sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: Storybook MDX does not load if opened using "Open link in new tab" 
Labels: bug,needs triage

### Describe the bug

When attempting to open a Storybook MDX file in a new tab using the browser's "Open link in new tab" feature, the content fails to load. The URL openning on new tab uses <iframe>. However, when the hyperlink is simply clicked on, the content loads as expected.

### To Reproduce

1. Navigate to any Storybook MDX file within the Storybook interface.
2. Right-click on the link to the MDX file.
3. Choose "Open link in new tab" from the context menu.
4. Observe that the content does not load.

The issue can be reproduced in stackblitz. Please find the url below:
https://stackblitz.com/edit/github-6xvn9d?file=src%2Fstories%2FConfigure.mdx&preset=node

### System

```bash
System:
    OS: macOS 14.3.1
    CPU: (10) arm64 Apple M1 Max
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.12.1 - /usr/local/bin/node
    Yarn: 1.22.21 - /usr/local/bin/yarn
    npm: 10.5.0 - /usr/local/bin/npm <----- active
  Browsers:
    Chrome: 123.0.6312.106
    Safari: 17.3.1
  npmPackages:
    @storybook/addon-essentials: ^8.0.0 => 8.0.0 
    @storybook/addon-links: ^8.0.0 => 8.0.0 
    @storybook/blocks: ^8.0.0 => 8.0.0 
    @storybook/html: ^8.0.0 => 8.0.0 
    @storybook/react: ^8.0.2 => 8.0.2 
    @storybook/test: ^8.0.0 => 8.0.0 
    @storybook/web-components: ^8.0.0 => 8.0.0 
    @storybook/web-components-vite: ^8.0.0 => 8.0.0 
    storybook: ^8.0.0 => 8.0.0 
    storybook-deadlink-checker: ^0.1.3 => 0.1.3
```


### Additional context

_No response_
Repository: storybook
Issue: [Bug]: [unocss] entry module not found, have you add import 'uno.css' in your main entry?
Labels: bug,needs triage

### Describe the bug

I'm trying to use UnoCSS with Storybook, but every time I try to build Storybook it gives the error below on the component test screen.
![image](https://github.com/unocss/unocss/assets/53847844/667ed3b6-4b31-41df-be9d-978432327fd3)
How can I solve this problem? Does anyone have any solution?

### To Reproduce

https://stackblitz.com/edit/unocss-unocss-gytrvf

Run the pnpm storybook command and you will get the error when the compilation finishes.

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 6.5 Ubuntu 22.04.4 LTS 22.04.4 LTS (Jammy Jellyfish)
    CPU: (12) x64 12th Gen Intel(R) Core(TM) i7-1265U
    Shell: 5.8.1 - /usr/bin/zsh
  Binaries:
    Node: 18.19.0 - ~/.nvm/versions/node/v18.19.0/bin/node
    Yarn: 1.22.21 - ~/.nvm/versions/node/v18.19.0/bin/yarn
    npm: 10.2.3 - ~/.nvm/versions/node/v18.19.0/bin/npm
    pnpm: 8.14.1 - ~/.local/share/pnpm/pnpm <----- active
  npmPackages:
    @storybook/addon-essentials: ^8.0.5 => 8.0.5 
    @storybook/addon-interactions: ^8.0.5 => 8.0.5 
    @storybook/addon-links: ^8.0.5 => 8.0.5 
    @storybook/addon-mdx-gfm: ^8.0.5 => 8.0.5 
    @storybook/blocks: ^8.0.5 => 8.0.5 
    @storybook/manager-api: ^8.0.5 => 8.0.5 
    @storybook/test: ^8.0.5 => 8.0.5 
    @storybook/theming: ^8.0.5 => 8.0.5 
    @storybook/vue3: ^8.0.5 => 8.0.5 
    @storybook/vue3-vite: ^8.0.5 => 8.0.5 
    eslint-plugin-storybook: ^0.8.0 => 0.8.0 
    storybook: ^8.0.5 => 8.0.5
```


### Additional context

_No response_
Repository: PowerToys
Issue: [Power Toys-Fancy zones>layout editor]: Incorrect state is defined for all the templates present inside the fancy zone editor.
Labels: Issue-Bug,Needs-Author-Feedback,FancyZones-Editor,Product-FancyZones,Area-Accessibility,Status-No recent activity,A11yE+D,A11ySev3,A11yWCAG

### Microsoft PowerToys version

v0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

**Test environment:**
OS Build: Windows 11 Enterprise insider preview 23H2 (22631.3296)
Power toys version: v0.79.0
Screen Reader: Narrator


**Repro Steps:**

1. Open the Power Toys app in the desktop.
2. Select the Fancy zones option from left navigation pane.
3. Now activate the editor using shortcut key or by mouse click.
4. Turn on the narrator and now navigate to the templates present.
5. Observe the narrator's announcement.

**User Experience:**
Users relying on screen readers may become frustrated due to the incorrect announcements, as it makes it difficult for them to understand the actual selection state of the templates.

**Guideline reference:**
https://www.w3.org/WAI/WCAG22/Understanding/name-role-value

**Attachments:**
![image](https://github.com/microsoft/PowerToys/assets/117908911/5067d54e-34ab-40bf-a93c-d0dbae018833)


https://github.com/microsoft/PowerToys/assets/117908911/1a6d6b01-f51e-4953-883c-c81b2e8fbc76



### ✔️ Expected Behavior

When a template is selected, the screen reader should announce its selected state.
When a template is not selected, the screen reader should not announce its selected state.
Users who rely on screen readers should be able to accurately understand which templates are currently selected and which are not, based on the announcements made by the screen reader.

### ❌ Actual Behavior

The screen reader is announcing the selected state for all templates, regardless of whether they are actually selected or not.

### Other Software

_No response_
Repository: PowerToys
Issue: [Power Toys- Fancy Zones>Launch editor]: Screen reader is not announcing the dimensions of the selected layout.
Labels: Issue-Bug,FancyZones-Editor,Product-FancyZones,Status-In progress,Area-Accessibility,Needs-Triage,A11yE+D,A11ySev3,A11yWCAG

### Microsoft PowerToys version

v0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones

### Steps to reproduce

**Test environment:**
OS Build: Windows 11 Enterprise insider preview 23H2 (22631.3296)
Power toys version: v0.79.0
Screen Reader: Narrator

**Repro Steps:**

1. Open the Power Toys app in the desktop.
2. Select the Fancy zones option from left navigation pane.
3. Now activate the editor using shortcut key or by mouse click.
4. Turn on the narrator and now navigate to the selected layout.
5. Observe the narrator's announcement.

**User Experience:**
Users relying on the screen reader are not provided with complete information about the selected layout. This can lead to confusion or misunderstanding about the layout's dimensions.

**Guideline reference:**
https://www.w3.org/WAI/WCAG22/Understanding/info-and-relationships

**Attachments:**

![image](https://github.com/microsoft/PowerToys/assets/117908911/6f67bdbb-8172-45ec-9c41-5539e8aacc66)



https://github.com/microsoft/PowerToys/assets/117908911/3e47a321-b76d-40e9-9776-e0c270b1b9b8



### ✔️ Expected Behavior

Providing both the name and dimensions of the selected layout ensures that users have complete information about what they have selected.

### ❌ Actual Behavior

The screen reader is only announcing the name of the selected layout but not its dimensions.
This results in users not receiving crucial information about the dimensions of the selected layout, which may be necessary for their understanding and decision-making process.

### Other Software

_No response_
Repository: PowerToys
Issue: [Power Toys-Fancy zones>Activation shortcut]: Narrator is not announcing the name of the third default shortcut key present for activation.
Labels: Issue-Bug,Product-Settings,Area-Accessibility,Needs-Triage,A11yE+D,A11yUsable

### Microsoft PowerToys version

v0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones

### Steps to reproduce

**Test environment:**
OS Build: Windows 11 Enterprise insider preview 23H2 (22631.3296)
Power toys version: v0.79.0
Screen Reader: Narrator

**Repro Steps:**

1. Open the Power Toys app in the desktop.
2. Select the Fancy zones option from left navigation pane.
3. Turn on the narrator and navigate to the activation shortcut key button.
4. Observe the narrator's announcement.

**Observation:**
Narrator does not announce the information of the last shortcut key only when default shortcut is present after changing the keys it announces the proper information.

**User Experience:**
The lack of announcement for the last shortcut key creates a barrier to accessibility for users who rely on the narrator to navigate and interact with the application.

**Attachments:**
![image](https://github.com/microsoft/PowerToys/assets/117908911/fa59d3ad-c048-421f-9cae-1ae1e6bd34d4)




https://github.com/microsoft/PowerToys/assets/117908911/cfb61c01-c7b0-435d-8fe6-3ad826b937af



### ✔️ Expected Behavior

The narrator should announce the name of all shortcut keys available for activating the editor, including the last one.
Users depend on the narrator to provide them with all necessary information to interact effectively with the application.

### ❌ Actual Behavior

The narrator does not announce the name of the last shortcut key for activating the editor.
Users are not informed about the existence of this shortcut key, leading to confusion and potential frustration.

### Other Software

_No response_
Repository: PowerToys
Issue: [Power Toys-Fancy zones>layout editor]: Create new layout button is not properly visible on hovering over it in aquatic mode.
Labels: Issue-Bug,FancyZones-Editor,Product-FancyZones,Area-Accessibility,A11yE+D,A11ySev3,A11yWCAG

### Microsoft PowerToys version

v0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

**Test environment:**
OS Build: Windows 11 Enterprise insider preview 23H2 (22631.3296)
Power toys version: v0.79.0

**Pre-requisites:**
Go to settings>Accessibility>Contrast>Themes> Aquatic mode.

**Repro Steps:**

1. Open the Power Toys app in the desktop.
2. Select the Fancy zones option from left navigation pane.
3. Now activate the editor using shortcut key or by mouse click.
4. Now hover over the create new layout button with mouse.
5. Observe the issue.

**User Experience:**
If the button remains invisible to users relying on visual cues, it creates accessibility barriers, particularly for individuals with visual impairments.

**Attachments:**

https://github.com/microsoft/PowerToys/assets/117908911/4cdad078-d72d-4fe4-92ff-097d491ee5aa

**Note:**
Same issue is repro for the create button.
![image](https://github.com/microsoft/PowerToys/assets/117908911/8c401348-d8d8-49d0-9f8b-b073d4baea32)


### ✔️ Expected Behavior

When hovering over the "Create new layout" button, it should become visible, indicating to the user that it is interactive and can be clicked to create a new layout.

### ❌ Actual Behavior

On hovering over the create new layout button it is not properly visible in Aquatic mode.

### Other Software

_No response_
Repository: go
Issue: x/build/cmd/coordinator/internal/lucipoll, x/build/cmd/watchflakes: occasionally gets stuck (for upwards of 24 hrs)
Labels: Builders,NeedsInvestigation

The `pollLoop` method that runs in a loop usually takes a minute, but sometimes seems to get stuck and eventually completes in just over 24 hours without any error. This is a tracking issue to sort this out.
Repository: rust
Issue: Tracking Issue for unix_socket_exclbind
Labels: T-libs-api,C-tracking-issue

Feature gate: #![feature(unix_socket_exclbind)]

This is a tracking issue for the unix_socket_exclbind feature.

Allows the socket to be set in exclusive binding mode to avoid another connection to bind even thought it might have been set with SO_REUSEADDR prior.
Repository: godot
Issue: DisplayServer.get_display_cutouts() doesn't report notch elements on all devices
Labels: bug,platform:ios,topic:porting

### Tested versions

- Reproducible in Godot v4.2.stable

### System information

iOS 17.3.1, iPhone 13 mini

### Issue description

DisplayServer.get_display_cutouts() reports no notch areas when there should clearly be 2 areas on either side of the camera notch.

### Steps to reproduce

1. Create a scene
2. Add a script to the scene
3. Check that DisplayServer.get_display_cutouts() has 2 areas
4. Run the scene on an iPhone 13 mini


### Minimal reproduction project (MRP)

[NotchBugMRP.zip](https://github.com/godotengine/godot/files/14877741/NotchBugMRP.zip)
Repository: vscode
Issue: MoveFile failed; code 183 when reinstalling
Labels: bug,install-update,windows

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 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: 1.88.0
- OS Version:  Windows 10

Steps to Reproduce:

1. Visual Studio Code pop up said to update
2. Clicked update button but update failed
3. When trying to reopen original shortcuts and Code.exe file it now said that I don't have the correct permissions to open it even though I'm an admin and the only user on my machine

![error 2](https://github.com/microsoft/vscode/assets/112812691/5031918e-ab56-4645-a6b1-dfd265066077)

5. Tried to uninstall Visual Studio Code but the Code.exe file wouldn't let it be uninstalled
6. Deleted all contents of the folder except Code.exe due to it saying I dont have permission to
![error 3](https://github.com/microsoft/vscode/assets/112812691/faaf5e61-6e24-4a09-aae6-64791c49c905)

7. Tried reinstalling Visual Studio Code but received the following error : 

![error](https://github.com/microsoft/vscode/assets/112812691/28d3e419-d51f-48c7-9bf7-003d066d9e2e)

I've tried checking all the previous issues and posts on other sites with this same problem but have had no luck. This is pretty frustrating as it happened while I was working on a project. I've figured out that it has to be an issue with the permissions on the file since it's the only file in the original folder but am unsure how to move forward with solving that. Is there anyway I can remove this file at all so I can move forward with installation. My only solution I can think of is reinstalling in a different location on my machine but that still doesn't solve the problem of never being able to delete the original Code.exe file.
Repository: tauri
Issue: [bug] Native `CommandOrControl+F` for search in a webview works on Windows but not on macOS
Labels: type: bug,status: needs triage

### Describe the bug

On Windows, without any special config, eg: globalshortcut, press ctrl+f in a webview - and native webview search shows up as expected.
On macOS, do the same but with cmd+f instead, and the native browser search does not show up.

### Reproduction

_No response_

### Expected behavior

I'd expect both platforms to behave the same - I'd either see the native find menu show up, or not show up.

Personally - we _want_ the find window for our app on macOS, and haven't found an obvious way to make it show up, and would appreciate any tips you have there too!

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 14.4.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.76.0 (07dca489a 2024-02-04)
    ✔ cargo: 1.76.0 (c84b36747 2024-01-18)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.10.0
    - pnpm: 8.11.0
    - yarn: 1.22.19
    - npm: 8.1.2

[-] Packages
    - tauri [RUST]: 2.0.0-beta.12
    - tauri-build [RUST]: 2.0.0-beta.10
    - wry [RUST]: 0.37.0
    - tao [RUST]: 0.26.0
    - @tauri-apps/api [NPM]: 2.0.0-beta.0
    - @tauri-apps/cli [NPM]: 2.0.0-beta.3

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: http://localhost:5173/
    - devUrl: http://localhost:5173/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: vscode
Issue: TreeError [DebugRepl] Tree element not found: [object Object]
Labels: error-telemetry

```javascript
Error: TreeError [DebugRepl] Tree element not found: [object Object]
at T.o in src/vs/base/browser/ui/tree/objectTreeModel.ts:318:10
at T.isCollapsed in src/vs/base/browser/ui/tree/objectTreeModel.ts:256:25
at w.isCollapsed in src/vs/base/browser/ui/tree/abstractTree.ts:2859:21
at Z.isCollapsed in src/vs/base/browser/ui/tree/asyncDataTree.ts:689:20
at Ce in src/vs/workbench/contrib/debug/browser/repl.ts:562:24
at async Ce in src/vs/workbench/contrib/debug/browser/repl.ts:564:9
at async j.a in src/vs/workbench/contrib/debug/browser/repl.ts:569:5
```
[Go to Errors Site](https://errors.code.visualstudio.com/card?ch=57028e3d274ebde851c7cc02123def372ca619a6&bH=2e011d01-89d2-0744-c27a-9ee740d77172)
Repository: godot
Issue: Intel Arc A370M + Godot Editor freezes entire machine
Labels: bug,platform:windows,topic:porting,topic:thirdparty,needs testing,crash

### Tested versions

Reproducible in 3.5.3, 4.2.0, 4.2.1

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated Intel(R) Arc(TM) A370M Graphics (Intel Corporation; 31.0.101.5382) - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads)

### Issue description

When a Godot project is open, and the Intel Arc A370M card is active, the entire machine will freeze up after a few minutes (usually within 5-10mins, sometimes more or less).

- This even happens on a new/blank project
- Happens on all rendering modes
- Happens with updated gfx drivers (and all other system drivers)
- Even crashes if I tell windows to use the on-board GFX card instead, but DOESN'T crash if I disable the Arc card entirely via device manager

What does work:

- No crashes on the project selection screen
- No crashes when running an exported Godot game
- Every other application on my machine

This seems to be specifically an issue with having an open Godot project in the Godot editor with the Intel Arc A370M card being active.

There is no "crashing" that you can hit end-task on, no error messages, just an entire system freeze.

### Steps to reproduce

1. Have an Intel Arc A370M card in your laptop that is enabled in device manager.
2. Open a Godot project. Even creating a brand-new project is fine.
3. Wait approx 5-10mins
4. The system should freeze up

### Minimal reproduction project (MRP)

[test.zip](https://github.com/godotengine/godot/files/14878078/test.zip)

Added test (created on 4.2.1) and test353 (created on 3.5.3).

Both are completely empty, brand new projects, but still caused crashes.
Repository: next.js
Issue: Image is not processed by nextjs when using large dimensions
Labels: bug,Image (next/image)

### Link to the code that reproduces this issue

https://github.com/arranlomas/next-image-resize-issue

### To Reproduce

1. Clone the repo [linked](https://github.com/arranlomas/next-image-resize-issue)
2. Run the app
3. Load the index page
4. Check out the network tab
5. Observe that the full image was loaded (as a png) and was not processed (i.e resized or converted to webp when using chrome)

### Current vs. Expected behavior

Expected the image to be resized/processed by next, instead it seems to just transparently serve the image.

<img width="1956" alt="Screenshot 2024-04-05 at 10 38 00 am" src="https://github.com/vercel/next.js/assets/22332838/5e68e76b-1e53-4367-bec6-62a0e78bc54d">


### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.2.0: Wed Nov 15 21:54:51 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T6030
Binaries:
  Node: 20.11.1
  npm: 10.2.4
  Yarn: 1.22.21
  pnpm: 8.15.4
Relevant Packages:
  next: 14.1.4
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.4
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Image optimization (next/image, next/legacy/image)

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), Vercel (Deployed)

### Additional context

I'm not sure if this is actually expected or a known limitation when using images of this size, if it is I couldn't see it documented anywhere, or logged anywhere to indicate that the image couldn't be resized.
Repository: ui
Issue: [bug]: Eslint unknown property 'cmdk-input-wrapper'
Labels: bug

### Describe the bug

The generated code for the `Command` component contains a data attribute `cmdk-input-wrapper` (presumably used for styling?). ESLint complains about this unknown attribute.

![image](https://github.com/shadcn-ui/ui/assets/11090059/6b1e11ed-b44e-45cc-bc92-3e5466be84a1)


### Affected component/components

Command

### How to reproduce

1. Add command component `npx shadcn-ui@latest add command`.
2. Run ESLint (with `plugin:react/recommended`).


### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
No need to provide this
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: WorldBoundaryShape3D is not infinite
Labels: bug,topic:physics

### Tested versions

- Reproducible in: 4.2.1 (stable)

### System information

Windows 11, AMD Ryzen 9 6900HS, AMD Radeon RX 6700S

### Issue description

The WorldBoundaryShape3D does not extend forever (or close to forever). It only extends out to about 10,000 meters (units?) and the WorldBoundaryShape3D doesn't have an option to extend past that. The Godot docs state that the WorldBoundaryShape3D, "can for example be used for endless flat floors." When the world boundary only extends out to 10,000 meters, it is far from endless. The only alternative is a collision shape set to a very large size. Expected behavior would be the world boundary shape extending out to a much more significant distance, such as 100,000 or even larger.

### Steps to reproduce

Create a collision shape with WorldBoundaryShape3D and attempt to collide at large distances (or past 10,000 meters)

The minimal reproduction product raycasts until the raycast fails to collide with the WorldBoundaryShape3D. Check output to see position of successful raycasts and the exit message when a raycast fails to hit.

### Minimal reproduction project (MRP)

[infinite plane raycast test.zip](https://github.com/godotengine/godot/files/14878499/infinite.plane.raycast.test.zip)