sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: main.js stories options crash if "story/stories" is not included.
Labels: bug,story index

### Describe the bug

I am getting the error:  `Unable to index files:`
`- ./stories/react/something.js: No matching story indexer found for /....../storybook-7-troubleshooting/stories/react/something.js`


The issues seems to originate from when a user configures `main.js`'s `stories` option, if you don't include `"stories"` or `"story"` as part of the glob filename, Storybook throws the aforementioned error.

```js
stories: [ 
    "../stories/**/react/*.@(js|jsx|ts|tsx)",
    "../stories/**/react/something.@(js|jsx|ts|tsx)",
```


When I've tested this it seems like unless `story` or `stories` is included in the glob pattern for the `stories` option in `main.js` Storybook is unable to index stories from files matching and will instead throw this error.

### To Reproduce

Branch of how error can be bypassed.
https://github.com/jchiem/storybook-7-troubleshooting/tree/main

Branch of where you can reproduce the error:
https://github.com/jchiem/storybook-7-troubleshooting/tree/wildcard-without-story-keyword
https://github.com/jchiem/storybook-7-troubleshooting/blob/wildcard-without-story-keyword/.storybook/main.js

Clone repository and use `wildcard-without-story-keyword` branch and try to run application, remove line 8 and 9 in `main.js` and it runs fine.


### System

```shell
Environment Info:

  System:
    OS: macOS 13.3.1
    CPU: (10) arm64 Apple M1 Pro
  Binaries:
    Node: 18.12.1 - ~/.nvm/versions/node/v18.12.1/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.12.1/bin/yarn
    npm: 9.6.5 - ~/.nvm/versions/node/v18.12.1/bin/npm
  Browsers:
    Chrome: 114.0.5735.106
    Firefox: 113.0.2
    Safari: 16.4
  npmPackages:
    @storybook/addon-essentials: ^7.0.18 => 7.0.18 
    @storybook/addon-interactions: ^7.0.18 => 7.0.18 
    @storybook/addon-links: ^7.0.18 => 7.0.18 
    @storybook/blocks: ^7.0.18 => 7.0.18 
    @storybook/react: ^7.0.18 => 7.0.18 
    @storybook/react-vite: ^7.0.18 => 7.0.18 
    @storybook/testing-library: ^0.0.14-next.2 => 0.0.14-next.2
```


### Additional context

Originally described in a post in Discord, @shilman requested me to create an issue in Github, it was mentioned that this is an undocumented breaking change in storybook 7.
Repository: flutter
Issue: drag-n-drop selected text inside textfield
Labels: a: text input,c: new feature,framework,f: material design,c: proposal,P2,team-text-input,triaged-text-input

### Use case

Someone faced the task, so that in a textfield the selected text could be moved inside the same textfield? Maybe there is some package for this? Or does anyone know how to write their own textfield?

### Proposal

Add ability to drag selected text inside textfield
Repository: flutter
Issue: [Impeller] Simulator performance on Intel iGPUs is slow.
Labels: platform-ios,engine,a: animation,c: performance,perf: memory,perf: speed,has reproducible steps,P2,e: impeller,found in release: 3.12,team-engine,triaged-engine

## Details

I noted slow animation performances on my app, and going deeper I noted that slow performance and missing frames happens also on simple animations like CircularProgressIndicator.


## Steps to reproduce

I wrote a simple app to demonstrate this, to note the difference remove the container around the CircularProgressIndicator.
I had to record the screen from my phone because the entire desktop become unusable.

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});
  @override
  Widget build(BuildContext context) {
    return const MaterialApp(
      title: 'Flutter Demo',
      home: MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatelessWidget {
  const MyHomePage({super.key, required this.title});
  final String title;

  @override
  Widget build(BuildContext context) {
    return Container(
      color: Colors.white,
      child: const Center(child: CircularProgressIndicator()),
    );
  }
}
```

## Video

https://github.com/flutter/flutter/assets/1050414/01a5e9a2-a7e8-4f08-b0fb-9098aa9bf551

## Platform

I'm running the app on iOS Simulator iPhone 14, iOS 16.4.
I'm developing from a machine with these characteristics:
<img width="284" alt="Screenshot 2023-06-07 alle 10 38 26" src="https://github.com/flutter/flutter/assets/1050414/e89892a4-ed5c-4ca6-b708-44f5fa586a66">


## Flutter Doctor output

```bash
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.10.3, on macOS 13.4 22F66 darwin-x64, locale
    it-IT)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.1)
[✓] Xcode - develop for iOS and macOS (Xcode 14.3.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.2)
[✓] VS Code (version 1.78.2)
[✓] Connected device (4 available)
[✓] Network resources

• No issues found!
```
Repository: tauri
Issue: [bug] AppImages don't run on Ubuntu without user intervention
Labels: type: bug,platform: Linux,status: needs triage

### Describe the bug

AppImages built today won't run by default on the latest Ubuntu because of dropped support for `libfuse2`. 

### Reproduction

Install Ubuntu 23.04 then download and launch any AppImage produced with Tauri.

### Expected behavior

Launching an AppImage should "just work" without workarounds or user intervention.

### Platform and versions

```text
Ubuntu Linux 23.04 and up
```

### Additional context

A workaround is described in [this article](https://www.omgubuntu.co.uk/2023/04/appimages-libfuse2-ubuntu-23-04). @probonopd has created a [new runtime that solves this issue](https://github.com/AppImage/type2-runtime) and has [recommended its use to other projects](https://github.com/WowUp/WowUp/issues/1424#issuecomment-1510350279).

@FabianLars, in Discord, commented, "afaik that's still not widely used, and tools like appimage-builder and linuxdeploy (and its appimage plugin) don't support it yet iirc. With the popularity of appimages i'm really hesitant to do our own thing here and would much rather wait and see what the appimage ecosystem does decide on"

@probonopd can you confirm ⬆️?

cc @trymbill vis-à-vis Garden Desktop
Repository: rust
Issue: [rustdoc] Some items don't have documentation rendered
Labels: T-rustdoc,I-needs-decision,C-bug,A-rustdoc-ui

This comes from #112308: some items like non-inlined re-exports or `pub extern crate` don't have any documentation rendered although they appear in documentation. The reason is that they don't have their own page. Something that was suggested was to group items that "couldn't be implementated using `impl block`" into their own page (like constants, statics, non-inlined re-exports, etc). So all constants would into a same `constants.html` page. But that would be for later since it'd change URLs, requiring an RFC.

The motivation behind this is to allow all items into the documentation to have the same behaviour: on the module page, short documentation. On their "own" (grouped) page, full documentation.

What do you think @rust-lang/rustdoc?
Repository: stable-diffusion-webui
Issue: [Feature Request]: Batch img2img Masked content: fill/original/latent noise/latent nothing
Labels: enhancement

### 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 ?

When you use batch in img2img - you have the option to use "Inpaint batch mask directory", but you don't have the option choose fill/original/latent noise/latent nothing. Can you please add it to batch panel

### Proposed workflow

1. Go to img2img - batch
2. Choose "Masked content": fill/original/latent noise/latent nothing


### Additional information

_No response_
Repository: puppeteer
Issue: [Bug]: pdf generated without images (canvas)
Labels: bug,upstream,confirmed

### Bug expectation

Expected: pdf file generated with images (canvas)
Actual: pdf file generated without images on first run

Also I found workaround for it. We need to run **screenshot** function and then run **pdf()** once again
After this manipulation in second pdf all images are loaded, if you skip **screenshot()** function not all images will be loaded
Writing this workaround as it may be helpful to understand what's going wrong here or what events triggered and cause this issue to be fixed in this way. 
[1_pdf.pdf](https://github.com/puppeteer/puppeteer/files/11676290/1_pdf.pdf)
[2_pdf.pdf](https://github.com/puppeteer/puppeteer/files/11676292/2_pdf.pdf)



### Bug behavior

- [ ] Flaky
- [X] PDF

### Minimal, reproducible example

```TypeScript
const puppeteer = require('puppeteer');

(async () => {
  const browser = await puppeteer.launch({
    headless: 'false',
  });
  const page = await browser.newPage();

  await page.goto(
    // small file
    'https://docs.google.com/document/d/1z7yne3yIhdsx4GCW_LwOiqS8_npPC1SvrwhiZOO8cwo/edit',
    // huge file
    // 'https://docs.google.com/document/d/1pv3GjLOAWtT7oeeIunBfzMk2A3hEPqa8B5qK4rtLG0Y/edit?usp=sharing',
    {
      waitUntil: 'networkidle2',
      timeout: 1000 * 60 * 5,
    }
  );
  await page.emulateMediaType('print');

  await page.pdf({
    path: '1_pdf.pdf',
  });
  await page.screenshot({ path: 'before_2_pdf.png' });
  await page.pdf({
    path: '2_pdf.pdf',
  });
  await page.close();
  await browser.close();
})();
```


### Error string

no error

### Puppeteer configuration

_No response_

### Puppeteer version

20.5.0

### Node version

16.14.0

### Package manager

npm

### Package manager version

6.14.15

### Operating system

macOS
Repository: PowerToys
Issue: Visual representation of enabled powertoys
Labels: Needs-Triage

### Description of the new feature / enhancement

As more and more tools are added I think it would be helpful if you can tell without opening the settings of each one individually which ones are enabled, possibly via an indicator on the tool list itself when the settings are open.

This mockup is very crude and if you even happen to think this suggestion has merit you may want to visually accomplish it in an entirely different way, but this hopefully at least demonstrates what I'm suggesting.

![image](https://github.com/microsoft/PowerToys/assets/1307914/eaabaa56-61fd-4855-83f0-d4cd80d4bd88)

Thanks for consideration.

### Scenario when this would be used?

Quickly identify which tools are on that you don't need to have enabled right now, or that the tool you want is on if it doesn't seem to be behaving the way you expect, etc.

### Supporting information

_No response_
Repository: deno
Issue: `console.log` causes "Uncaught BrokenPipe: Broken pipe (os error 32)" error
Labels: needs info

Calling `console.log` inside a child process seems to cause a broken pipe error.

### Steps to reproduce

1. Create file `child.js` with these contents:
  ```js
  console.log("ready");

  setTimeout(() => {
    console.log("boom"); // This line causes it
  }, 100);
  ```
2. Create file `parent.js` with these contents:
  ```js
  import {
    TextLineStream,
  } from "https://deno.land/std@0.190.0/streams/text_line_stream.ts";

  const serverProcess = new Deno.Command(
    Deno.execPath(),
    { args: ["run", "-A", "child.js"], stdout: "piped" },
  ).spawn();
  
  const lines = serverProcess.stdout
    .pipeThrough(new TextDecoderStream())
    .pipeThrough(new TextLineStream());

  for await (const line of lines) {
    if (line.includes("ready")) {
      break;
    }
  }
  ```
3. Run `deno run -A parent.js`

## Error

```sh
error: Uncaught BrokenPipe: Broken pipe (os error 32)
  console.log("boom");
          ^
    at Object.print (ext:core/01_core.js:824:32)
    at Console.<anonymous> (ext:runtime/98_global_scope.js:126:46)
    at console.log (ext:deno_console/01_console.js:3217:20)
    at file:///project/child.js:4:11
    at Object.action (ext:deno_web/02_timers.js:152:11)
    at handleTimerMacrotask (ext:deno_web/02_timers.js:66:10)
    at eventLoopTick (ext:core/01_core.js:189:21)
```
Repository: godot
Issue: Failure to import into Godot 4.0.3 with Blender 3.5
Labels: needs testing,topic:import,topic:3d

### Godot version

4.0.3.stable.official

### System information

Windows 10

### Issue description

Blender executable added. Imported blend file to resources folder inside project, dragged into scene. Re-importing box pops up, but nothing happens. 

### Steps to reproduce

Just drag and drop it into the scene

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Every module and plugin folder contains a backup_restore_settings.json
Labels: Issue-Bug,Area-Setup/Install,Needs-Triage

### Microsoft PowerToys version

0.70.1

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

Every module and plugin folder contains the same backup_restore_settings.json file which makes no sense. It is only needed inside the Settings folder.

```
C:\Program Files\PowerToys\modules\Awake\backup_restore_settings.json
C:\Program Files\PowerToys\modules\ColorPicker\backup_restore_settings.json
C:\Program Files\PowerToys\modules\FileExplorerPreview\backup_restore_settings.json
C:\Program Files\PowerToys\modules\Hosts\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\backup_restore_settings.json
C:\Program Files\PowerToys\modules\MeasureTool\backup_restore_settings.json
C:\Program Files\PowerToys\modules\MouseWithoutBorders\backup_restore_settings.json
C:\Program Files\PowerToys\modules\Peek\backup_restore_settings.json
C:\Program Files\PowerToys\modules\PowerAccent\backup_restore_settings.json
C:\Program Files\PowerToys\modules\PowerOCR\backup_restore_settings.json
C:\Program Files\PowerToys\modules\RegistryPreview\backup_restore_settings.json
C:\Program Files\PowerToys\modules\MouseUtils\MouseJumpUI\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\Calculator\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\History\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\Indexer\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\OneNote\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\PowerToys\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\Program\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\Registry\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\Service\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\Shell\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\System\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\TimeDate\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\UnitConverter\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\Uri\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\VSCodeWorkspace\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\WebSearch\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\WindowsSettings\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\WindowsTerminal\backup_restore_settings.json
C:\Program Files\PowerToys\modules\launcher\Plugins\WindowWalker\backup_restore_settings.json
```

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: deno
Issue: Request to remove double ctrlc to exit repl
Labels: suggestion,needs info

I personally use the repl frequently (especially in neovim + iron.nvim)

But I keep loosing my work because the current way that  `hit 2 ctrlc to exit` is not implemented well

you can test with in the repl
```
hit a
ctrlc 
hit a
ctrlc
```
now the repl exit unexpectedly

Unfortunately this can't be fixed from deno, it needs rustyline to expose more internal stuff (like LineBuffer to check if its empty or not) for this to case to be correctly handled

I suggest to disable this behavior until a better implementation is possible 
Because the way I see it the disadvantage that the current behavior have (loosing work) are more then the advantages (there is no advantages imo you can always use ctrl-c followed by ctrl-d to exit its the same number of clicks)

Thanks for considering this
Repository: PowerToys
Issue: MWB cant configure, always invalid keys or keys mismatched
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.70.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

I used MWB before integration into PT and it worked great, the integration in powertoys however does not work at all for me.

I got it working (where it had HUGE LAG on the remote computers) then it quit after the most recent update.  

now always it is giving mismatched keys or invalid keys when they are entered in client computers.

not sure what else but the standalone worked fine, I AM GOING back to the standalone...

### ✔️ Expected Behavior

matched keys to authenticate and connect

### ❌ Actual Behavior

put matched keys into 2 computers and try to link, always invalid key/mismatched keys...

### Other Software

_No response_
Repository: tauri
Issue: [bug] Issue with global shortcuts
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

I am using react, typescript, Tauri as my frontend. I am facing problems with the global shortcuts. The shortcut works for an English layout keyboard and when the same shortcut is used on a German keyboard it doesn't work. For example, the Y and Z keys are switched. In English keyboard if the shortcut is Z and for the German keyboard its Y, but it should be If Z is for English layout, Z should be for German layout too. How can I fix this. Is it possible to detect which keyboard layout is being used?

### Reproduction

Create a shortcut Shift+Z from your German keyboard layout, Which is Shift+Y in the english keyboard, it is registered as Shift+Z, When you press Shift+Z from your German keyboard it doesnt work, but if you press Shift+Y it works. This should not happen

### Expected behavior

When Shift+Z is the Shortcut and Shift+Z is pressed in German keyboard it should work

### Platform and versions

```text
- OS: Mac OS 13.1.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.66.1 (90743e729 2023-01-10)
    ✔ Cargo: 1.66.1 (ad779e08b 2023-01-10)
    ✔ rustup: 1.25.1 (bb60b1e89 2022-07-12)
    ✔ Rust toolchain: stable-x86_64-apple-darwin (default)
    - node: 18.16.0
    - yarn: 1.22.19
    - npm: 9.5.1
 Packages
    - tauri [RUST]: 1.2.4
    - tauri-build [RUST]: 1.2.1
    - wry [RUST]: 0.23.4
    - tao [RUST]: 0.15.8
    - @tauri-apps/api [NPM]: 1.3.0
    - @tauri-apps/cli [NPM]: 1.3.0 (outdated, latest: 1.3.1)
App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:5173/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Plugin created before the classes icons are loaded creates errors and bugs
Labels: bug,topic:editor,topic:plugin

### Godot version

4.0.3

### System information

linux

### Issue description

I have a godot4 plugin on gitlab: https://gitlab.com/atn_games/xsm2-g4
A user had an issue with the behaviour of the plugin, which I did not understand since it was working perfectly fine on both my computers.
After looking into it, it seems that the import files are on my computers, but not on gitlab (which is expected, with a .gitignore file). The editor tries to create the plugin but the icons for the classes are not loaded on time which creates errors. The classes are not loaded correctly. On project reload, the plugin loads correctly.

Additionnal bug: Since the plugin is not loaded correctly, variables are set back to default in the inspector, which leads to an unplayable example even after the plugin has finally been loaded correctly.

### Steps to reproduce

go to https://gitlab.com/atn_games/xsm2-g4
Download the plugin
or git clone https://gitlab.com/atn_games/xsm2-g4.git
launch godot 4
import the project



### Minimal reproduction project

N/A
Repository: flutter
Issue: [camera] Call takePicture after calling startImageStream
Labels: c: new feature,p: camera,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I am using the stream of images in order to detect objects in frames and I want also to enable users to take pictures using the camera. Using the last frame of the stream is no enough because I want to use the features of the camera (sometimes with flash, for example).

Currently, calling `controller.takePicture()` after starting the stream using `controller.startImageStream` causes an exception like written [here](https://github.com/flutter/flutter/issues/46082#issuecomment-563056631). 

The exception that is raised:
`Unhandled Exception: CameraException(error, CaptureRequest contains unconfigured Input/Output Surface!)`


### Proposal

Currently there is no option to capture images while accessing the image stream. It would be good to be able to `takePicture `after calling to `startImageStream` .
Repository: PowerToys
Issue: Mouse without borders auto reconnect
Labels: Needs-Triage

### Description of the new feature / enhancement

automatically check for PCs in the current network if they're online / send an info (about being online) to all connected PCs once PC is woken or connected to the network / check online PCs when user tries to move cursor outside to the other PC

### Scenario when this would be used?

I often have my laptop with me when I'm not home, then when I return home I want powertoys to establish a connection between them as fast as possible. I had to click "refresh" on both of these PCs every time I want to connect with them. If you could implement one of the function logics I proposed it will be great.

### Supporting information

_No response_