sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: default `--test` build configuration omits addon-coverage, which breaks test-runner runs
Labels: bug,documentation,build-storybook,test-runner

### Describe the bug

Hi, posting this as a bug but it very might well be intended behaviour, so please let me know if that is the case. If not I'd be happy to contribute a PR to possibly fix this.

There was the recent new addition of the `--test` build mode for storybook, which IIUC is intended to be used for speedier builds to use with Chromatic and `@storybook/test-runner`. However, while trying it out, I noticed that if you use the `@storybook/addon-coverage` add-on and try to build using the `--test` flag with no custom configuration, that the builder seems to remove coverage instrumentation, which in turn causes the test-runner to fail when run with the `--coverage` flag.

The reason this happens is that this is how the `--test` build mode is configured by default: https://github.com/storybookjs/storybook/blob/00124ed94f397d2d6c0a9fa8bbad823cfa1b0ab9/code/lib/core-server/src/presets/common-override-preset.ts#L41

To fix this in an existing project, you just need to undo that default as such in your config file:
```ts
// main.ts|js
export default {
  // ...
  build: {
    test: {
      disabledAddons: [
        '@storybook/addon-docs',
        '@storybook/addon-essentials/docs',
      ],
    },
  },
}
```

I'm more wondering if that's intentional as it feels a little odd to me to have coverage be disabled from a "test" build of your storybook, given that this is one of the primary use-cases where you would indeed collect coverage.

Related issue: https://github.com/storybookjs/addon-coverage/issues/31 

### To Reproduce

- configure your storybook to use `@addon-coverage` and to run using `@storybook/test-runner`
- run `npx storybook build --test` with no additional test config in your storybook/main.js|ts
- run `npm run test-storybook -- --coverage`
- run fails due to missing instrumentation

### System

_No response_

### Additional context

_No response_
Repository: TypeScript
Issue: computed keys with private element and super call should not be hoisted when targeted to ES2022
Labels: Bug,Effort: Moderate

### 🔎 Search Terms

Private element, computed key, super call

### 🕗 Version & Regression Information

- This is a crash
- This changed between versions ______ and _______
- This changed in commit or PR _______
- [x] This is the behavior in every version I tried, and I reviewed the FAQ for entries about Classes
- I was unable to test this on prior versions because _______


### ⏯ Playground Link

https://www.typescriptlang.org/play?target=9#code/DYUwLgBAxghgDmArgJxAEwGIHssEEpQgDORANBKkYsGANwBQUwMJEAQhAN70TRYB2RMMkRQwWZAAoAbgEouPXtHhJUmHPkKsAvBGmKAvvSP1+IAO7RmrAMIQQADzAh+aIuwW8oAoSLETJeW4lKxZ3XE8QiCEYMABLKAgAYgAzHAhdABYAJgYo6LBYhIgAbSo4EClJMHltAD4IMAA6VJxZAF08pQMu3kpqSF1YBBR0bDwCYiJJXFlaXkNjekYfLFAm4CwAc0lOCmIBiAM5oA

### 💻 Code

```ts
let capturedFooAccess, result;
class B {
  constructor(v) {
    capturedFooAccess = v
  }
}

new class C extends B {
  constructor() {
    class A {
      static #foo = 42;
      static [super((t) => t.#foo)];
    };
    result = capturedFooAccess(A);  
  }
}

console.log({ result });
```


### 🙁 Actual behavior

The transformed code throws "Private field '#foo' must be declared in an enclosing class" because the private key IIFE is hoisted before class `A`.

### 🙂 Expected behavior

It should print `{ result: 42 }`

The input is already ES2022, TS could have left it as-is.

### Additional information about the issue

We can dodge this issue in ES2022 target, but I haven't figured out how to deal with the decorator expression. Either we lost the `#foo` access or the `super()` is moved to the scope of the underived class `A`.

```ts
let capturedFooAccess, result;
class B {
  constructor(v) {
    capturedFooAccess = v
  }
}

new class C extends B {
  constructor() {
    class A {
      @(super((t) => t.#foo), v => v) #foo = 42;
    };
    result = capturedFooAccess(A);  
  }
}

console.log({ result });
```
Repository: go
Issue: net: TestLookupDotsWithLocalSource failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "net" && test == "TestLookupDotsWithLocalSource"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/4756aa3cf41c0bc041d9e237508cae3cc907d36b)):

    --- FAIL: TestLookupDotsWithLocalSource (0.00s)
        lookup_test.go:626: netgo: got localhost.; want localhost


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: ant-design
Issue: Fix ESM exports
Labels: help wanted,Inactive,🧶 Low Priority

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-jyh2k9?file=%2Fpackage.json%3A10%2C20)

### Steps to reproduce

Import things from `"antd"` & types from `"antd/es/..."` from an ESM module with recommended (less fault-tolerant / strictest) TS config.

My `tsconfig.json` contains:
```js
{
  "compilerOptions": {
    "moduleResolution": "NodeNext",
    "module": "NodeNext",
    "skipLibCheck": false,
    "skipDefaultLibCheck": false,
    "allowImportingTsExtensions": false,
    "allowSyntheticDefaultImports": false,
    "strict": true,
    "verbatimModuleSyntax": true,
    "isolatedModules": true
  },
}
``` 

### What is expected?

No error during development, build nor run time.

### What is actually happening?

Many errors.

| Environment | Info |
| --- | --- |
| antd | 5.12.2 |
| React | 12.2.0 |
| System | Windows |
| Browser | Firefox |

---
Origin of errors:
- ESM files in `"antd/es/..."` must have `.d.mts` or `.mjs` extension, or a `package.json` containing `{"type":"module"}` must be added to the folder
- in `"antd/es/..."` do not import any file from CJS exports of a module, there should not have any `import ... from 'rc-???/lib/...';` => import will fail if (and it would be a good thing) imported module restricts its `/lib/` path to only CJS requires (`exports`field in `package.json`)
- in `"antd/es/..."` any relative import (specifier or expression) in a `.d.ts` or `.js` should point to a file (not a directory) and have a file extension => TS error since modules are resolved as `any`
- there should be no comment between `/*#__PURE__*/` comment and the function call, cf `antd/es/skeleton/Paragraph.js` or `antd/es/list/Item.js` => esbuild error during build
- modules with no default export (such as `react`) should not be imported using `import Module from 'module'` but instead with  `import * as Module from 'module'`, cf `antd/es/config-provider/defaultRenderEmpty.d.ts` => TS error with `allowSyntheticDefaultImports` disabled and runtime error without a bundler that fakes a default import

Interesting reading:
- https://github.com/microsoft/TypeScript/issues/49083#issuecomment-1435399267
- https://nodejs.org/api/esm.html#import-specifiers

I found quite the same issues in `react-component` modules cf https://github.com/react-component/util/issues/491

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: iOS HTML5 Godot3 Threads won't load
Labels: platform:web,platform:ios,topic:porting,needs testing

### Tested versions

3.5.3

### System information

iOS

### Issue description

It start loading, then hangs on the "spinning whell" phase.

I know its something about the :

("Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using [macOS] and [iOS] native export functionality instead, as it will also result in better performance.

Godot 3's HTML5 exports are more compatible with various browsers in general, especially when using the GLES2 rendering backend (which only requires WebGL 1.0).  ")

OK, i am using Godot3, GLES2, and all the headers needed to work on that safety level where put in place, hence on all platforms, including OSX, works kinda reliable.

But, that same link, wont finish loading on iPhones or iPads, i tested on several on a apple store, and the macs all worked, all this on safari.


Whats is happening? This is latest godot3 release. Its been years and still godot on the web is not viable for mass production.

What can do? I need the threads or html becames utter slow.

Thanks

### Steps to reproduce

open threaded enable html5 export on ios

### Minimal reproduction project (MRP)

none
Repository: vscode
Issue: 1.85.0 regressed our C/C++ extension's edtior.wordBasedSuggestions set in "configurationDefaults" and no migration is applied
Labels: bug,editor-highlight

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: N/A (requires an extension).

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- VS Code Version: 1.85.0
- OS Version: Any

Steps to Reproduce:

1. Use our C/C++ extension or see the PR at https://github.com/microsoft/vscode-cpptools/pull/11773/files
2. Type "namespace f" in a .cpp file and see that the editor.wordBasedSuggestion `false` is not being applied (it worked in 1.84.0).

Expected: There should be some automatic "migration" code that is automatically applied to extension's settings like is done for user-set settings.

The change was caused by https://github.com/microsoft/vscode/pull/197690 .
Repository: next.js
Issue: Locale is Incorrect for 404 Template When Using Dynamic Routes
Labels: bug,Navigation,Pages Router

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/nextjs-404-locale-issue-fnks4v

### To Reproduce

1. Visit the CodeSandbox minimal reproduction.
2. Click the link to a bad URL (/es/bad-slug).
3. Let the 404 page load.
4. Notice the content is in English instead of Spanish.
5. Notice in your console that the locale is incorrect when being logged from `getStaticProps()`

### Current vs. Expected behavior

I expect the 404 page to show up with the Spanish content provided. What actually happens is that the user is shown the English 404 content. If you log the locale in `getStaticProps()` it will always return the default locale even though you are on the Spanish locale.

**FYI** - I am using the Pages router.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
Binaries:
  Node: 20.9.0
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.0.5-canary.7
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Data fetching (gS(S)P, getInitialProps), Internationalization (i18n), Routing (next/router, next/navigation, next/link)

### Additional context

The problem only occurs when you are using a dynamic route. If you switch it to just be a regular page route, the Spanish 404 content works perfectly. Hope that helps!
Repository: vscode
Issue: trackFocus is a busy loop
Labels: bug,help wanted,debt,webview

> This issue is still around and still paper cutting. One major offender is still [`trackFocus`](https://github.com/microsoft/vscode/blob/af0f0398694cb1411318615383db98933ea24cf6/src/vs/workbench/contrib/webview/browser/pre/index.html#L39-L61)

_Originally posted by @jrieken
Repository: vscode
Issue: Multi-cursor paste: add command to paste full
Labels: feature-request,editor-multicursor

<!-- ⚠️⚠️ 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. -->

The default value for the `editor.multiCursorPaste` setting is `spread`. This is the behaviour I want most of the time, however sometimes (maybe 20% of the time) I want the `full` behaviour instead. Currently I have to manually switch the setting back and forth each time I want to do this.

For this reason it would be convenient to have a command and/or keyboard shortcut for "paste full".
Repository: ollama
Issue: feat: abstract cross platform server start/stop concerns
Labels: feature request

Regarding the non obvious aspect of it daemonising: 

Problems arising from it not being obvious that systemd was involved:

- https://github.com/jmorganca/ollama/issues/1152
- https://github.com/jmorganca/ollama/issues/1084
- https://github.com/jmorganca/ollama/issues/1391#issuecomment-1842125520
- https://github.com/jmorganca/ollama/issues/1018
- https://github.com/jmorganca/ollama/issues/727
- https://github.com/jmorganca/ollama/issues/707

Problems arising from lack of server control:

- https://github.com/jmorganca/ollama/issues/300
- https://github.com/jmorganca/ollama/issues/793
- https://github.com/jmorganca/ollama/issues/546


It looks like some of these have been closed as directing users to handle it via systemd.




```
systemctl stop ollama.service
```

Should this not be made obvious by an abstraction? 

```
ollama server start --system

# linux: prompts for sudo to create system.d unit if it doesn't exist and start it
# mac: something something something steve jobs?

ollama server stop --system

# again, sudo required.
```

```
ollama server start

# no sudo required

# user presses: ctrl + d

# server stops.
```

_Originally posted by @airtonix in https://github.com/jmorganca/ollama/issues/690#issuecomment-1852844736_
Repository: godot
Issue: Non script files affected by indentation conversion
Labels: discussion,topic:editor

### Tested versions

Godot v4.2.stable

### Issue description

If the setting `text_editor/behavior/files/convert_indent_on_save` is enabled, then Godot will do this conversion on *any* file save, regardless if it even is an indentation based file format. For example it will replace them in markdown files, where this is not wanted and can even lead to syntax errors.

I think the conversion should only happen for formats where it makes sense, so probably only GDScript and maybe C#?

### Steps to reproduce

Save a markdown file with this content:
```md
    hello world
```
The four spaces will be converted to tabs.
Repository: neovim
Issue: :terminal closed before output is fully consumed
Labels: bug,job-control,terminal,channels-rpc,has:repro

### Problem

Terminal output is truncated when large amount of data is passed:
```
…
7785
7786
7
[Process exited 0]
```

### Steps to reproduce

:term seq 10000

### Expected behavior

```
…
9998
9999
10000
[Process exited 0]
```

### Neovim version (nvim -v)

0.10.0-dev-1907abb

### Vim (not Nvim) behaves the same?

no, 9.0.2143

### Operating system/version

Arch Linux

### Terminal name/version

alacritty

### $TERM environment variable

alacritty

### Installation

build from repo
Repository: godot
Issue: Blender imports normal maps to PortableCompressedTexture2D creating huge tscn inherited scenes
Labels: topic:import,topic:3d

### Tested versions

4.1.3

### System information

Windows 10

### Issue description

Creating an inherited scene from a glb with a normal map imported from Blender creates a huge file due to storing the normal map as PortableCompressedTexture2D.

### Steps to reproduce

1. Import GLB with a normal map assigned in Blender.
2. Create an inherited scene from the glb.
3. The tscn will be around 6x the size.

### Minimal reproduction project (MRP)

N/A (I currently don't have an asset to share but I will try and make one and update this).
Repository: PowerToys
Issue: [Run][New Plugin] Join Meeting
Labels: Product-PowerToys Run,Needs-Triage,Run-Plugin,Needs-Team-Response

### Description of the new feature / enhancement

I found the calendar functionality of Raycast incredibly helpful for joining my next meeting. I would like to build a plugin for Run that does something similar to this: https://manual.raycast.com/calendar

### Scenario when this would be used?

As a power user, it lets me make more of my workflow efficient through the Run PowerToy instead of opening Outlook and finding the next meeting to click the join link.

### Supporting information

I can build it as a third-party plugin first, but I figured I would post it here in case anyone else was already thinking of it and eventually I think would make sense to be added if it can be tied into something like `Windows.ApplicationModel.Appointments` rather than having to add all your calendars to the plugin itself.
Repository: pytorch
Issue: [export][functionalize] Complicated subgraph from functionalizing inplace op on sliced tensors
Labels: triaged,module: functionalization

Example script
```python
import torch

def func(x, y):
    out = x * 1
    return out[:, :3].add_(y)

x = torch.randn(2, 5, dtype=torch.float32)
y = torch.randn(2, 3, dtype=torch.float32)
torch.export.export(func, (x, y)).graph_module.print_readable()
```

Graph:
```
class GraphModule(torch.nn.Module):
    def forward(self, l_x_: "f32[2, 5]", l_y_: "f32[2, 3]"):
        # File: test_inplace_add_slice_scatter.py:4, code: out = x * 1
        mul: "f32[2, 5]" = torch.ops.aten.mul.Tensor(l_x_, 1);  l_x_ = None
        
        # File: test_inplace_add_slice_scatter.py:5, code: return out[:, :3].add_(y)
        slice_1: "f32[2, 5]" = torch.ops.aten.slice.Tensor(mul, 0, 0, 9223372036854775807)
        slice_2: "f32[2, 3]" = torch.ops.aten.slice.Tensor(slice_1, 1, 0, 3);  slice_1 = None
        add: "f32[2, 3]" = torch.ops.aten.add.Tensor(slice_2, l_y_);  slice_2 = l_y_ = None
        slice_3: "f32[2, 5]" = torch.ops.aten.slice.Tensor(mul, 0, 0, 9223372036854775807)
        slice_scatter: "f32[2, 5]" = torch.ops.aten.slice_scatter.default(slice_3, add, 1, 0, 3);  slice_3 = add = None
        slice_scatter_1: "f32[2, 5]" = torch.ops.aten.slice_scatter.default(mul, slice_scatter, 0, 0, 9223372036854775807);  mul = slice_scatter = None
        slice_4: "f32[2, 5]" = torch.ops.aten.slice.Tensor(slice_scatter_1, 0, 0, 9223372036854775807);  slice_scatter_1 = None
        slice_5: "f32[2, 3]" = torch.ops.aten.slice.Tensor(slice_4, 1, 0, 3);  slice_4 = None
        return (slice_5,)
```

Multiple `slice`, `slice_scatter` nodes were introduced in order to update the original `out` tensor. However for the purpose of graph output only nodes up to `add: "f32[2, 3]" = torch.ops.aten.add.Tensor(slice_2, l_y_);` were needed. Hence a few questions:

1. Is it possible/correct for functionalization to emit at the end `return (add,)` instead of `return (slice_5,)`?
2. If 1. is not plausible, what is the recommended approach to analyze and cleanup the graph afterwards?

@bdhirsh please let me know your thoughts on this!

cc @bdhirsh @ezyang @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: godot
Issue: 4.2 World Environment Glow Effect - Makes Everything Glow
Labels: bug,topic:rendering,topic:2d,topic:3d

### Tested versions

4.2 Stable

### System information

WIndows 10 Godot Steam Version - Mobile Mode

### Issue description


In Godot 3x World Environment used to be simple on choosing what object should glow, you just had to add the World Environment change **Background** to **Canvas** , and **Enable Glow**.

But in Godot 4x The World Environment glow makes everything to glow even the things they aren't supposed to glow.

### **Example Imagen**
![image](https://github.com/godotengine/godot/assets/109998396/4fd4367a-0095-46e9-a657-b50d6603d2d5)


### Steps to reproduce

1. Go to **Project** -> **Project Settings**, Scroll into section of **Rendering** -> **Viewport** -> **Enable HDR 2D**
2. Add a **Node**
3. In the **Node**, add **two Sprite2d** node and set one to **RAW(1.5,1.5,1.5)**
4. Add a **WorldEnvironment+Environment**, set background to Canvas, enable Glow
5. Change **Glow Mode** to **Screen**
6. See both of them are glowing

### Minimal reproduction project (MRP)

[Godot Test FIles.zip](https://github.com/godotengine/godot/files/13654207/Godot.Test.FIles.zip)
Repository: godot
Issue: HTML5 link error behind CloudFlare pages: WebAssembly.instantiate(): Import #0 module="a" function="a": function import requires a callable
Labels: platform:web,topic:porting,needs testing

### Tested versions

3.

### System information

linux

### Issue description

Sometimes, and when happed i aways fixed and it returned again, and if i re-fix i wil try to get what i did to fix, and describe, but:
:
(on brave):
index.js:45 Uncaught (in promise) LinkError: WebAssembly.instantiate(): Import #0 module="a" function="a": function import requires a callable
    at index.js:45:17

(on firefox):
Uncaught (in promise) LinkError: import object field 'a' is not a Function


and it will refuse to finish loading.


What the heck is module a function a?


(more on the details (brave))

(anonymous) | @ | index.js:45

  | Promise.then (async)
  | instantiateWasm  @  index.js:441
  | createWasm | @  index.js:9
  | (anonymous) | @  index.js:9
  | (anonymous) | @  index.js:625
  | Promise.then (async)      
  | (anonymous) | @  index.js:623
  | doInit | @  index.js:622
  | init | @  index.js:639
  | startGame | @  index.js:738
  | (anonymous) | @  (index):222
  | (anonymous) | @  (index):248




### Steps to reproduce

open web export

### Minimal reproduction project (MRP)

none