sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: String TS Type in Vue PropType is treated as object
Labels: bug,vue,has workaround,sev:S3

### Describe the bug

If you define your string prop with PropType, it will be shown as object instead, ex.

```typescript
import { defineComponent, PropType } from 'vue';

type ButtonKind = 'primary' | 'plain';

export default defineComponent({
    name: 'MyComponent',
    props: {
      kind: {
        type: String as PropType<ButtonKind>,
        default: 'primary',
      },
    }
});
```

### To Reproduce

https://github.com/daniluk4000/storybook-vue-bug

Please see "Button" component story and "Set Object" in here instead of "Set string".

![изображение](https://user-images.githubusercontent.com/10450717/212125076-b0db7b98-2434-4e37-8414-1652bab35a1d.png)

### System

```shell
Environment Info:

  System:
    OS: Linux 5.15 Ubuntu 22.04.1 LTS 22.04.1 LTS (Jammy Jellyfish)
    CPU: (16) x64 12th Gen Intel(R) Core(TM) i7-1260P
  Binaries:
    Node: 16.19.0 - /usr/bin/node
    Yarn: 3.3.1 - /usr/bin/yarn
    npm: 9.2.0 - /usr/bin/npm
  npmPackages:
    @storybook/addon-essentials: ^7.0.0-beta.25 => 7.0.0-beta.25
    @storybook/addon-interactions: ^7.0.0-beta.25 => 7.0.0-beta.25
    @storybook/addon-links: ^7.0.0-beta.25 => 7.0.0-beta.25
    @storybook/blocks: ^7.0.0-beta.25 => 7.0.0-beta.25
    @storybook/testing-library: ^0.0.13 => 0.0.13
    @storybook/vue: ^7.0.0-beta.25 => 7.0.0-beta.25
    @storybook/vue-webpack5: ^7.0.0-beta.25 => 7.0.0-beta.25
```


### Additional context

You can set default value of prop to some string as workaround.
Repository: TypeScript
Issue: ThisType is invalid when using object spread on generic object
Labels: Bug,Help Wanted

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->
ThisType Object Spread Generic

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
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If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
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- I was unable to test this on prior versions because I was not using this feature previously

### ⏯ Playground Link

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  A link to a TypeScript Playground "Share" link which shows this behavior

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[Playground link with relevant code](https://www.typescriptlang.org/play?#code/GYVwdgxgLglg9mABBATgUwIZTQeQEYBWa0APACKJoAe2YAJgM6IDeAvgHwAUdawAXIgoAyRABUAFjAaiAngAc05dgEoWAWABQiRAHodiAHRH0AGzQA3DGCjI4PIwc2tNmiAgY2wGALYY8Z-CJoRABedS1EL280AQByWIAaJwBuFw03MA9EBjl0DDpA4hsw1ExsQuhOZk1tByi-AMIipIiAczQbKEkGADkfNE5VaojtdCgQFCQuqQMotFSI1hbWZQXXdxtQExMK4uQ88qbK4e05uMSaxHbO7r7owfDtUY6Jqe7Z-oXtJadVzSA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
function createObject<D extends {}>(def: D & ThisType<D>) { /* some code */ }

const namableObject = { name: '' };
// ThisType will be wrongly typed when using object spread
const spreadObject = createObject({
  ...namableObject,
  get thisName() {
    return this.name; // <-- Property 'name' does not exists on type '{}'
  },
});
// Correctly typed otherwise
const fullObject = createObject({
  name: '',
  get thisName() {
    return this.name;
  },
});
```

### 🙁 Actual behavior

The generic type is broken when the given object value contains a spread object.

### 🙂 Expected behavior

The generic type should contain the spreaded object properties as those are finally included into the result object.

### Comment

This may be related to #26412 and other issues like this one but I didn't found a workarround to get a ThisType correctly typed.
Repository: godot
Issue: Label has different vertical spacing in exported release vs in editor
Labels: bug,needs testing,regression,topic:gui,topic:export

### Godot version

v4.0.beta11.mono.official [91713ced8]

### System information

Windows 10, RX 6600, 10400

### Issue description

Label has different unwanted vertical spacing when in a Exported Release.

## Preview
![1](https://user-images.githubusercontent.com/6277739/212132525-220bfbe0-33a6-488a-b33e-698567ea8175.PNG)
Exported Release

![2](https://user-images.githubusercontent.com/6277739/212132529-c8a3aec2-350a-40f1-9e05-ab67c982d2a5.PNG)
Editor

![3](https://user-images.githubusercontent.com/6277739/212132530-f6b4df8f-7523-417c-946c-4ad84d11e060.PNG)
Editor In-Game

*Including some logs below in case it helps.*

## Export Logs
![4](https://user-images.githubusercontent.com/6277739/212134540-ac6c42a5-a94d-455d-ba4b-42e28ac3c9e5.PNG)

## Exported Release Verbose Logs
[verbose logs.txt](https://github.com/godotengine/godot/files/10404173/verbose.logs.txt)

## Additional Notes
This isn't specific to beta 11 this has been happening in previous versions as well. Beta 10 for sure.

### Steps to reproduce

1. Clone <https://github.com/Valks-Games/sankari> 
*[In case the project does not run in the future because perhaps I committed something that broke the game by accident, this is the commit that I tested this issue on](https://github.com/Valks-Games/sankari/commit/8b93b6f08a431ab1564e3d9bbc21d21d1bdacab8)*
3. Export a release for windows
4. Run the game

### Minimal reproduction project

I was not able to reproduce this issue in a blank Godot project.

Here is my project that I tested this issue on, [sankari.zip](https://github.com/godotengine/godot/files/10404128/sankari.zip)
Repository: vscode
Issue: Reset Menu doesn't show up when all items are visible, even if some are hidden by default
Labels: bug,menus

Reset menu should show up here:

<img width="170" alt="image" src="https://user-images.githubusercontent.com/2193314/212138980-c2c3a7b0-9043-4440-b8b8-1d06a7e266f1.png">

<img width="148" alt="image" src="https://user-images.githubusercontent.com/2193314/212139077-36fb92cd-133e-4d09-b859-8849e7d789ea.png">
Repository: storybook
Issue: [Bug]: sb repro no-ops on react + nextjs-typescript
Labels: bug,needs triage

### Describe the bug

I was attempting to reproduce another bug but ran into a bug with `sb repro` itself. When attempting to create a repro for react + nextjs-typescript with `npx sb@next repro`, It appears that the node processes spawned by the command end up doing nothing and barely occupy any CPU time. It's been about 30 minutes now and there's no sign of any activity from the command or its spawned processes.

Here's some info from my Activity Monitor:
<img width="613" alt="image" src="https://user-images.githubusercontent.com/10700914/212142271-e0d1a0c1-f269-4978-9857-d5241a3a951e.png">
(First process is `npm exec storybook@next repro` and second is `npm exec create-next-app nextjs_typescript --typescript`.)

### To Reproduce

Since this is a bug with `sb repro` itself, I don't have a repo, but here's the steps to reproduce this issue for UNIX-based systems:

```shell
$ mkdir new-folder
$ cd new-folder
$ npx storybook@next repro
Need to install the following packages:
  storybook@7.0.0-beta.25
Ok to proceed? (y) y
<NPM INSTALLATION OUTPUT>
✔ 🌈 Select the repro renderer › react
✔ 📝 Select the repro base template › nextjs_typescript
✔ Enter the output directory … nextjs_typescript
🏃 Running nextjs_typescript into /Users/<USER>/new-folder/nextjs_typescript

🏃 Starting for nextjs_typescript latest

🏗 Bootstrapping nextjs_typescript project (this might take a few minutes)
npm_config_user_agent=npm npx -p create-next-app@latest create-next-app nextjs_typescript --typescript && cd nextjs_typescript
npm WARN npm WARN exec The following package was not found and will be installed: create-next-app@13.1.1
exec The following package was not found and will be installed: create-next-app@13.1.1
? Would you like to use ESLint with this project? › No / Yes
```

After this, the process shows no more output.

### System

```shell
Node version: 18.12.1
NPM version: 8.19.2
OS: macOS Catalina
OS version: 10.15.7
```


### Additional context

_No response_
Repository: go
Issue: proposal: net/http/pprof: support finer-grained delta computation
Labels: Proposal,NeedsInvestigation,FeatureRequest

The `/debug/pprof` endpoint supports a "seconds" parameter. When a non-CPU profile is requested with that parameter, the endpoint returns a profile representing the difference ("delta") between two of those profiles taken "seconds" apart. The current delta implementation computes that difference for every value in a sample. In particular, the heap profile will contain differences for `alloc_space` and `alloc_objects`, as well as the `inuse_space` and `inuse_objects` counts.

On the one hand, I can see how seeing the change in `inuse_space` or `inuse_objects` could aid memory leak debugging. On the other hand, there's another use case for getting the delta profiles: aggregation. The Datadog and Google Cloud Profiler client libraries compute deltas, but only for the `alloc_space` and `alloc_objects` values in a heap profile. For the `inuse` values, the most recent value is used rather than the difference. Those values are preferable for computing averages across several profiles.

Both of those libraries use `runtime/pprof` and manipulate the profiles locally to get the desired result. But for profiling services by pulling from the `/debug/pprof` endpoints, you'd need to do something like pull two profiles and compute the delta later. Perhaps there can be an option to request delta profiles where some of the sample values have deltas computed, but others don't? Admittedly, this would primarily be an optimization to avoid having to request multiple profiles. See [this example](https://github.com/nsrip-dd/go/commit/2756e1bbd3dee4e1040e9348a0be9422eeca7dff) for how it might be implemented, by adding another query parameter `delta_value` to specifies which values in the profile to compute deltas for.
Repository: storybook
Issue: [Bug]: Using a reference with PropTypes
Labels: bug,needs triage

### Describe the bug

So, we wanted to have a abstraction for PropTypes called PT

```
import PropTypes from "prop-types";

export const PT = PropTypes;
```

However, when we use this in our React components, this messes up our Storybook stories:

Please check this thread:

https://github.com/facebook/prop-types/issues/391

Any suggestions would help 🤔 




### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: godot
Issue: Enabling borderless results in Godot games showing on both monitors
Labels: bug,platform:windows,topic:porting

### Godot version

3.5.1 Mono

### System information

Windows 10, 1920x1080 resolution, x2 monitors, NVIDIA GeForce RTX 3060

### Issue description

Whenever I enable borderless in a Godot game the game is shown on both of my monitors. 

In addition, when this occurs the application behaves in a suboptimal manner where it is only ever functional on one screen at a time, an alternating between which one is functional as you try to interact with the application.

This occurs with e.g. **DOME KEEPER** (Steam) and the game I am developing in Godot with my buddies @TheOrioli and crew at [Kikimora Games](https://www.kikimora.games/).

See attachments below for reference.

Additional Information: I use GeForce shadowplay for screen capture, and until recently screenshots I would take while playing DOME KEEPER (or our own game) would be placed in a folder named after the title, e.g. Dome Keeper. However, NOW screen captures are put in a folder called 'Base Profile'. Not sure if this is relevant to the issue, but thought it was worth mentioning. 

![image](https://user-images.githubusercontent.com/22318949/212181208-b887ad8e-684e-4552-913c-5aacfc0f7631.png)

![DOME KEEPER](https://user-images.githubusercontent.com/22318949/212160249-781c8ace-3aef-4029-a21c-321a865f1ddd.jpg)

![NEZUMI - KIKIMORA GAMES](https://user-images.githubusercontent.com/22318949/212160237-93ec296c-991b-450b-b44d-2c4319a3c317.jpg)


### Steps to reproduce

![Display Settings - Screenshot 3](https://user-images.githubusercontent.com/22318949/212490067-98d3931c-1ba5-4c87-a360-9b51a388a43f.PNG)

![Display Settings - Screenshot 4](https://user-images.githubusercontent.com/22318949/212490068-4d27c144-60cc-4487-974f-7824b647f11d.PNG)

**Prerequisites:** 
- Have x2 monitors set to _"Extend These Displays"_.
- Make sure that your displays are NOT perfectly aligned vertically in "Rearrange your displays" in System > Display / Display Settings. See screenshots above for reference.

1) Boot DOME KEEPER on Steam
2) Go into the settings menu
3) Set Graphics Mode to 'Borderless Window'
4) Set Stretch Mode to 'Scaled' (Although issue seems to occur regardless of what this is set to)
4) Press OK

**Result:** Observe that the game now shows on both monitors, and that it behaves in a suboptimal manner when trying to interact with it.

![image](https://user-images.githubusercontent.com/22318949/212180154-eb17fbc2-3bfc-4727-a43c-ef84d34400f1.png)

### Minimal reproduction project

N/A
Repository: godot
Issue: Cannot open 3.5.2rc2
Labels: bug,topic:editor,needs testing

### Godot version

3.5.2 RC 2 Linux 

### System information

OpenGL ES 3.0 Renderer: AMD Radeon RX 5700 (navi10, LLVM 14.0.6, DRM 3.49, 6.1.3-1-MANJARO)

### Issue description

can not even open. getting stuck at this in the terminal and getting stuck with nothing outside of the terminal
![image](https://user-images.githubusercontent.com/87594664/212174969-504e60d9-ffcb-4ed1-974e-c71884d8692e.png)


### Steps to reproduce

unzip the RC
attempt to run the .64
wait
keep waiting
nothign

### Minimal reproduction project

N/A
Repository: TypeScript
Issue: Never returning functions should disable getter return requirement
Labels: Suggestion,Awaiting More Feedback

# Suggestion

```ts
declare const error: () => never;
const o = { get p() { error(); } };
```

Produces the error `A 'get' accessor must return a value.(2378)`. Throwing an error directly would not. I feel similar to https://www.typescriptlang.org/docs/handbook/release-notes/typescript-3-7.html#better-support-for-never-returning-functions, a never-returning-function should have the same effect.

Afaik "control flow analysis happens before typechecking", so this would only work, when the function has a declared type. That's in line with the linked existing improvement in TS 3.7, and to be expected.

## 🔍 Search Terms

Getter Get accessor must return a value never returning function error throw

## ✅ Viability Checklist

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).
Repository: deno
Issue: use URLPattern for allow-net permission
Labels: feat

We should use URLPattern for the allow-net permission to allow more granular control.

This would fix #5242 and #6532
Repository: go
Issue: cmd/go: `go build -mod=mod` with no go.mod erroneously resolves dependencies
Labels: help wanted,NeedsFix,GoCommand,modules

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
1.18.10
</pre>

### Does this issue reproduce with the latest release?
Yes

### What operating system and processor architecture are you using (`go env`)?
darwin/arm64

### What did you do?
I noticed I can build an executable from a bare directory (no go.mod) with `go build -mod=mod`:

`go build -mod=mod -o xyz.exe github.com/some/go/tool`

This does not work without `-mod=mod`: `no required module provides package github.com/some/go/tool: go.mod file not found in current directory or any parent directory; see 'go help modules'`.

At https://go.dev/ref/mod#build-commands I can see the following for `-mod=mod`:

> -mod=mod tells the go command to ignore the vendor directory and to automatically update go.mod, for example, when an imported package is not provided by any known module.

And,

> The -mod=mod flag instructs the go command to attempt to find new modules providing missing packages and to update go.mod and go.sum.

It is finding the module providing a missing package, but it's not updating go.mod (there isn't any), and it's not spelled out in the documentation which go.mod it's using in the first place.

I asked about this on stackoverflow, and someone suggested that he would never have expected this to work and it might be a bug. I find this useful and I'd like to retain this behaviour, but would like to see more clarity in the documentation.

### What did you expect to see?

Documentation about this use case

### What did you see instead?

No documentation about this use case
Repository: go
Issue: x/benchmarks: monitor binary size
Labels: NeedsInvestigation,binary-size,compiler/runtime

We should monitor binary size in the [performance dashboard](https://perf.golang.org/dashboard).

Probably this makes the most sense to report as additional metrics on the GoBuild* benchmarks, which means integrating this into Sweet. As a starting point, we can just report total binary size. It would be nice to break it out into at least text and data, but that would mostly serve to help us understand changes in binary size.

We do have a way to indicate that certain metrics have an ["exact" distribution](https://go.dev/issue/43744), but I'm not sure if that's wired into the dashboard analysis.

@mknyszek @prattmic @dr2chase
Repository: flutter
Issue: [image_picker] Created image is not temporary but stored on the device
Labels: platform-android,p: image_picker,package,P2,team-android,triaged-android

## Details

The plugin does not behave as documented. The created photo is not saved temporarily, but ends up in the library.

This code causes the problem for me:
```dart
var imagePicker = ImagePicker();
var image = await imagePicker.pickImage(
  source: ImageSource.camera,
  imageQuality: 10,
);
```

I tried to override this with the method saveTo but then I have the photo in two places. It is noticeable that the photo in the specified path corresponds to the set quality. In the library the photo is high resolution.

**Target Platform: Android**
**Target OS version/browser: 12**
**Devices: Lenovo Tab P11 Pro (2nd Gen)**

## Logs

<details>
<summary>Logs</summary>

```
[✓] Flutter (Channel stable, 3.3.10, on macOS 13.1 22C65 darwin-x64, locale de-DE)
    • Flutter version 3.3.10 on channel stable at /Library/Flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 135454af32 (4 weeks ago), 2022-12-15 07:36:55 -0800
    • Engine revision 3316dd8728
    • Dart version 2.18.6
    • DevTools version 2.15.0

[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.1)
    • Android SDK at /Users/andreas/Library/Android/sdk
    • Platform android-33, build-tools 33.0.1
    • Java binary at: /Applications/Android Studio.app/Contents/jre/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.13+0-b1751.21-8125866)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 14.2)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 14C18
    • CocoaPods version 1.11.3

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2021.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.13+0-b1751.21-8125866)

[✓] VS Code (version 1.75.0-insider)
    • VS Code at /Applications/Visual Studio Code - Insiders.app/Contents
    • Flutter extension can be installed from:
      🔨 https://marketplace.visualstudio.com/items?itemName=Dart-Code.flutter

[✓] Connected device (3 available)
    • TB132FU (mobile) • HA1RNFWK • android-arm64  • Android 12 (API 31)
    • macOS (desktop)  • macos    • darwin-x64     • macOS 13.1 22C65 darwin-x64
    • Chrome (web)     • chrome   • web-javascript • Google Chrome 108.0.5359.124

[✓] HTTP Host Availability
    • All required HTTP hosts are available

• No issues found!
```
</details>
Repository: next.js
Issue: `@next/font` does not work in custom `pages/_document`
Labels: bug

### 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 21.6.0: Mon Aug 22 20:19:52 PDT 2022; root:xnu-8020.140.49~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.12.1
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.1.2-canary.8
      eslint-config-next: 13.1.2
      react: 18.2.0
      react-dom: 18.2.0

warn  - Latest canary version not detected, detected: "13.1.2-canary.8", newest: "13.1.2".
        Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.
        Read more - https://nextjs.org/docs/messages/opening-an-issue

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

Font optimization (@next/font)

### Link to the code that reproduces this issue

WIP

### To Reproduce

Define a font
Create a custom document at `pages/_document.tsx`
Import the fonts and apply the variables to the `<Html>` Next element

### Describe the Bug

Classes have no variable definition. When applied further down the dom (IE to a component or page) they do have a definition.

### Expected Behavior

Classes would have a definition and apply CSS variables properly when applied to the root HTML element.

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

_No response_

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

_No response_