sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: flutter doctor has no colors when run in tmux with `tmux-256color`
Labels: tool,t: flutter doctor,platform-linux,has reproducible steps,team-tool,found in release: 3.16,found in release: 3.20

### Steps to reproduce

1. Have a terminal with color support
2. Open tmux
3. Make sure colors actually work
4. Run `flutter doctor` (TERM is `tmux-256color`). => See no colors
5. Run `TERM=xterm-256color flutter doctor`. => See color

### Actual results

Output is not coloured. 

### Logs

<details open>
<summary>Logs</summary>

```console

<!-- Paste your logs here -->

```

</details>


### Flutter Doctor output

<details open>
<summary>Doctor output</summary>

```console

flutter doctor -v
[✓] Flutter (Channel stable, 3.16.9, on Fedora Linux 39 (Workstation Edition) 6.6.14-200.fc39.x86_64, locale de_DE.UTF-8)
    • Flutter version 3.16.9 on channel stable at /home/user/.local/opt/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 41456452f2 (vor 9 Tagen), 2024-01-25 10:06:23 -0800
    • Engine revision f40e976bed
    • Dart version 3.2.6
    • DevTools version 2.28.5

[✗] Android toolchain - develop for Android devices
    ✗ Unable to locate Android SDK.
      Install Android Studio from: https://developer.android.com/studio/index.html
      On first launch it will assist you in installing the Android SDK components.
      (or visit https://flutter.dev/docs/get-started/install/linux#android-setup for detailed instructions).
      If the Android SDK has been installed to a custom location, please use
      `flutter config --android-sdk` to update to that location.


[✗] Chrome - develop for the web (Cannot find Chrome executable at google-chrome)
    ! Cannot find Chrome. Try setting CHROME_EXECUTABLE to a Chrome executable.

[✓] Linux toolchain - develop for Linux desktop
    • clang version 17.0.6 (Fedora 17.0.6-1.fc39)
    • cmake version 3.27.7
    • ninja version 1.11.1
    • pkg-config version 1.9.5

[!] Android Studio (not installed)
    • Android Studio not found; download from https://developer.android.com/studio/index.html
      (or visit https://flutter.dev/docs/get-started/install/linux#android-setup for detailed instructions).

[✓] Connected device (1 available)
    • Linux (desktop) • linux • linux-x64 • Fedora Linux 39 (Workstation Edition) 6.6.14-200.fc39.x86_64

[✓] Network resources
    • All expected network resources are available.

! Doctor found issues in 3 categories.

```

</details>
Repository: godot
Issue: Can't transform scene files in the Tilemap
Labels: enhancement,topic:2d

### Tested versions

-Reproducible in: 4.2.1.stable

### System information

Windows 10

### Issue description

I have a problem with my godot game. I'm using a scene with the tilemap, but I can't rotate the scene on the tilemap and the editor says "Can't transform scene files".
How to fix or do something with the same benefits as using the scenes in the tile map.

This creates a problem where I have to create several variants of the same scene just to add rotation, I don't think I can just use standard blocks with .png in the tileset, as I have plans to make each wall destructible with animation and effects, so I'm using a scene instead of a .png

Sorry for the text, I'm not a native English speaker.

### Steps to reproduce

Create a tileset using a scene and then try to rotate it in the tilemap, the editor does not allow it and displays the message "Can't transform scene files"

### Minimal reproduction project (MRP)

[FL_Game.zip](https://github.com/godotengine/godot/files/14151459/FL_Game.zip)
Repository: godot
Issue: The raycast3d's module "is_colliding()" is true while "get_collider()" is null after using "queue_free()" on the "get_collider()".
Labels: topic:physics

### Tested versions

I'm not sure, I only have the v4.2.1 version of godot, so I haven't tried it in other versions of godot.

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.12044.3) - AMD Athlon Silver 3050U with Radeon Graphics (2 Threads)

### Issue description

![setting the variable i](https://github.com/godotengine/godot/assets/158744637/0fb3484a-23bf-4f65-a014-0ba483a1ad57)
![the code](https://github.com/godotengine/godot/assets/158744637/cc9c3841-6508-4dcb-b2e8-ac79e73b85f7)
![the error](https://github.com/godotengine/godot/assets/158744637/7b7d657b-35f6-4b1b-9313-6cba6fda2594)




### Steps to reproduce

Here's the code:

@onready var i = $Indicator # The indicator is just a mesh 3d
@onready var ray_cast = $RayCast3D # You'll also need to create a raycast3d

func _physics_process(_delta):
	
		
	if Input.is_action_just_pressed("left click") and ray_cast.is_colliding():
		
		ray_cast.get_collider().queue_free()

	if ray_cast.is_colliding():
		i.visible = true
		i.global_position = ray_cast.get_collider().position

### Minimal reproduction project (MRP)


[The bug.zip](https://github.com/godotengine/godot/files/14151482/The.bug.zip)
Open the project in editor mode, press run project, and then left click one of the cubes, the error should occur.
Repository: tauri
Issue: [bug] the `scale_factor` is incorrect on Linux (X11)
Labels: type: bug,platform: Linux,status: needs triage

### Describe the bug

The current display's scaling factor is 1.5.
![截图_选择区域_20240203212234](https://github.com/tauri-apps/tauri/assets/51874567/5d8132e4-0b16-4d77-bf89-e9f5ac86390e)

Tauri retrieves a scaling factor of 1:

```rust
        .setup(|app| {
            if let Some(w) = app.get_window("main") {
                let monitor = w.current_monitor().unwrap().unwrap();
                println!("scaling factor: {}", monitor.scale_factor());
            }
            Ok(())
        })
```

```
scaling factor: 1
```

 This issue may be related to https://github.com/tauri-apps/tauri/issues/6224.


### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
[✔] Environment
    - OS: Linux 23 X64
    ✔ webkit2gtk-4.0: 2.42.1
    ✔ rsvg2: 2.54.7
    ✔ rustc: 1.75.0 (82e1608df 2023-12-21)
    ✔ cargo: 1.75.0 (1d8b05cdd 2023-11-20)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 18.19.0
    - pnpm: 8.15.1
    - bun: 1.0.25

[-] Packages
    - tauri [RUST]: 1.5.4
    - tauri-build [RUST]: 1.5.1
    - wry [RUST]: 0.24.7
    - tao [RUST]: 0.16.7
    - @tauri-apps/api [NPM]: 1.5.3
    - @tauri-apps/cli [NPM]: 1.5.9
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: angular
Issue: Css properties order matters
Labels: area: compiler,P3,bug

### Which @angular/* package(s) are the source of the bug?

Don't known / other

### Is this a regression?

No

### Description

I couldn't build my library after adding a font to it.
I build with ```ng build look-n-play```.
It just leads to an infinite halt, where all I see is ```⠴ Compiling with Angular sources in Ivy full compilation mode.```, even the ascii animation stops.
I managed to trace the bug to @font-face css-rule. If I comment it out, the build proceeds.
So play-around led to discovery, that order-swap from font-family->src to src->font-family makes build proceed just fine. And more importantly it just works.

The file
projects/look-n-play/src/typography.scss

### Please provide a link to a minimal reproduction of the bug

https://github.com/EKashpersky/look-n-play

### Please provide the exception or error you saw

```true
No exceptions, blank halt
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.1.1
Node: 20.3.0
Package Manager: npm 9.6.7
OS: darwin arm64

Angular: 17.1.1
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1701.1
@angular-devkit/build-angular   17.1.1
@angular-devkit/core            17.1.1
@angular-devkit/schematics      17.1.1
@schematics/angular             17.1.1
ng-packagr                      17.1.2
rxjs                            7.8.1
typescript                      5.3.3
zone.js                         0.14.3
```


### Anything else?

_No response_
Repository: godot
Issue: `Control`'s `clip_contents` ignores camera rotation
Labels: bug,discussion,topic:gui,topic:2d

### Tested versions

4.3.dev [17e7f85c06], 4.0.stable

### System information

Godot v4.3.dev - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.4601) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

When rotating the camera, `Control`s will rotate, but the clipping rect for `clip_contents` ignores the rotation. It seems to grow the rect to respect the rotated size, but still adheres to the window's rotation.

![image](https://github.com/godotengine/godot/assets/21325943/99027189-fb69-40f8-9f27-395d98134726)

### Steps to reproduce

1. Add a `Camera2D`
2. Add a `Control` with something visible in it.
3. Select `clip_contents` on the `Control`
4. Rotate the camera


### Minimal reproduction project (MRP)

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: Inpaint picture disappears when changing prompt.
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

When I change the prompt, for instance adding a LoRA or an Embed, the inpaint picture and the mask is gone. Additionally, when I add the image from txt2img again, I get a "ValueError: images do not match" error, which was described in this issue. https://github.com/AUTOMATIC1111/stable-diffusion-webui/issues/9092

### Steps to reproduce the problem

1. txt2img an image
2. Send to inpaint and mask
3. Decide you wanted to put a LoRA or Embed on it, switch to tab and select model
4. Switch back to generation tab

### What should have happened?

Keep the inpaint and mask alive when switching to LoRA tab and back.

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

Mozilla Firefox

### Sysinfo

    "Platform": "Windows-10-10.0.19045-SP0",
    "Python": "3.10.13",
    "Version": "v1.7.0",
    "Commit": "cf2772fab0af5573da775e7437e6acdca424f26e"

### Console logs

```Shell
[privacy]
```


### Additional information

_No response_
Repository: next.js
Issue: Sitemap.xml not cached.
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/vibrant-river-l88glf?workspaceId=9084caf4-7fa0-449a-ae87-c3bec4f52e15

### To Reproduce

Add sitemap.ts file to app directory. Build and start server.

### Current vs. Expected behavior

The current behavior is that the /sitemap.xml file is not cached and served with Cache-Control header as `public, max-age=0, must-revalidate` requiring the server to be hit with each request for /sitemap.xml. 

I would expect to use the same cache functionality in the sitemap file as in page.tsx files.

I.e. if there is nothing dynamic it would be permanently cached, or cached according to a revalidate value exported from the file, e.g. `export const revalidate = 3600;`. Additionally, I would expect to be able to fetch data from outside sources and have those fetches cached like it is in page.tsx files with the page cache matching the shortest fetch time.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.1.0: Mon Oct  9 21:27:27 PDT 2023; root:xnu-10002.41.9~6/RELEASE_X86_64
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.1.1-canary.27 // Latest available version is detected (14.1.1-canary.27).
  eslint-config-next: 14.0.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: standalone
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

next build (local), next start (local)

### Additional context

_No response_
Repository: go
Issue: unicode/utf16: Add example on how to use utf16.DecodeRune
Labels: Documentation,NeedsInvestigation

### Go version

go version go1.21.4 linux/amd64

### Output of `go env` in your module/workspace:

```shell
N/A
```


### What did you do?

Opened https://pkg.go.dev/unicode/utf16#DecodeRune


### What did you see happen?

No examples on the page.

### What did you expect to see?

An example on how to use DecodeRune to decode a `[]uint16` without performing heap allocations, similar to how `utf8.DecodeRune` works.
Repository: tauri
Issue: [feat] improve naming convention for updater files
Labels: type: feature request

### Describe the problem

When using [tauri/updater](https://tauri.app/v1/guides/distribution/updater/) the current generated update file is 
`app.tar.gz` or `myapp-setup.nsis.zip` and as you can see it doesn't include the architecture of the update,
and that's mean that many times developers will need to handle themself the naming of it,
for instance, I host static json in Github and upload updater files (`.tar.gz`) using Github action into Github releases
currenly I need to handle it myself and change the name to the current architecture.

### Describe the solution you'd like

Use naming convention for update files, similar how you already do with the installer files.
eg:
`app_0.0.4_aarch64.dmg`
`app_0.0.2_x64-setup.exe`

instad of `app.tar.gz`

### Alternatives considered

_No response_

### Additional context

In general, the updater need a little enhancments.
We can easily use Github action + static JSON for uploading the updater files to Github releases and updating the static JSON file automaticlly from CI.
Currently users needs to find their way to use Github actions for automatically upload updater files (`.sig`, `.tar.gz`) and update the static JSON file and handling naming conventions

Another things:
The updater continue asking for update everytime the user opens the app even after choosing no

The docs shows the update files with their architecture so I'm wondering if maybe that's already possible and I missed it
<img src="https://github.com/tauri-apps/tauri/assets/61390950/1822d236-871c-41d0-8fc6-3da865fcae13" width=600>

That's probably because tauri action does the magic 
[tauri-action/src/utils.ts#L44](https://github.com/tauri-apps/tauri-action/blob/c2e3e112c7023d91283fbb9164db68904e95c98d/src/utils.ts#L44)
Repository: pytorch
Issue: [dynamo] Refactor switch statements  to improve compile times
Labels: low priority,triaged,oncall: pt2,module: dynamo,module: startup-tracing-compile

In many parts of dynamo we have code like:
 ```
if ...

elif ...

elif ...
```
which is `O(n)` (n is number of cases in switch)

We should replace it with:
```
getattr(self, f"method_{name}")(...)
```
or
```
dispatch_table[type(value)](...)
```
which is `O(1)`.

Here is an example of such a change: https://github.com/pytorch/pytorch/issues/119111#issuecomment-1925398694_

And here are some examples of this pattern that still should be fixed:
- [ ] https://github.com/pytorch/pytorch/blob/fcf22a853dc381b5cddd107986a69a2abfc0c8d9/torch/_dynamo/variables/torch.py#L274-L671
- [ ] https://github.com/pytorch/pytorch/blob/7a52455102735a6b79dc688c9b5a1f7bffa8d61f/torch/_dynamo/variables/builder.py#L401-L804
- [x] https://github.com/pytorch/pytorch/blob/7a52455102735a6b79dc688c9b5a1f7bffa8d61f/torch/_dynamo/variables/higher_order_ops.py#L508-L534
- [ ] https://github.com/pytorch/pytorch/blob/7a52455102735a6b79dc688c9b5a1f7bffa8d61f/torch/_dynamo/variables/nn_module.py#L467-L631
- [x] https://github.com/pytorch/pytorch/blob/7a52455102735a6b79dc688c9b5a1f7bffa8d61f/torch/_dynamo/variables/tensor.py#L226-L250
- [ ] https://github.com/pytorch/pytorch/blob/7a52455102735a6b79dc688c9b5a1f7bffa8d61f/torch/_dynamo/variables/lists.py#L238-L293
- [ ] https://github.com/pytorch/pytorch/blob/7a52455102735a6b79dc688c9b5a1f7bffa8d61f/torch/_dynamo/variables/lists.py#L357-L393
- [ ] https://github.com/pytorch/pytorch/blob/7a52455102735a6b79dc688c9b5a1f7bffa8d61f/torch/_dynamo/variables/dicts.py#L210-L275


cc @ezyang @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @msaroufim @bdhirsh @zou3519 @aakhundov @oulgen
Repository: godot
Issue: Resetting a custom setting throws error and removes setting
Labels: bug,topic:editor

### Tested versions

- 4.2.1 Stable

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 620 () - Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 Threads)

### Issue description

When I've added a custom bool setting in the project setting dialog and press the reset button, I get this error:

![bild](https://github.com/godotengine/godot/assets/11806563/e0976534-6323-4032-9e61-4ad5adfeef75)




### Steps to reproduce

1. create new bool setting from the project settings
2. click reset button.
3. Watch error

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Allow for sidebar panes to collapse downwards
Labels: under-discussion,workbench-views

I usually have File Explorer, Outline, Timeline and some additional extension specific panes in my left sidebar. I like to keep the File Explorer as large as possible and the other panes at smaller sizes. I often collapse some of them because they are used less often. I think this is a reasonable usage pattern.

Now, suppose that I have just 3 panes A, B and C open at the sidebar, in that order from top to bottom. I resize B and C to be as small as possible and I want to keep that configuration but also to be able to collapse B and C from time to time. I now collapse B and instead of going downwards, increasing the space for A, it collapses upwards making C larger. So in order to achieve what I want I need to put A at the bottom, but A is the most important pane for me and it doesn't feel natural at all.

In a more realistic situation I have A, B, C, D, E, F. After a while A always gets very small. It tends to the height set by the initial configuration with B, C, D, E and F expanded, which is an irrelevant configuration because I'm never in the need to have all panes open. Nota bene, it's not that they are open, even if just one of the other panes is expanded at a time, A will eventually be of the size it would have been with everything open. So the panes that I want small end up being way larger than A. Keeping the sidebar in a reasonable configuration involves frequent manual intervention.

If there is no setting to invert this "direction of collapsing" then I think that the current one is the worst of them for the reasons stated and should be changed. But perhaps it could be made configurable. IMO all panels except for one should keep the size that was set by the user, and the top one is the natural candidate to be that one which is alloted the remaining space. Currently panel heights are changing all the time in difficult to predict ways, because they are constantly pushing each other when they are collapsed and expanded.
Repository: godot
Issue: Godot 4.2.1+ AnimationTree advance expression in the editor is not parsing C# enum or const.
Labels: bug,topic:editor,confirmed,topic:dotnet,topic:animation

### Tested versions

- Reproducible in 4.2.1 Mono and 4.2.2 RC1 Mono.

### System information

Godot v4.2.2.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 660 Ti (NVIDIA; 30.0.14.7464) - Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz (8 Threads)

### Issue description

Using an enum or const in the advance expression field on the AnimationTree node inside the editor does not work when using C# scripts. You should be able to simply add something like "state == IDLE".


### Steps to reproduce

Using an enum or const in the advance expression field on the AnimationTree node inside the editor does not work with C# scripts. For example in script you add something like:

`public enum States {IDLE, WALK, RUN, JUMP}`

or

```
const int IDLE = 0;
const int WALK = 1;
const int RUN = 2;
const int JUMP = 3;
```
and you should be able to simply use:

`state == States.IDLE`

or

`state == IDLE`

but it does not work. The only thing that works is directly using:

`state == 1`

for example, which is pointless. If you use the same setup in GDScript it works fine and if forgo the editor and use pure code it also works so the problem lies in the way the editor is parsing C# values.

### Minimal reproduction project (MRP)

N/A
Repository: storybook
Issue: [Bug]: Autodocs produce invalid code example
Labels: bug,svelte,block: source,sev:S3

### Describe the bug

`show code` button produces code examples that look like `<Proxy<RenderContext> />` when using the following:

```html
<Template let:args>
  <MyComponent {...args} />
</Template>
```

### Expected behavior

Should say:
- `<MyComponent />`

### Screenshots and/or logs

![image](https://github.com/storybookjs/addon-svelte-csf/assets/2974920/5953ee27-1e54-4ecc-b136-38571b0824aa)

### To Reproduce

[Repro](https://github.com/sacrosanctic/repro-sb-autodocs)

1. `npm i`
2. `npx storybook@latest init`
3. `npm i --save-dev @storybook/addon-svelte-csf`
4. add stories
5. `npm run storybook`
6. view [`NotWorking`](http://localhost:6006/?path=/docs/routes-notworking--docs) and [`Working`](http://localhost:6007/?path=/docs/routes-working--docs) and click `show code`

### System

_No response_

### Additional context

Originally posted @ https://github.com/storybookjs/addon-svelte-csf/issues/166 but could not find related issues.
Repository: godot
Issue: [Bug] Engine crash when trying to open invalid addon path
Labels: bug,topic:editor,needs testing,crash

### Tested versions

Reproducible in 4.2.1 stable

### System information

Godot v4.2.1.stable - Windows 10.0.19044 - Vulkan (Mobile)

### Issue description

Summary: 
I've installed an addon from the asset store. Later on, i decided to change it's location to another folder:
`addons/addon_name` -> `data/addons/addon_name`
Then i tried to change an addon path in project settings (it contained old path)
I clicked on it and engine crashed

### Steps to reproduce

Reproducing:
1. Install any addon
2. Change it's location via external file explorer (not Godot itself)
3. Open project settings
4. Click on addon path

### Minimal reproduction project (MRP)

[mrp_is_not_needed_in_this_case.zip](https://github.com/godotengine/godot/files/14154534/mrp_is_not_needed_in_this_case.zip)
Repository: vscode
Issue: Configurable Position for Accessibility-Related Text Notifications in Code Editor
Labels: accessibility,under-discussion


Type: <b>Feature Request</b>

In the Visual Studio Code editor, the position of the accessibility-related text notifications is fixed and is always read after the actual line text. This becomes problematic when the line contains a large amount of text, rendering the notification almost useless for screen reader users. 

A feature to configure the order of the text notification, allowing it to be read before the line text, would greatly enhance the usability of the editor for screen reader users.


VS Code version: Code 1.86.0 (05047486b6df5eb8d44b2ecd70ea3bdf775fd937, 2024-01-31T10:28:19.990Z)
OS version: Windows_NT x64 10.0.19045
Modes:


<!-- generated by issue reporter -->