sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: FancyZones: Expand to next zones via keyboard shortcut (relative position)
Labels: Needs-Triage

### Description of the new feature / enhancement

If you pull a window with the mouse to the middle of two zones FancyZones will use both zones as boundary of this window. I can't figure out a way to also do this with the Keyboard Shortcuts. I assume there is no such support yet.


### Scenario when this would be used?

My idea is, when using `Relative position` in `Move windows based on`, how about to have a key (e.g. `Ctrl`/`Shift`/`Alt`...) as an additional **shortcut modifier** to **expand** into this direction (instead of only moving the window there).

Example: We have several zones separated vertically. Your window is on the rightmost zone, using `Win + Ctrl+ Left` will expand the window to the left. This window is now the size of those two rightmost zones combined. Exactly the same as above stated with the mouse.

We wouldn't be limited by only two zones, this shortcut can this way also expand over more and more zones. Always to the relative position of the current window.

### Supporting information

None

_This seems to only make sense when using relative position keyboard shortcuts_
Repository: godot
Issue: Code completion for callable name has redundant parenthesis
Labels: bug,topic:editor,usability

### Godot version

4.0.beta4

### System information

Arch Linux

### Issue description

Method names are callables that can be passed to `Signal.connect()`.

```gdscript
# | for cursor position
button.mouse_entered.connect(met|)

# select `method_name` in the completion menu and hit enter
button.mouse_entered.connect(method_name(|)

# expected:
button.mouse_entered.connect(method_name|)
```

There may indeed be cases where a function returns a Callable. Not adding the parenthesis fits both worlds.

### Steps to reproduce

Create any script and try completing a method name in `connect()`.

### Minimal reproduction project

_No response_
Repository: electron
Issue: [Feature Request]: `session.setPermissionCheckHandler` cannot handle 'default' state for Notification.permission.
Labels: enhancement :sparkles:

### 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 feature request that matches the one I want to file, without success.

### Problem Description

`session.setPermissionCheckHandler` ([doc](https://www.electronjs.org/docs/latest/api/session#sessetpermissioncheckhandlerhandler)) can only represent a boolean and not the 'default' of `Notification.permission`.

There seems to be mention of this problem in [the PR](https://www.electronjs.org/docs/latest/api/session#sessetpermissioncheckhandlerhandler), but why is it not implemented?

### Proposed Solution

I think it is reasonable to have `"not set"` as a permission state, not just for `Notification.permission`.

Some of them may need to be boolean when they are finally returned to the `renderer` internally, but I think it is possible to implement it in such a way that it is treated as `false`.

Or, it would be better to separate them like `session.setNotificationPermissionCheckHandler(callback)` or `session.setPermissionCheckHandler(permission, callback)`. I also feel it is drastic.

### Alternatives Considered

To handle `Notification.permission` queries from the `renderer` with the current spec, we need to override `Notification.permission` in the `renderer` (with `preload` or `webContents.executeJavaScript`).

### Additional Information

_No response_
Repository: storybook
Issue: [Bug]: canvas render nothing after change some story
Labels: bug,needs triage

### Describe the bug

I wrote some stories to render vue components. It's ok when I refresh each story page, but when I click continuously between each story, some stories render nothing in canvas tab, there are no warnings or erros in console tab(Chrome browser), also there are no relative doms in element tab. The code of which story not work as below:

`import Vue from "vue";
import ElementUI from "element-ui";
import "element-ui/lib/theme-chalk/index.css";

Vue.use(ElementUI);`

any suggestions are welcome and appreciated.

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: storybook
Issue: [Bug]: docgen not being loaded with my vue setup
Labels: bug,needs triage

### Describe the bug

The docgen doesn't get loaded. Here is my barebones repo:

https://github.com/AmishBaztard/privateStorybook

### To Reproduce

```shell
Clone my repo https://github.com/AmishBaztard/privateStorybook

Then npm run storybook:serve
```


### System

_No response_

### Additional context

_No response_
Repository: godot
Issue: Godot freezes when importing a lot of files from AssetLib
Labels: topic:editor,needs testing,topic:import

### Godot version

3.5

### System information

Windows 10, GLES3

### Issue description

when godot tries to import alot of assets, it freeze and no response. 
![image](https://user-images.githubusercontent.com/94725241/199411657-8549504a-56a3-4496-a1c5-b656e17e63ce.png)
in this screenshot i am trying to install qodot, but godot crashs.

### Steps to reproduce

1.open asset lib
2.install qodot

### Minimal reproduction project

_No response_
Repository: material-ui
Issue: [Popover] FocusTrap in a Shadow DOM loses the focus
Labels: bug 🐛,component: Popover,component: FocusTrap

### 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/wandering-framework-25fyeg?file=/demo.tsx

Steps:
1. Open the Popover and focus the input 
2. Press Tab or Shift+Tab a few times
3. Notice the focus has escaped the popover


### Current behavior 😯

FocusTrap doesn't enforce focus to stay inside it if the component is inside a shadow dom.

### Expected behavior 🤔

FocusTrap inside a shadow dom should be working the same way it does outside of a shadow dom.

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
Reproduces in the latest stable Chrome and Safari. Did not test with other browsers.

  System:
    OS: macOS 13.0
  Binaries:
    Node: 18.11.0 - /opt/homebrew/bin/node
    Yarn: Not Found
    npm: 8.19.2 - /opt/homebrew/bin/npm
  Browsers:
    Chrome: 107.0.5304.87
    Edge: Not Found
    Firefox: Not Found
    Safari: 16.1
  npmPackages:
    @emotion/react: ^11.10.5 => 11.10.5 
    @emotion/styled: ^11.10.5 => 11.10.5 
    @mui/base:  5.0.0-alpha.104 
    @mui/core-downloads-tracker:  5.10.12 
    @mui/icons-material: ^5.10.9 => 5.10.9 
    @mui/material: ^5.10.12 => 5.10.12 
    @mui/private-theming:  5.10.9 
    @mui/styled-engine:  5.10.8 
    @mui/system:  5.10.12 
    @mui/types:  7.2.0 
    @mui/utils:  5.10.9 
    @types/react: ^18.0.24 => 18.0.24 
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    typescript: ^4.8.4 => 4.8.4 

```
</details>
Repository: material-ui
Issue: experimental_sx doesn't work in pseudo-classes
Labels: package: system,status: expected behavior

### 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/naughty-wildflower-f7h30d?file=/demo.tsx

If I remove `sx` function, the style will work.  

### Current behavior 😯

_No response_

### Expected behavior 🤔

_No response_

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: vscode
Issue: Nitpicking: Editor playground is not consistent regarding case for tip blocks
Labels: bug,interactive-playground

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- VS Code Version: 1.72.2
- OS Version: Windows_NT x64 10.0.19044

Steps to Reproduce:

1. Open the command palette
2. Type "playground"
3. Open the Interactive Editor Playground
4. See the Tips
Repository: godot
Issue: material doesn't render subviewport texture
Labels: bug,topic:rendering

### Godot version

4.0-beta4

### System information

Operating System: Arch Linux KDE Plasma Version: 5.26.2 KDE Frameworks Version: 5.99.0 Qt Version: 5.15.7 Kernel Version: 6.0.6-arch1-1 (64-bit) Graphics Platform: Wayland Processors: 8 × AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx Memory: 14,6 GiB of RAM Graphics Processor: AMD Radeon Vega 8 Graphics Manufacturer: HP Product Name: HP Laptop

### Issue description

Basically when you set material local to scene and then you add your viewport texture to the material. After that if you either play the scene or reopen the scene the material looses all of the information about subviewport resulting in a flat pink texture.

### Steps to reproduce

1. create a subviewport 
2. add somekind of a ui node as a child.
3. assign viewport to a material
4. play the scene or reopen the scene.

### Minimal rep
Repository: vscode
Issue: Use the Flyweight pattern to encode tokens
Labels: feature-request,tokenization,under-discussion

The [flyweight pattern](https://en.wikipedia.org/wiki/Flyweight_pattern) can be used to significantly reduce memory overhead when storing tokens.

For checker.ts, this is the histogram of tokens (left the meta-data, right the count):

![image](https://user-images.githubusercontent.com/2931520/199459717-0944be6d-26a5-415a-8562-980ca77fcb2c.png)

Only 20 different tokens are ever produced! However, we use full 4 bytes for every token to store its metadata.
If we add a simple cache, we could use a dynamic dictionary of rich objects to store token information and just point into that dictionary.

Code to produce the histogram:
```js
(() => {
    let length = 0;
    let map = new Map();
    for (const tokens of globalThis.lineTokens) {
        const t = new Uint32Array(tokens);
        for (let i = 1; i < t.length; i += 2) {
            //length += token.byteLength;
            map.set(t[i], map.has(t[i]) ? map.get(t[i]) + 1 : 1);
        }
        
    }
    return [...map.entries()];
})()
```

urrently we use 4 byte to encode all the token information and 4 byte to encode the position. Instead, we could use 1 byte to point to the token information and another byte for the length of the token. Tokens that are too long (very rare) can just repeat the entry - the reader can recombine it then again. Then the memory profile is a fourth of what we have today.
In case the user opens a file with more different tokens, we could use variable length encoding or a fallback encoding
Repository: create-react-app
Issue: Troubleshooting documentation does not support known issues with WSL2
Labels: needs triage,issue: bug report

### Describe the bug

This was originally going to be a bug report titled "Editing src/App.js and saving to reload does not refresh the browser in WSL2", when I discovered during the writing of this report that inotify is not fully supported in the 9P filesystem protocol on WSL2

### Which terms did you search for in User Guide?

Followed https://create-react-app.dev/docs/troubleshooting/#npm-start-doesnt-detect-changes:

- The file is imported by the entrypoint
- The project is not in a Dropbox folder
- This doesn't appear to meet the criteria of https://github.com/facebook/create-react-app/issues/1164
- https://webpack.js.org/guides/development/#adjusting-your-text-editor referred to missing settings in PhpStorm, though I disabled "Back up files before saving" as the next closest option (made no difference)
- The project path does not contain parentheses
- Adding `CHOKIDAR_USEPOLLING=true` to `.env` did not work

Whilst checking watchers, as I am using WSL2 I searched online and came across https://stackoverflow.com/questions/63402588/how-can-nodemon-be-made-to-work-with-wsl-2. This solved the problem of saving files not refreshing the browser

### Steps to reproduce

(Write your steps here:)

1. `npx create-react-app my-app`
2. `cd my-app`
3. `npm start`
4. Make changes to `src/App.js`
5. Follow troubleshooting guidance at https://create-react-app.dev/docs/troubleshooting/#npm-start-doesnt-detect-changes as changes are not detected

### Expected behavior

The troubleshooting guidance refers to known issues with WSL2: https://stackoverflow.com/questions/63402588/how-can-nodemon-be-made-to-work-with-wsl-2

### Actual behavior

The troubleshooting guidance does not refer to the known issues with WSL2
Repository: pytorch
Issue: 1.12.1 incompatible with c++ built for 1.12.0 and vice versa
Labels: oncall: jit,module: cpp

### 🐛 Describe the bug

I have a c++/cuda extension which I compile and distribute via PyPI. My build matrix covers all "recent" PyTorch major and minor versions (aswell as python and CUDA versions, if anybody is interest I host my build system as a git workflow [here](https://github.com/charliebudd/torch-extension-builder)). So far this has been enough to ensure my code runs and I have not had to take patch version into account. However, I have recently had an issue (described below) with 1.12.1. My understanding is that only critical bug fixes should be released in patches. If this is not the case, then distributing built c++ PyTorch extensions would be even harder than it currently is.

The error I get is when passing a jit model down to c++. Before 1.12.1, the _c attribute on a jit script model returned a ``torch.jit.ScriptModule`` which will cast to a ``torch::jit::Module`` when passed to a c++ function. However, in 1.12.1, the _c attribute returns a ``torch.ScriptModule`` which no longer casts in the same way, causing an exception to be thrown.

Minimal code example below. To recreate, compile the c++ for torch 1.12.0 and run the python script with torch 1.12.1 and/or vice versa. When the version matches, the code will run fine, else there is an error.
```python
import torch
import myextension

model = torch.jit.load("model.pt")
myextension.test(model._c)
```
```c++
#include <torch/extension.h>

void test_function(torch::jit::Module model)
{
    py::print("Test function called");
}

PYBIND11_MODULE(TORCH_EXTENSION_NAME, m) 
{
    m.def("test", &test_function);
}
```
See forum discussion on this issue [here](https://discuss.pytorch.org/t/version-compatability-scheme-for-pytorch-and-compiled-torch-extensions/164637).



### Versions

torch 1.12.0 and 1.12.1

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel @jbschlosser
Repository: vscode
Issue: Incorrect highlighting of tsx code inside Markdown code blocks (bracket token exclusion rules of embedded grammars are not considered)
Labels: bug,tokenization,bracket-pair-colorization

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- VS Code Version: 

```
Version: 1.72.2
Commit: d045a5eda657f4d7b676dedbfa7aab8207f8a075
Date: 2022-10-12T22:16:26.920Z
Electron: 19.0.17
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Linux x64 5.19.16-200.fc36.x86_64
Sandboxed: No
```

Steps to Reproduce:

The attached [bug.md](https://github.com/microsoft/vscode/files/9919209/bug.md) file contains a valid block of tsx code, but VS Code parses it as invalid (lines 27, 30, and 32):

![Screenshot from 2022-11-02 20-55-34](https://user-images.githubusercontent.com/18451/199460651-ab3e9bd6-5412-4d74-8383-e05d23120234.png)

---

_Attachments:_

* [bug.md](https://github.com/microsoft/vscode/files/9919209/bug.md)
Repository: PowerToys
Issue: Zone groups and navigation
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

This pertains to the 'Move windows based on' option, which currently has two implementations - Zone index and Relative position. 
I would like to propose a third alternative - to implement Zone groups and associated window moving using arrow keys. 
Essentially, zones can be grouped into up to 4 groups, and each group is associated with an arrow key. Each arrow key - left, right, up, down - will cycle any window position between the zones in each group. 

### Scenario when this would be used?

This feature becomes very useful when there are a lot of zones. I have 12 zones set up in one layout for an ultra-wide screen monitor. If I want to move a window, it can take up to 6 clicks to move the window into the desired position. If the windows are grouped under each arrow key, for 12 zones, you can move any window into any desired zone in 3 clicks or less. This makes moving windows to a different position much faster than either of the current implementations. 

### Supporting information

This kind of feature has been available in the Mosaico TWM app for a long time. I used to use that before switching to FZ, but really miss this feature! I hope you will implement it.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Latent Perturbation
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 ?

A video outlining the requested feature can be found [here](https://youtu.be/ltLNYA3lWAQ?t=2250) (timestamp included.)

This is somewhat related to these two issues:
- #2163
- #3745

In essence, latent perturbation would provide more fine-grained control of image variations than the current implementation of variations, and it would allow for recursive variations (at the expense of saving parameters in PNG metadata.) This is done by taking the initial latent given to the scheduler, perturbing it according to some scale factor, and running the perturbed latent through the scheduler. This produces a variation of the image generated by the original latent, where the difference between the images is determined by the scale factor.

Providing latent perturbation allows for something similar to a binary search through image space. Essentially, you could start with an image that's "good enough." Take its initial latent, generate a few perturbed variations at a relatively high scale factor, and run those. If you like one of the results, you can take that image's initial latent, perturb it by a smaller scale factor, and generate a new batch of slightly less varied images. Repeat this process until you've found the perfect image.

As mentioned, the downside of this is that embedding these steps in PNG metadata is unfeasible. Personally, this is a tradeoff I'm okay with, but I realize this might be a point of contention.

### Proposed workflow

1. Press the "Send to Variations" button under a generated image (This would take you to img2img -> Variations. Images wouldn't be able to be uploaded to this, due to the requirement for the image's initial latent.)
3. Select your scale factor, sampling steps, sampling method, batch parameters, etc...
4. Click generate
5. Select a better variation of the input image
6. Click "Send to Variations"
7. Go to step 2

### Additional information

Obviously this is a relatively big ask. I've looked through the code, and the way that initial latents are currently generated doesn't lend itself well to this. Not to mention the work required to do the workflow and UI changes. Personally, I would be more than happy with a relatively simple change that would allow me to achieve this functionality with a script. Regardless, this is one of the most useful ways I used stable diffusion prior to using the web ui. It'd be amazing to have both the web ui and latent perturbations.