sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/distpack: offer Zstandard-compressed archives in addition to gzip
Labels: Proposal,Proposal-Accepted

This is inspired by #62445, where @dsnet proposes using zopfli to create ~6% smaller .gz downloads for Go release downloads.

As he writes in that issue:

> zstd is well-positioned to take over as the defacto compression format, but that probably won't happen for another decade.

This proposal is to help usher in that future by offering zstd downloads in addition to gzip.

Here's a very quick'n'dirty comparison of compression performance on the same `go1.21.0.linux-amd64.tar.gz` archive Joe looked at:

file       | size      | cmp ratio | vs. orig  |   CPU time
-----------|-----------|-----------|-----------|----------------------
.tar       | 223.0 MB  |           |           |
orig .gz   |  66.7 MB  |   29.9%   |           |    5-7s[^1]
gzip -9  | 65.6 MB | 29.4% |  -1.6%  | 20s
zopfli .gz |  62.6 MB  |   28.1%   |  -6.1%    |  15min on Joe's machine
zstd 3     |  63.6 MB  |   28.5%   |  -4.6%    |  800ms
zstd 7     |  58.4 MB  |   26.2%   |  -12.4%   |  2.4s
zstd 12    |  52.0 MB  |   23.3%   |  -22.0%   |  7.7s
zstd 19    |  44.5 MB  |   20.0%   |  -33.3%   |  64s

Also, decompressing the .zst archives takes about 4x less CPU time than decompressing the .gz archives on my machine.

If we offered .gz and .zst, people who care at all about size and speed can just use .zst and get a much bigger benefit than if we had zopfli-encoded .gzs.

[^1]: This is an estimate based on the fact that the file size falls between `gzip -5` and `gzip -6`. I think that the actual release process uses `compress/gzip` which is quite a bit slower.
Repository: godot
Issue: Switching scenes re-opens the previously closed script
Labels: enhancement,topic:editor,usability

### Godot version

v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.dev4 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.21029.1006) - Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz (6 Threads)

### Issue description

Closing a script and then switching to another scene re-opens the last closed script while in that scene.

![image](https://github.com/godotengine/godot/assets/102416174/52f516bd-ed9f-4f61-88d3-d717c4498852)

https://github.com/godotengine/godot/assets/102416174/ae713152-57c3-40bb-8a26-ab79123d45fc



### Steps to reproduce

Close a script in the script window
Change scene
Return to the previous scene
Script re-opens

### Minimal reproduction project

N/A
Repository: electron
Issue: [Bug]: xWayland still requirement when running as Wayland client
Labels: platform/linux,bug :beetle:,wayland,22-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

22

### What operating system are you using?

Other Linux

### Operating System Version

Fedora 39

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Wayland clients should run without needing xWayland.

### Actual Behavior

Upon launching an Electron application as a Wayland client, xWayland also launches. Kill the xWayland process also closes the Wayland Electron app.

### Testcase Gist URL

_No response_

### Additional Information

I've found this to happen with VSCode and Discord though I believe Discord uses an older version of Electron.

I opened an Issue on VsCode in March of 2023 and others have noticed the same behavior.

https://github.com/microsoft/vscode/issues/176192

One commenter noted that, if they mark xWayland as non-executable and then launch the application, it runs fine.
Repository: vscode
Issue: "Preserve case" in search/replace defaults to caps if there is no case
Labels: bug,editor-find

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: 
  > 1.81.1
  > 6c3e3dba23e8fadc360aed75ce363ba185c49794
  > x64
- OS Version: Linux fedora 6.4.12-200.fc38.x86_64 #1 SMP PREEMPT_DYNAMIC Wed Aug 23 17:46:49 UTC 2023 x86_64 GNU/Linux

Steps to Reproduce:

1. Create some text with `()` in it
2. Press Ctrl+H for search/replace, and enter `()` in the first box, and `fontSize: 20` in the second box
3. Select the `AB` icon for `Preserve case`
4. Click the `Replace All` icon
5. The `()` will now say `(FONTSIZE: 20)`. The result should be `(fontSize: 20)`.

Punctuation has no case -- and if there is no case to match, the case should be preserved.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add an option to use old implementation of UniPC/DDIM 
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 ?

Adds an option to settings/samplers to use old implementation of CFG denoiser

### Proposed workflow

1. Go to settings
2. Press samplers
3. Enable old implementation of CFG denoiser for DDIM, PLMS and UniPC


### Additional information

Requesting this since new update broke all previous gens and made these samplers unusable (at least for me), haven't managed to get even close to previous detail/quality.
Old implementation (1.5.2) allowed very high CFG values for DDIM and UniPC while maintaining good quality.
As in 1.6, all samplers seem to deepfry images with higher CFG values.
And no, using low CFG values did not fix this, nor did anything else I tried.
Repository: godot
Issue: Editor crashes if edited_root_scene is deleted
Labels: bug,topic:core,topic:editor,crash

### Godot version

4.1.1.stable

### System information

Any

### Issue description

If the root scene being edited is deleted, then the godot editor will crash. This can happen if a tool script has poor logic and calls `queue_free()` on the edited root scene.

I think the editor should catch this and prevent the crash from happening. It should log an error to the console letting the developer know that they are doing something wrong in their tool scripts.

I've attached a reproducer project that shows this crash. All it really takes is for a tool script to call the `queue_free()` on itself, but I made it do so after a short duration. Here's the tool script I made.
```
@tool
extends Sprite2D

var ttl = 3
@onready var child := $Child

func _process(delta):
	ttl -= delta# decrement time to live
	if ttl <= 0:
		if child:
			print("deleting child")
			child.queue_free()# editor seems to be okay with deleting children
			child = null
			ttl = 3
		else:
			print("deleting self")
			self.queue_free()# this will crash editor!!!
```

### Steps to reproduce

Create a Node2D scene in the editor.
Attach a script to the node.
Paste the following into the script.
```
@tool
extends Sprite2D

var ttl = 3
@onready var child := $Child

func _process(delta):
	ttl -= delta# decrement time to live
	if ttl <= 0:
		if child:
			print("deleting child")
			child.queue_free()# editor seems to be okay with deleting children
			child = null
			ttl = 3
		else:
			print("deleting self")
			self.queue_free()# this will crash editor!!!
```

Close the scene and reopen it in the editor.
Wait 6s and the editor should crash.

### Minimal reproduction project

[QueueFreeCrash_4.1.1.tar.gz](https://github.com/godotengine/godot/files/12517424/QueueFreeCrash_4.1.1.tar.gz)
Repository: TypeScript
Issue: No type inferrence of callback arguments inside a tuple union type
Labels: Bug,Help Wanted

### 🔎 Search Terms

- discriminated union inference 
- union argument inference 

### 🕗 Version & Regression Information

- This is a compilation error in `tsserver 3.3.2`                                                                  

### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/C4TwDgpgBAkgdgMwgJwILIOZQLwCgpQA+UA2gIwA0UAFAIYBcUcArgLYBGKAlDgHxQA3APYBLACYBdfEVIAmKtXaMAzsGQi4GHtn7DxEgNy4AxkLiqotTI3hI0mHKUo1a2-gG8oAX0O4gA

### 💻 Code

```ts
type InferArg =
  | [1, (a: number) => void]
  | [2, (b: string) => void];
const arg: InferArg = [1, (a) => { }];
```


### 🙁 Actual behavior

I get a compilation error:
> Parameter 'a' implicitly has an 'any' type.(7006)

### 🙂 Expected behavior

`a` should be inferred to be a `number` because I already passed `1` as the first tuple element. Type inference should be identical to this code:
```ts
type InferArg = [1, (a: number) => void];
const arg: InferArg = [1, (a) => { }];
```

### Additional information about the issue

_No response_
Repository: PowerToys
Issue: editing commands section PROBLEMS contact: diegopadilla470@gmail.com
Labels: Needs-Triage

### Description of the new feature / enhancement

i have a problem editing the combinations for actived the diferents tools, your program recognized an undifined key thats dont allows me making difirents for all the tools, maybe you can putc another way to edit the keys combinations.

### Scenario when this would be used?

A better design of the editing section can make things easier from users.

### Supporting information

the way the editing command section is design, dont allows me make use of the other tools, pleaseee heeeelp!!!!!
Repository: stable-diffusion-webui
Issue: Remove output limit in Batch from Directory output in Extras: 
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 ?

Please remove the hidden limit on creating upscaled files in Batch from Directory in Extras. It currently stops at 238 images. There is no error in terminal and I can't find anything to change in the settings.

I've got thousands of images to upscale for a set of animations. It would be nice to set this running, leave for the day, and come back to thousands of upscaled images.

### Proposed workflow

1. Go to Extras
2. Go to Batch from Directory
3. Enter Input Directory path
4. Enter Output Directory path
5. Set up Sizing etc.
6. Click Generate
7. Wait
8. Go to the Output Directory and find as many upscaled images as there are unscaled images in the Input Directory, whether there are ten files or ten hundred thousand.

### Additional information

_No response_
Repository: neovim
Issue: Show "first line" of empty buffer with eob fillchar
Labels: enhancement

### Problem

Currently, the end of buffer fillchar only shows after the last editable line. This means that in an empty buffer, the "first line" is shown as line 1 instead of the `~` char, which feels somewhat unintuitive. It doesn't seem like there's a straightforward way to write a plugin to alter this behavior either, as from what I can tell text can't be placed into the number column and and virtual text can only be placed in the buffer area.

### Expected behavior

It would be cool if there was a way to alter the current behavior to not have to rely solely on the "--No lines in buffer--" message to tell if a line is actually empty. For instance, I really like how helix (on the right) shows the empty line.

<img width="909" alt="image" src="https://github.com/neovim/neovim/assets/56745535/518fb5a6-345d-4e41-82a9-229eb64fcef1">

I think an ideal solution would be to allow text to be shown in the number column, so that we can just check if the first line is empty or not and show the eob char there. It would finally also be possible to consistently align the character in the same column as the line numbers, though I realize that's just a matter of personal preference.

That being said, from what I've read (https://github.com/vim/vim/commit/8ee4c01b8c79a29065c1af05e5d9c0721069765f), it doesn't seem like any of the columns extend past the end of a buffer anymore, so I'm not sure how simple this will be.

I do realize that this is somewhat of a low priority, purely aesthetic issue. I just wanted to offer my thoughts on this, since I've always thought it was a bit weird how (n)vim handled this situation. Thanks for your time!
Repository: vscode
Issue: UAF in electron::MessagePort::PostMessage
Labels: freeze-slow-crash-leak,macos,linux,windows

Looking at https://dev.azure.com/monacotools/Monaco/_build/results?buildId=230436&view=results, I noticed 2 crash dumps:



[b382304f-2c9d-47ce-b773-87e2b17f37cd.dmp.zip](https://github.com/microsoft/vscode/files/12518608/b382304f-2c9d-47ce-b773-87e2b17f37cd.dmp.zip)
[d63ad9d0-975b-49c7-8741-022055eead9b.dmp.zip](https://github.com/microsoft/vscode/files/12518609/d63ad9d0-975b-49c7-8741-022055eead9b.dmp.zip)
Repository: deno
Issue: `Deno panic when use pipe command`
Labels: bug,cli,testing

```
============================================================
Deno has panicked. This is a bug in Deno. Please report this
at https://github.com/denoland/deno/issues/new.
If you can reliably reproduce this panic, include the
reproduction steps and re-run with the RUST_BACKTRACE=1 env
var set and include the backtrace in your report.

Platform: windows x86_64
Version: 1.36.4
Args: ["C:\\Users\\afif\\.deno\\bin\\deno.exe", "test", "-A", "--unstable", "--parallel"]

thread 'main' panicked at 'failed printing to stdout: The pipe is being closed. (os error 232)', library\std\src\io\stdio.rs:1019:9
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
# Issue
- Command
```sh
deno task test | cat SOMETHING.EXT
```
- `deno.json`
```json
{
"tasks": {
       "test": "deno test -A --unstable --parallel"
       }
}
```
Repository: PowerToys
Issue: [Mouse Utilities]Add third mouse button highlight color
Labels: Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

Currently I am recording some 3D professional software operation teaching video, especially want to press the mouse button when the screen can feedback the mouse state, which will be frequently used to the middle mouse button and its scroll wheel, so if you can add the function will make my video more effective, thank you!

### Scenario when this would be used?

Recording some 3D professional software operation teaching video. ie maya/3dsmax/blender

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Structured Directory Listing for Models
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 ?

Have a directory listing that is structured like Explorer. Or next best thing only show immediate sub-directories and ".." for parent directory.

### Proposed workflow

NA

### Additional information

_No response_
Repository: storybook
Issue: [Bug]: Unable to change the background of the preview using keyboard
Labels: bug,good first issue,help wanted,ui,addon: backgrounds,accessibility,sev:S2

### Describe the bug

unable to change the background of the preview by using keyboard.
 Keyboard users get impacted if they are not able to change the background, they may get blocked.

**Actual Results**
unable to change the background of the preview by using keyboard.

**Expected Results:**
Users can be able to change the background of the preview by using keyboard.


### To Reproduce


1. open the URL " Overview - Docs ⋅ Storybook (windows.net)"
2. Navigate to the "tab list" in the left pane and expand it.
3. Navigate to the buttons in the header banner.
4. Try to change the background of the preview.
5. observe the issue.

https://github.com/storybookjs/storybook/assets/93735775/06622ce2-a69a-4659-9f6c-ea30318362c2



### System

```bash
OS: Windows 11
OS version: 22H2 (OS Build 22621.2134)
Edge Version: 116.0.1938.69 (Official build) (64-bit)
```


### Additional context

NA
Repository: storybook
Issue: [Bug]:  Ensures all ARIA attributes have valid values for Themes button
Labels: bug,good first issue,help wanted,ui,accessibility,sev:S4

### Describe the bug

 Ensures all ARIA attributes have valid values for Themes button.

**Actual Result:**
All ARIA attributes doesn't have valid values for Themes button.

**Expected Result:**
Ensures all ARIA attributes have valid values for Themes button.


### To Reproduce

1. Open URL: [Common Navigation - Scrolling Panel ⋅ Storybook (windows.net)](https://vivacommonstorybooktest.blob.core.windows.net/$web/index.html?path=/story/common-navigation--scrolling-panel&globals=backgrounds.grid:!false;backgrounds.value:transparent)
2. Navigate to “Themes” button at left side of the pane invoke it. 
3. Now apply Accessibility insights for web and observe the issue at Themes button.


![Themes button](https://github.com/storybookjs/storybook/assets/93735775/9a1b879f-000f-466b-90bb-2ab31525a9fb)
![Themes button2](https://github.com/storybookjs/storybook/assets/93735775/db11de48-e024-42ed-a0c9-7f3482122ea4)

### System

```bash
OS: Windows 11
OS version: 22H2 (OS Build 22621.2134)
Edge Version: 116.0.1938.69 (Official build) (64-bit)
```


### Additional context

NA
Repository: flutter
Issue: [android] [tools] Flutter tool fails to detect launch activity if it only exists in debug/profile
Labels: platform-android,tool,P2,team-android,triaged-android

## Use case

I'm writing an Android TV screensaver, and it should only be launchable by the Android OS when the TV has been idle for the requisite amount of time.  Notably, it should _not_ have a launcher activity.

However, I need a launcher activity in order for `flutter run` to work... so my thought was to create one only in `android/app/src/debug/AndroidManifest.xml` and `android/app/src/profile/AndroidManifest.xml` -- and then rely on Android manifest merging to produce a merged manifest in those build modes that has the launcher activity defined.

## Steps to reproduce

1. Remove your launcher activity xml definition from the main manifest.
1. Add it to the debug manifest.
1. Try to `flutter run` your app on Android.

## Expected result

You expect the app to run.

## Actual result

The app fails to run because it hits [the following code](https://github.com/flutter/flutter/blob/ef9befc9da9f358f301d052e900b36ea3e797565/packages/flutter_tools/lib/src/android/application_package.dart#L208,L212)

```dart
    if (packageId == null || launchActivity == null) {
      logger.printError('package identifier or launch activity not found.');
      logger.printError('Please check ${manifest.path} for errors.');
      return null;
    }
```

Is there any way to wait until after Android manifest merging to parse the manifest and figure out the launch activity?

## Flutter version

[✓] Flutter (Channel main, 3.12.0-14.0.pre.26, on macOS 13.5.1 22G90 darwin-arm64, locale en)
    • Flutter version 3.12.0-14.0.pre.26 on channel main at /Users/tvolkert/project/flutter/flutter
    • Upstream repository git@github.com:flutter/flutter.git
    • Framework revision aa5f4a28e9 (9 weeks ago), 2023-06-30 18:16:21 -0700
    • Engine revision e6b8292705
    • Dart version 3.1.0 (build 3.1.0-262.0.dev)
    • DevTools version 2.25.0
Repository: create-react-app
Issue: How to reuse common components across application in repo
Labels: needs triage

We have multiple we apps in single repository. i want to use the common react components across the application.
example repo structure
 Repository

1. App1
                     - src/button
                     - src/input 

2. App2  
3. App3  
4. shared-components

I want use src/button and src/input components in App2 without code duplication.
 I have tried moving shared components (button,input) to **shared-components**  and added these dependency in **App1** package.json
```
"dependencies": {
  ""shared-components": "file:./../shared-components"
}
```
  
when i import the component i am getting the following error
![image](https://github.com/facebook/create-react-app/assets/30112490/f40b0c51-6c59-4e87-b9d9-f1c2f62cbc1a)

please help me best solution to use shared components across the application.
Repository: PowerToys
Issue: Color Picker editor mouse over effect should have different effect that doesnt affect the color
Labels: Idea-Enhancement,Product-Color Picker

### Description of the new feature / enhancement

When you have the Color Picker editor open and hover over the color bars for the current selected, the color is shaded darker actually changing the color on display, very counterintuitive for a color based UI.
The hover state for the color bars should be different, either be color box should scale up/down a bit, or a  stroke drawn around the highlighted box just as its being done in Windows Settings > Personalisation > Colors > Accent Colors.

If you see the UX design proposal that Niels Laute [posted](https://medium.com/@Niels9001/a-fluent-color-meter-for-powertoys-20407ededf0c) and the Color Picker is based on, you can also see in the preview video that he doesnt shade the hover state of the color bars, actually he hasnt any hover state at all, and that is by far preferable than the current method, but i can understand the intention on wanting a hover state, but it should just be different than what is used now.

### Scenario when this would be used?

If you try to color pick from eg Adobe After Effect directly from the PowerToys Color Picker Editor, you will not get the intended color, but a darker shaded one.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Generation settings presets
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 ?

Especially since the dawn of SDXL there is an increased need to quickly and easily switch generation parameters (eg. Sampler, Resolution), since XL and 1.5 require different settings.
So whenever I switch between the two, I'd open my notes txt, check what resolution should be used, adjust my batch settings because my GPU can't handle a size 4 batch, dial in the sampling steps and then switch my sampler.
All this could be easily alleviated with a very simple "this is your generation settings preset" combobox.

### Proposed workflow

1. At the top of the Generation tab, hit the "save Preset" button; enter a name
2. At the same place, left to the button, pick your preset from a drop-down list and watch it being loaded


### Additional information

I think it's necessary for the controls to be at the *top* of the *Generation* tab, for the following reasons:
 - the preset should only save generation settings, not the prompt and model and everything
 - it's semantically logical for the interface element that controls the others to be on top