sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: custom-elements-manifest -> only "properties" are set when using iframe directly
Labels: bug,needs triage

**Describe the bug**
The `slots`, `attributes` and possibly other declaration types are not applied when the component is opened in the iframe directly.

**To Reproduce**
The issue can be reproduced, but as I already spent much effort into debugging the issue I think an thorough explaination would help more.

**My problem**
When creating a new slot or attribute, I am able to set its value in the Storybook directly via the table at the bottom. When opening the component directly in a standalone iframe, I'm not able to pass arguments down to the component via the route.

After a debug session, I came across [this piece of code](https://github.com/storybookjs/storybook/blob/v6.5.11-alpha.2/app/web-components/src/client/docs/custom-elements.ts#L74). Here, only the type of properties is set even though attributes, slots and other declarations also have decent type definitions.  
If I manually set the type of my slot or attribute using the debugger, the value is correctly displayed.  

> I would really like to help by opening a PR and removing this issue, but it seems like this _constraint for properties_ is useful for some applications. So I would like to discuss what change should be applied here.


**System**
```
Environment Info:

  System:
    OS: Windows 10 10.0.22000
    CPU: (16) x64 AMD Ryzen 7 5700U with Radeon Graphics
  Binaries:
    Node: 16.16.0 - ~\AppData\Roaming\nodejs\node.EXE
    npm: 8.11.0 - ~\AppData\Roaming\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.22000.120.0), Chromium (105.0.1343.27)
  npmPackages:
    @storybook/addon-actions: ^6.5.9 => 6.5.9 
    @storybook/addon-essentials: ^6.5.9 => 6.5.9 
    @storybook/addon-links: ^6.5.9 => 6.5.9
    @storybook/addons: ^6.5.9 => 6.5.9
    @storybook/builder-webpack5: ^6.5.10 => 6.5.10
    @storybook/core-common: ^6.5.0 => 6.5.9
    @storybook/csf-tools: ^6.5.0 => 6.5.9
    @storybook/manager-webpack5: ^6.5.10 => 6.5.10
    @storybook/store: ^6.5.0 => 6.5.9
    @storybook/test-runner: ^0.5.0 => 0.5.0
    @storybook/theming: ^6.5.9 => 6.5.9
    @storybook/web-components: ^6.5.9 => 6.5.9
```

**Additional context**
- My manifest is generated by the [cem analyzer](https://github.com/open-wc/custom-elements-manifest/tree/master/packages/analyzer) using a FAST project as base.
Repository: vscode
Issue: Git - should honor addIgnoredFile
Labels: bug,git

- VS Code Version: 1.71.0
- OS Version: macOS Moneterey

When I add a file that's already tracked but still matched by git ignore patterns, so not actually ignored (see https://git-scm.com/docs/git-check-ignore:

> By default, tracked files are not shown at all since they are not subject to exclude rules; but see ‘--no-index’.

) I get this popup from vscode:

<img width="306" alt="image" src="https://user-images.githubusercontent.com/2845433/189534753-9f9977c3-2fac-4c9d-aef6-6b8c5f0c5208.png">

git output is:

```
> git add -A -- /Users/carlos/Desktop/App 3049.ipynb
The following paths are ignored by one of your .gitignore files:
Desktop
hint: Use -f if you really want to add them.
hint: Turn this message off by running
hint: "git config advice.addIgnoredFile false"
```

So that I set `addIgnoredFile` to false, but I still get the (previously informative, now annoying) vscode popup. The output of git is:

```
> git add -A -- /Users/carlos/Desktop/App 3049.ipynb
The following paths are ignored by one of your .gitignore files:
Desktop
```

I would say that this popup should not be shown when addIgnoredFile is false, since the intention here was to suppress unnecessary warnings, no matter whether they are at the TUI ot the GUI. 

Steps to Reproduce:

1. Track some file with git
2. Add that file to gitignore
3. Make changes to the file
4. From VSCode git sidebar, stage the file
5. A popup shows
6. git config advice.addIgnoredFile false
7. Make some other changes to the file
8. From VSCode git sidebar, stage the file
9. The popup still shows
Repository: node
Issue: Unexpected early exit (code 13) when trying to `import {}` from a dynamic `import()`
Labels: loaders

### Version

v18.9.0

### Platform

Microsoft Windows NT 10.0.19044.0 x64

### Subsystem

Also tested in a Linux devcontainer (Linux docker-desktop 5.10.16.3-microsoft-standard-WSL2)

### What steps will reproduce the bug?

```ts
// package.json

{
  "type": "module",
  "scripts": {
    "start": "node server.js"
  }
}
```

```ts
// server.js

import * as path from "path";
import * as url from "url";

const __filename = url.fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);

export const BASE_URL = new URL("http://localhost:8080");

const exports = await import(url.pathToFileURL(path.join(__dirname, "index.js")).toString());

console.log(exports); // <-- we never get here
```

```ts
// index.js

// The error appears to be contingent on this import:
import { BASE_URL } from "./server.js";

export async function get(request, response) {
	console.log(BASE_URL);
}
```

### How often does it reproduce? Is there a required condition?

Always.

### What is the expected behavior?

The `BASE_URL` gets `console.log`d.

### What do you see instead?

Unexpected early exit (code 13) on the dynamic `import()`.

No error. Also no error if wrapped in a `try...catch`.

### Additional information

Originating issue: https://github.com/TypeStrong/ts-node/discussions/1883
Repository: godot
Issue: EditorProperty does not use _make_custom_tooltip
Labels: bug,topic:editor,topic:plugin

### Godot version

3.5-mono-stable

### System information

Linux (Ubuntu + KDE)

### Issue description

I am making a custom inspector for use with C# projects. I tried to implement the _MakeCustomTooltip method to parse more detailed information from CSharp classes (Nodes & Resources). 

It appears that the _MakeCustomInspector code is never called for the editor, but works perfectly fine at runtime. I had some help from @YuriSizov to determine that this was a bug on the engine side, and not an issue with my code.

The project I am working on where this issue manifests can be found [here](https://github.com/QueenOfSquiggles/godot-mono-better-inspector). I wouldn't say that it qualifies as a minimal reproduction.

### Steps to reproduce

Create a custom inspector plugin (I used C#, but situation is the same for GDscript)
Implement the _MakeCustomTooltip virtual method
(if C#: Build the project)
(optional: reload window)
Hover over custom EditorProperty control in the Inspector tab
See that it is presenting the default tooltip, not the custom tooltip.

### Minimal reproduction project

[minimal_example_project.zip](https://github.com/godotengine/godot/files/9543061/minimal_example_project.zip)

Reiterating: This project is made with Godot 3.5-mono-stable.

The example project has two plugins. They are effectively identical as one is to demonstrate the GDscript implementation, and the other is the C# implementation.

Each addon creates a custom inspector that is run on all objects, then loads a custom EditorProperty implementation for integer properties. This EditorProperty provides a minimal implementation for showing it is active, and implements the _make_custom_tooltip function to show whether it is working. Neither addon presents the custom tooltip.
Repository: rust
Issue: Need new test for incomplete `compute_implied_outlives_bounds` fulfillment
Labels: A-testsuite,T-compiler,E-needs-mcve

In #101680 (https://github.com/rust-lang/rust/pull/101680/commits/af619eb84f1df35fa95f7b7f43aa63948b89117d#diff-f699f7fa1d6499f96d393ebaf6be4031125d026a7b6a18d6ecb8ee4e875fa197R161), I changed the `Err(NoSolution)` to a `bug!()`.  The `issue-42552` test originally covered this case, but seems like that's not the case anymore. Instead, when attempting a try run the `hyper-0.14.18` benchmark in rustc-perf failed to build.

This issue is basically a call to minimize that failure and add a test to the test suite so we properly capture that bug path.

To do this, you will need to make a local change like the above, calling `bug!()` instead of returning `Err(NoSolution)`. Then, you can minimize the `hyper-0.14.18` benchmark.
Repository: rust
Issue: Ill-formed doc attributes on trait methods are silently ignored
Labels: A-attributes,T-lang,T-compiler,C-bug

I tried this code:

```rust
pub trait T
{
    #[doc = x()]
    fn f();
}
```

I expected to see this happen: the compiler should reject the input due to unexpected expression `x()`, like it does with `#[doc = x()] fn f() { }` outside a trait definition.

Instead, this happened: the compiler accepts the input and ignores the doc attribute.

### Meta

`rustc --version --verbose`:
```
rustc 1.65.0-nightly (c2804e6ec 2022-09-07)
binary: rustc
commit-hash: c2804e6ec2c29a5c7368600ea173b890e2655c3d
commit-date: 2022-09-07
host: x86_64-unknown-linux-gnu
release: 1.65.0-nightly
LLVM version: 15.0.0
```

I can also reproduce this on all channels on the [playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=7156bfe42057b6f7493ea48b6d9dadd5).
Repository: PowerToys
Issue: PowerToys Run custom locations
Labels: Needs-Triage

### Description of the new feature / enhancement

It would be nice to be able to define custom locations (folders and/or files) to have indexed by Run. As well as the inverse, specific locations to have excluded from Run.

### Scenario when this would be used?

For example, I can place a portable executable into my C:\Program Files\whatever folder and Run will not detect it since it is not an 'installed' program. I encountered this with Ghostwriter, a markdown editor that only comes as a portable exe for Windows.

### Supporting information

_No response_
Repository: godot
Issue: Cubemaps can't be created in the editor in 4.0 (works in 3.x)
Labels: bug,topic:core,confirmed,regression,topic:shaders

### Godot version

4.0

### System information

Linu,window

### Issue description

Cubemap no longer works in godot 4.0, when trying to create a var cubMap=Cubemap.new();

does not allow changing the indexes to place the images.

when creating a 2D shader, I put: uniform samplerCube cube; , then I go to the shaders param part, and I try to create a cubemap, it no longer displays the sides of the 6 images.

in godot 3.0 it worked correctly
![godot3 5](https://user-images.githubusercontent.com/39449626/189544328-91e85c9f-9ac5-435a-b099-89bbf069128f.png)
![godot4 0](https://user-images.githubusercontent.com/39449626/189544329-94e6a4e3-b578-40f3-8a71-7ccf82de7c33.png)


### Steps to reproduce

no godot 4.0 var cubMap=Cubemap.new(), não mostra como opções de lado para que eu possa colocar como imagens

Já no Godot 3.x em diante var cubMap=CubeMap.new(); mostrar as opções de lado para eu poder referenciar as minhas imagens nele

gostaria que arrumassem isso, eu uso muito godot para criar shader de fragment

### Minimal reproduction project

[godot3.5.zip](https://github.com/godotengine/godot/files/9543327/godot3.5.zip)
[godot4.0.zip](https://github.com/godotengine/godot/files/9543328/godot4.0.zip)
Repository: PowerToys
Issue: [PowerToys Run] Would like to switch to the last open application - e.g. "<<" will toggle to window I switched away from last 
Labels: Needs-Triage

### Description of the new feature / enhancement

When I use `Alt-Space` and then switch to another window, I would like to jump back to the one I just left. Without having to retype the name of the one I went to last.

I'm in Chrome on a website.
I switch to notepad:
`< notepad`
I want to now switch back to Chrome that I was on quickly.
`<<`  (this should take me back to the last used application when I switched away with Powertools Run.)


### Scenario when this would be used?

So it's like switching between two programs maybe across different virtual desktops.


### Supporting information

_No response_
Repository: godot
Issue: Texture2DArray.update_layer runs 20x slower on the main thread
Labels: bug,topic:core,performance

### Godot version

4.0 master e2372af

### System information

Windows 10, Ryzen 3800X, 64GB RAM, Vulkan API 1.2.0, NVIDIA GeForce RTX 3080 Ti

### Issue description

Calls to the `update_layer` method on a Texture2DArray object runs about 20 times slower on the main thread than in a single worker thread while the main thread is just waiting on it.

Texture2DArray size: 16x256x4096 (but it happens with different sizes as well)

Certainly the Image has the same pixel format as the Texture2DArray.

### Steps to reproduce

Open the attached test scene and use its UI.

Tested with pixel formats:
- FORMAT_L8
- FORMAT_RG8
- FORMAT_RGBA8
- FORMAT_RGBA4444

Transfer speeds:
- Main thread: ~1GB/s
- Worker thread: ~21GB/s

No errors logged on the console and the method does not return any result.
Double and triple checked that it is not a measurement error, but I still cannot be 100% sure. 
It needs independent review. Need to be sure this is just not 90% of calls silently failing...

### Minimal reproduction project

[PerformanceTests.20220911b.zip](https://github.com/godotengine/godot/files/9543442/PerformanceTests.20220911b.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request] Clip comparisons
Labels: enhancement

Okay, so i only tried this in a really hacky way so not sure if it's valid, but:

An option to check the clip embedding of two images, subtract them before converting to text pompt styles to get both a positive and negative style prompt that might help with turning image1->image2. (Maybe even hint at how many (())[[]]?)

I've seen great success with how good the embedded clip search works on lexica, so feel like more useful things like this could be done before converting it back to text

As a bonus maybe even batches of images could be averaged and compared for styles
Repository: godot
Issue: 3.5: StreamPeerTCP silently drops data passed to put_data if the connection has not yet occurred
Labels: bug,topic:network

### Godot version

3.5.stable

### System information

Issue was found with a Windows 10 system, unknown details. Test script was tested on Ubuntu 22.04.1 LTS.

### Issue description

I encountered request freezing in a project using a custom TCP-based protocol.
Once I worked out where the freezing was occurring, I decided to double-check the Godot code.
I can't make a "full" reproduction project because such a project would need to introduce a network delay of some sort somehow but I have given a script which uses `example.com` as a source of network delay.

The logic problem is at https://github.com/godotengine/godot/blob/3.5/core/io/stream_peer_tcp.cpp#L102 - presently https://github.com/godotengine/godot/blob/a627cdafc53bd9d986471fcaceac7e51213a7a68/core/io/stream_peer_tcp.cpp#L102

Along with at https://github.com/godotengine/godot/blob/a627cdafc53bd9d986471fcaceac7e51213a7a68/core/io/stream_peer_tcp.cpp#L271

If the status is STATUS_CONNECTING and remains STATUS_CONNECTING when `p_block` is true, a silent discard of data will occur - `write` reports this as OK, 0 bytes written, but `put_data` does not check for this.


### Steps to reproduce

The below script will attempt to connect to `example.com` and send an HTTP request.
Importantly, it does this via `put_data` without confirming the connection has occurred yet, which causes silent discard.

The program then thus freezes.

```
extends Label

func _ready():
	var client = StreamPeerTCP.new()
	_log("doing listen")
	# this is assumed to take more time than it takes to run the code
	_check(client.connect_to_host("example.com", 80))
	var status = client.get_status()
	_log("client state: " + str(status) + " expected " + str(StreamPeerTCP.STATUS_CONNECTING))
	if status != StreamPeerTCP.STATUS_CONNECTING:
		_log("-- SYSTEM CONFIGURATION NOT WITHIN EXPECTED PARAMETERS FOR TEST, BUG WILL NOT TRIGGER --")
	# make some bytes so we can lose them in a tragic accident
	var msg = "GET / HTTP/1.1\r\nHost: example.com\r\n\r\n"
	var msg_b = msg.to_utf8()
	_log("sending data")
	_check(client.put_data(msg_b))
	_log("intentionally failing client data get to avoid Nagle/etc. shenanigans")
	client.get_partial_data(1) # intentionally fail this
	_log("retrieving data")
	# now that the data has suitably been lost:
	# try to get all data until client close
	var total = PoolByteArray()
	while true:
		var dat = client.get_partial_data(1)
		var err = dat[0]
		if err != OK:
			break
		total.append_array(dat[1])
	_log("got " + str(len(total)) + " bytes, text: " + total.get_string_from_ascii())
	client.disconnect_from_host()

func _log(txt: String):
	print(txt)
	text += txt + "\n"

func _check(err: int):
	_log("> " + str(err))
```

### Minimal reproduction project

_No response_
Repository: TypeScript
Issue: Function parameter does not get inferred through target typing by a union through a layer of indirection
Labels: Bug,Help Wanted

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

- optional function parameter inference 
- optional method parameter type inference
- optional method inference indirection 
- nullable method inference
- target type method union inference 
- target type generic function argument 

### 🕗 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
  https://github.com/Microsoft/TypeScript/wiki/FAQ#common-bugs-that-arent-bugs

If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

Note: The TypeScript Playground can be used to try older versions of TypeScript.

Please keep and fill in the line that best applies:
-->
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about type inference

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.9.0-dev.20220911#code/PTAEBkEsGsFNUgO1AJVgQwMYBcB0BXAZ1gGF0AbcgIy2gCgATWTc9AJ3gDN9EdIB7ZEVIVqtADwAVULAAe2WIgaFQAMR59BAPgAUnRAC5QkgJRHJAbjqNmrDqG69sA5HICMOzKJqZoRnbJGiPgAtlSwbCagALxaoABu-JAMZglJDFY2LOxcGs6CMrIATJ7etAD8-oGgwWERUbFpyamJyZlM2faOmq6yAMyllD5+oDoBQaHhkTFxrSmgAD6gAKwt6ZnuATOgAN4AvlEgoADyANK4oNW1U3SbwmRDtFuN+yYmFqBHZxdXkxHWchKsm2r0+YG+lwmdTYt2KOnuZV8zzir3eYNAAHYAAxYgBso0Q-AQIQADuRIJhINhQOhEABPEwA-rI3YHdEQ37Q2EDBGPJHAl4HNFHbF4glEyCk8mU6m0hl0IA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
// Like in React.useCallback
declare function useCallback<T extends Function>(fn: T): T;

declare function ex1(callback: (x: number) => void): void;

declare function ex2(callback?: (x: number) => void): void;

declare function ex3(callback: ((x: number) => void) | 5): void;

ex1(x => {}) // OK. x: number
ex1(useCallback(x => {})); // OK. x: number

ex2(x => {}) // OK. x: number
ex2(useCallback(x => {})); // 7006 (no implicit any)

ex3(x => {}) // OK. x: number
ex3(useCallback(x => {})); // 7006 (no implicit any)
```

### 🙁 Actual behavior

The type of `x` in the code example above is not inferred when `callback` is a union or optional.

### 🙂 Expected behavior

`x` should be inferred as `number`.

---
Edit: simplified example
Repository: godot
Issue: Editor with mono in the 3.x branch hangs indefinitely when opening project.
Labels: bug,topic:editor,topic:dotnet

### Godot version

3.x Latest

### System information

Windows

### Issue description

The editor built with mono in the 3.x branch hangs indefinitely when opening a new project.

### Steps to reproduce

1. Build the current 3.x branch 13d99d1676a72ffa529ffb7cee7ce97582fb42f1 with mono
2. Open the editor, create a project, and open the project
3. Editor hangs indefinitely

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Add option to pin frequently used utilities in the PowerToys Settings window menu
Labels: Idea-Enhancement,Product-Settings

### Description of the new feature / enhancement

Now that more and more utilities are being added to PowerToys, I think there should be an option to pin frequently used utilities in the left side menu of PowerToys Settings window. 

### Scenario when this would be used?

Users may not use all the utilities at the same frequency, or may not use some of them at all. Having their most frequently used utilities pinned at the top should make it faster to find them and tweak the settings. Though users might just change the settings once in a while, it might be some quality of life improvement.

### Supporting information

_No response_
Repository: rust
Issue: Can't coerce closure to fn in a tuple
Labels: A-closures,T-compiler,C-bug,A-coercions

The following code:

```rust
fn tuple_closures_test(n: u32) {
    let (print_it, is_zero) = match 0 {
        0 => (|| println!("zero"), true),
        _ => (|| println!("other"), false),
    };
    print_it();
}
```

Produces this error:

```text
error[[E0308]](https://doc.rust-lang.org/stable/error-index.html#E0308): `match` arms have incompatible types
  --> src/lib.rs:13:14
   |
11 |       let (print_it, is_zero) = match 0 {
   |  _______________________________-
12 | |         0 => (|| println!("zero"), true),
   | |              ---------------------------
   | |              ||
   | |              |the expected closure
   | |              this is found to be of type `([closure@src/lib.rs:12:15: 12:34], bool)`
13 | |         _ => (|| println!("other"), false),
   | |              ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ expected closure, found a different closure
14 | |     };
   | |_____- `match` arms have incompatible types
   |
   = note: expected tuple `([closure@src/lib.rs:12:15: 12:34], _)`
              found tuple `([closure@src/lib.rs:13:15: 13:35], _)`
   = note: no two closures, even if identical, have the same type
   = help: consider boxing your closure and/or using it as a trait object
```

But I think it should compile by coercing the closures to `fn` types. The following compiles:

```rust
fn test(n: u32) {
    let print_it = match n {
        0 => || println!("zero"),
        _ => || println!("other"),
    };
    print_it();
}
```
Repository: godot
Issue: GDScript Parent Scene Becomes Inaccessible Through Editor After Deleting Child Scene
Labels: bug,topic:editor

### Godot version

v3.4.4.stable.official.419e713a2

### System information

Windows 10

### Issue description

Deleting a child a scene makes any parent scene using the deleted scene inaccessible through the editor.  I should be able to edit the scene missing dependencies directly through the editor, but currently this does not work and I get "Error loading: parent.tscn", and after clicking "Open Anyway", I get "Unexpected end of file 'parent.tscn'" instead.  The "Fix Dependencies" button does not allow me to bypass this issue or "fix" the deleted dependencies.

I have found the following workarounds --  In order to recover access to the parent scene, either a new temporary scene must be created with an identical name to the deleted child scene, or an alternative program like notepad or other text editor must be used to remove the dependency.  Neither of these are ideal for doing lots of reorganizing or reimporting assets, and a more direct approach would be faster and more intuitive for me, such as having direct access to the scene tree of the parent scene within the editor (maybe mark the deleted scene as "missing" or something).

### Steps to reproduce

Create scene parent (can just be a spatial node).  Create scene child (can just be a spatial node).  Add scene child to scene parent.  Delete scene child.  Close all open scenes in the editor (without creating new scenes that have the same name).  Attempt to open scene parent.

### Minimal reproduction project

_No response_