sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Warning: Invalid hook call. Hooks can only be called inside of the body of a function component - in new project
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Home
    Binaries:
      Node: 18.15.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.2.5-canary.1
      eslint-config-next: 13.2.4
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

npx create-next-app@latest --experimental-app

### To Reproduce

npx create-next-app@latest --experimental-app

next dev

the project runs but the error is in the  terminal every time I start and refresh

### Describe the Bug

Warning: Invalid hook call. Hooks can only be called inside of the body of a function component. This could happen for one of the following reasons:
1. You might have mismatching versions of React and the renderer (such as React DOM)
2. You might be breaking the Rules of Hooks
3. You might have more than one copy of React in the same app
See https://reactjs.org/link/invalid-hook-call for tips about how to debug and fix this problem.
error - TypeError: Cannot read properties of null (reading 'useMemo')

### Expected Behavior

no error

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Cannot resize the columns on the profiler
Labels: enhancement,topic:editor,usability,topic:gui

### Godot version

v4.0.stable.official [92bee43ad]

### System information

macOS 13.2.1 (22D68), M1 Max

### Issue description

I cannot seem to resize the columns in the profiler despite carefully clicking and dragging around near the (almost impossible to see) column dividers in the header and everywhere else I could think of. In my case I was being mislead for a long time because the numbers in the columns were cut off by an entire order of magnitude in some cases as you can see when I hover!

https://user-images.githubusercontent.com/453721/224562225-710d88bc-da2e-4156-b9fe-3dacac18b84c.mov

Screenshot showing a tooltip label (in case the video causes problems) where you can see that the column isn't nearly wide enough for the value:

<img width="263" alt="image" src="https://user-images.githubusercontent.com/453721/224562363-3db10dcd-b36a-493c-a5cf-dabc79035654.png">


### Steps to reproduce

I assume that reproducing this is as easy as profiling something and then trying to resize the columns. Unknown if this is some macOS specific issue or a more general problem.

### Minimal reproduction project

Reproducing the inability to resize the profiler columns should be trivial without a project. (Unless it turns out it works fine for everyone else...)
Repository: create-react-app
Issue: Update proxying-api-requests-in-development.md to use non-depricated format
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

The guide in [proxying-api-requests-in-development.md](https://create-react-app.dev/docs/proxying-api-requests-in-development/) uses a depricated webpack format for creating a dev server. When developing locally, leads to warnings

<details>
<summary>Warnings:</summary>
<img width="510" alt="image" src="https://user-images.githubusercontent.com/5898009/224562372-c9dce7c8-bb4d-4782-86ce-7569bc16d8e9.png">
</details>

### Describe the solution you'd like

Update the example file to create a dev server without warnings (at the time of writing I don't know what that is).

### Describe alternatives you've considered

Add a warning on the page saying this method of creating a dev server is depricated

### Additional Context

[Webpack middlewares](https://webpack.js.org/configuration/dev-server/#devserversetupmiddlewares) has instructions on this
Repository: PowerToys
Issue: Option to use physical key position or remapped key for each created shortcut 
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Needs-Triage

### Description of the new feature / enhancement

I like to remap my numpad and media keys for program specific commands. 
And to get more keys I like to use layers. 

Example for numpad7:
_No layer_
numpad 7           -> ctrl + z
_ctrl key layer_
ctrl + numpad 7 -> ctrl + r

Currently this does not work, because the created shortcut (ctrl+numpad7) does not use the physical key position of numpad7 any more. 

I see that this behaviour can be the desired one. 

Example:
Win Key -> ctrl
ctrl -> Win Key

(Real key) ctrl + nunpad1 -> shift + 1

(Real key) Win key + C should copy to clipboard & (Real key) Win Key + numpad 1 should result in ! (shift +1). It's good that the remapped key is used in this scenario. 

Therefore, I like to have an option per created shortcut whether the real physical key position is used or the remapped one. 



### Scenario when this would be used?

As a power user I like to enhance my workflow. With remapping keys and creating own shortcuts I can build my own keyboard control for applications. 

Using a layer approach by mapping different shortcuts via different modifers to the same physical key enhances the range of usable keys a lot. 



### Supporting information

This is an addition to https://github.com/microsoft/PowerToys/issues/6756
Repository: bitcoin
Issue: failure in wallet_basic.py --descriptors
Labels: Wallet,Tests,CI failed

https://cirrus-ci.com/task/6282049166770176?logs=ci#L3112
```bash
 node0 2023-03-12T18:59:07.047547Z [scheduler] [wallet/wallet.h:840] [WalletLogPrintf] [default_wallet] AddToWallet 0a94aab7b4dc8ba22b88ccd6b2c9898936c7d36bf8b3e1789f6083b85f6d752a  new 
 test  2023-03-12T18:59:07.053000Z TestFramework (ERROR): Assertion failed 
                                   Traceback (most recent call last):
                                     File "/tmp/cirrus-ci-build/ci/scratch/build/bitcoin-i686-pc-linux-gnu/test/functional/test_framework/test_framework.py", line 134, in main
                                       self.run_test()
                                     File "/tmp/cirrus-ci-build/ci/scratch/build/bitcoin-i686-pc-linux-gnu/test/functional/wallet_basic.py", line 727, in run_test
                                       assert_equal(len(coins), 2)
                                     File "/tmp/cirrus-ci-build/ci/scratch/build/bitcoin-i686-pc-linux-gnu/test/functional/test_framework/util.py", line 56, in assert_equal
                                       raise AssertionError("not(%s)" % " == ".join(str(arg) for arg in (thing1, thing2) + args))
                                   AssertionError: not(1 == 2)
 test  2023-03-12T18:59:07.054000Z TestFramework (DEBUG): Closing down network thread 
```
Repository: godot
Issue: DisplayServer.get_display_safe_area() does not scale with window streching
Labels: bug,platform:ios,platform:android,topic:porting,needs testing

### Godot version

4.0.stable

### System information

Android

### Issue description

DisplayServer.get_display_safe_area() does not scale with window streching instead returning the size for a non streched window

I would expect get_display_safe_area to scale automatically with window streching

### Steps to reproduce

Run the project on a mobile device. The text should fit the screen while it does not. The control is scaled according to the safe area by the script so it be inside the safe area while it instead escapes the screen.

### Minimal reproduction project

[ui_scaling_test.zip](https://github.com/godotengine/godot/files/10951767/ui_scaling_test.zip)
Repository: godot
Issue: Godot DotNet - strange behavior after Adding Mappings to Input Map
Labels: bug,topic:editor,needs testing

### Godot version

v4.0.stable.mono.official [92bee43ad]

### System information

Windows 10, Intel(R) Core(TM) i7-6700K CPU, 32GB, Nvidia GTX 10700

### Issue description

I am currently following the beginner tutorial and reached this point: https://docs.godotengine.org/en/stable/getting_started/first_2d_game/03.coding_the_player.html

After I added Input mappings to the Input Map, as per the tutorial, 4 mappings. Godot proceeded to **regenerate** my player.cs file, _thus I lost all my changes_. (No biggie). AND then I noticed that I was **unable** to open the Editor/Editor Settings window. I did not try opening other windows, but restarted the editor. Restarting the editor made it so that I could open the Editor Settings window again.


### Steps to reproduce

1. Create a new .cs file
2. Edit it
3. Add mappings to an empty Input Map
4. Observe that the file will re-open in your editor (I was using Jetbrains Rider) and one's changes are gone, it goes back to the file as it was after step 1.
5. Try to open Editor/Editor Window (nothing should happen)

### Minimal reproduction project

N/A
Repository: godot
Issue: Some complex cyclical dependency seems to silently prevent resources from being loaded as correct class
Labels: bug,topic:core,topic:gdscript,confirmed

### Godot version

4.0, 4.1-dev

### System information

Windows 10 and Windows 11

### Issue description

Using preload() on a scene that includes a subclass of a resource type results on those resources being loaded as plain Resource objects rather than the expect subclass.

This only seems to happen on certain circumstances (likely due to some cyclical dependencies) that are reproducible on the included project.

Changing preload() to load() fixes the issue, loading the resources as their appropriate subclass.

### Steps to reproduce

Run the attached project (thanks to @baptr for getting a minimal reproduction) and you can see that the expected resources of type TreasureDef are instead just plain Resource objects:
![image](https://user-images.githubusercontent.com/8712/224570965-d88206c5-c447-49c6-ac1e-bdf861575550.png)

After changing preload() to load() in treasure.gd, the problem is fixed:
![image](https://user-images.githubusercontent.com/8712/224571411-e9fe4143-d911-436c-abb1-543e8b6f8e5d.png)

The failure happens silently (until you try to use any of the subclass fields, etc) and I am not sure why.

### Minimal reproduction project

[repro.tar.gz](https://github.com/godotengine/godot/files/10952003/repro.tar.gz)
Repository: godot
Issue: dragging model onto bone crashes godot and deletes mesh
Labels: bug,topic:editor,needs testing,topic:import,crash,topic:3d

### Godot version

4.0

### System information

windows 10

### Issue description

the title is pretty self explanatory if I try to drag a .glb onto a bone of a skeleton the mesh gets deleted and godot crashes

### Steps to reproduce

drag a model onto a bone in a skeleton of another imported model

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Add Quick Accent for whitespace characters
Labels: Idea-Enhancement,Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

Add a Quick Accent menu for the space bar (aka you hold down space and use the arrows) that shows whitespace/invisible characters. honestly I can't think of a more appropriate key to assign it to.

### Scenario when this would be used?

Right now there is no way to type [hair spaces](https://en.wikipedia.org/wiki/Whitespace_character#Hair_spaces_around_dashes) to go with [em dashes](https://github.com/microsoft/PowerToys/pull/20469). There are also some other types of spaces (like non-breaking spaces) and other whitespace characters (like soft hyphens, joiners, tab characters etc) that one might want to type that Quick Accent does not currently support.

in the past I've pasted the tab character into things like text areas in browsers, for example when typing up pseudocode in a Markdown code fence. I've also used non-breaking spaces or different widths of spaces (for example em spaces). They're all useful to have on hand but Quick Accent does not yet support them.

### Supporting information

oh, above. sorry, I tend to write the important info into one paragraph and it's difficult to separate it out to fit into a form
Repository: rust
Issue: `chain()` error output points to the wrong token
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn main()
{
    let input = "abc";
    let it = input.chars();
    let result = match it.next()
    {
        None => String::new(),
        Some(x) => x.to_uppercase().chain(input).collect() 
    }
}
```


### Current output

```Shell
error[E0277]: `&str` is not an iterator
 --> src\main.rs:8:37
  |
8 |         Some(x) => x.to_uppercase().chain(input).collect()
  |                                     ^^^^^ `&str` is not an iterator; try calling `.chars()` or `.bytes()`
  |
  = help: the trait `Iterator` is not implemented for `&str`
  = note: required for `&str` to implement `IntoIterator`
```


### Desired output

```Shell
error[E0277]: `&str` is not an iterator
 --> src\main.rs:8:37
  |
8 |         Some(x) => x.to_uppercase().chain(input).collect()
  |                                           ^^^^^ `&str` is not an iterator; try calling `.chars()` or `.bytes()`
  |
  = help: the trait `Iterator` is not implemented for `&str`
  = note: required for `&str` to implement `IntoIterator`
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Anything else?

rustc 1.70.0-nightly (f15f0ea73 2023-03-04)

Related to a part of  [#90735](https://github.com/rust-lang/rust/issues/90735)
Repository: go
Issue: proposal: net: only request DNS A record when IPv6 not support, when using the net.Dial method
Labels: Proposal

Problem:

when use `net` or `net/http` start reqeust to domain name, like this:

```
http.Get("https://golang.org/")
net.Dial("tcp", "golang.org:80")
net.Dial("udp", "golang.org:443")
```

The method DialContext of net.Dialer will resolve both A and AAAA records for a domain name, regardless of whether the machine's network supports IPv6 or not. If not support IPv6, DNS AAAA requests is unnecessary, it will cause additional cost.

Possible solution:
change file: `go/src/net/dial.go`
old:

```
func (d *Dialer) DialContext(ctx context.Context, network, address string) (Conn, error) {
        ...
	addrs, err := d.resolver().resolveAddrList(resolveCtx, "dial", network, address, d.LocalAddr)
        ...
}
```

new:

```
func (d *Dialer) DialContext(ctx context.Context, network, address string) (Conn, error) {
         ...
	networkForResolve := network
	switch network {
	case "tcp", "udp":
		if !supportsIPv6() {
			networkForResolve = network + "4"
		}
	}
	addrs, err := d.resolver().resolveAddrList(resolveCtx, "dial", networkForResolve, address, d.LocalAddr)
        ...
}
```
Repository: storybook
Issue: [Bug]: @types, eslint, and babel all included in dependencies instead of dev dependencies causing errors in app
Labels: bug,needs triage

### Describe the bug

There are dev dependencies included in dependencies such as @losash/types which causes errors in apps that don't have exact typing. I also find @types/lodash to have many bugs and different versions work for different reasons for an app. Can these be moved from dependencies to dev dependencies? Seems to be the exact same issue with this - https://github.com/storybookjs/mdx1-csf/pull/14

Please let me know if this seems incorrect or there is a solution.. I am also using @nrwl/storybook which uses generators for more context.

### To Reproduce

Create an app with lodash as a dep and use lodash to not form to @types/lodash typings. Install storybook...

### System

```shell
To run storybook you need to have node 16 or higher
```


### Additional context

_No response_
Repository: pytorch
Issue: Dataloader should kill & restart workers when timeout is hit
Labels: module: dataloader,triaged

### 🚀 The feature, motivation and pitch

When using `timeout`, instead of crashing when the timeout is hit, the Dataloader should instead kill and restart problematic workers. Ideally, the worker should also be able to report the stack frame it is stuck on when being killed. This would be extremely useful for debugging code that works when `num_workers=0` but doesn't when `num_workers>0`. It also can save quite a bit of frustration when training hangs.

### Alternatives

_No response_

### Additional context

Currently, I am running into an issue where the dataloader keeps hanging. I suspect it is something to do with my machine, but have no way to debug it since the workers hang instead of crash. No error is reported when `timeout` is used, and I do not run into any issues with using `num_workers=0`. Hence, having the workers be killed on hang would be great.

cc @SsnL @VitalyFedyunin @ejguan @NivekT @dzhulgakov
Repository: godot
Issue: Godot window crashes and becomes unresponsive [Linux Gnome]
Labels: bug,platform:linuxbsd,topic:porting,confirmed,crash

### Godot version

4.0flatpak + all 4.0 betas

### System information

Fedora (Linux), Wayland, Intel® Core™ i3-1005G1 × 4

### Issue description

Godot crashes and becomes unresponsive, only being able to be closed via system monitor.

[Gravação de tela de 2023-03-12 23-12-28.webm](https://user-images.githubusercontent.com/119557151/224592994-459d8491-855f-41de-ae01-3ea7b3747549.webm)


### Steps to reproduce

Happens randomly.

### Minimal reproduction project

Happens with any project.
Repository: storybook
Issue: [Feature Request]: Lazy story args
Labels: feature request,csf,args

### Is your feature request related to a problem? Please describe

I have a story for a `<CountDown/>` component with a template that refreshes every second.
```
useEffect(() => {
  const interval = setInterval(forceReRender, 1000)
  return () => clearInterval(interval)
}, [])
```

The two stories are set to display a Future countdown from 40s to 0 and a Past count from 10s ago up.

```
export const Future = Template.bind({})
Future.args = { date: Date.now() + 40000 }) // 40 seconds ahead

export const Past = Template.bind({})
Past.args = { date: Date.now() - 10000 } // 10 seconds behind
```

Therefore the "Future" story would only be valid for 40 seconds after the **storybook process is executed**. It is required to kill and restart the storybook process itself to get fresh props, ignoring all code updates or page refreshes.

### Describe the solution you'd like

Allow accepting a callback that returns the props object whenever a story is opened from the sidebar or "Remounted".

```
export const Future = Template.bind({})
Future.args = () => ({ date: Date.now() + 40000 }) // This sets the time to be always 40 seconds ahead when the story is opened

export const Past = Template.bind({})
Past.args = () => ({ date: Date.now() - 10000 }) // This sets the time to be always 10 seconds behind when the story is opened
```



### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: godot
Issue: Vector3 normalized() does not return normalized vector for very small nonzero vectors
Labels: discussion,topic:core,documentation

### Godot version

4.0.stable

### System information

Windows 10

### Issue description

See title. Normalized vectors are required for a lot of operations, like axis rotation, so normalized() should always return a real normalized vector.

Extremely small nonzero vectors can be produced by normal, innocuous game code when doing complicated vector math involving cross products etc.

### Steps to reproduce

Create a new Node3D scene with the following script, then run the scene and wait for the errors to start coming in:

```
func _ready() -> void:
    seed(85123485)

func _process(delta: float) -> void:
    var f = (Vector3(randf()-0.5, randf()-0.5, randf()-0.5)*0.00000000000000001*0.00001).normalized()
    if !f.is_normalized():
        print(f)
        rotate(f, 1.0)
```

**Values this small CAN AND WILL pop up in real game code without doing things this silly** (see "Issue description"). This is **PURELY** to reproduce the issue in a very small amount of code.

### Minimal reproduction project

N/A
Repository: pytorch
Issue: Request for adding Warning/Error feature when dropout set to 1.0 in Transformer layer
Labels: module: nn,triaged,enhancement

### 🚀 The feature, motivation and pitch

<blockquote class="twitter-tweet"><p lang="en" dir="ltr">The model is not &quot;turned off during training&quot;. With dropout=1.0, for dropout layers you&#39;ll get all zero at train and, apparently, identity at test. I don&#39;t think pytorch should have allowed dropout=1.0. It should be ValueError, not sure I get the reasoning there.</p>&mdash; Andrej Karpathy (@karpathy) <a href="https://twitter.com/karpathy/status/1635062921398206464?ref_src=twsrc%5Etfw">March 12, 2023</a></blockquote> 

As suggested by Andrej Karpathy, it makes sense to raise an error or atleast a warning when the user sets dropout in the transformer layer.  So it would be great if someone can decide whether it should raise an error or warning , and which warning or error to raise in the above case.

P.S :  I would like to be **assigned** the task for **implementation** of this issue.

### Alternatives

_No response_

### Additional context
Could you look into this? @ezyang @gchanan @jerryzh168
_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @bhosmer @cpuhrsch @erichan1 @drisspg
Repository: storybook
Issue: [Feature Request]: Allow to display a Story in multiple menu locations
Labels: feature request,ui,csf

### Is your feature request related to a problem? Please describe

We use atomic design pattern where every Atom, Molecule, Organism resides beneath their respective category.

However, we have lots of various Card/Box/Block components that have similar design,
e.g.`ImageCard`, `PropertyCard`, `DiscoverCard`, `Block`, `Box`, etc.

As a developer, it would be easier to be able to quickly glance over those to find which one I want to use for a particular feature, therefore, having them grouped under a common menu title would be extremely useful.

### Describe the solution you'd like

One solution that comes to my mind allows to display a component story under multiple menu titles using an array of titles. `title: string | string[]`.

```
export default is<ComponentMeta<typeof PropertyCard>>()({
  title: [
    'Molecules/PropertyCard',
    'Components/Cards/PropertyCard',
  ]
  component: ...,
  argTypes: ...
})
```

### Describe alternatives you've considered

Alternative would be to use a special new property called `alias`/`titleAlias`/`aliasTitle`/`aliases`/`links` 

```
export default is<ComponentMeta<typeof PropertyCard>>()({
  title: 'Molecules/PropertyCard'
  aliases: [
    'Components/Cards/PropertyCard',
  ]
})
```

Which would still create a new menu item, but this time it could be rendered with a different icon and could physically link to the original menu item instead.

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_