sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]:  envelope routines::unsupported
Labels: bug,compatibility with other tools

### Describe the bug

1. start a `node` project
2. install `react` and `storybook` up-to-date versions
3. run `start-storybook` scripts 
4. the scripts fail with error 

### To Reproduce

storybook fails to run on Node v18.x

#### logs
```bash
➜ y storybook
yarn run v1.22.19
$ start-storybook -p 6006
info @storybook/react v6.5.16
info 
info => Loading presets
ℹ ｢wdm｣: wait until bundle finished: 
node:internal/crypto/hash:71
  this[kHandle] = new _Hash(algorithm, xofLen);
                  ^

Error: error:0308010C:digital envelope routines::unsupported
    at new Hash (node:internal/crypto/hash:71:19)
    at Object.createHash (node:crypto:133:10)
    at module.exports (/Users/hazemalabiad/getir/getirjobs-corporate-web/node_modules/webpack/lib/util/createHash.js:135:53)
    at NormalModule._initBuildHash (/Users/hazemalabiad/getir/getirjobs-corporate-web/node_modules/webpack/lib/NormalModule.js:417:16)
    at handleParseError (/Users/hazemalabiad/getir/getirjobs-corporate-web/node_modules/webpack/lib/NormalModule.js:471:10)
    at /Users/hazemalabiad/getir/getirjobs-corporate-web/node_modules/webpack/lib/NormalModule.js:503:5
    at /Users/hazemalabiad/getir/getirjobs-corporate-web/node_modules/webpack/lib/NormalModule.js:358:12
    at /Users/hazemalabiad/getir/getirjobs-corporate-web/node_modules/loader-runner/lib/LoaderRunner.js:373:3
    at iterateNormalLoaders (/Users/hazemalabiad/getir/getirjobs-corporate-web/node_modules/loader-runner/lib/LoaderRunner.js:214:10)
    at Array.<anonymous> (/Users/hazemalabiad/getir/getirjobs-corporate-web/node_modules/loader-runner/lib/LoaderRunner.js:205:4) {
  opensslErrorStack: [ 'error:03000086:digital envelope routines::initialization error' ],
  library: 'digital envelope routines',
  reason: 'unsupported',
  code: 'ERR_OSSL_EVP_UNSUPPORTED'
}

Node.js v18.15.0
error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.

```
Repository: flutter
Issue: Led executions of engine builds using a PR are uploading artifacts without a commit number
Labels: team-infra,P2,triaged-infra

Example build: https://luci-milo.appspot.com/raw/build/logs.chromium.org/flutter/led/godofredoc_google.com/5505cd04bc61529845001fd3db4866b2a38004332e93d01f04e8874895b589da/+/build.proto
Repository: flutter
Issue: The documentation has broken links from external sites
Labels: dependency: dart,d: api docs,P2,team-framework,triaged-framework,dependency:dart-triaged

Twice today I've clicked links to flutter documentation from outside of the Flutter website and found broken links.  The last broken link was https://api.flutter.dev/flutter/widgets/UniqueKey-class.html as see in the following StackOverflow answer https://stackoverflow.com/a/60248462/20063373.

It appears the proper URL for that class is https://api.flutter.dev/flutter/foundation/UniqueKey-class.html .

Did that class get moved then the automatic documentation generation not put a redirect to the new location?  We should be tracking hits to broken links so that we can find them and replace them with the proper redirects when this happens.

cc @Hixie
Repository: flutter
Issue: [Conductor] Address tagging and pushing logic
Labels: P2,team-release,infra: security,triaged-release

With tagging and pushing now handled by a recipe that is behind Multi-party approval, we may want to consider a few approaches. 

1.  Remove the logic from conductor.
2. Hide tagging and pushing behind their own flags.
3. Leave as is.

We may want to keep the logic around for "Break glass in case of emergency" situations.

Manually tagging and pushing to the release branch is an error prone process that could introduce extra risk.
Repository: go
Issue: cmd/go: some errors not reported with `go list`
Labels: NeedsInvestigation,GoCommand

### What version of Go are you using (`go version`)?

tip (go1.21-4d9beb2052)

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

darwin/amd64

### What did you do?
Having a module with two packages `a` and `b`. `b` is a main package. `a` imports `b` (erroneously).

go.mod
```
module m

go 1.21
```
a/a.go
```
package a

import _ "m/b"
```
b/b.go
```
package main

func main() {}
```

Run `go list ./a ./b`.

### What did you expect to see?
Report the error for importing a non-importable package, like
```
a/a.go:3:8: import "m/b" is a program, not an importable package
m/a
m/b
```


### What did you see instead?
No error, with 0 exit code.

```
$ go list ./a ./b
m/a
m/b
$ echo $?
0
```

Interestingly, `go list -test ./a ./b` reports the error, although the error has nothing to do with test files (there is none). The documentation doesn't seem to mention that the `-test` flag can cause different behavior for error reporting.

There are also some other errors not being reported with `go list`, but reported with `go list -test`. https://cs.opensource.google/go/go/+/master:src/cmd/go/testdata/script/vendor_import.txt is one example. `bad.go` and `invalid.go` contains some errors, but the `go list` command succeeded.

It looks like the different behavior is related to that this code https://cs.opensource.google/go/go/+/master:src/cmd/go/internal/list/list.go;l=736-788 runs when `-test` is specified.

Found while working on CL https://golang.org/cl/474236.

cc @bcmills
Repository: flutter
Issue: Only create a single WebGL canvas.
Labels: c: new feature,engine,platform-web,c: proposal,P3,team-web,triaged-web

Flutter is great, but we are having real problems working around Flutter randomly creating new WebGL contexts, running out of contexts, and blowing up. 

One suggestion was to use virtual WebGL contexts, but those seem to suffer from performance problems on non chrome browsers (#120156).

Another suggestion was implementing the Texture widget (#119649, #37890) to prevent the creation of these additional contexts, but that has been put on hold.

Another suggestion was to expose a helper that can create Image from media elements (#123275) which is probably a good idea to offer, but does still require a lot of internal copying of data around.

Currently, the Flutter web renderer tries to insert the DOM elements between WebGL canvases, which causes it to keep inserting more and more canvases as you embed more HTML elements. But what if this is just a really suboptimal way to approach the problem. Could we not instead have a single WebGL context with a transparent background and pointer events disabled, render all of the DOM shapes behind it, and change the html embed widgets so that they draw by clearing the pixels with transparency so that they show through the canvas (thereby displaying the native DOM nodes behind the canvas), and then have a div behind them where the pointer events for the canvas are captured? 

In this way, Flutter web could stick to only ever burning a single WebGL context, would be a lot more efficient at rendering, and people wouldn't have to worry about running out of WebGL contexts when integrating with platform native web content.

Is there a good reason this wouldn't work?
Repository: vscode
Issue: De-indentation breaks pair autoclosing
Labels: bug,editor-autoindent,editor-autoclosing,latex,on-unit-test

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes

Version: 1.76.2
Commit: ee2b180d582a7f601fa6ecfdad8d9fd269ab1884
Date: 2023-03-14T17:54:09.061Z
Electron: 19.1.11
Chromium: 102.0.5005.196
Node.js: 16.14.2
V8: 10.2.154.26-electron.0
OS: Darwin x64 22.3.0
Sandboxed: Yes

The bug is best described by the video.

![Mar-22-2023 22-06-55](https://user-images.githubusercontent.com/2910140/227038490-c429b389-d3f5-47b9-a379-9ab141b4c598.gif)

The statement `\end{` is part of the de-indentation of the LaTeX built-in mode. When `\end{` is preceded by spaces, no closing `}` is automatically inserted as the line is automatically de-indented. On the contrary, typing `\end{` from column 0 automatically inserts the closing `}`.
Repository: vscode
Issue: ViewPane saveState is not called before view is disposed
Labels: under-discussion,webview-views

- implement saveState on ViewPane
- Drag the view container to the panel
- The view is disposed but saveState is never called

It seems like this should happen somewhere. I can send a PR but I don't know where is the right place to enforce this, and it also seems like a possibly impactful change. Doesn't need to happen soon, interactive session view is working around it
Repository: PowerToys
Issue: Mouse pointer crosshairs - multiple monitors
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

Mouse pointer crosshairs in Mouse utilities, to be able to be displayed on multiple screens if 2 ore more sreccns are used

### Scenario when this would be used?

multiple screens for example horizontal, pointer is at left screen but crosshair displays in right screen as well

### Supporting information

ease of use in long spreadsheets.
Repository: pytorch
Issue: Import fails when both `USE_TENSORPIPE=OFF` and `USE_DISTRIBUTED=ON`.
Labels: module: build,triaged,module: tensorpipe

### 🐛 Describe the bug

Installation succeeds, but importing torch fails when pytorch is built with both `USE_TENSORPIPE=OFF` and `USE_DISTRIBUTED=ON`.

Error Message:
```
>>> import torch
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "lib/python3.10/site-packages/torch/__init__.py", line 831, in <module>
    from .functional import *  # noqa: F403
  File "lib/python3.10/site-packages/torch/functional.py", line 8, in <module>
    import torch.nn.functional as F
  File "lib/python3.10/site-packages/torch/nn/__init__.py", line 1, in <module>
    from .modules import *  # noqa: F403
  File "lib/python3.10/site-packages/torch/nn/modules/__init__.py", line 2, in <module>
    from .linear import Identity, Linear, Bilinear, LazyLinear
  File "lib/python3.10/site-packages/torch/nn/modules/linear.py", line 7, in <module>
    from .. import functional as F
  File "lib/python3.10/site-packages/torch/nn/functional.py", line 18, in <module>
    from .._jit_internal import boolean_dispatch, _overload, BroadcastingList1, BroadcastingList2, BroadcastingList3
  File "lib/python3.10/site-packages/torch/_jit_internal.py", line 39, in <module>
    import torch.distributed.rpc
  File "python3.10/site-packages/torch/distributed/rpc/__init__.py", line 30, in <module>
    from torch._C._distributed_rpc import (
ImportError: cannot import name '_TensorPipeRpcBackendOptionsBase' from 'torch._C._distributed_rpc' (unknown location)
```

Missing symbols from that list include: `_TensorPipeRpcBackendOptionsBase`,
`TensorPipeAgent`, and `_DEFAULT_NUM_WORKER_THREADS`.

`grep TensorPipeRpcBackendOptionsBase lib/python3.10/site-packages/torch/lib/libtorch_python.so` turns up no matches.

Diagnosis: The bug's existence can be read off directly from the source code, since the `torch._C._distributed_rpc` imports those unconditionally, but https://github.com/pytorch/pytorch/blob/v1.13.1/torch/csrc/distributed/rpc/init.cpp#L532 injects _TensorPipeRpcBackendOptionsBase and some other things during `rpc_init()`, but only if `USE_TENSORPIPE` is defined.


### Versions

This issue has been noticed before #68002 
The TensorPipe python import first appeared in 1.8.0.
The bug persists in v2.0.0:

https://github.com/pytorch/pytorch/blob/v2.0.0/torch/csrc/distributed/rpc/init.cpp#L532

https://github.com/pytorch/pytorch/blob/v2.0.0/torch/distributed/rpc/__init__.py#L54

cc @malfet @seemethere @osalpekar @jiayisuse @lw @beauby @pritamdamania87 @mrshenli @jjlilley @gqchen @rohan-varma
Repository: pytorch
Issue: DISABLED test_checkpoint_trigger (__main__.TestCheckpoint)
Labels: triaged,module: flaky-tests,skipped,module: unknown

Platforms: dynamo

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_checkpoint_trigger&suite=TestCheckpoint) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/12205638073).

Over the past 3 hours, it has been determined flaky in 7 workflow(s) with 14 failures and 7 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_checkpoint_trigger`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `test_utils.py`
Repository: pytorch
Issue: Further memcopy improvement at FX body level
Labels: triaged

              We may consider to improve this further as the next step. In general, we don't have to care about what data type is when we do memory copy. Maybe we can do some pattern matching on the kernel fx body to figure out if it is a memory copy and just apply a common memory copy intrinsics.

_Originally posted by @jgong5 in https://github.com/pytorch/pytorch/pull/97147#discussion_r1145540933_
Repository: godot
Issue: Custom C# Resource types made through `add_custom_type` are missing from inspector create resource menu
Labels: bug,topic:editor,topic:dotnet

### Godot version

4.0.1.stable.mono.official

### System information

Windows 11

### Issue description

I have a plugin that registers C# resources with `EditorPlugin.AddCustomType` as a workaround to https://github.com/godotengine/godot/issues/27470. However the registered resources now don't show up in the create resource menu within the inspector

(In the gif below, I've registered two resources called `AlphaResource` and `BetaResource` but none of them show up)

![broken](https://user-images.githubusercontent.com/25368491/227078893-21c07025-e01d-46f8-97d3-0068b160c46d.gif)

I suspect it might have something to do with how GDScript resources are getting first class support while C# resources still have yet to receive it.


### Steps to reproduce

1) Create C# plugin and a custom C# resource
2) Add the custom C# resource type using `EditorPlugin.AddCustomType`
3) Create a C# node script and export a "Resource".
4) Rebuild the solution.
5) Add the node script to a node
6) Try to create a resource within the exported field by clicking on the empty slot.

### Minimal reproduction project

https://github.com/Atlinx/Godot-Mono-CustomResourceRegistry
Repository: godot
Issue: Moving tile in tileset that is part of a tile pattern causes immediate crash
Labels: bug,topic:editor,crash,topic:2d

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

Tile patterns crash godot if their constitutent tiles are disturbed.  

Possibly related to 
https://github.com/godotengine/godot/issues/74422


### Steps to reproduce

Create a tile pattern.  Attempt to move one of the tiles in that pattern in the tileset.  This will cause an immediate crash.

https://user-images.githubusercontent.com/89282845/227081202-dfcbf102-d19b-4a87-b4b2-af08d1a90163.mp4



### Minimal reproduction project

[TileBug.zip](https://github.com/godotengine/godot/files/11046244/TileBug.zip)
Repository: ant-design
Issue: I need multiple bars in a single progress component
Labels: Inactive

### What problem does this feature solve?

I need to get multiple bars based on the percentage. for example, I have 3 values to show in progress, out of 100 I have to show the values of in-progress files - 30, completed files - 30, error files - 30, and the rest 10 files will be initiating. I have attached the output image for this issue in the linked StackOverflow issue [https://stackoverflow.com/questions/75804008/i-need-to-get-multiple-bars-in-antd-progress-component]. Please refer to that.  

### What does the proposed API look like?

Please provide array values on the step percentage and its color for progress component.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ant-design
Issue: [Custom Theme]: Support custom component props 
Labels: Inactive

### What problem does this feature solve?

This feature allows our to customize components props as global config provider

### What does the proposed API look like?

```
  <ConfigProvider
       theme={...}
       componentProps={{
            Modal: {
               closeIcon: <MyCloseIcon />
            }       
       }}
  >
     {children}
  </ConfigProvider>
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: terminal
Issue: Multiple Quake Windows can be opened
Labels: Issue-Bug,Area-UserInterface,Product-Terminal,Area-Windowing

### Windows Terminal version

1.16.10261.0

### Windows build number

22000.1696

### Other Software

_No response_

### Steps to reproduce

- Open a WT Instance and enter `wt -w _quake`
- With the quake window open, enter the shortcut keys for opening/closing a quake window (In my case, Win + \`)

### Expected Behavior

The already open quake window should minimize as is normal while using the quake shortcut.

### Actual Behavior

A different quake window opens either above the current quake window or on the currently active screen (if using multiple screens).
Repository: vscode
Issue: editor.actions.removeBrackets doesn't play well with Undo stack
Labels: bug,editor-bracket-matching

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
Does this issue occur when all extensions are disabled?: Yes

- VS Code Version: 1.77.0 Insiders
- OS Version: Windows 11

Steps to Reproduce:

1. With the cursor on a bracket, press Ctrl+Alt+Backspace to remove the bracket and its matching bracket.
2. Ctrl+Z to undo the change.

No change, it takes two Ctrl+Z to actually undo and replace the brackets.

On earlier Insiders builds, it took even more cycles before the brackets came back
Repository: godot
Issue: NodePathValidTypes Does not Work Properly With Custom Types
Labels: bug,topic:editor,topic:dotnet

### Godot version

v4.0.1.stable.mono.official [cacf49999]

### System information

Windows 10

### Issue description

Using the `Export` attribute with `PropertyHint.NodePathValidTypes` lists every node as invalid in the scene tree, even when added through `add_custom_type()`. This works correctly with built-in types such as `Control` or `Node2D` as the popup allows selection of nodes of those types, but that is not the case with custom types. I have not tested this with GDScript as I almost exclusively use C# for tools unless it is unsupported.

Example from my own project:

Add Custom Type
```csharp
[Tool]
public partial class EchoesMapperPlugin : EditorPlugin
{
    // Plugin overrides . . .

    public override void _EnterTree()
    {
        // TODO: Add custom icon
        AddCustomType("EchoesMapper", "Control",
            GD.Load<CSharpScript>("res://scripts/Path/To/EchoesMapper.cs"),
            GetEditorInterface().GetBaseControl().GetThemeIcon("AudioStream", "EditorIcons"));

        // Add other types . . .
    }
}
```

`EchoesMapper` Definition
```csharp
// Note: IMapper<T> is defined in a separate plugin.
public partial class EchoesMapper : Control, IMapper<EchoesMap>
{
    // The implementation isn't important for this . . .
}
```

NodePath Export
```csharp
public partial class MapperTimePosition : HSlider
{
    [Export(PropertyHint.NodePathValidTypes, "EchoesMapper")]
    private NodePath _mapperPath;

    // Implementation here probably . . .
}
```
Result
![image_2023-03-22_213500242](https://user-images.githubusercontent.com/46660281/227104138-b4c55efc-1103-40b5-90dc-6eb901814824.png)


### Steps to reproduce

1. Create a new project.
2. Create a new script which will be the custom type (`CustomType` in this example).
3. Create a new plugin which adds said script as a custom type.
4. Create a new script which exports a `NodePath` that requires type `CustomType` using the parameters of `[Export]`.
5. Create a scene which includes two nodes with both of the new scripts.
6. Open the "Select a Node" menu by attempting to assign a path to the exported property.
7. The custom node should be grayed out and unselectable.

### Minimal reproduction project

[Download reproduction project](https://github.com/godotengine/godot/files/11047163/example_nodepath_bug.zip) (requires .NET version of Godot 4)
Repository: stable-diffusion-webui
Issue: [Bug]: When I call the api, what I return is a blurred picture, not the result of the final picture
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?

When I call the api, what I return is a blurred picture, not the result of the final picture




url = "http://127.0.0.1:7860"

payload = {
    "prompt": "puppy dog",
    "steps": 5
}

response = requests.post(url=f'{url}/sdapi/v1/txt2img', json=payload)

r = response.json()

for i in r['images']:
    image = Image.open(io.BytesIO(base64.b64decode(i.split(",",1)[0])))

    png_payload = {
        "image": "data:image/png;base64," + i
    }
    response2 = requests.post(url=f'{url}/sdapi/v1/png-info', json=png_payload)

    pnginfo = PngImagePlugin.PngInfo()
    pnginfo.add_text("parameters", response2.json().get("info"))
    image.save('output.png', pnginfo=pnginfo)



![image](https://user-images.githubusercontent.com/76415348/227114909-f11d7ed7-014e-4462-ac47-e242e22c2d17.png)


### Steps to reproduce the problem

Call the API to generate the image

### What should have happened?

Returns the final image

### Commit where the problem happens

no

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

Windows

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

Google Chrome

### Command Line Arguments

```Shell
No
```


### List of extensions

no

### Console logs

```Shell
no
```


### Additional information

_No response_