sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: Functional guards/interceptors should not provide `DestroyRef`
Labels: area: core,core: di,P2,bug,core: reactivity,cross-cutting: signals

Functional guards with injection context allow easy access to DI:

```typescript
function authGuard() {
  return inject(AuthService).isAuthenticated;
}
```

However, with access to the injector, it's possible to use APIs which depend on `DestroyRef` - the lifecycle of the current injector. In router guards, for example, this will be a long lived injector (possibly even an "eternal" one tied to the application itself). In that sense, doing any initialization inside the guard with cleanup tied to the `DestroyRef` is leaky: you'll end up calling the guard multiple times, creating multiple instances, and none of them will be cleaned up.

For example, using `toObservable` or `toSignal` in such a guard would be broken in that way.

One option is to provide injection context but overload `DestroyRef` to prevent access (or to modify the lifecycle it represents).
Repository: neovim
Issue: Have `colorcolumn` at the true position when `linebreak` is active
Labels: enhancement,display

### Problem

When I start `nvim` with `nvim -u NONE` and run `:set linebreak cc=50`, I get

![](https://user-images.githubusercontent.com/16707112/258635848-c35029ea-3225-476c-b4ce-82f05bd99435.png)
This is as expected, colorcolumn is occupying the col number 50.

When I resize the terminal so that the `linebreak` option because active and `cc` overflows to the next line, I get

![](https://user-images.githubusercontent.com/16707112/258635906-31983cef-298d-4b7d-984f-ad165d6ba0df.png)
The colorcolumn is now two characters earlier, and the "a" where it was originally has coordinate `1,50-52`. "g" has coordinate `1,48-50` and that's I guess why it was selected as colorcolumn.

I didn't find anything in the docs about this behavior. Would it be possible to instead use the smallest number of the column coordinate interval such that colorcolumn is consistent w.r.t resizing? Is this a bug or a feature?

Similar problem arrises with e.g. `:set breakindent cc=50` as well as `:set showbreak=> cc=50`

### Steps to reproduce

nvim -u NONE
:set linebreak cc=50

### Expected behavior

I would expect the colorcolumn to be at the original location

### Neovim version (nvim -v)

NVIM v0.9.1 Build type: Release LuaJIT 2.1.0-beta3

### Vim (not Nvim) behaves the same?

yes, 9.0.1424 (https://github.com/vim/vim/issues/12743)

### Operating system/version

macOS 13.4.1

### Terminal name/version

iterm2

### $TERM environment variable

xterm-256 color

### Installation

homebrew
Repository: PowerToys
Issue: [MouseWithoutBorders] Primary PC/M&K
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Without Borders

### Description of the new feature / enhancement

A feature to set a PC as primary, so the only one that is allowed to use mouse and keyboard on other machines

### Scenario when this would be used?

In a setup of two PCs where both do have a mouse and a keyboard  and the two PCs are used together the secondary PC shouldn't be allowed to give input to the primary PC

### Supporting information

_No response_
Repository: transformers
Issue: Add Flax diverse group search
Labels: Good Second Issue,Flax

### Feature request

Add diverse beam search decoding to Flax, an "alternative to BS that decodes a list of diverse outputs by optimising for a diversity-augmented objective", as described in the paper: https://arxiv.org/pdf/1610.02424.pdf 

This feature would mimic the PyTorch equivalent, added in #9006.

@yeandy made a great start on adding this feature in the PR #24508. The PR is still open, and anyone in the community is free to pick-up the PR and see it through to completion!

### Motivation

There's a promising PR for this feature that is partway there - it would be a shame not to see this through to completion!

### Your contribution

Happy to answer any questions/queries on the PR and provide PR reviews 🤗 Think this would be a fun one for any Flax contributors who are interested!
Repository: godot
Issue: Editor fails to launch on Linux without any error when project is on a path with `\x20`
Labels: bug,platform:linuxbsd,topic:core,topic:editor,confirmed

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Linux 6.4.8-247.current

### Issue description

The editor fails to open projects.

- New projects and demo projects behave the same.
- Identical behaviour with Godot `v3.5.2.stable.official [170ba337a]` .

So I assume there is some missing library or something on my system. But there is no info on the commandline and no error messages or feedback. Just silently takes me back to the Project Manager window.

I ran _Delta V: Rings of Saturn_ to confirm that a built Godot game would work, and it ran just fine. As do non-Godot games from _Stellaris_ for Linux from GoG to _Deep Rock Galactic_ running on Proton.

Very perplexing. 

![Screenshot from 2023-08-07 11-40-40](https://github.com/godotengine/godot/assets/71984/141e26d7-96ad-424c-bd68-e2eec35596ee)
![Screenshot from 2023-08-07 11-40-59](https://github.com/godotengine/godot/assets/71984/dd4ce542-f9b1-424d-9a3e-cbc3ffb66df6)




### Steps to reproduce

1. Run Godot
2. Create a new project
3. Click on project to highlight it
4. Click Edit button

#### Expected

Godot editor launches.

#### Actual

Godot logo displays briefly before returning to the Project Manager.

### Minimal reproduction project

Empty projected I tested with: [Aleph.zip](https://github.com/godotengine/godot/files/12283473/Aleph.zip)

Also tried a demo project from the asset list and got the same result.
Repository: pytorch
Issue: Dev Container Support for PyTorch
Labels: triaged,better-engineering

# Summary 
This servers as the top-level project tracker for making contributions to the PyTorch project easier and more device agnostic.

The primary tool for doing this is the devcontainer spec. This spec provides two nice entrypoints, [codespaces](https://github.com/features/codespaces) which is Githubs compute service for running devcontainers. Github users get access to a free tier spec. 

There is comprehensive VSCode support for devcontainers. [VSCode integration](https://code.visualstudio.com/docs/devcontainers/containers)

### Sub Tasks
- [x] Initial devcontainer support for local CPU development: https://github.com/pytorch/pytorch/issues/106714
- [x] Initial devcontainer support for remote codespaces development. See attached screenshot for 
- [x] Initial devcontainer support for local GPU development:  https://github.com/pytorch/pytorch/issues/106714
- [ ] Document process for building locally + codespaces
- [ ] Add to contributing guide
- [ ] Add support for MPS based dev: #106717 
- [ ] Add support for AMD based dev: #106718
 <img width="1064" alt="Screenshot 2023-08-07 at 11 42 24 AM" src="https://github.com/pytorch/pytorch/assets/32754868/371270c9-2b88-4879-889f-cb9ed5689ec4">
Repository: pytorch
Issue: Provide .devcontainer PyTorch - MPS environment
Labels: triaged,better-engineering

# Summary

Add a MPS image to the .devcontainer spec. This will aid in users seeking to contribute to the MPS backend.

### Blockers
This is likely blocked via lack of support in linux based containers. See: https://github.com/pytorch/pytorch/issues/81224#issuecomment-1499741152.
Repository: pytorch
Issue: Add AMD image to the .devcontainer spec
Labels: triaged,better-engineering

# Summary

Add an AMD/ROCM image to the .devcontainer spec. This will aid in users seeking to contribute for AMD based gpu enviornments. This can likely be adapted from the CUDA container. Research into the tooling required packages needs to be done.
Repository: vscode
Issue: Dragging minimap outside slider handle should move slider to clicked spot
Labels: feature-request,editor-minimap

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

Clicking a spot on the minimap implies the intent of choosing to scroll to the spot represented by the image at the spot clicked on the minimap. For this reason, it moves the scroll position to that spot, including the minimap slider.

However, clicking outside the minimap slider *and dragging* has a different intent: to move the slider to that spot--relative to the minimap's viewport percentage of the screen, not its inner content's percentage--and begin to drag it.

I filed an issue a long time ago trying to request this, but didn't know how to articulate the difference of intent at the time, which I only understood intuitively. For that reason, it was dismissed due ultimately to reasons unrelated to my actual intent. Now I see that this is what I meant all along, so I'm filing this new request which is related to that one but much clearer.

* This feature doesn't interfere with any existing features
* I can't imagine anyone objecting to this feature
* This feature is probably one people will really like
* This feature is probably one people already try to use and when it doesn't work they just move on with their day
Repository: PowerToys
Issue: NEW FEATURE for Fancy Zone or new one - Chess marking in shared screen
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

The feature will provide watermark on the screen like a chess marking to split the entire screen in sections.

### Scenario when this would be used?

When we are sharing our screen in a meeting and someone needs to drive us around the screen, sometimes it is a little bit hard to identify the exactly location we need to click. This happens because of a lot of reasons, there are similar buttons, the location we need to navigate is too small, etc.
Using the example below, we need to click on the Option 1 in the screen, then the person who is driving us in the screen would say: click on the Option 1 in the section 6C
This is a simple example but if we expand the scenario, 

Example:

|  | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|--------|--------|--------|--------|--------|--------|--------|--------|--------|
| A | File | Settings | About | 
| B |
| C | Label 1: | Name Last name | | | Label 2: | [ ] Option 1 | [ ] Option 2 |
| D | Label 3: | Name Last name |
| E |
| F |
| G |
| H | | | | | |  |Button 1 | Button 2 |

Best regards,
Glauco Silva

### Supporting information

_No response_
Repository: godot
Issue: AudioEffectFilter description and functionality is incorrect
Labels: bug,documentation,topic:audio

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3203) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

I have an audio engineering and audio forensic background and I'm making an ear training app, but run into problems:
AudioEffectFilter description: `Allows frequencies other than the cutoff_hz to pass.` is description of BandPassFilter functionality.
AudioEffectFilter functionality: It cuts everything above the cutoff_hz, making it a LowPassFilter.

Biggest frustration comes from the fact that there are all kinds of filters except the most essential ParametricEq (additive and subtractive frequency filtering with changeable frequency and resonance). And all hope fell on the AudioEffectFilter since it has `gain` property, but it doesn't function.

### Steps to reproduce

- add AudioStreamPlayer with music
- add AudioEffectFilter to the master bus with cutoff_hz as 1000
- high frequencies are inaudible

### Minimal reproduction project

[AudioEffectFilter.zip](https://github.com/godotengine/godot/files/12285330/AudioEffectFilter.zip)
Repository: rust
Issue: Optimize generics to a dynamic dispatch for size
Labels: T-compiler,I-heavy

Generic currently generate two similar functions to do something - for some cases, this isn't desired, like in "all I care about is size" cases. For this, it seems reasonable for the compiler to instead check the input types at runtime and figure out what to do based off of that. I'm not quite sure how much it would help, but it would help nonetheless.

So, for a theoretical example:

```rust
fn convert_to_string<T: ToString>(input: T) -> String {
    input.to_string()
}
```

Given two inputs, an `i32` and a `f64` in this example, it would get turned into:

```rust
// The compiler will probably mangle these so they don't conflict, but that's a different topic
fn convert_to_string(input: i32) -> String {
    input.to_string()
}
fn convert_to_string(input: f64) -> String {
    input.to_string()
}
```

But, if the compiler were to be told to optimize it as much as possible for size, this would instead get turned into something like:

```rust
fn convert_to_string(input: i32 or f64) -> String {
    match typeof(input) {
        i32 => input.to_string(),
        f64 => input.to_string(),
    }
}
```

Obviously, the example code is a bit weird and isn't valid, but the idea is there. Instead of creating two different functions, make one that matches on the types at runtime. The point here is to work *without* traits, which is why I did not suggest converting generics that rely on traits to a dynamic dispatch instead.

This would also be useful with variadic generics, I think.
Repository: terminal
Issue: Add support for subpixel positioning and fractional cell sizes
Labels: Area-Rendering,Product-Terminal,Issue-Task

# Description of the new feature/enhancement

Subpixel positioning is a popular technique among modern text renderers to increase the horizontal (and sometimes vertical) resolution of glyph origins. With our current approach you get 1 variant of each glyph. No matter where the glyph is supposed to be drawn (e.g. at `{84.3px, 19.6px}`), the origin of the glyph's bitmap is rounded to the nearest pixel and the bitmap is bit-blit on the screen.

But with a 2x resolution you prepare 2 variants of each glyph, where the additional one is shifted by 0.5px during the initial rasterization into a bitmap. This ends up giving slightly, but noticeably different results. A 3x resolution seems to be the most common.

For instance, Chromium:
![image](https://github.com/microsoft/terminal/assets/2256941/0c0e4deb-884a-4f0f-b6ef-5ff03534a4d6)

A great introduction for this is this document from a Google employee: http://goo.gl/yf3M7

Adding support for subpixel positioning would also significantly improve our support for block glyphs like those found in Nerd Fonts, because the font's advance width is seldomly an integer pixel value, which results in either block glyph overlaps (= cut-off appearance), or, even worse, gaps between glyphs.

# Proposed technical implementation details (optional)

Supporting this in AtlasEngine is trivial. Direct2D has support for subpixel positioning (at 3x). Keying our glyph cache by subpixel offset would be easily possible by adding another field to the `AtlasGlyphEntry` structure to form a pair with the `glyphIndex`.

The real problem is all the code that uses `til::point`, `til::size` or other integer values to represent viewport coordinates in pixels. If those were gone and replaced with floats, implementing the rest would be fairly simple.
Repository: opencv
Issue: Disable TrueType in OpenCV 5.x during CMake compilation
Labels: feature,category: build/install

### System Information

Hello, i am using OpenCV with Dear ImGui library and it conflicts with stb_trutype, when i am using opencv 4.8.0 everything is ok. Is it possible to disable truetype in opencv 5.x during CMake configuration or any othe way?

### Detailed description

Here is an issue: https://github.com/ocornut/imgui/issues/6694

### Steps to reproduce

Try to compile static version of OpenCV 5.x with Dear Imgui library in one project, here is Dear Imgui library: https://github.com/ocornut/imgui/tree/docking

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: vscode
Issue: Workspace files dropped and pasted into CSS file should be automatically formatted
Labels: help wanted,feature-request,css-less-scss

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

When a workspace file is dropped or pasted into a CSS file, the result should be a formatted link.
If `image_1.png` is dropped/pasted, then the result in the editor should be url("image_png"), using the file's relative path.
Repository: ant-design
Issue: Extend the Multi Select component to not only allow custom tag render but also customize input display
Labels: Inactive

### What problem does this feature solve?

This will allow us to handle situation where we dont want to display selected option as individual tag but rather display how many items selected as a text in the input box. 

### What does the proposed API look like?

Please take a look at react-select library, it allows us to customize the input control and pass in props to render the content
e.g

const CustomValueContainer = <
  Option,
  IsMulti extends boolean = false,
  Group extends GroupBase<Option> = GroupBase<Option>
>(
  props: ValueContainerProps<Option, IsMulti, Group>
) => {
  let [values, input] = props.children as any;
  props.selectProps;

  if (!props.options.length) {
    values = `No options available`;
  } else if (values) {
    if (!values.length) {
      values = "All";
    }
  }

  return (
    <components.ValueContainer {...props}>
      {values}
      {input}
    </components.ValueContainer>
  );
};

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: [Bug]: some args not serialized into URL search parameters
Labels: bug,needs triage

### Describe the bug

Some values are not encoded into the URL while other values are.

### To Reproduce

1. Open some Story with Controls that take free-form text.
2. Add characters like `=` or `+` or `&` to the value and note how the URL search parameters do not update (e.g. https://www.clever-cloud.com/doc/clever-components/?path=/story/%F0%9F%A7%AC-atoms-cc-input-text--default-story)
3. Remove those "special" characters and add characters like `a` or `1` and note how the URL search parameters do update (e.g. https://www.clever-cloud.com/doc/clever-components/?path=/story/%F0%9F%A7%AC-atoms-cc-input-text--default-story&args=label:Sweet+123)

### System

```shell
I didn't run this locally, I'm using someone else's hosted Storybook instance.
```


### Additional context

I've observed this in all of the Storybook instances I've tested (which is several).

I suspect some character encoding needs to be happening that isn't (e.g. `encodeURIComponent`).
Repository: flutter
Issue: repeated failures on `Mac_build_test flutter_gallery__transition_perf_e2e_ios`
Labels: P2,team-engine,triaged-engine

The tree was briefly red for the [Mac_build_test flutter_gallery__transition_perf_e2e_ios](https://ci.chromium.org/p/flutter/builders/prod/Mac_build_test%20flutter_gallery__transition_perf_e2e_ios) test, though it later went green, although I suspect something is still wrong.

For build [1346](https://ci.chromium.org/p/flutter/builders/prod/Mac_build_test%20flutter_gallery__transition_perf_e2e_ios/1346), it ran the test (step 21), uploaded a built app (step 27), then launched sub-builds (step 28). I am surprised that this test would be scheduling sub-builds. Even more strange, the sub-build that was scheduled (and ended up failing) was for hte Mac Production Engine Drone builder: https://ci.chromium.org/p/flutter/builders/prod/Mac%20Production%20Engine%20Drone/115572?

This test failed (I believe) because it timed out after 30 minutes.

Now compare this to the next green build, [1352](https://ci.chromium.org/p/flutter/builders/prod/Mac_build_test%20flutter_gallery__transition_perf_e2e_ios/1352). It has far fewer steps than 1346, it immediately schedules a sub-build which also runs on Mac Production Engine Drone, but succeeds after 6 minutes: https://ci.chromium.org/p/flutter/builders/prod/Mac%20Production%20Engine%20Drone/115759?
Repository: godot
Issue: Extended ImageTexture renders non-deterministically in editor and incorrectly at runtime
Labels: bug,topic:core,topic:editor

### Godot version

Godot v4.1.1.stable - Fedora Linux 38 (Workstation Edition) - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i7-1280P (20 Threads)

### System information

Godot v4.1.1.stable - Fedora Linux 38 (Workstation Edition) - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i7-1280P (20 Threads)

### Issue description

A `Resource` that inherits from `ImageTexture` and nests a `GradientTexture2D` renders incorrectly at first in the editor. By triggering a few updates (clicking on a few places/properties), the editor begins to render it correctly, as does the preview canvas. However, when running the game, a stale/cached/somehow incorrect version (using the default gradient configuration instead of the one in the resource) is used:

[imagetexture-bug.webm](https://github.com/godotengine/godot/assets/364501/3b65c78a-54e6-423b-bdbc-ec0c717f4c55)


### Steps to reproduce

1. Open the minimal repro project
2. See that the textures are incorrect
3. Click the "dirty" checkbox to trigger an update
4. See that the editor textures are correct
5. Run the game
6. See that the runtime textures are incorrect

### Minimal reproduction project

[imagetexture-bug.zip](https://github.com/godotengine/godot/files/12285908/imagetexture-bug.zip)
Repository: TypeScript
Issue: TypeScript can't infer correct type from while loop if while condition is given a promise
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

promise in while loop condition

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about _Bugs that aren't bugs_

### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.2.0-dev.20230807#code/GYVwdgxgLglg9mABAZwDYFN0AcAUBbZALkTBDwCN0AnASmIAUq48Zl0AeKKkdAPkQDeAKESIq6KCCpIw6AO6JGzVhy49eOAIaIAvPzZQAKjDzo4IKDhw1d-TTjXoaAGkQEaNIQF8hQzcgBPSERQSFgERHQAD008LAwARmsGJhY2dmQuGDAAc35hAEgMKEQAN01UHmJMqmycxAAfRHAAE3RgbPQWoQK5AAsYDEQHbidBHoLNOU0YErRMXABWAAZVzwKC8sr0XUQAckW9ifJxTQBrHp8C8UlpMoqeb19-IIgQ8Gh4JGjY+PQAJmSilSKgyWVy+R6xXu22q4PqTVa7U63V6AyGWmmsxQGGwOBWaxshU2Dx2On2h2OpwuBSuNykSC2jy8QA

### 💻 Code

```ts
function sleep(ms: number): Promise<true> {
  return new Promise<true>(a => setTimeout(() => a(true), ms))
}

async function example1(): Promise<string> {
	let value: string | undefined
	while (true) {
		await sleep(5000)
		value = '5'
		break
	}
	return value
}

async function example2(): Promise<string> {
	let value: string | undefined
	while (await sleep(5000)) {
		value = '5'
		break
	}
	return value
}
```

### 🙁 Actual behavior

In example2, TypeScript can't infer the type of `value` and that it should be now a string and not `undefined` simply because the Promise that returns true in the while loop has been moved to the while condition instead of the body of the while loop.

### 🙂 Expected behavior

The expected behaviour should be that TypeScript should be able to infer that it is still a string at the return statement just like in example1