sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: redux context in root layout not applying to sub page layouts
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
nextjs latest / stable
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

layouts / app router

### Link to the code that reproduces this issue

https://github.com/wpcodevo/nextjs13-redux-toolkit/tree/main

### To Reproduce

create sub page layouts that uses redux with redux context wrapping children in root layout.

### Describe the Bug

for context, I am using this repo to get redux up and running my app router/ next 13 stable project:

https://github.com/wpcodevo/nextjs13-redux-toolkit/tree/main

issue: I have context wrapped in root layout, though have page layouts. 

<img width="320" alt="Screenshot 2023-05-09 at 6 36 39 PM" src="https://github.com/vercel/next.js/assets/22056864/2f7948c4-14fd-4d7d-9c60-64b978a13408">

<img width="695" alt="Screenshot 2023-05-09 at 6 37 31 PM" src="https://github.com/vercel/next.js/assets/22056864/b4f444b4-79c4-4cc1-b550-659a5c81e8fa">

The root layout here contains the redux provider as seen above

When I try to have redux dispatch / selectors in page layouts, I get errors:
    
![Screenshot 2023-05-09 at 6 35 27 PM](https://github.com/vercel/next.js/assets/22056864/220e313e-11b5-4df4-a63c-96cd31712072)


In this case, I have a plan-layout for the plan page with selectors. 
I should not need a second provider in plan layout for this to work as I already have a provider in the root layout. If i add a temprorary provider in my plan-page layout, the error seems to go away.

### Expected Behavior

context that is applied in root layout should be applied to all sub page layouts as described in the docs : "[If you were to combine the two layouts above, the root layout (app/layout.js) would wrap the dashboard layout](https://nextjs.org/docs/app/building-your-application/routing/pages-and-layouts) "

In this case, the redux context would wrap around the page layouts. 

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: flutter
Issue: Adding more documentation about Flutter's Switch Control support
Labels: c: new feature,platform-ios,framework,engine,a: accessibility,platform-mac,c: proposal,a: desktop,P2,team-engine,triaged-engine

We should make sure we fully support switch control accessibility input on iOS and other platforms.

Intro to Switch control: https://support.apple.com/en-au/guide/iphone/iphc9d32b862/16.0/ios/16.0
WWDC presentation: https://developer.apple.com/videos/play/wwdc2020/10019/
User guide: https://support.apple.com/en-us/HT201370
Repository: godot
Issue: Anonymous Functions with Bound Variables get lost on Build
Labels: bug,topic:dotnet

### Godot version

4.0.2 mono

### System information

Windows 10

### Issue description

Now this is a tough one. An EditorPlugin written in C# subscribes to a button via a lambda. If we change some C# file (outside of the plugin) and recompile the project, the subscription either gets lost or stays, depending on the captured variables of the lambda. If we capture a constant, it keeps working:
```csharp
public override void _Ready() {    
    var button = new Button();
    button.Text = "Test captured constant";
    _addedControl.AddChild(button);
    button.Pressed += () => OnPressed(1);
}

public void OnPressed(int i) {
    GD.Print("Test Action successful: ", i);
}
```
![LambdaBug](https://github.com/godotengine/godot/assets/53947784/62eaa4fa-f182-464f-aeae-0ca16217eb2a)

However, if we capture a variable in the lambda, upon changing a file outside the plugin and rebuilding the project, the signal now points to `null`.
```csharp
public override void _Ready() {    
	  var button2 = new Button();
	  button2.Text = "Test captured variable";
	  _addedControl.AddChild(button2);
	  var i = 2;
	  button2.Pressed += () => OnPressed(i);
}
```

![LambdaBug2](https://github.com/godotengine/godot/assets/53947784/bc585489-6041-475d-85f3-bb3eaee50921)

Weirdly enough, when I connect both buttons, one with the constant in the lambda, and the other with the variable in the lambda, none of them work after the rebuild, both now point to `null`!

### Why is this a big problem
In some situations the captured variables in the lambdas are unavoidable. Lets say you have a list of buttons and need to know which one was pressed. When you make a C# plugin, you want it to function at all times in development, unless it is being changed. If you now program your gameplay logic in C#, every time you change something, the plugin breaks.

Maybe the much bigger problem here is the fact that the plugin is being recompiled at all. When nothing changed inside the addons folder, why would the plugin recompile after all. 

### Steps to reproduce

1. Connect a signal in a plugin to a lambda and a captured variable.
2. Enable the plugin
3. Change some C# file.
4. Recompile
5. Observe the errors when the signal is emitted.

You can use the reproduction project, which adds a button to the side of the spatial view. Press the button to emit the signal. Change something in any C# file, press build, and press the button again. Observe that the method works if the button is connected to a lambda with constants only, but does not work if connected to a captured variable.

### Minimal reproduction project

[EditorPluginRebuildTest.zip](https://github.com/godotengine/godot/files/11436860/EditorPluginRebuildTest.zip)
Repository: vscode
Issue: Explore improvements to settings UI
Labels: ux,settings-editor,under-discussion,settings-search

Based on numerous bits of feedback from NPS responses, I think it's worth exploring some improvements to the Settings UI. Off the top of my head, a couple things stand out to me when using it today:

- There's a lot here at first glance. It's somewhat overwhelming and hard to find some of the "basics"
- Organization of items within each section feels somewhat random
- Search requires precise input to reveal relevant results
- The UI feels brittle. Everything has a hover or focus effect. I feel scared to touch the UI for fear of changing something I didn't mean to. It's also quite cramped.

Current UI:

![CleanShot 2023-05-09 at 14 02 03@2x](https://github.com/microsoft/vscode/assets/25163139/8cccf60a-918a-4f5c-85a2-c669e6ceb7db)

Some selected verbatims:
> more user-friendly setting page.  it's too overwhelming

> Settings is a complete dumpster fire-level mess. Just trying to adjust font size is hilariously bad.   "Is it this one?  ...  "Oh that did that bit... But what about...   ...  "nope."

> Settings should be a little more easy to go through

> Easier settings controls. for beginners its a little overwhelming
Repository: PowerToys
Issue: Provide calculator output in hex (and other bases)
Labels: Idea-Enhancement,Status-In progress,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

Currently hex can be provided as input for the calculator but the resulting values are always in decimal. It would be nice to be able to specify the output base.

### Scenario when this would be used?

When doing math on values in other bases, it's usually more meaningful to look at the resulting value in the same base as the original values or a specified one.

### Supporting information

_No response_
Repository: PowerToys
Issue: [GPO] Align ADMX revision with PTs version number 
Labels: Idea-Enhancement,Area-Build,Needs-Triage,Area-Enterprise

Definitely in the future it might be worthwhile to align the revision to PTs version number.
0.69 got released with revision 1.1 and it should've been updated

_Originally posted by @jaimecbernardo in https://github.com/microsoft/PowerToys/pull/25918#discussion_r1188996762_

---

Automating this in the  release pipeline would be awesome. Something like we replace a default value (e.g. `revision=0.1`).

If we align the revision maybe the comment in line 8 gets obsolete.
Repository: godot
Issue: BoneMap retarget on FBX files or FBX2glTF conversions cause broken LODs
Labels: bug,topic:import,topic:animation,topic:3d

### Godot version

4.1.dev 6980b2b

### System information

Windows 10

### Issue description

By default, Blender exports .fbx models at 100x scale. If an FBX model is converted into gltf by hand or imported to Godot with automatic FBX2glTF conversion, it handles this 100x scale by applying it directly onto the root nodes of the scene, such as `Armature`:
![screenshot showing Armature at 100,100,100 scale](https://github.com/godotengine/godot/assets/39946030/6cffa9c4-e661-4d34-8d15-a046d3162cf9)

I now adjust the import settings to have a BoneMap and a SkeletonProfileHumanoid:
![screenshot showing Aradvanced importer with BoneMap and SkeletonProfileHumanoid](https://github.com/godotengine/godot/assets/39946030/4ee61bda-0d74-4bb2-8ae3-aec140182d70)

and now the scale of Armature is 1,1,1, and the LODs are broken (due to Godot expecting a 100x scale difference):
![screenshot showing Armature at 1,1,1 scale and LOD artifacts](https://github.com/godotengine/godot/assets/39946030/91616cba-b707-48b1-8e57-126f68973bc4)
You can see here that the scale was instead propagated into the skin bind pose:
![screenshot showing mesh Skin at 100,100,100 scale](https://github.com/godotengine/godot/assets/39946030/f5a7ae8e-6321-4fbf-90f7-2fe633e89eba)


### Steps to reproduce

1. make a new scene and drag the the `_rotated.fbx` model or the `_rotated_fbx2gltf.gltf` models in.
2. Change advanced import settings of the `_rotated.fbx` model or the `_rotated_fbx2gltf.gltf` model Skeleton3D node to have A BoneMap and assign a SkeletonProfileHumanoid inside the BoneMap.
3. see these models in the scene.
4. Observe the LOD artifacts (can be confirmed by disabling LOD)

### Minimal reproduction project

https://github.com/godotengine/godot/files/11437148/BoneMap_non_skinned.zip
(Model is permissively licensed and available from https://booth.pm/ja/items/2019040 "2A-7-4 / XXXX Coolk")
Repository: flutter
Issue: [Impeller] SaveLayer drawing + the bounds hint does not respect filter geometry transforms
Labels: engine,P2,e: impeller,team-engine,triaged-engine

The SaveLayer bounds hint in Skia is treated as local input bounds and needs to be transformed by the filter. When encoding the EntityPass, we:
1. Insert a clip at recording time which does not respect the filter transform.
2. Apply the bounds hint and allocate the texture without consideration for the filter coverage.

Both of these are incorrect w.r.t. emulating Skia's behavior.
Repository: godot
Issue: "Node not found: MultiplayerSynchronizer" when node doesn't exist on all clients
Labels: bug,discussion,topic:network

### Godot version

4.0.2

### System information

Windows 10

### Issue description

**For nodes with a MultiplayerSynchronizer child:**
- Error when joining a server but not instancing the node on the client, or when instancing the node only on one client
- Error when deleting on only one client (toggle on/off on  MRP's GUI script)
- Goes away if you uncheck public_visibility

Originally I had planned to only instance scenes on a client if they were in the same "area" but maybe I am barking up the wrong tree~?  >0<

![image](https://github.com/godotengine/godot/assets/75141902/7ed53f84-1a85-45be-9c1d-04638be00aa5)


### Steps to reproduce

- Start a server
- Add a node to the server with a MultiplayerSynchronizer
- Connect a client (but don't spawn the node)
- Any client spawned after will have an error for every missing node

OR

- Start a server
- Connect Client
- Add a node on the client side only

OR

- Start a server + connect a client that share a node with a MultiSync on it
- Delete the node on one client


### Minimal reproduction project

Note: GUI script has a bool/toggle for deleting a node with a MultiSyncy on it after joining

[Multiplayer_Test.zip](https://github.com/godotengine/godot/files/11437570/Multiplayer_Test.zip)
Repository: go
Issue: build: wasip1 is broken on wasmedge runtime 
Labels: NeedsInvestigation,arch-wasm

This is a tracking issue for issues surrounding the use of the new wasip1 GOOS target on the [wasmedge](https://wasmedge.org/) Wasm runtime. We currently do not have a wasmedge runner.

This issue should not be considered done until we have a working wasmedge runner and all tests are either passing or we have documented the failures which we cannot reasonably fix.

Currently known failing tests:

| Package | Test name | Error | Test log | Fixed |
|--------|--------|--------|--------|--------|
| archive/zip | TestOpenReaderInsecurePath | Unable to write out the bugos zip entry | [Full log](https://build.golang.org/log/bc621832f0b002800c0245fbdce7b910eeb1d430) | ✔️  |
| all | N/A | Test timeout | [Full log](https://build.golang.org/log/dd155eaa27ea75853071cb7e47d7b7593157255a) | |
Repository: godot
Issue: close_requested signal not emitted for popups.
Labels: bug,needs testing,topic:gui

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 11, AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx     2.10 GHz

### Issue description

  The documentation for the close_requested () signal states that the signal is emitted when the popup_window property is enabled and the user clicks outside of the window, however, I've found that this doesn't occur. It only seems to occur when the popup_window property is set to false, the title-bar is displayed for the window and the user presses the close button.

  I've already reported this in the "docs" section, however, it is easy to rectify by modifying "\scene\gui\poup.cpp" by calling:

emit_signal(SNAME("close_requested"));

  just before the _close_pressed(); calls at lines 40, 113 and 121.  I don't really know why popups need both a "close_requested" signal which would occur immediately prior to a "popup_hide" signal when the latter should suffice for notification about closing, but you may have a reason for that design structure.  Line 40 is when ESC is pressed to close the popup, so I don't know whether you want the signal emitted in that situation, but I don't know why not.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: flutter
Issue: Flutter's `dart` wrapper suggests using `dartaotruntime`, which is confusingly not on path.
Labels: tool,dependency: dart,P2,team-tool,triaged-tool,dependency:dart-triaged

Steps:

```sh
echo "void main() { print('hello'); }" > main.dart
dart compile aot-snapshot main.dart
dart run main.aot
```

Output:

```sh
main.aot is an AOT snapshot and should be run with 'dartaotruntime'
```

`dartaotruntime` is in `$FLUTTER_ROOT/bin/cache/dart-sdk/bin/dartaotruntime`, which is not on path. I'm not sure what the right fix here is - I can think of three options sorted in no particular order:

Change the Flutter:
- Add `dartaotruntime` to the path in `$FLUTTER_ROOT/bin`.

Change Dart:
- Update the message so that it prints the absolute path of `dartaotruntime` (doesn't seem great).
- Update the Dart CLI so that it can do this for you, e.g. just shelling out to dartaotruntime.
Repository: godot
Issue: C# Collection content gets lost on build
Labels: bug,topic:dotnet

### Godot version

4.0.2 mono

### System information

Windows 10

### Issue description

When you rebuild after changing some C# code in mono Godot, and you have some other (unchanged) C# code running in the editor, such as an EditorPlugin, any data that was stored in C# collections is lost. 

From my understanding Godot serializes all information during before the rebuild, strips all scripts from the objects, then reapplies them and deserializes the saved data. Thus, if your objects currently store any kind of data that Godot can't serialize (C# collections, custom classes that don't inherit from Godot classes, anonymous functions, or basically anything that's not compatible with a Variant), that data is lost on rebuild.

My best guess is, that this is not a bug, but related to #70298. However, the intransparent processes during the build of C# code ("Unloading assembly load context... Copying Godot Offline Packages...") made this realization quite difficult to make. I still wanted to post this, in case it is indeed a bug, or in case it saves somebody's sanity -> the workaround is to use Godot collections for object states, and having any custom data objects extend from something Variant compatible, like GodotObject.

### Steps to reproduce

- Have a C# EditorPlugin with some System.Collections.Generic collection with some data running.
- Change something in any script file
- click rebuild
- observe that the data inside the collection was lost

You can use the reproduction project to do so, observing the output:
![CSharpDataDisappears](https://github.com/godotengine/godot/assets/53947784/1c79d51b-46cd-4e58-a2c7-9feb20987fd1)



### Minimal reproduction project

[CSharpCollectionDataLoss.zip](https://github.com/godotengine/godot/files/11438209/CSharpCollectionDataLoss.zip)
Repository: storybook
Issue: [Bug]: CI is not resilient to "network" failures
Labels: build

### Describe the bug

Currently our CI is failing 3-4 times a week for seemingly unrelated "network" errors - Yarn fails to download a package because of a 404 during installation of packages, causing the whole pipeline to fail. I don't necessarily think we're doing anything wrong, I think it's just because of the sheer amount of projects we build that causes us to experience this in a higher-than-usual volume. We're probably installing package dependencies 30-40 times for each CI run.

It _could_ also be because of our use of Verdaccio, since some of the failures are 404 from our Verdaccio server. (still doesn't mean that we're doing something wrong, could just be flakiness in internal network routing).

The biggest issue about this is that it can cause the status page to go grey because the daily pipeline failed.

### To Reproduce

It's very flaky, so almost impossible to reproduce. You could probably turn off your internet locally during package installation, or kill the Verdaccio server.

See these failed runs:
- https://app.circleci.com/pipelines/github/storybookjs/storybook/48982/workflows/9e4f0020-626a-4831-967a-f273a7f87aa4/jobs/524817
- https://app.circleci.com/pipelines/github/storybookjs/storybook/49085/workflows/23cf557f-1c33-4046-bc2a-7bcaf27472ad/jobs/525437

### System

```shell
CircleCI
```


### Additional context

My proposal to fix this is to add a retry mechanism in our scripts at all code paths that run `yarn install`, since re-running CI fixes the issue 10 out of 10 times. I'd suggest we retry two times before failing completely.
Repository: vscode
Issue: Copy & Paste support for Simple Browser
Labels: bug,help wanted,webview

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->

It's not possible to copy from or paste to the integrated Simple Browser.
This feature might be very simple to implement and would bring a lot of benefit with it.
Repository: angular
Issue: Parse provided "custom-elements-manifest" and/or types provided in the HTMLElementTagNameMap for custom elements
Labels: area: compiler,cross-cutting: custom elements

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

compiler, core

### Description

We created a shared UI library with lit and are exporting plain web components to be used in any web application. Our library exports a [custom-elements-manifest](https://github.com/webcomponents/custom-elements-manifest) as well as the basic class types on the HTMLElementTagNameMap like this:
```
export default class Switch extends HTMLElement {
  // component logic
}

declare global {
  interface HTMLElementTagNameMap {
    'dss-switch': Switch;
  }
}
```

We have not been able to find a way to tell Angular to use these definitions to have proper typing support in the templates using our custom elements. Is there any plan to support this in the future or did I miss something that already exists?

### Proposed solution

Use types in HTMLElementTagNameMap for basic property binding.
Support custom-element-manifest to increase type support in templates when using custom elements.

### Alternatives considered

JetBrains have come up with "web-types.json" that can provide these type infos but I'd appreciate a solution that is more global.
Repository: storybook
Issue: [Feature Request]: Upgrade `Primary`, `Title`, `Subtitle` and `Stories` blocks to the new v7 blocks API
Labels: feature request,good first issue

### Is your feature request related to a problem? Please describe

Storybook v7 introduced a new API for doc blocks that is based on an `of` prop and change in parameters location. See https://storybook.js.org/blog/storybook-7-docs/#doc-blocks-api-is-powerful-yet-simple

However the blocks `Primary`, `Title` and `Subtitle` were not fully migrated to the new API.

### Describe the solution you'd like

Each block should be changed to match the general blocks API, similar to how eg. the `Description` block is implemented: https://github.com/storybookjs/storybook/blob/next/code/ui/blocks/src/blocks/Description.tsx
It's important that the changes are backwards compatible, and the current usage is still supported, but with a deprecation warning.

## `Primary`

- [x] Add support for `of` prop via `useOf` - only the `"meta"` type is valid here
- [x] Document changes
- [x] Add stories
- [x] Make sure it is backwards compatible - should still work with `name` prop, or no prop at all (infers the current component)

## `Title`

- [ ] Add support for `of` prop via `useOf` - only the `"meta"` type is valid here
- [ ] Document changes
- [ ] Add stories
- [ ] Make sure it is backwards compatible - `children` prop should not be deprecated

## `Subtitle` — #22552 by @joaonunomota

- [ ] Add support for `of` prop via `useOf` - only the `"meta"` type is valid here
- [ ] Default to extracting content from `parameters.docs.subtitle`
- [ ] Deprecate extracting content from `parameters.componentSubtitle`
- [ ] Document changes
- [ ] Add stories
- [ ] Make sure it is backwards compatible - `children` prop should not be deprecated.

## `Stories`

- [ ] Add support for `of` prop via `useOf` - only the `"meta"` type is valid here
- [ ] Default to get `title` from `parameters.docs.stories.title`
- [ ] Default to get `includePrimaryStory` from `parameters.docs.stories.includePrimaryStory`
- [ ] Document changes
- [ ] Add stories

### Additional context

These changes are rather small, so they can be made in one PR or in 4 different PRs. Any new or experienced contributor is free to pick these up.

> **Note**
> Anyone are free to work on these issues, you don't need to "reserve" it by asking here, just open a pull request with your work when you're done.