sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Slider label shape has poor looks with transparency
Labels: framework,f: material design,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-design,triaged-design

## Steps to Reproduce

1. Execute `flutter run` on the code sample
3. Move the slider

**Expected results:** Slider label shape has a consistent transparent colour

**Actual results:** Two stacked shapes visible

<img width="463" alt="scr" src="https://user-images.githubusercontent.com/72562119/225584378-52982c55-ce2f-4c18-aabc-45ed5acbb55c.png">

<details>
<summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
        useMaterial3: true,
      ),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({super.key, required this.title});

  final String title;

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  double _sliderValue = 5.0;

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        backgroundColor: Theme.of(context).colorScheme.inversePrimary,
        title: Text(widget.title),
      ),
      body: Center(
        child: Column(
          mainAxisAlignment: MainAxisAlignment.center,
          children: <Widget>[
            const Text('Hello world'),
            Slider(
              value: _sliderValue.toDouble(),
              min: 1,
              max: 10,
              divisions: 10,
              thumbColor: const Color(0xFFA02000),
              activeColor: const Color(0x80A02000),
              label: _sliderValue.toStringAsFixed(2),
              onChanged: (double value) {
                setState(() {
                  _sliderValue = value;
                });
              },
            ),
          ],
        ),
      ),
    );
  }
}
```

</details>
Repository: terminal
Issue: [Scenario]: Terminal Chat
Labels: Product-Terminal,Needs-Tag-Fix,Issue-Scenario,Area-Chat

We'll be using this thread to track the ongoing work for Copilot for the Windows Terminal. 

This is not something that's in public preview yet. 

More details will follow soon!

Initial PR: #16285


```[tasklist]
### Tasks
- [ ] #16401 
- [ ] https://github.com/microsoft/terminal/issues/16435
- [ ] https://github.com/microsoft/terminal/issues/16442
- [ ] https://github.com/microsoft/terminal/issues/16485
- [ ] https://github.com/microsoft/terminal/issues/16484
- [ ] https://github.com/microsoft/terminal/issues/18142
- [ ] https://github.com/microsoft/terminal/issues/18270
- [ ] https://github.com/microsoft/terminal/issues/16471
- [ ] https://github.com/microsoft/terminal/issues/18200
```
Repository: PowerToys
Issue: Feedback when speaking too loudly
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

A lot of us are working in open spaces. As one of the louder ones I've tried to reduce my speaking volume. It's however sometimes hard to know you're speaking too loudly.

A while back I built a little tool that would flash my screen red when I was too loud. This helped me reduce my speaking volume.

I am wondering if there is interest for a similar feature in PowerToys?

### Scenario when this would be used?

Give feedback to the user if they're making too much noise.

### Supporting information

_No response_
Repository: vscode
Issue: Allow revealing path/file in OS from terminal or editor
Labels: feature-request,workbench-os-integration

<!-- ⚠️⚠️ 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. -->
Hi 👋🏻 

I do lots of file manipulation and even in web development sometimes I get written path (in terminal or file editor) that I want to open in finder/explorer (some other combination like ctrl + click) instead of vscode using (cmd + click).

Example:
- Command that generates dist or some other auto-generated files which we most probably want to check in finder
- Node error or some console log might print the folder path we want to look at in finder
- Files which aren't supported by vscode we might want to look at via finder
- In markdown, if we have a relative path to the image and want to open in finder instead of vscode itself

Regards
Repository: go
Issue: x/net/ipv4: TestPacketConnReadWriteMulticastUDP failures with `i/o timeout`
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "golang.org/x/net/ipv4" && test == "TestPacketConnReadWriteMulticastUDP" && `i/o timeout`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/88c5c30fceece76d2a76ca44469aac168b236332)):

    --- FAIL: TestPacketConnReadWriteMulticastUDP (0.85s)
        --- FAIL: TestPacketConnReadWriteMulticastUDP/addr=232.0.1.0:0/grp=232.0.1.254/src=127.0.0.1 (0.70s)
            multicast_test.go:117: read udp 0.0.0.0:29306: raw-read udp4 0.0.0.0:29306: i/o timeout


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: next.js
Issue: Vercel error page is displayed instead of the error page defined in `_error`
Labels: bug,linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:42:11 PST 2023; root:xnu-8792.81.3~2/RELEASE_X86_64
    Binaries:
      Node: 18.13.0
      npm: 8.19.3
      Yarn: 1.22.10
      pnpm: N/A
    Relevant packages:
      next: 13.2.5-canary.4
      eslint-config-next: 13.0.4
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

No link available

### To Reproduce

Create custom `_error` page. When a server side error occurs and the site is hosted on Vercel (serverless), the Vercel error page is shown instead of the custom error page defined in `_error`. 

### Describe the Bug

Vercel error page is displayed instead of the error page defined in `_error`. This happens when there is a server side error.
<img width="350" alt="Vercel server error" src="https://user-images.githubusercontent.com/3797543/225622558-9b6deb34-c7fb-4115-897d-e3765765ec4c.png">


Have experimented to also have a `500` page. The Vercel error page disappears but I get some strange behaviour in Next when I have both `_error` and `500` in combination with [ISR pages](https://nextjs.org/docs/basic-features/data-fetching/incremental-static-regeneration). I don't think you should have both (have asked a [question](https://github.com/vercel/next.js/discussions/47202) on the `Discussions` page)? Only having the `500` page is not an option because I need to send errors to Sentry and that's done via `_error`. 

### Expected Behavior

I expected that the error page defined in `_error` should be shown when hosting on Vercel. As it does locally.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Vercel
Repository: flutter
Issue: [tool] Produce similar paths for built artifacts when building APK with Flutter Modules
Labels: platform-android,tool,t: gradle,a: existing-apps,c: proposal,P3,team-android,triaged-android

## What happened?

#113622 introduces path unifying, reducing the complexity when handling built artifacts path. However, it breaks the tool in finding the module's output path.
#117999 fixed the issue by adding an extra condition for Flutter Modules, which increases the complexity when building modules.
Then I proposed #122373, but I cannot find where the path was configured, more specifically: `build/host/outputs/apk/$buildMode/` seems not configured in any of the code, which breaks the module tests.

## Why this request?

Built files can be together or in the same form to be easy to manage, and third-party tools can use the same path to manage their demands.
Repository: material-ui
Issue: Multiple themes with TypeScript merge declaration does not work properly
Labels: typescript,customization: theme

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:

Steps:

1. Use Nx and generate one of several libraries
2. Create multiple themes and use TypeScript merge declaration to get intellisense (as per the docs)
3. As soon as you export multiple themes in your Nx monorepo, they will clash and TS will read all of them, meaning that for example if theme X has a "myVariant1" custom typography variant and theme Y has another, TS will read them all and want you to fill all of them out, in all of the themes.


### Current behavior 😯

TypeScript is reading all of the merge declarations for all of your themes as soon as you export more than one theme.

### Expected behavior 🤔

Types should be isolated to their theme and not exposed to the whole monorepo. Not sure how you'd solve this, but ideally you could look to other TypeScript solutions than merge declarations. Chakra UI does it by installing files into node_modules for example.

### Context 🔦

We have a monorepo with many apps and many themes. We want full TypeScript support for all of them, but currently that's not really feasible if you use Nx at least.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Linux 5.15 Ubuntu 22.04.1 LTS 22.04.1 LTS (Jammy Jellyfish)
  Binaries:
    Node: 18.13.0 - ~/.nvm/versions/node/v18.13.0/bin/node
    Yarn: 3.2.3 - ~/.nvm/versions/node/v18.13.0/bin/yarn
    npm: 8.19.3 - ~/.nvm/versions/node/v18.13.0/bin/npm
  Browsers:
    Chrome: Not Found
    Firefox: Not Found
  npmPackages:
    @emotion/react: ^11.7.1 => 11.7.1 
    @emotion/styled: ^11.6.0 => 11.6.0 
    @mui/base:  5.0.0-alpha.65 
    @mui/icons-material: ^5.4.4 => 5.4.4 
    @mui/material: ^5.3.0 => 5.3.0 
    @mui/private-theming:  5.3.0 
    @mui/styled-engine:  5.3.0 
    @mui/system:  5.3.0 
    @mui/types:  7.1.0 
    @mui/utils: ^5.3.0 => 5.3.0 
    @types/react: 18.0.1 => 18.0.1 
    react: ^18.1.0 => 18.1.0 
    react-dom: ^18.1.0 => 18.1.0 
    typescript: ^4.9.5 => 4.9.5
```
</details>
Repository: material-ui
Issue: autoFocus on menuItem doesn't focus on menu open via click
Labels: component: menu,status: expected behavior

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/blissful-kare-sokg13?file=/demo.tsx

Steps:

1. Click dashboard button
2. First menu item should be focused


### Current behavior 😯

First menu item is focused (see console), but focus styling and class is not applied.

### Expected behavior 🤔

First menu item has focus styling and class applied

### Context 🔦

I'm trying show the user which menu item is focussed on menu open.

This may change based on which item I have applied `autoFocus` to

If you click and drag on the button, but do not click on it directly, and then press enter it does focus as expected.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
 System:
    OS: macOS 12.2.1
  Binaries:
    Node: 19.6.0 - ~/.volta/tools/image/node/19.6.0/bin/node
    Yarn: 1.22.18 - ~/.volta/tools/image/yarn/1.22.18/bin/yarn
    npm: 9.4.0 - ~/.volta/tools/image/node/19.6.0/bin/npm
  Browsers:
    Chrome: 111.0.5563.64
    Edge: Not Found
    Firefox: 110.0.1
    Safari: 15.3
  npmPackages:
    @emotion/react: ^11.10.6 => 11.10.6 
    @emotion/styled: ^11.10.6 => 11.10.6 
    @mui/base:  5.0.0-alpha.121 
    @mui/core-downloads-tracker:  5.11.13 
    @mui/icons-material: ^5.11.11 => 5.11.11 
    @mui/material: ^5.11.13 => 5.11.13 
    @mui/private-theming:  5.11.13 
    @mui/styled-engine:  5.11.11 
    @mui/system:  5.11.13 
    @mui/types:  7.2.3 
    @mui/utils:  5.11.13 
    @types/react: ^18.0.28 => 18.0.28 
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    typescript: ^5.0.1-rc => 5.0.1-rc 
```
</details>
Repository: godot
Issue: Signal trying to access freed listeners C#
Labels: topic:dotnet

### Godot version

4.0.stable.mono

### System information

macOS 13.2.1 - Apple M1 (2020)

### Issue description

I have an auto-loaded scene (single node) with a script that contains a signal, and a public method that is used to emit the signal:
`[Signal] public delegate void ExperienceCollectedEventHandler(float amount);
public void EmitExperienceCollected(float amount){
	EmitSignal(SignalName.ExperienceVialCollected, amount);
}`

When the main screen loads, the listeners are appended using the `+=` operator (which the documentation suggests):
`GameEvents gameEvents = GetNode<GameEvents>("/root/GameEvents");
gameEvents += OnExperienceCollected;`

Everything works fine **until I relaod the main scene.**

After the original listeners of the mentioned signal are freed, every time the signal is emitted, it's trying to access the disposed objects and call methods on them.

The solution I found is, instead of using the C# syntax to add a listener (`+=`), to use a `GodotObject.Connect(...)`. This way, after the nodes are freed, the signal isn't trying to reach them anymore. 

### Steps to reproduce

- Create an auto-load scene containing only one Node and a script with a signal.
- Create a main scene which should be the actual game scene.
- Add listeners to the signal from auto-loaded scene using the C# syntax (`autoloaded.signal += listenerMethod`).
- Emit the signal from auto-loaded scene.
- Reload the main scene using `ReloadCurrentScene()` or `ChangeSceneToFile(...)`
- Emit the signal again.

### Minimal reproduction project

If the project is needed let me know.
Repository: vscode
Issue: The material icons of folders in the HTML files are not displayed. Did anyone have such a problem?
Labels: bug,suggest

The material icons of folders in the HTML files are not displayed. Did anyone have such a problem?

![225646884-0207cf30-b89a-4794-b61e-f7ba2b8f4f20](https://user-images.githubusercontent.com/53001925/225660954-2c70901b-5abb-48d8-99c0-ec9e9dc7da16.png)


Only works when I type something like "//"

![225647477-9983226d-6fa8-4dc2-b834-358f52dca6ae](https://user-images.githubusercontent.com/53001925/225660985-6210f766-e3d2-4c88-864f-0a138f417407.png)

I use only Path Intellisense. Nothing changes when I turn it off
Repository: youtube-dl
Issue: Don't download the afreecatv video
Labels: broken-IE,yt-dlp

`
D:\Software\youtube-dl>youtube-dl.exe -u XXXX-p XXXX@ -R 999 --ffmpeg-location "ffmpeg/bin" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/98648999" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96685886" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96643150" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96687824" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96696144" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96696118" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96696108" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96694382" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96688070" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96687989" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96685988" --hls-prefer-native "http://vod.afreecatv.com/PLAYER/STATION/96685824"
[afreecatv] Logging in
[afreecatv] 98648999: Downloading webpage
ERROR: Unable to extract station; please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; type  youtube-dl -U  to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
`
How to download AfreecaTV 19+ vod,
Repository: flutter
Issue: [image_picker] Restructure Android ImagePickerDelegate codepaths
Labels: team,p: image_picker,package,team-ecosystem,P3,triaged-ecosystem

Originally the Android implementation had different Dart->Java entry points and different return types for picking one image vs picking multiple images. In https://github.com/flutter/packages/pull/3476 I changed it so that the cross-language call is unified, and there's just a parameter for whether multi-selection should be allowed. The different intent codepaths, success helper methods, etc. are legacy at this point, and could likely be simplified to a single codepath with just the intent parameter being different.
Repository: go
Issue: cmd/go: in TestScript fuzz tag should imply not short
Labels: Testing,NeedsInvestigation,GoCommand

Tagging a script with `[fuzz]` should probably imply `[!short]`, we generally do this manually in almost every script, so we should probably just automate it.
Repository: flutter
Issue: [flutter_tools] Tool should only output well-formed JSON if the --machine flag passed
Labels: tool,P2,team-tool,triaged-tool

See https://github.com/flutter/flutter/pull/122592#issuecomment-1470998667
Repository: TypeScript
Issue: Intellisense chooses schema so fast
Labels: Bug,Help Wanted,Domain: Completion Lists

*TS Template added by @mjbvz*

**TypeScript Version**: 5.0.1-rc

**Search Terms**
-


---

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.72.2
- OS Version: Windows10

Steps to Reproduce:

1. Declare below code:
```
declare class MyClass {
	addObject(config: {
		type: "Triangle",
		base: number,
	});

	addObject(config: {
		type: "Circle",
		diameter: number,
	});
}

const myClass = new MyClass();
```

2. Now when you want to use `addObject` method and check possible options for `type` all works well, like below:
![image](https://user-images.githubusercontent.com/10393760/225562350-db051edf-4909-42f4-badd-ba3dc8a4b011.png)

3. Make parameters `base` and `diameter` as optional, so declare below code:
```
declare class MyClass {
	addObject(config: {
		type: "Triangle",
		base?: number,
	});

	addObject(config: {
		type: "Circle",
		diameter?: number,
	});
}

const myClass = new MyClass();
```

Now, until I write `type` parameter, all works well, because I see, that possible values for `type` are `Triangle` and `Circle`:
![image](https://user-images.githubusercontent.com/10393760/225562764-eb55db13-cec7-4674-a5ae-4cf6f750626e.png)

but after writing `type`, Intellisense decided to chose first option, and I don't see another possible values to choose, although they have correct schema still and could be possible to select also:
![image](https://user-images.githubusercontent.com/10393760/225563409-a807a3c2-0551-492e-8a77-840e9312a78a.png)
Repository: godot
Issue: RefCounted object gets freed even when a Callable is referencing one of its methods
Labels: bug,topic:core

### Godot version

4.0.stable

### System information

Linux 5.10.167-1-MANJARO

### Issue description

Creating a callable referencing a function from a RefCounted object does not ensure that the RefCounted object stays alive.

I would expect a callable to count as a reference for the ref-count.

### Steps to reproduce

run
```gdscript
extends Node2D

class Foo extends RefCounted:
	func meow():
		print("meow")

var meow: Callable

func _ready():
	var foo = Foo.new()
	meow = foo.meow

func _process(delta):
	meow.call()
```

Godot will then error saying "Attempt to call function 'null::meow (Callable)' on a null instance."

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: the img2img dies after 1 or 2 generations of image
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

the ui just froze but txt2img works but not whole img2img

### Steps to reproduce the problem

1. Go to .... 
2. Press ....
3. ...
just try it on collab

### What should have happened?

well, work normally

### Commit where the problem happens

img2img tab

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Microsoft Edge

### Command Line Arguments

```Shell
none
```


### List of extensions

control net

### Console logs

```Shell
none
```


### Additional information

_No response_
Repository: godot
Issue: GDExtension. The InputMap action doesn't exist 
Labels: bug,needs testing,topic:gdextension,topic:input

### Godot version

4.0.stable.official
4.0.2.stable.official

### System information

Windows 10

### Issue description

Output log sends many messages: The InputMap action "move_up" doesn't exist. Did you mean "ui_up"?
But Godot knows and finds action.
![2023-03-16_20-21-43](https://user-images.githubusercontent.com/12980692/225707733-ab994078-3b6b-4f2d-8f58-7e3e5d68b350.png)


### Steps to reproduce

- Create new Action in InputMap Project Setting
- On C++ project refer to the custom action using the method _Input->get_action_strength("move_right")_

![2023-03-16_20-22-10](https://user-images.githubusercontent.com/12980692/225713183-7be0754d-6210-42f3-b842-8f2cdd6e9f33.png)


**project.godot**
```
...
[input]

move_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
]
}
...
```
**Player.cpp**
```
void Player::_process(float p_delta)
{
  Vector2 velocity(0, 0);

  velocity.x = _player_input->get_action_strength("move_right") - _player_input->get_action_strength("move_left");
  velocity.y = _player_input->get_action_strength("move_down") - _player_input->get_action_strength("move_up");
  Vector2 position = get_position();
  position += velocity * (real_t)p_delta;
  set_position(position);
}
```

### Minimal reproduction project
[bug_gdextension.zip](https://github.com/godotengine/godot/files/11151434/bug_gdextension.zip)