Vulkan style.~~ The OpenGL behavior was preferable for many use-cases, and is especially important for pixel art games and pixel art editors (which is what I'm making at the moment).

It seems that the best solution to this might be to use `VK_EXT_line_rasterization` to (optionally?) provide this behavior, though as I understand it there might be some portability issues there (I don't think MoltenVK supports `VK_EXT_line_rasterization` yet for instance).

Update: this problem does not exist consistently everywhere. This new line-drawing style shows up with my NVIDIA GPU but not with Intel Integrated Graphics, which still uses Bresenham-style lines. It really ought to be consistent across devices.

### Steps to reproduce

Use `draw_line` in Godot 3
Use `draw_line` in Godot 4 and notice that it looks different

### Minimal reproduction project

Godot 3 project: 
[line-test-3.zip](https://github.com/godotengine/godot/files/11161500/line-test-3.zip)

Godot 4 project:
[line-test.zip](https://github.com/godotengine/godot/files/11161504/line-test.zip)