sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: Publish `npm:@deno/types` on release
Labels: chore,types

Here's a script that does it:

```ts
import $ from "https://deno.land/x/dax@0.38.0/mod.ts";
import {
  ModuleDeclaration,
  Node,
  Project,
} from "https://deno.land/x/ts_morph@21.0.1/mod.ts";

const tempDir = $.path(Deno.makeTempDirSync());
$.cd(tempDir);
try {
  await createDenoDtsFile();
  tempDir.join("package.json").writeJsonPrettySync({
    "name": "@deno/types",
    "version": "0.0.1", // todo: provide version here
    "description": "Types for the Deno global.",
    "main": "index.js",
    "types": "deno.d.ts",
    "author": "Deno Authors",
    "license": "MIT",
  });
  tempDir.join("index.js").writeTextSync(`module.exports = {};\n`);
  await $`npm publish --access public`;
} finally {
  tempDir.removeSync({ recursive: true });
}

async function createDenoDtsFile() {
  const text = await $`deno types`.text(); // todo: use correct version of deno
  const project = new Project();
  const file = project.createSourceFile("deno.d.ts", text, { overwrite: true });

  for (const statement of file.getStatementsWithComments()) {
    if (Node.isCommentStatement(statement)) {
      if (statement.getText().includes("<reference")) {
        statement.remove();
        continue;
      }
    }
    const isDeno = Node.isModuleDeclaration(statement) &&
      statement.getName() === "Deno";
    if (!isDeno) {
      statement.remove();
    } else {
      (statement as ModuleDeclaration).setIsExported(true);
    }
  }

  file.saveSync();
}
```
Repository: TypeScript
Issue: static fields should be installed on the decorated class
Labels: Bug,Domain: Decorators

### 🔎 Search Terms

decorator class static field 

### 🕗 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 (after ES decorators are implemented), and I reviewed the FAQ for entries about decorators
- I was unable to test this on prior versions because _______

### ⏯ Playground Link

https://www.typescriptlang.org/play?useDefineForClassFields=true&target=9&ts=5.4.0-dev.20240130#code/DYUwLgBA8gTglgczgOwIbAGIHssG4BQ+AxsKgM5kQBCqMEA3gL6EBmArskWHFshACYgiACmxYAlA3wRo8JGkw4IAXghiCMmODYw+NGAWb4AAoKLFSFNUvrSIZMKm5EIABw33HziKiJEQFFh0qB4OTnAuALbCkkz4RkS8ZFigAHTAWAjC+qkAFuRQAO7IAAowWK4gMGAAnsIARK714gA01LR5BcVlFVW1DajNbTn5ZEWl5ZXVdfWRzeIEicjJaRlZsIgo6GKdY92TfTNNrbKbCjuj4z1T-fWDJxvy2zi7VwfTDXPiC0A

### 💻 Code

```ts
let OriginalFoo;

class Bar {}

function dec(Foo) {
  OriginalFoo = Foo;
  return Bar;
}

@dec
class Foo {
  static p;
  static accessor a;
  static m() {}
}

console.log(Bar.hasOwnProperty("p"), Bar.hasOwnProperty("a"), Bar.hasOwnProperty("m"));
console.log(OriginalFoo.hasOwnProperty("p"), OriginalFoo.hasOwnProperty("a"), OriginalFoo.hasOwnProperty("m"));
```


### 🙁 Actual behavior

It prints
```
false,  false,  false 
true,  true,  true 
```

### 🙂 Expected behavior

It should print
```
true, true, false
false, false, true
```

### Additional information about the issue

Per [RS: ClassDefinitionEvaluation](https://arai-a.github.io/ecma262-compare/?pr=2417&id=sec-runtime-semantics-classdefinitionevaluation): 
In step 27 the static methods are installed to the original class `OriginalFoo`.
In step 37 the receiver `F` is assigned by the decorated class `Bar`.
In step 40 the static fields and accessors are initialized on the decorated class `Bar`.
So `OriginalFoo` should contain all the static methods while `Bar` should contain all the static fields and accessors.
Repository: angular
Issue: Provide the ability to test directives that contain input signals without wrapper components
Labels: area: testing

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

Given the following simple directive with a signal input:

```typescript
@Directive({
  selector: '[appSimple]',
  standalone: true,
  host: {
    '(click)': 'doSomething()',
  }
})
export class SimpleDirective {
  data = input.required<string>();

  doSomething() {
    console.log(this.data());
  }
}
```

There is no way for me to write a test because I can not create a "DirectiveFixture" where I can "setInput"

### Proposed solution

Provide a similar approach as `TestBed.compileComponents` but for directives.

### Alternatives considered

Stick with requiring wrapper components to test, but add documentation when input signals become available as part of the public API.
Repository: PowerToys
Issue: FancyZones UI is awful
Labels: Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

FancyZones UI is terribly unintuitive.  It needs rethought.  Every time I attempt to use it I can't figure it out.  The editor seems to overlay everything and trying to drag n drop an open panel I find next to impossible.  The interaction between the existing windows and the editor is convuluted.  And once you've created a setup it's supposed to automatically open it next time...how?

### Scenario when this would be used?

I love the idea of FancyZones it just needs a better more intuitive UI.

### Supporting information

Maybe first off just have the editor be another window rather than covering the entire display.  How about inverted the theory.  Setup a display with the programs you want by dragging their boundaries to the desired spot.  Click save to create your FancyZone and create a shortcut on the desktop that would open the named FancyZone and the associated apps into the proper layout.
Repository: material-ui
Issue: [material-ui][Radio] "No label associated with a form field" when using `FormLabel` with `RadioGroup`
Labels: docs,component: radio,package: material-ui,ready to take

### Steps to reproduce

Link to live example: https://mui.com/material-ui/react-radio-button/


### Current behavior

Chrome and Edge both complain in the "Issues" tab of page inspection "No label associated with a form field". Even the official demos in the above link result in these complaints.

### Expected behavior

There shouldn't be any complaint.

To resolve this issue, I tried specifying "htmlFor" (as a `FormLabel` prop) and "id" (as a `RadioGroup` prop). Chrome then tells me `Incorrect use of <label for=FORM_ELEMENT>` (see screenshot)

![image](https://github.com/mui/material-ui/assets/19377524/4047aa57-aaf2-472d-b359-230839e30e1d)

### Context

I want to remove the warning, as well as learn how to properly use the `FormLabel` component.

How does `FormLabel` work? How do I specify which component the label is for?

### Your environment

System:
    OS: Windows 11 10.0.22621
  Binaries:
    Node: 20.11.0 - C:\Program Files\nodejs\node.EXE
    npm: 10.4.0 - C:\Program Files\nodejs\npm.CMD
    pnpm: Not Found
  Browsers:
    Chrome: Not Found
    Edge: Chromium (121.0.2277.83)
  npmPackages:
    @mui/envinfo: ^2.0.16 => 2.0.16

**Search keywords**: FormLabel, RadioGroup, missing label
Repository: vscode
Issue: Git - Display blame information in the editor gutter
Labels: feature-request,git

This was first requested in https://github.com/microsoft/vscode/issues/2248, way back in 2016.  It was closed with a "fix it yourself with an extension" (ie. "we think the functionality you're asking for is great for a VS Code extension") ... however, in the eight years since it was filed, no one has created such an extension.

It's not for lack of desire: multiple authors have tried to do it, and they all opted for a crappier version.  For instance, the "Git Blame" extension let's you see only a single line's blame (and it's not in the gutter, it's in the status bar). 

But look, the basic `git blame` UI is perfect already!  It's basically exactly like VS Code's UI, but with the `git blame` meta info shown on the leftside.  Back in 2016 42 people desired this simple functionality: by now that number has to be in the hundreds, if not thousands.

This feature:

* would benefit all git-using devs (ie. virtually all VS Code users)
* it requires functionality that (evidently) no one has been able to replicate in an extension
* it belongs as a core part of VS Code
Repository: material-ui
Issue: [material-ui][Switch] Not focusing as the next element in tab index
Labels: bug 🐛,accessibility,component: switch,package: material-ui

 The switch component doesn’t focus as the next element in tab index. 
I have tried with the tabIndex and autoFocus props and doesn’t solve it. I use the lastest version of dependencies.

Code: https://stackblitz.com/edit/react-ujnl8h?file=Demo.tsx

_Originally posted by @berenicestr in https://github.com/mui/material-ui/issues/37753#issuecomment-1917139944_
            

**Search keywords**:
Repository: godot
Issue: GDExtension library files won't load in a folder separate from the Godot executable
Labels: discussion,documentation,topic:gdextension

### Tested versions

4.2.1

### System information

Linux

### Issue description

My game's Godot executable and .pck file are in separate folders. By using --main-pack the .pck will be loaded just fine but not the GDExtension library present in the same folder as the .pck file. If there's an override.cfg in this separate folder, the override.cfg will load, though.

I've tried to set LD_LIBRARY_PATH and LD_PRELOAD to the folder where the .pck is. The GDExtension library file can't be loaded this way but the library file provided by the Steamworks SDK can.

### Steps to reproduce

```
export LD_LIBRARY_PATH=/home/user/Desktop/pckandgde/

/home/user/Desktop/gameexec/game.x86_64 --main-pack /home/user/Desktop/pckandgde/pack.pck

ERROR: Can't open dynamic library: addons/godotsteam/linux64/libgodotsteam.x86_64.so. Error: /home/user/Desktop/gameexec/../lib/libgodotsteam.x86_64.so: cannot open shared object file: No such file or directory.
   at: open_dynamic_library (drivers/unix/os_unix.cpp:660)
ERROR: GDExtension dynamic library not found: addons/godotsteam/linux64/libgodotsteam.x86_64.so
   at: open_library (core/extension/gdextension.cpp:719)
ERROR: Failed loading resource: res://addons/godotsteam/godotsteam.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:274)
ERROR: Error loading extension: res://addons/godotsteam/godotsteam.gdextension
   at: load_extensions (core/extension/gdextension_manager.cpp:234)
```

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: iOS device discovery happening twice on `flutter run`
Labels: platform-ios,P2,team-ios,triaged-ios

Seen during microbenchmarks
https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8757442147948341841/+/u/run_microbenchmarks_ios_xcode_debug/test_stdout

`flutter run --device-timeout 5` log line represents each microbenchmark, and you can see `xcrun devicectl list devices --timeout 5` and `simctl list devices booted iOS --json` each happen twice during each run.

Possibly a regression from #122932 ? @vashworth
Repository: stable-diffusion-webui
Issue: [Feature Request]: build the X/Y/Z plot final image at the very end
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

give an option to not keep the entire image in video memory and occupy less vram, except when actually needed.

### Proposed workflow

1. use x/y/z plot as usual, add choice where to keep the final image
2. add radio button ❑keep final image in vram and do not save individual images 🗷keep final image in vram (current) ❑keep final image in ram ❑build final image only after generating each individual image (add warning: "do not delete pictures or you will get black empty spaces")
3. workflow proceeds as per the asked final image building condition.

### Additional information

This should free up a ton of vram for the largest generation tasks. I am currently creating 792 images ar 512×768 resolution on 4 9x22 grids and i can literally see the performance **_halving_** in the first group every time ont of those 4 colums was added.
it went from 2.02it/s to 1.09s/it to 2.30s/it and it currently sits at 3.83s/it. It will probably keep degrading later on as more images are added.

I honestly do not see why all this vram should be wasted just to keep the final picture in memory.

Additionally this should also help keep latent space "clean" as i can literally see the influences of previously generated images in the new ones in the x/y/z plot, which does not happen when asking the same images with the same parameters, but alone on the same machine, even without restarting the AI, so there definitively is some "bleed".

It might be a "feature" to some people, it is annoying to me personally.
Repository: stable-diffusion-webui
Issue: [Feature Request]: X/Y/Z plotting prompt S/R or styles add "add one row/column ignoring LoRAs" check
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Currently if i want images to be generared with different loras i have to use Prompt S/R and call the LoRAs there, which is beyond fine, each lora has its own set of activation keywords, so, either i do it like this or with "styles".

Problem is: I cannot see how the new prompt affects the base image without the lora added.


### Proposed workflow

1. use plot X/Y/Z
2. select "prompt s/r" or "styles"
3. a checkbox should appear right next to it: ❑ generate one additional row/column without loading invoked LoRAs


### Additional information

in many cases the effect of a LoRA is unclear given that the model itself might be making use of some of the features the lora appears to give to the image, getting these images side by side would help.
Repository: godot
Issue: `--gpu-index` is ineffective when using the Compatibility rendering method
Labels: discussion,topic:rendering

### Tested versions

- Reproducible in: 4.2.1.stable, 4.3.dev cae759949

### System information

Godot v4.3.dev (cae759949) - Fedora Linux 39 (KDE Plasma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 545.29.06) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

`Engine.get_gpu_index()` isn't used in the `gl_manager_*` files, which means the `--gpu-index` command line argument is ignored when using the Compatibility rendering method.

This is because OpenGL doesn't offer as much control over GPU selection compared to Vulkan and Direct3D12.

@hpvb suggested we could implement support for `--gpu-index` when using EGL, but it probably can't be done when using GLX. In the meantime, we could print a warning when using `--gpu-index` with the Compatibility rendering method, but I don't know of a way to do this without having to modify *every* `gl_manager_*` file out there (since they don't inherit from a common class).

### Steps to reproduce

Start the project manager with `--gpu-index 0`, then `--gpu-index 1` and notice how the same GPU is always used, even on multi-GPU systems (or on systems with llvmpipe available).

### Minimal reproduction project (MRP)

N/A
Repository: TypeScript
Issue: Issue better errors for `?.` and `!.`in type-space
Labels: Domain: Error Messages

### 🔎 Search Terms

typeof optional chain type error

### 🕗 Version & Regression Information

current

### ⏯ Playground Link

_No response_

### 💻 Code

```ts
type Q1 = A?.B
type Q2 = A!.B
type Q3 = typeof A?.B
type Q4 = typeof A!.B
```


### 🙁 Actual behavior

Bad error.

### 🙂 Expected behavior

`Optional chains are not allowed in entity names.` or `Non-null assertions are not allowed in entity names.`

### Additional information about the issue

Productions like `type Q = A?.B` or `type Q = A!.B` produce a pretty bad `, expected` type error today. This is probably a common error - we should improve it.
Repository: neovim
Issue: `:confirm` should show the contents of buffers being confirmed
Labels: enhancement,ui-extensibility

### Problem

When using `:confirm` or with `'confirm'` enabled, `:qa` displays names of unsaved buffers but doesn't show the contents, so you need to remember whether or not the change was worth keeping.

The current workaround is not to use `:confirm` or `'confirm'`, but repeatedly `:qa` and then either `:bd!` or `:w`.

### Expected behavior

In addition to prompting for confirmation, it should show the buffer. A brief glance at the buffer is often enough to make a Y/N decision.
Repository: godot
Issue: Make Unique (recursive) fails due to Condition "states.has(p_name)" is true
Labels: bug,topic:editor,regression,topic:animation

### Tested versions

Reproducable in: 4.2.1.mono and 4.3.dev2.mono

### System information

Godot v4.3.dev2.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3742) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

Make Unique (recursive) on an AnimationRootNode fails on every subresource with Condition "states.has(p_name)" is true.

### Steps to reproduce

Create an AnimationTree with any root node.
Add any amount of AnimationRootNode to it.
Right Click the Tree Root in the Editor and click Make Unique (recursive).
![image](https://github.com/godotengine/godot/assets/5581583/8178bf6f-a6a7-4077-af14-097409bc8b2e)


### Minimal reproduction project (MRP)

[Test.zip](https://github.com/godotengine/godot/files/14105997/Test.zip)
Repository: flutter
Issue: Autosubmit dropped PR from queue
Labels: team-infra,P2,triaged-infra

### Type of Request

bug

### Infrastructure Environment

Autosubmit

### What is happening?

https://github.com/flutter/flutter/pull/142565

For around ~10 minutes it was ready to be submitted, but never got processed. I checked the PR queue, and only saw an auto-roll PR. I went ahead and re-added the label, which got it promptly submitted.

### Steps to reproduce

Unknown

### Expected results

I expect the PR to get submitted without needing to re-add the label
Repository: pytorch
Issue: Add capturable Adagrad implementation
Labels: module: optimizer,triaged,actionable,module: cuda graphs,oncall: pt2

### 🚀 The feature, motivation and pitch

Currently Adagrad is not capturable by cudagraphs, we should add a capturable implementation like the other optimizers. This optimizer can already be compiled, but running cudagraphs on it would be a nice perf win for eager/compiled alike. I think the only thing that needs to happen here is to move the step to GPU when we're in capturable mode.

### Alternatives

_No response_

### Additional context

_No response_

cc @vincentqb @jbschlosser @albanD @janeyx99 @crcrpar @mcarilli @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519
Repository: next.js
Issue: unstable_cache fetches twice every build on Vercel
Labels: bug,Pages Router

### Link to the code that reproduces this issue

https://github.com/roxizhauk/test-unstable-cache

### To Reproduce

1. `git push` to deploy on Vercel
2. The query in `getWords()` is executed twice on PlanetScale every build

### Current vs. Expected behavior
The data cached by `unstable_cache` is updated every build on Vercel, querying to the database on PlanetScale TWICE.

This `getWords()` is used in a static page ("/").
<img width="360" alt="Screenshot 2024-01-16 at 7 58 16 PM" src="https://github.com/vercel/next.js/assets/85798103/fd0e4d62-2699-430d-be2a-554cd40720d6">

The following log shows how the fetch works on development.
<img width="706" alt="Screenshot 2024-01-16 at 7 54 03 PM" src="https://github.com/vercel/next.js/assets/85798103/2cbf3a94-3d2a-476a-8d5d-b5628de17fe9">

In local build, it still fetches twice in the initial build but the cache seems not updated in another build (becasue the query wouldn't be fired in PlanetScale). Also, the same function used in a route handler only fetches once every build.


I expect the cache to be persistent across deployments as Data Cache does, and `unstable_cache` to fetch only once if another request isn't intended.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.2.0: Wed Nov 15 21:54:10 PST 2023; root:xnu-10002.61.3~2/RELEASE_X86_64
Binaries:
  Node: 18.18.0
  npm: 10.1.0
  Yarn: N/A
  pnpm: 8.15.1
Relevant Packages:
  next: 14.1.0
  eslint-config-next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Data fetching (gS(S)P, getInitialProps)

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

Tested through "14.1.0".
Repository: godot
Issue: `AnimationTree` and `AudioStreamPolyphonic` is not optimized for audio playback as it plays audio at zero volume
Labels: enhancement,topic:audio,topic:animation

### Tested versions

- Reproducible in v4.2.1.stable [b09f793f5]

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.4629) - 12th Gen Intel(R) Core(TM) i5-12600KF (16 Threads)

### Issue description

Audio clips seem to have weird behavior when used in a blendspace2D with sync enabled. Sometimes the audio refuses to have its volume changed and has weird timing. Other times the audio does blend properly and causes audio to either pop and crackle because it reaches the max_polyphony or plays the sound completely with no volume change ,when it shouldn't be either muted or at not playing at all. After a while it also seems to kill the audio server if there are a lot of different sound effects in the animations (likely because it overflows??)

Example video of the max_polyphony being reached causing the audio to pop and crackle while technically the selected animation in the Blendspace2D has no audio 

https://github.com/godotengine/godot/assets/29980512/367cdf31-f6ae-466f-bb6c-a9cc93927032

What should be happening in the video is that no audio should be playing because the animation on that point has no audio clips only the neighboring points should have their audio playing at -80DB while the other points only keep track of the current position in their respective animations.




### Steps to reproduce

1. Create a AudioStreamPlayer3D, AnimationPlayer, AnimationTree
2. In the AnimationPlayer create 2 animations 1 with an audio clip track and 1 without
3. In the AnimationTree create a BlendTree with a BlendSpace2D connected to the output
3. Place 4 points of the animation with sound at the top, bottom, left, right and place the animation without sound in the middle
4.Enable sync

### Minimal reproduction project (MRP)

[AudioClip issue in blendspace2D.zip](https://github.com/godotengine/godot/files/14106130/AudioClip.issue.in.blendspace2D.zip)
Repository: PowerToys
Issue: High contrast compatibility
Labels: Issue-Bug,Product-Image Resizer,Status-Reproducible

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Image Resizer

### Steps to reproduce

I upgrade to the latest version, switch to contrast theme.


### ✔️ Expected Behavior

In my contrast theme, all the other powertoys window looks like:
![image](https://github.com/microsoft/PowerToys/assets/24633616/da516b87-8d55-4fc0-934b-765dacc84ba4)

### ❌ Actual Behavior

The Image Resizer window themed in light mode even I'm using contrast theme in system settings.
![image](https://github.com/microsoft/PowerToys/assets/24633616/4b8d8409-4a10-4d98-88bf-ed9623443420)

### Other Software

_No response_