sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Support for floating `Snackbar` to appear below the `FAB`
Labels: framework,f: material design,c: proposal,P3,team-design,triaged-design

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## Steps to Reproduce

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2. ... <!-- describe steps to demonstrate bug -->
3. ... <!-- for example "Tap on X and see a crash" -->

**Expected results:** <!-- what did you want to see? -->
![Screenshot_20230327-200542~2.png](https://user-images.githubusercontent.com/42776853/227974719-a61fa57e-9ce6-4d0c-b350-9927c3b28a2c.png)


**Actual results:** <!-- what did you see? -->
![Screenshot_20230327-200458~2.png](https://user-images.githubusercontent.com/42776853/227974753-d9903b81-071c-4bf6-9860-482d9d31412e.png)


<details>
<summary>Code sample</summary>

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```dart
```

</details>

<details>
  <summary>Logs</summary>

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```

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Repository: stable-diffusion-webui
Issue: [Bug]: Webui stops responding to generation attempts after generating an image and modifying prompt [Google CoLab]
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?

Webui stops responding and has to be reloaded to work again and continue to generate images. It happens when I load prompt of previous image, generate a new one and modify the prompt. It stops responding after clicking on "Generate button". Nothing will happen and further attempts to generate another image by clicking on the button are ignored until you reload the page. No errors in console

### Steps to reproduce the problem

1. Load prompt of the last generated image
2. Click on generate and make new picture
3. Modify the prompt by adding few tags
4. Click on generate
5. Webui now stopped responding to generating images and you need to reload the page (Also no image was generated)


### What should have happened?

Webui should continue to generate images without issues

### Commit where the problem happens

955df7751eef11bb7697e2d77f6b8a6226b21e13

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

Other/Cloud

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

Microsoft Edge

### Command Line Arguments

```Shell
No
```


### List of extensions

a1111-sd-webui-tagcomplete, openpose-editor, sd-webui-controlnet, sd-webui-depth-lib, stable-diffusion-webui-composable-lora, stable-diffusion-webui-two-shot

### Console logs

```Shell
Loading weights [4ef7a2259f] from /content/gdrive/MyDrive/sd/stable-diffusion-webui/models/Stable-diffusion/Everything-v1.0_TEST.ckpt
Creating model from config: /content/gdrive/MyDrive/sd/stable-diffusion-webui/configs/v1-inference.yaml
LatentDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.52 M params.
Applying xformers cross attention optimization.
Textual inversion embeddings loaded(1): bad-hands-5
Model loaded in 21.5s (load weights from disk: 15.3s, create model: 1.4s, apply weights to model: 3.0s, apply half(): 1.0s, move model to device: 0.7s).
Running on public URL: https://fcc824dfbba25352db.gradio.live
✔ Connected
Startup time: 53.8s (import torch: 6.1s, import gradio: 1.4s, import ldm: 0.5s, other imports: 3.7s, list SD models: 0.2s, setup codeformer: 0.1s, load scripts: 3.5s, load SD checkpoint: 21.5s, create ui: 3.9s, gradio launch: 12.8s).
Data shape for DDIM sampling is (1, 4, 62, 53), eta 0.0
Running DDIM Sampling with 63 timesteps
DDIM Sampler100% 63/63 [00:14<00:00,  4.23it/s]
Running DDIM Sampling with 19 timesteps
Decoding image100% 19/19 [00:20<00:00,  1.07s/it]
```


### Additional information

_No response_
Repository: TypeScript
Issue: NodeList should be generic instead of having NodeListOf
Labels: Suggestion,Awaiting More Feedback

# lib Update Request

I may be missing something, but I don't see why NodeListOf exists instead of just having NodeList itself be generic. Maybe it's a vestige from a time before generic parameter defaults.

`NodeList` should be able to be generic with a default value of `Node`.

## Configuration Check

afaik, this is true of all versions of lib.dom.ts. I've checked up to 5.0

## Missing / Incorrect Definition

I think this should be a backwards compatible change:

```ts
interface NodeList<TNode extends Node = Node> {
  readonly length: number;
  item(index: number): TNode | null;
  forEach(callbackfn: (value: TNode, key: number, parent: NodeList<TNode>) => void, thisArg?: any): void;
  [index: number]: TNode;
}

/** @deprecated Use NodeList */
interface NodeListOf<TNode extends Node> extends NodeList<TNode> {
  item(index: number): TNode;
}
```

## Sample Code

```ts
let getDivs = (): NodeList<HTMLDivElement> => {/* ... */};
```

## Documentation Link

N/A though removing NodeListOf would remove a type that's only present in lid.dom.d.ts, not the actual DOM APIs.
Repository: TypeScript
Issue: Using Parameters in a class member function gets incorrect result while all parameters are optional. 
Labels: Bug,Help Wanted

# Bug Report

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### 🔎 Search Terms

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### 🕗 Version & Regression Information

5.0.2 and 4.9.5

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- This is a crash
- This changed between versions ______ and _______
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### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.0.2&ssl=15&ssc=1&pln=16&pc=1#code/FAYwNghgzlAEAqsDexZtgeg7AZgOwAoBKALlgDcB7ASwBMBuVdLXQ2PCAWwFMB+MqABcATtTwBzWKQo0GTNPgLsufASLHiANLCjcAHv3YBXTgCNuwqWSp1kAX2APgoSDFgBZADwANWPsHceLRw8AB8yPKwIJR4QsJGIIKUwkoADkamYNQgsJxkvkT2zuisSgB0FRDC4lBkAApVKgHCUD4A2gDk+B2wALrhhSglJYIAFtRQZZxlirAVZVU1UowlDk44RniJ1DGsAEzlldW1sA3CTRat8G2wXXg9-VIRJXjcAO4IxDNs84twRIw7EA

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[Playground link with relevant code](https://www.typescriptlang.org/play?#code/PTAEFkE9QYwewCYFNQHM5IM6gBZIE5JA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
class T {
    // fn(): void;
    // fn( name?: string ): void;
    fn( name?: string, sex?: number ): void {}
}


class M<X extends T> {
    constructor( public m: X ) {}

    fn( ...args: Parameters<X['fn' ]> ) {
        this.m.fn( ...args );
    }
}

function fn2( ...args: Parameters<T[ 'fn' ]> ) {
    new T().fn( ...args );
}
```

### 🙁 Actual behavior

![image](https://user-images.githubusercontent.com/963223/228000682-7d106821-29e1-40aa-9f54-e1eebfebdfc7.png)

The `fn` method in class `M` has similar code with the global function `fn2`, but it get errors.

The error message disappears if I add function overload ( uncomment line 3 & 4 in playground ).

### 🙂 Expected behavior
Repository: godot
Issue: Capsule CharacterBody3D gets stuck in small ConcavePolygonShape3D static bodies when moving with move_and_slide
Labels: bug,topic:physics,topic:3d

### Godot version

4.0.1-stable

### System information

Windows 10

### Issue description

A CharacterBody3D with a CapsuleShape3D collider gets stuck in ConcavePolygonShape3D static bodies when moving with `move_and_slide()`, instead of sliding.

The only way to "get" out is to keep pushing the movement key to move backwards. It then suddenly violently gets "detached" from the collision.

### This is the static collision shape
![imagen](https://user-images.githubusercontent.com/248383/228003029-09c4a702-f44d-442e-a952-61821e5f686c.png)

### Demonstration
https://user-images.githubusercontent.com/248383/228003886-72310dd2-f871-490d-9b7a-bd90114b3035.mp4

### Other collision issues
This is different from my other collision issue https://github.com/godotengine/godot/issues/70453, as in that other issue the character actually slides, but with frame drops and stutters. In this issue the character won't move.

### Steps to reproduce

- Add a mesh with a static body and a simple ConcavePolygonShape3D collision shape
- Add a CharacterBody3D controller with a capsule collider
- Move the controller against the static body and see it getting stuck
- Keep trying to move, suddenly the character is violently detached

### Minimal reproduction project

[CollisionShapeStuck.zip](https://github.com/godotengine/godot/files/11080963/CollisionShapeStuck.zip)
Repository: pytorch
Issue: [FSDP] Consolidate test_fsdp_state_dict.py
Labels: oncall: distributed,triaged,module: fsdp

### 🚀 The feature, motivation and pitch

One issue today is that our test_fsdp_state_dict.py file was incrementally developed and now there is a nontrivial amount of redundancy between tests. It would be great if we can consolidate the tests to reduce time to signal and also improve developer efficiency (e.g. if adding a new feature, which test(s) should I test my feature with).



### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: material-ui
Issue: Using 'useState' for string inside Popover doesn't work properly. 
Labels: support: question,component: Popover,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Steps:

1. Instead of hard coding the text, use 'useState' instead for Popover for children value.

e.g. {text}. // This will cause issue
 ```
    <Popover
        id={id}
        open={open}
        anchorEl={anchorEl}
        onClose={handleClose}
        anchorOrigin={{
          vertical: 'bottom',
          horizontal: 'left',
        }}
      >
        <Typography sx={{ p: 2 }}>{text}</Typography>
      </Popover>
```

e.g. Hard coding text will not cause issue.

```
  <Popover
        id={id}
        open={open}
        anchorEl={anchorEl}
        onClose={handleClose}
        anchorOrigin={{
          vertical: 'bottom',
          horizontal: 'left',
        }}
      >
        <Typography sx={{ p: 2 }}>HARD CODE TEXT</Typography>
      </Popover>
```

### Current behavior 😯

Link to live example:

https://codesandbox.io/s/nfxd61?file=/demo.tsx

Issue:

 When using 'useState' to toggle text that is inside Popover, notice the Popover closes but you will see div with empty text will fade away before closes completely. However, hard coding the text works fine.


https://user-images.githubusercontent.com/91907117/228026976-7fafb692-856d-4dbb-8f31-84c19bd9c88c.mov


Code:

```
import * as React from 'react';
import Popover from '@mui/material/Popover';
import Typography from '@mui/material/Typography';
import Button from '@mui/material/Button';

export default function BasicPopover() {
  const [anchorEl, setAnchorEl] = React.useState<HTMLButtonElement | null>(null);

  const [text, setText] = React.useState('');

  const handleClick = (event: React.MouseEvent<HTMLButtonElement>) => {
    setText('hello');
    setAnchorEl(event.currentTarget);
  };

  const handleClose = () => {
    setAnchorEl(null);
    setText('');
  };

  const open = Boolean(anchorEl);
  const id = open ? 'simple-popover' : undefined;

  return (
    <div>
      <Button aria-describedby={id} variant="contained" onClick={handleClick}>
        Open Popover
      </Button>
      <Popover
        id={id}
        open={open}
        anchorEl={anchorEl}
        onClose={handleClose}
        anchorOrigin={{
          vertical: 'bottom',
          horizontal: 'left',
        }}
      >
        <Typography sx={{ p: 2 }}>{text}</Typography>
      </Popover>
    </div>
  );
}


```

### Expected behavior 🤔

I believe it should just close without having to see fade away.

### Context 🔦

I just want to close the Popover with text used with 'useState'

### Your environment 🌎

I am using example from MUI:

Link to MUI Popover: https://mui.com/material-ui/react-popover/

# Example

<img width="1006" alt="Screen Shot 2023-03-27 at 11 05 21 AM" src="https://user-images.githubusercontent.com/91907117/228028308-b04ed3b4-11b2-4c65-94da-3b7c36132a08.png">
Repository: storybook
Issue: [Bug]: Storybook Webcomponent - Control Panel [type] does not support optional properties 
Labels: bug,web-components,addon: controls

### Describe the bug

https://github.com/storybookjs/storybook/blob/d9d2fbb31406c0783f412a43e6e37b7bd0e6684d/code/renderers/web-components/src/docs/custom-elements.ts#L41


```
item.type?.text 
```

Does not support fields that can be two or more different types or  that can be undefined.

```
myField?: string
```

storybook will display  a `Set Object ` in the control panel 

<img width="1108" alt="Screenshot 2023-03-27 at 11 27 01" src="https://user-images.githubusercontent.com/1050197/228033002-fbb4d369-7095-46e4-91b9-d69d679c45cb.png">

this should be set as String and not object


I realize that if you have a property that has multiple types (it is bad) then storybook cannot decide which one to use  
```
myField: string | boolean
```

but for optional properties, storybook should support it

### To Reproduce

Given the custom element defined as 

```
export class CustomElement extends LitElement {

  /**
  * Description of the field
  */
  @property()
  myCustomField?: string;

  // .....
}
 ```
 
 the generated `custom-elements.json`  will contain
 
 
 ```
 {
              "kind": "field",
              "name": "myCustomField",
              "type": {
                "text": "string | undefined"
              },
              "description": "Description of the field",
              "attribute": "myCustomField"
            },
 ```

### System

```shell
Environment Info:

  System:
    OS: macOS 13.2.1
    CPU: (10) arm64 Apple M1 Pro
  Binaries:
    Node: 18.14.0 - ~/.nvm/versions/node/v18.14.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.14.0/bin/yarn
    npm: 9.3.1 - ~/.nvm/versions/node/v18.14.0/bin/npm
  Browsers:
    Chrome: 111.0.5563.110
    Firefox: 111.0.1
    Safari: 16.3
  npmPackages:
    @storybook/addon-a11y: ^7.0.0-rc.8 => 7.0.0-rc.8
    @storybook/addon-actions: ^7.0.0-rc.8 => 7.0.0-rc.8
    @storybook/addon-docs: ^7.0.0-rc.8 => 7.0.0-rc.8
    @storybook/addon-essentials: ^7.0.0-rc.8 => 7.0.0-rc.8
    @storybook/addon-links: ^7.0.0-rc.8 => 7.0.0-rc.8
    @storybook/blocks: ^7.0.0-rc.8 => 7.0.0-rc.8
    @storybook/types: 7.0.0-alpha.44 => 7.0.0-alpha.44
    @storybook/web-components: ^7.0.0-rc.8 => 7.0.0-rc.8
    @storybook/web-components-vite: ^7.0.0-rc.8 => 7.0.0-rc.8
```
```


### Additional context

_No response_
Repository: PowerToys
Issue: Add an option to set the default "zone activation toggle state" when using the non-primary mouse button
Labels: Needs-Triage

### Description of the new feature / enhancement

I use the "Use a non-primary mouse button to toggle zone activation" feature of FancyZones. Currently, when I click and drag a window, FanzyZones is toggled as enabled by default. I would like to be able to set the default value to be false so that I need to click the right mouse button to enable FancyZones.

### Scenario when this would be used?

Anytime I am moving a window while FanzyZones is enabled.

### Supporting information

![image](https://user-images.githubusercontent.com/5934505/228034608-1776c39b-afbc-4f79-b93f-25a69e94540e.png)
Repository: PowerToys
Issue: [Color Picker] Long color format names are cut off, including default DECIMAL
Labels: Issue-Bug,Help Wanted,Product-Tweak UI Design,Priority-2,Cost-Small,Product-Color Picker

### Microsoft PowerToys version

0.68.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

ColorPicker

### Steps to reproduce

* Enable a color format with a long name, such as Decimal.
* Use the color picker to pick a color and open the editor.
* Observe the name being cut off. With Decimal, this makes the label look like "DECIMAI".
![image](https://user-images.githubusercontent.com/37044997/228034015-714a50aa-e2e0-4ed9-9f26-c7c7f24110fe.png)


### ✔️ Expected Behavior

The format names shouldn't be cut off.

I think there's a couple ways this could be solved:
* Make the column wide enough to fit some number of the widest (ascii?) character and limit the field length
* Dynamically grow the column (and the window? currently the editor can't be resized)
* Truncate with an ellipsis or something

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: pytorch
Issue:  Compile targts cuda:0 rather than the device the model is on
Labels: triaged,bug,oncall: pt2,module: inductor

### 🐛 Describe the bug

The pytorch compile works great when I only have one GPU (gtx 1660 super, no tensor cores) installed on my computer. However, when I installed a new GPU card RTX 3060 (has tensor cores), which becomes the new “cuda:0”, even though I still chose gtx 1660 (“cuda:1” now) to run the model, the pytorch compile still choose rtx 3060, which has tensor cores as the targeted archecture. And I got the following warning:

```
compile_fx.py:90: UserWarning: TensorFloat32 tensor cores for float32 matrix multiplication available but not enabled. Consider setting `torch.set_float32_matmul_precision('high')` for better performance.
```
and error:
```
compiler.py", line 1671, in _init_handles

mod, func, n_regs, n_spills = cuda_utils.load_binary(self.metadata["name"], self.asm["cubin"], self.shared, device)

RuntimeError: Triton Error [CUDA]: device kernel image is invalid
```

Would be great if the compile function can either detect which GPU the model is on or has a device option.

### Versions

pytorch 2.0
cuda 11.8

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler @soumith @ngimel @Xia-Weiwen @desertfire
Repository: yt-dlp
Issue: remux video files but not audio files ?
Labels: enhancement

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.03.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Please make sure the question is worded well enough to be understood

What params achieve the following:
* remux all video containers to mkv
* don't remux audio files/containers

?

I currently use `--remux-video mkv` which achieves the first part (remux all videos to mkv) but how can I exempt all audio files ?

If possible, I'd like to avoid enumerating all audio formats, because it's not easy to have an [exhaustive list](https://github.com/yt-dlp/yt-dlp/issues/58#issuecomment-779302360).

Unfortunately there doesn't seem to be separate switches available for `--remxu-video` and `--remux-audio` which would be the best solution in order to be able to configure audio and video settings separately.

Thank you.

### related issues

* https://github.com/ytdl-org/youtube-dl/issues/28006
* #58
* #1715
Repository: godot
Issue: Control nodes inside a subviewport do not observe anchoring behavior
Labels: needs testing,topic:gui

### Godot version

4.0.1

### System information

Arch linux

### Issue description

Nodes created for a subviewport do not observe anchors layout mode.

### Steps to reproduce

Create a control node scene. Throw in some colored rectangles with different anchor points. Create one colored rectangle with a position layout mode. Only the position layout mode will be rendered in the correct position.

![image](https://user-images.githubusercontent.com/121591/228060203-ba88b666-d6ee-4f1a-bebc-7fb811178af1.png)

becomes

![image](https://user-images.githubusercontent.com/121591/228060271-c0b0168d-e9ec-4516-899a-7fd5aadb1aae.png)


### Minimal reproduction project

[Containertest.zip](https://github.com/godotengine/godot/files/11130412/Containertest.zip)