sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Copying text from the debug console doesn't work quite right
Labels: bug,debug,debug-console

Type: <b>Bug</b>

VS Code version: Code 1.79.2 (695af097c7bd098fbf017ce3ac85e09bbc5dda06, 2023-06-14T08:57:04.379Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|12th Gen Intel(R) Core(TM) i7-12700K (20 x 3610)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|31.71GB (20.59GB free)|
|Process Argv|--crash-reporter-id 6e0e0bb7-7f39-44fe-8b3e-8f5f3387001d|
|Screen Reader|no|
|VM|50%|
</details><details><summary>Extensions (12)</summary>

Extension|Author (truncated)|Version
---|---|---
better-comments|aar|3.0.2
Bookmarks|ale|13.3.1
aws-toolkit-vscode|ama|1.78.0
markdown-preview-github-styles|bie|2.0.2
prettier-vscode|esb|9.16.0
vscode-azureresourcegroups|ms-|0.7.5
vscode-dotnet-runtime|ms-|1.6.0
azure-account|ms-|0.11.5
oracledevtools|Ora|21.5.0
php-debug|xde|1.32.1
markdown-pdf|yza|1.4.4
markdown-all-in-one|yzh|3.5.1

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
py29gd2263:30776702
vscaat:30438848
vsclangdf:30486550
c4g48928:30535728
dsvsc012:30540252
pynewext54:30695312
azure-dev_surveyone:30548225
3biah626:30602489
pyind779:30671433
89544117:30613380
vscrp:30673768
pythonsymbol12:30671437
2i9eh265:30646982
showlangstatbar:30737416
vsctsb:30748421
pythonms35:30701012
03d35959:30757346
pythonfmttext:30731395
pythoncmvfstrcf:30756944
fixshowwlkth:30771522
hideindicator:30766889
pythongtdpath:30769146
bgfeh915:30769767
e440d664:30776459
pythonidxpt:30772539
pythondjangotscf:30772537
pythonnoceb:30776495

```
</details>
<!-- generated by issue reporter -->

As seen in screenshot, it is not possible to copy the first character of a line in terminal.

![image](https://github.com/microsoft/vscode/assets/1051118/1d1ff535-2cdc-4228-b5a6-17378ee8511f)
Repository: excalidraw
Issue:  Collaborative mode cannot sync picture
Labels: collaboration,package:excalidraw


self-host excalidraw and excalidraw-room

<img width="1151" alt="Screenshot 2023-06-28 at 22 27 00" src="https://github.com/excalidraw/excalidraw/assets/42793494/273e8c40-e6fd-4494-89b5-ace2dff6c1cc">
Repository: flutter
Issue: Zoom page transition snapshotting breaks Android Platform View first frame
Labels: platform-android,a: platform-views,P2,team-android,triaged-android

### 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)

### Steps to reproduce

See https://github.com/flutter/flutter/issues/121686 for steps to reproduce.

### Expected results

AndroidView widget shows up when the rest of Flutter widgets do for a page.

### Actual results

Sometimes the AndroidView widget will still be initializing when the snapshot is taken and thus not be present in the view for ~15 frames (aka ~250 ms).

### Code sample

N/A

### Screenshots or Video

N/A

### Logs

N/A

### Flutter Doctor output

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: The size of CanvasElement keep expand.
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?

The size of CanvasElement keep expand. 
Ultimately, it leads to unresponsive and crash (web page)

### Steps to reproduce the problem

1. In `txt2img` generate 1 image
2. click `Send to img2img` button
3. click button - Copy image to: `inpaint` 
4. click button - Copy image to: `inpaint sketch`

use F12 check inpaint sketch canvas element, its width and height are constantly refreshing and increasing.

### What should have happened?

just be normal like direct upload image to inpaint sketch

### Version or Commit where the problem happens

commit 394ffa7b0a7fff3ec484bcd084e673a8b301ccc8

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows, Linux

### What device are you running WebUI on?

Nvidia GPUs (GTX 16 below)

### Cross attention optimization

Automatic

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
export COMMANDLINE_ARGS="--opt-sdp-no-mem-attention --no-half"
export PYTORCH_CUDA_ALLOC_CONF="max_split_size_mb:128"
export NO_TCMALLOC="True"
```


### List of extensions

pass
(already tried with `disable all extensions` option - all)

### Console logs

```Shell
pass
```


### Additional information

_No response_
Repository: terminal
Issue: Make all line discipline key bindings configurable (unbind/rebind Ctrl-C, etc.)
Labels: Product-Conhost,Area-Input,Product-Terminal,Issue-Task

# Description of the new feature/enhancement

Some people don't like Ctrl-C, etc., and would like to have such keybindings be configurable and use macro keys, or similar instead. It's possible to do so and would clean up and centralize lots of our hardcoded assumptions.

# Proposed technical implementation details (optional)

TBD. [TerminalInput](https://github.com/microsoft/terminal/blob/0f41851e67614dd3f78d399f91d4636087c3179c/src/terminal/input/terminalInput.cpp) has them hardcoded right now, which would need to be configurable. Ctrl-C and more are handled in many more parts throughout OpenConsole and Windows Terminal which would all need to be centralized.
Repository: next.js
Issue: Hydration failed with FontAwesome and pages/ router
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:42:11 PST 2023; root:xnu-8792.81.3~2/RELEASE_X86_64
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.8-canary.8
      eslint-config-next: 13.4.7
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.5
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/barros001/next-bug-test

### To Reproduce

```npn run dev```

Visit http://localhost:3000

### Describe the Bug

Even though FontAwesome is involved I truly believe this has more todo with Next than FontAwesome, that's why I'm posting this here.

If [FontAwesome react plugin](https://github.com/FortAwesome/react-fontawesome) is used in a `pages/` route, and icons are loaded globally via `library.add()`, the SVG icons are not rendered on the server but ARE loaded on the client once the page loads. This causes next to error with the following message:

```Error: Hydration failed because the initial UI does not match what was rendered on the server.```

Inspecting the source code received from the server, the SVG tag is definitely missing. The icons DOES show regardless, once client kicks in. What's interesting though, and what makes me believe this has more todo with Next, is the fact that if I create a `app/` route, this issue goes away. Just by creating a single basic `app/layout.tsx` and `app/page.tsx` and restarting `npm run dev`, the original `pages/` page works just fine and the SVG is rendered on the server and no errors is thrown. Deleting the `app/` folder and restarting again brings the error back.

### Expected Behavior

FontAwesome icon is rendered on the server, the `<svg>` tag is sent back to the client, and no errors are thrown.

### Which browser are you using? (if relevant)

Safari Version 16.3 (18614.4.6.1.6)

### How are you deploying your application? (if relevant)

npm run dev
Repository: godot
Issue: ConfigFile load_encrypted_pass not working in Godot 4 for file encrypted with Godot 3
Labels: discussion,topic:core,documentation

### Godot version

4.1.rc1

### System information

Godot v4.1.rc1 - Ubuntu 22.04.2 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) Xe Graphics (TGL GT2) () - 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz (8 Threads)

### Issue description

I use an encrypted `ConfigFile` to keep track of game progression in my game. After porting to Godot 4, the file couldn't be opened and I received the error:
```gdscript
E 0:00:00:0224   Node.gd:13 @ _ready(): Condition "p_base->get_length() < base + length" is true. Returning: ERR_FILE_CORRUPT
  <C++ Source>   core/io/file_access_encrypted.cpp:72 @ open_and_parse()
  <Stack Trace>  Node.gd:13 @ _ready()
```

Note that the issue applies to Godot 4.0.3 and Godot 4.1.rc1.

### Steps to reproduce

1. Save a `ConfigFile` with `save_encrypted_pass` and any password using Godot 3.
2. Load the file with `load_encrypted_pass` and the same password using Godot 4.
3. The error `ERR_FILE_CORRUPT` will appear.

For instance, you can use the script
```gdscript
extends Node

const FILE := "user://file.cfg"
const ENCRYPTION_PASSWORD := ""


func _ready() -> void:
	var file = ConfigFile.new()
	file.load_encrypted_pass(FILE, ENCRYPTION_PASSWORD)
	file.save_encrypted_pass(FILE, ENCRYPTION_PASSWORD)
```
to load and save a file in both Godot 3 and Godot 4.
To reproduce, run `Test_encrypt_Godot3` with e.g. Godot 3.5.2. Then, run `Test_encrypt_Godot4` with e.g. Godot 4.0.3.

### Minimal reproduction project

[Test_encrypt_Godot3.zip](https://github.com/godotengine/godot/files/11900381/Test_encrypt_Godot3.zip)
[Test_encrypt_Godot4.zip](https://github.com/godotengine/godot/files/11900382/Test_encrypt_Godot4.zip)
Repository: flutter
Issue: Replace reliance on existsSync with try/catch in instances where it can cause race conditions
Labels: tool,c: proposal,P3,team-tool,triaged-tool

Context: https://github.com/flutter/flutter/pull/129729#discussion_r1245674213

The pattern of guarding file reads with an initial call to existsSync 
e.g.:
```
File f = ...;
if (f.existsSync()) {
  f.readAsStringSync()
}
```
is being used in a number of places. 
Some examples: 
https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/android/migrations/android_studio_java_gradle_conflict_migration.dart#L89
https://github.com/flutter/flutter/blob/7e2f3fab24e1ff8acc6e2165e3e9313d64c06ba5/packages/flutter_tools/lib/src/project.dart#L517
https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/ios/migrations/ios_deployment_target_migration.dart#L24

It is possible for the files existence to change during the time from when `existsSync` is called to when we try to read. We should replace this pattern with a try/catch approach instead.
Repository: flutter
Issue: Modify generate_gradle_lockfiles.dart to use named constants for Kotlin and AGP values
Labels: platform-android,P3,team-android,triaged-android

Currently, `generate_gradle_lockfiles.dart` replaces existing `build.gradle` files with one long string. 

We should change the script to use named constants for these values, and also consider whether it would be good to have these constants be the same as the ones used in [project templates](https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/android/gradle_utils.dart#L33).
Repository: go
Issue: x/pkgsite/internal/middleware: TestStats failures
Labels: NeedsInvestigation,pkgsite

```
#!watchflakes
post <- pkg == "golang.org/x/pkgsite/internal/middleware" && test == "TestStats"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/daad2a4a8a4899a1cbb322afe25f5fceeb73d2ce)):

    2023/06/28 23:42:37 Info: caching response of length 25 for /A
    2023/06/28 23:42:37 Debug: serving "/A" from cache
    2023/06/28 23:42:37 Info: caching response of length 25 for /A
    2023/06/28 23:42:37 Debug: serving "/A" from cache
    2023/06/28 23:42:38 Error: middleware.Panic: panic!
    --- FAIL: TestStats (0.95s)
        stats_test.go:72: MillisToLastByte is 952, wanted 500 +/- 50


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Float Script Editor other Workspace slow
Labels: bug,platform:linuxbsd,topic:editor,topic:porting

### Godot version

4.1 RC1

### System information

Fedora Linux Gnome or Hyprland - Wayland

### Issue description

Editor becomes unresponsive when I drag float script editor to another workspace, same behavior happens both in Gnome and Hyprland both in Wayland

error that appears in the log I don't know if it helps: platform/linuxbsd/x11/display_server_x11.cpp:1727 - Condition "prev_parent == p_parent" is true.

### Steps to reproduce

Drag float script editor to another workspace

### Minimal reproduction project

N/A
Repository: pytorch
Issue: distributed hooks want to support custom device
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

for distributed hooks, there are some hard-codes, for cutsom device (privateuse1 backend, cuda-like device), we also want to support these hooks.

### Versions

main

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: PowerToys
Issue: network config editor & quickly switch
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

### we can switch diffrent network config faster use it.

In the development environment, we don't just have a set of network configurations, ip addresses, gateways, masks, etc.

However, the network configuration of the windows platform is not friendly, each configuration, c+v a lot of forms, in this case, it is best to have a preset form for each network drive, you can only need one step, you can quickly switch.

### Scenario when this would be used?

For example, we develop in a development environment, we need to deploy to a test environment, and we need to implement in a production environment. Often these environments are network isolated.

### Supporting information

It is expected that each network drive can have a set of preset configurations, the configuration can be commented, can be exported, support oss,nfs storage and so on.

Each drive has a serial number, (0-9, up to 9 drives are supported), after starting this plug-in, you can press tab to switch drives. Press Enter. You can press tab to switch the preset configuration.

You can set the switch combination to switch multiple network drives at the same time.

If the specified ip address cannot be accessed after the network switchover, roll back the previous configuration.

You can restore the default configuration of each gateway after the restart.

Support network speed display and historical network quality, so that when switching to select a good network, such as the color of the available TAB to display network quality.

Support command line.
` ` `
powertoys-p (--plug) networkswitch -c(--cmd) ctrl+win+n,1,2.
` ` `

Plug-in aliases are supported.
` ` `
powertoys alias set ns=networkswitch.
Powertoyss-p ns -c ctrl+win+n,1,2.
` ` `
Repository: godot
Issue: pressed button stays pressed if the mouse is held then moved out of the game window
Labels: documentation,topic:physics,topic:gui,topic:2d

### Godot version

4.0.2

### System information

Windows 10

### Issue description

when I press my mouse button to move my 2d collider, and move my mouse button out of or to the side of the game debug window, the mouse will be treated as held down whether it is or not until the game window is clicked.

(my code might just be bad, but even if there is another way to do this, this seems like a bug with the pressed function)

### Steps to reproduce

this is my code attached to a node with an area2d and a collisionshape2d.  the area 2d has the input_event(viewport) node  turned on for the script to work.  
(in the nodes area next to the inspector when selecting the area2d node, as the first thing under CollisionObject2D)



extends Node2D

var selected = false
var mouse_offset = Vector2(0, 0)

func _process(delta):
	if selected:
		followMouse()
	
	#glued other part
	if global_position.x < 37:
		global_position.x = 37
	elif global_position.x > 805:
		global_position.x = 805
	if global_position.y != 454:
		global_position.y = 454
	#glued end

func followMouse():
	position = get_global_mouse_position() + mouse_offset

func _on_area_2d_input_event(viewport, event, shape_idx):
	if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
		if event.pressed:
			mouse_offset = position - get_global_mouse_position()
			selected = true

		else:
			selected = false


### Minimal reproduction project


[bug test.zip](https://github.com/godotengine/godot/files/11901307/bug.test.zip)
Repository: storybook
Issue: [Bug]: When render function don't have arguments, the code snippet will show this render function
Labels: bug,needs triage

### Describe the bug

This is my Badge story
```ts
import { Badge } from '@components/Badge'
import { Space } from '@components/Space'
import { Meta, StoryObj } from '@storybook/react'

const meta = {
  title: 'UI Component/Badge',
  component: Badge,
  tags: ['autodocs'],
  argTypes: {
    backgroundColor: { control: 'color' },
  },
} satisfies Meta<typeof Badge>

type Story = StoryObj<typeof meta>

export const Default: Story = {
  render: () => <Badge>123</Badge>,
}
```
Then it renders

![cc2858122eff7f805a7eddaac1ed2c0d](https://github.com/storybookjs/storybook/assets/88939906/d74ff437-2181-4677-a686-2220bb9328d9)

And If I pass a param
```ts
import { Badge } from '@components/Badge'
import { Space } from '@components/Space'
import { Meta, StoryObj } from '@storybook/react'

const meta = {
  title: 'UI Component/Badge',
  component: Badge,
  tags: ['autodocs'],
  argTypes: {
    backgroundColor: { control: 'color' },
  },
} satisfies Meta<typeof Badge>

type Story = StoryObj<typeof meta>

export const Default: Story = {
  render: args => <Badge>123</Badge>, // add args
}
```
It will display currently
![image](https://github.com/storybookjs/storybook/assets/88939906/92f33ab0-4dc9-4ee9-b40d-e49ede891d1f)


### To Reproduce

[https://stackblitz.com/edit/github-4vnucr?file=src%2Fstories%2FButton.stories.tsx](https://stackblitz.com/edit/github-4vnucr?file=src%2Fstories%2FButton.stories.tsx)

### System

```shell
Environment Info:
  System:
    OS: macOS 12.6
    CPU: (8) x64 Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz
  Binaries:
    Node: 18.16.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 9.5.1 - /usr/local/bin/npm
  Browsers:
    Chrome: 114.0.5735.198
    Safari: 15.6.1
  npmPackages:
    @storybook/addon-essentials: ^7.0.24 => 7.0.24 
    @storybook/addon-interactions: ^7.0.24 => 7.0.24 
    @storybook/addon-links: ^7.0.24 => 7.0.24 
    @storybook/blocks: ^7.0.24 => 7.0.24 
    @storybook/react: ^7.0.24 => 7.0.24 
    @storybook/react-vite: ^7.0.24 => 7.0.24 
    @storybook/testing-library: ^0.0.14-next.2 => 0.0.14-next.2
```


### Additional context

_No response_
Repository: material-ui
Issue: [Switch] doesn't respect readOnly prop
Labels: component: switch,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/recursing-matsumoto-wjv26k

Steps:

1. You see that readOnly props have already passed to the Switch component and to `inputProps` 
2. Interact with the Switch component in the UI
3. You see that the Switch doesn't respect the `readOnly` props as expected

### Current behavior 😯

Switch doesn't respect readOnly prop but it supports it as described in `interface SwitchBaseProps` - `readOnly?: boolean;`
in `/node_modules/@mui/material/internal/SwitchBase.d.ts:69`

<img width="965" alt="Screenshot 2023-06-29 at 11 56 41" src="https://github.com/mui/material-ui/assets/6214770/c7767950-90cc-43c5-98dd-0be4bb6c473e">


### Expected behavior 🤔

In Swithc component the prop readOnly works as expected

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
 System:
    OS: macOS 13.4
  Binaries:
    Node: 18.8.0 - ~/.nvm/versions/node/v18.8.0/bin/node
    Yarn: 1.22.19 - ~/.yarn/bin/yarn
    npm: 8.18.0 - ~/.nvm/versions/node/v18.8.0/bin/npm
  Browsers:
    Chrome: 114.0.5735.198
    Edge: 112.0.1722.68
    Firefox: Not Found
    Safari: 16.5
  npmPackages:
    @emotion/react:  11.11.1 
    @emotion/styled:  11.11.0 
    @mui/base:  5.0.0-beta.4 
    @mui/core-downloads-tracker:  5.13.4 
    @mui/icons-material:  5.11.16 
    @mui/lab:  5.0.0-alpha.134 
    @mui/material:  5.13.6 
    @mui/private-theming:  5.13.1 
    @mui/styled-engine:  5.13.2 
    @mui/styles:  5.13.2 
    @mui/system:  5.13.6 
    @mui/types:  7.2.4 
    @mui/utils:  5.13.6 
    @types/react: 18.2.14 => 18.2.14 
    react:  18.2.0 
    react-dom:  18.2.0 
    styled-components:  5.3.11 
    typescript: 5.1.3 => 5.1.3
```
</details>