sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: Addon-interactions: assertion outside of Step appears as if it was inside of Step
Labels: bug,addon: interactions

**Describe the bug**
When using the `step` construct in the play function and writing an interaction/assertion that is **outside** of the step, but **inside** of `waitFor`, the panel provides a wrong visual.

Here's the code that looks correct, not using `waitFor`:

```js
export const SyncWaitFor = {
  play: async ({ canvasElement, step }) => {
    const canvas = within(canvasElement);
    await step('Callback play fn', Callback.play);
    await expect(await canvas.findByText('Completed!!')).toBeInTheDocument();
  },
};
```

and here's how it looks like (with the step collapsed):

<img width="462" alt="image" src="https://user-images.githubusercontent.com/1671563/194704063-38064896-171a-4b4c-968b-7711f65560b4.png">

And here's where things look wrong:

```js
export const SyncWaitFor = {
  play: async ({ canvasElement, step }) => {
    const canvas = within(canvasElement);
    await step('Callback play fn', Callback.play);
    await waitFor(() => expect(canvas.getByText('Completed!!')).toBeInTheDocument());
  },
};
```

Looks like this, also with the step collapsed:

<img width="669" alt="image" src="https://user-images.githubusercontent.com/1671563/194704081-292acc9d-14df-47d5-b50c-85bc721bf5c6.png">


**To Reproduce**
Run a sandbox example in the monorepo
Use the code above in [this story](https://github.com/storybookjs/storybook/blob/next/code/addons/interactions/template/stories/basics.stories.ts#L47)


**Additional context**
This is using `@storybook/testing-library v0.14.0-next.0`, which should have the correct instrumentation for `waitFor`
Repository: godot
Issue: Custom resources cannot use the binary (res) format
Labels: bug,topic:core,topic:plugin

### Godot version

Godot 4 beta 2

### System information

Windows 10, Vulkan

### Issue description

Define a custom resource with an editor plugin. Importing such resources works with both the "tres" (texture, uncompressed) and "res" (binary, compressed) formats, but the binary format cannot be used in property slots due to an "No loader found for resource" error. This issue affects my voxel based resources, because they are large and would benefit a lot from compression.

### Steps to reproduce

- Open the attached MRP
- Make sure the `custom` plugin is enabled in the AssetLib (just in case, sometimes Godot disables them)
- Double check that the `Test.cus` resource is imported (md5 and res files are there in `.godot/imported`)
- Open `CustomNode.tscn`
- Select the `CustomNode` node (root) from the scene tree
- Attempt to drag `Test.cus` into the `Custom` property of the node
- It will fail with error:

```
No loader found for resource: res://.godot/imported/Test.cus-aabf7ed8095df74a9cd8fb1b5baa1f71.res.
Failed loading resource: res://Test.cus. Make sure resources have been imported by opening the project in the editor at least once.
```

- Edit `addons/custom/CustomImportPlugin.gd`
- On line 24 change the resource save extension to "tres"
- Reimport `Test.cus`
- Dragging `Test.cus` into the `Custom` property will work as expected now

Problem is that the `tres` (textual) resource is way bigger than the res (binary) one (nice for debugging, but not acceptable for large resources)

### Minimal reproduction project

[CustomResourceDoesNotLoad.zip](https://github.com/godotengine/godot/files/9739039/CustomResourceDoesNotLoad.zip)
Repository: stable-diffusion-webui
Issue: (Feature Request) Seperate file format for save button
Labels: enhancement

Please add a separate "file format" option in the settings for when saving images with the save button.

I have it were it automatically saves all images using jpg to save storage space, but when I really like one, I would like to save a png version using the save button.
Repository: TypeScript
Issue: Name overload term/type module re-export as namespace
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

I wasn't sure what terms to be searching for this.

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

Currently this is possible:

```ts
export type A = 1
export namespace A {
  export const foo = 2
}
```
```ts
import { A } from './a.js'

console.log(A.foo)
const A: A = 2 // type errror
```

However this is not possible:

```ts
export type A = 1
export * as A from './something/else/somewhere/else.js'
```

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->

<img width="588" alt="CleanShot 2022-10-08 at 08 39 55@2x" src="https://user-images.githubusercontent.com/284476/194708124-4a293fc1-7fa5-453f-b7ed-34914cd111a1.png">

I want to be able to reuse a name for a type and namespace for more streamlined downstream usage.

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->

All the same use-cases there already are today for `namespace` name overloading between terms/types.
Repository: flutter
Issue: [go_router] books example could do be updated to showcase state management for tabbed navigation
Labels: d: examples,package,P3,p: go_router,team-go_router,triaged-go_router

The books example in the go_router package is a nice demo for some more advanced features. However, the way it is currently implemented has some shortcomings. For example, any navigation to a book details page loses all path information

Please have a look at the video examples in this article for a demonstration. https://sylviedie.medium.com/my-meditation-on-flutter-routing-a5c6b770198e

I feel that with the recent work on ShellRouter etc the example could be improved to provide a more wholesome demo of go_router with tab-based navigation.
Repository: angular
Issue: installMode and large platforms
Labels: area: service-worker,P3

### Which @angular/* package(s) are relevant/related to the feature request?

service-worker

### Description

I don't know if this would be the right place, but I'm reviewing the ngsw-config.json file.
I would like to download all .js(app) files as soon as the user opens the platform, as it improves performance even more when changing routes, but I'm afraid that this will interfere with requests from the frontend to the api.
because our platform is big, it has several angular modules.
We are a Brazilian financial management platform.
Today I use the following configuration:
```
{
    "$schema": "./node_modules/@angular/service-worker/config/schema.json",
    "index": "/index.html",
    "assetGroups": [
        {
            "name": "app",
            "installMode": "lazy",
            "updateMode": "prefetch",
            "resources": {
                "files": ["/favicon.ico", "/index.html", "/manifest.webmanifest", "/*.css", "/*.js"]
            }
        },
        {
            "name": "assets",
            "installMode": "lazy",
            "updateMode": "prefetch",
            "resources": {
                "files": ["/assets/**", "/*.(eot|svg|cur|jpg|png|webp|gif|otf|ttf|woff|woff2|ani)", "!/**/px.gif"],
                "urls": ["fonts.googleapis.com/**", "googletagmanager.com/**", "google-analytics.com/**", "player.vimeo.com/**", "f.vimeocdn.com/**"]
            }
        }
    ]
}

```
would change `installMode` from `lazy` to `prefetch`

### Proposed solution

.

### Alternatives considered

.
Repository: pytorch
Issue: [NvFuser] JIT model with `mul+atan+sgn` will access illegal memory on cuda when computing gradient
Labels: triaged,module: nvfuser

### 🐛 Describe the bug

JIT model with `mul+atan+sgn` will access illegal memory on cuda when computing gradient

```py
import torch

class M(torch.nn.Module):
    def __init__(self):
        super().__init__()

    def forward(self, input):
        input = torch.mul(input, torch.tensor(13, dtype=torch.float32, device='cuda'))
        input = torch.atan(input)
        fn_res = torch.sgn(input, )
        return fn_res

fn = M().to('cuda')
torch.random.manual_seed(18986)
inp = torch.empty([5, 5, 5], dtype=torch.float64)
inp.uniform_(-1, 127)
inp = inp.to('cuda')

from torch.autograd.functional import jacobian

jit_fn = torch.jit.script(fn)
jit_fn(inp.clone().requires_grad_())
print(jacobian(jit_fn, inp.clone().requires_grad_()))
```

### Versions

```
PyTorch version: 1.13.0.dev20221001
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.2.0-19ubuntu1) 11.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.9.13 (main, Aug 25 2022, 23:26:10)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.19.5-051905-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.7.99
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3060
Nvidia driver version: 515.65.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.3
[pip3] torch==1.13.0.dev20221001
[pip3] torchaudio==0.13.0.dev20221001
[pip3] torchvision==0.14.0.dev20221001
[conda] blas                      1.0                         mkl  
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.3                   pypi_0    pypi
[conda] numpy-base                1.23.1           py39ha15fc14_0  
[conda] pytorch                   1.13.0.dev20221001 py3.9_cuda11.7_cudnn8.5.0_0    pytorch-nightly
[conda] pytorch-cuda              11.7                 h67b0de4_0    pytorch-nightly
[conda] pytorch-mutex             1.0                        cuda    pytorch-nightly
[conda] torch                     1.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchaudio                0.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchvision               0.14.0.dev20220923+cu116          pypi_0    pypi
```
Repository: next.js
Issue: Inconsistent Error Messaging / Handling in getStaticPaths
Labels: good first issue

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.0.1: Tue Sep 14 20:56:24 PDT 2021; root:xnu-8019.30.61~4/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.14.2
      npm: 8.5.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 12.3.2-canary.22
      eslint-config-next: 12.3.1
      react: 18.2.0
      react-dom: 18.2.0

### What browser are you using? (if relevant)

Google Chrome (Version 105.0.5195.125 (Official Build) (arm64))

### How are you deploying your application? (if relevant)

Locally via next dev

### Describe the Bug

As a preface, this is absolutely human error, but still a possibility to improve error handling and developer experience as I (at least I hope 😅) am probably not the first or last to make this simple oversight. 

Additionally, I apologize if this is a duplicate. I did attempt to find an existing report via Google and Github issue search; but at 1.2k open issues, I can't be 100% sure I didn't just miss it. 

When creating dynamic routes in combination with `getStaticPaths` and `getStaticProps`, error handling does not cover / wrap when a non-string value is supplied as the parameter to a dynamic route. 

![image](https://user-images.githubusercontent.com/113849729/194713049-d0a5ee98-6af3-4449-8fd3-db68e0b1d1c3.png)

I was able to Google my error message and figure out relatively quickly that the issue was I forgot to convert my page number from pagination data to a string as the argument for the paths property of the return; but this was not immediately clear.

**EDIT:** This appears to be as simple as just adding a type check and error to the `escapePathDelivers()` in router utils, but I am suspicious of it being that easy so a second opinion before I open a PR would be appreciated.

### Expected Behavior

Incompatible return output from getStaticPaths would ideally be handled in the same way existing error handling is done for other problems. For example, if you omit a square bracket from the file, eg `[[...page].jsx`, or supply an array to a single-parameter route or a string to a catch-all route, then it gives a plain text error like "Segment names may not start or end with extra brackets ('[...page')." or "A required parameter (page) was not provided as an array" where it's immediately clear how to fix the problem.

### Link to reproduction

https://github.com/jodylecompte/min-repro-nextjs-static-paths

### To Reproduce

* Clone repo, install dependencies, and run dev server. 
* Navigate to route /articles/3
* Error from screenshot above will be shown
Repository: stable-diffusion-webui
Issue: Additional initizialization images for inpainting
Labels: enhancement

**Is your feature request related to a problem? Please describe.**

Controlling in-painting can be difficult, and thus I propose we make it possible to have initialization images specifically for inpainting regions.

**Describe the solution you'd like**

A way to load images, resize them, and then move them to the region being inpainted.

**Additional context**

Similar to what [UnstableFusion](https://github.com/ahrm/UnstableFusion) is doing here: https://www.reddit.com/r/MachineLearning/comments/xyq1ba/p_you_can_control_inpainting_results_in/
Repository: next.js
Issue: How to control the order of `Script beforeInteractive`?
Labels: bug,Script (next/script)

### Verify canary release

- [  ] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Mac Monteray 12.3
    Binaries:
      Node: 14.19.1
      npm: 6.14.16
    Relevant packages:
      next: 12.2.5
      eslint-config-next: 12.2.5
      react: 18.2.0
      react-dom: 18.2.0

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

next dev

### Describe the Bug

`<Script beforeInteractive src>` and `<Script beforeInteractive dangerouslySetInnerHTML>` are not rendered the same order as they are in source code.

Inline Script will always be moved top.

```
// _document.jsx
<Head />
<body>
    <Main />
    <NextScript />

    <Script id="id-1" strategy="beforeInteractive" src="https://example.js" />
    <Script id="id-2" strategy="beforeInteractive" dangerouslySetInnerHTML={{ __html: `console.log(example)`}} />
    <Script id="id-3" strategy="beforeInteractive" src="https://example.js" />
    <Script id="id-4" strategy="beforeInteractive" dangerouslySetInnerHTML={{ __html: `console.log(example)`}} />
</body>
``` 

will be rendered to:

```
// index.html
<head>
    <script id="id-2"><script>
    <script id="id-4"><script>
    <noscript data-n-css=""></noscript>
    <script defer="" nomodule="" src="/_next/static/chunks/polyfills.js?ts=166"></script>
    <script id="id-1" src="https://example.js" defer="" data-nscript="beforeInteractive"></script>
    <script id="id-3" src="https://example.js" defer="" data-nscript="beforeInteractive"></script>
    <script src="/_next/static/chunks/webpack.js?ts=166" defer=""></script>
</head>
```

### Expected Behavior

Keep the order in source code as:

```
<script id="id-1">
<script id="id-2">
<script id="id-3">
<script id="id-4">
```

### Link to reproduction

*if necessary*

### To Reproduce

*if necessary*
Repository: transformers
Issue: Create TF port of BigBird
Labels: New model

### Model description

[BigBird](https://arxiv.org/abs/2007.14062) is an open source transformer model architecture for longer sequences, and is implemented in the Transformer library already in PyTorch and Flax, but not yet in TensorFlow. This issue tracks the implementation of a TensorFlow version of the model.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

[Location of current implementations](https://github.com/huggingface/transformers/tree/main/src/transformers/models/big_bird)
Repository: flutter
Issue: ClipOval for native view is not working on Android & IOS
Labels: engine,a: platform-views,c: rendering,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-engine,triaged-engine

I'm trying to use the ```ClipOval``` to clip in circle my native views from ```PlatformView``` which is not working at all on Android and partially on IOS :

ANDROID : 

![4532c586-d0f8-4dd5-9b67-f619519d7c3b](https://user-images.githubusercontent.com/50270977/194717176-0051e581-e5f9-4c0a-a88b-137b6cad93e9.JPG)


IOS : 

![IMG_7626](https://user-images.githubusercontent.com/50270977/194716851-d7af4c33-5133-4a2b-81ea-f3d510f24711.PNG)


The native view is on top in the screenshots.
The native view (alpha blue color) is the child of a pink container which is Clipped and we can see that for both the render is not correct.
For Android the square is full and for IOS partially.

Notice this example use ClipOval but this is also not working with CustomClipper<Path> **in circle** in flutter. 
A workaround would be to create the clip itself inside the native code for both which **I want to avoid at any cost for performance reasons**. 

The full [example code](https://github.com/Nico3652/native_view_clip) is ready to be cloned and run

A fix for this would be great!

Thanks everyone 


FLUTTER DOCTOR 
```
[✓] Flutter (Channel stable, 3.3.4, on macOS 12.6 21G115 darwin-x64, locale fr-FR)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 14.0.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.2)
[✓] VS Code (version 1.71.2)
[✓] Connected device (2 available)
[✓] HTTP Host Availability

• No issues found!
```
Repository: godot
Issue: Vulkan: Background sky is still partially visible with transparent background enabled
Labels: bug,platform:linuxbsd,topic:rendering,topic:porting,topic:3d

### Godot version

4.0.beta2

### System information

Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT, KDE + KWin

### Issue description

*Note: This might be a KWin bug (or design decision), but I'm filing it here just in case.*
One possible cause is that KDE uses premultiplied alpha, while Godot doesn't. The background sky is not black, so even if it's fully transparent, its color is *added* instead of *mixed*.

___

This is what I see on the window (compositing is enabled). I can partially see the background sky:

![image](https://user-images.githubusercontent.com/180032/194728983-8034781b-7bab-40cd-84a2-147572eeaa8f.png)

Same window, but overlaid on a pure black background:

![image](https://user-images.githubusercontent.com/180032/194728957-2cd72132-f70c-4336-bbab-84bfa187a42c.png)

If I use KDE's screenshot tool to take a screenshot of the window, I get this:

![image](https://user-images.githubusercontent.com/180032/194728938-bbc166b7-abdc-4395-8292-feac0b53741d.png)

The image outputted by MovieWriter (i.e. what Godot "sees") looks like this:

![movie00000000](https://user-images.githubusercontent.com/180032/194729002-093695c7-bb54-451a-b52f-2821f4b547f5.png)


### Steps to reproduce

- Run the attached project with movie maker mode enabled (click the "movie reel" icon in the top-right corner before running the project).
- Compare what you see on the window and the PNG images generated in the `output/` folder.

### Minimal reproduction project

[test_movie_maker_png_transparent.zip](https://github.com/godotengine/godot/files/9740327/test_movie_maker_png_transparent.zip)
Repository: godot
Issue: Static body node inside kinematic body breaks move_and_slide()
Labels: topic:physics,needs testing

### Godot version

3.5 stable

### System information

Windows 8

### Issue description

If you take a kinematic body and give it a basic collision shape, everything works fine.  When we add an additional static body with a collision shape as a child of the kinematic body, everything is still working fine.  However, when the collision shape for the kinematic body interpenetrates the collision shape from the static body, a phantom impulse is applied to the kinematic body when calling move_and_slide().  Even when you call move_and_slide() with Vector3.Zero, this phantom force is still causing the kinematic body to move forever.

### Steps to reproduce

Just create a scene with a floor, camera, and a kinematic body.  Give the kinematic body a collision shape node, a static body node, and a meshInstance node in order to see it.  Make the kinematic body collision shape a capsule, and give a similar shaped capsule to the mesh.  Give the static body a box collision shape an ensure the box is positioned partially inside of the capsule collision shape. Interpenetration of the collision shapes is what causes the bug in move_and_slide(). Give the kinematic body a script.  In this script, just add a _process() function with: move_and_slide(Vector3.ZERO).  Vector3.Zero should mean the object doesnt move, but run the project and the kinematic body is sliding along the ground.

### Minimal reproduction project

[bug.zip](https://github.com/godotengine/godot/files/9740311/bug.zip)