sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Notebook cut fails to paste
Labels: feature-request,notebook-clipboard

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- VS Code Version: 1.82.0-insider
Commit: f125afbc800ec611f5a9ab1333c769832ce424b3
Date: 2023-08-21T05:34:23.256Z
Electron: 25.5.0
ElectronBuildId: 23084831
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Darwin arm64 22.6.0
- OS Version: MacOS 13.5

Steps to Reproduce:
1. Open a notebook.
2. Write something into a cell.
3. Cut the contents of the cell.
4. Cut the cell.
5. Attempt to paste the contents of the cell somewhere.
6. It doesn't work.

Here are some reasons I think this is a bug:
- This workflow works in JupyterLab (which is where I developed this bad habit)
- If you replace 3. with "copy", it works
- If you replace 4. with "delete", it works
Repository: flutter
Issue: LiveTestWidgetsFlutterBinding gets confused by warm-up frames
Labels: a: tests,framework,P3,team-framework,triaged-framework

`LiveTestWidgetsFlutterBinding` (used by package:integration_test and when `flutter run`ing a `package:flutter_test`) aggressively controls when frames are allowed to render (to simulate the behavior of the AutomatedTestWidgetsFlutterBinding, which puts test authors fully in control of driving frames):

https://github.com/flutter/flutter/blob/e425b680460a8596217a736049799049d512f4d2/packages/flutter_test/lib/src/binding.dart#L1760-L1773

In a nutshell, a frame is only rendering if the test is doing an `await tester.pump()`, which will schedule a frame, set `_expectingFrame` to allow it to render, and then return a future that completes when the frame has rendered:

https://github.com/flutter/flutter/blob/e425b680460a8596217a736049799049d512f4d2/packages/flutter_test/lib/src/binding.dart#L1958-L1971

The problem is that warmup frames don't play nicely with this because they are asynchronously scheduled. If a warm-up frame is scheduled before the test executes `await tester.pump()` it is possible that the warm-up frame may complete the future returned by await (and not the frame that was actually scheduled by the pump). The actual frame scheduled by the pump is then blocked from rendering due to the tight control the binding has over frame rendering. This can create problems because the warm-up frame is not guaranteed to actually be rasterized and shown on screen by the engine. If the engine drops the warmup frame on the floor, the test is in an inconsistent state: It may incorrectly assume that something has rendered on screen (because the `pump`-Future completed) when in fact it hasn't (and it may never render if the test doesn't pump more frames). This can cause flakiness when taking screenshots among other problems.

Desired solution: Warm-up frames shouldn't complete the frame future returned by `tester.pump()`.
Repository: godot
Issue: GLTF mesh primitive texCoord property ignored
Labels: bug,topic:import,topic:3d

### Godot version

4.1.1-stable

### System information

Windows 10

### Issue description

According to the [GLTF 2.0 specification on materials](https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_013_SimpleTexture.md#the-textured-material-definition), individual textures can specify a UV layer to use by providing a texCoord property. Godot currently does not read this property and always assumes UV layer 1 should be used. This results in incorrect rendering when importing GLTF models that have textures that use any UV channel besides 1.

The below image shows the SheenChair GLTF sample model after being imported into Godot 4.1.1-stable:

![image](https://github.com/godotengine/godot/assets/99647234/dc0cdb2e-abac-44b0-bcaf-119089ab4de1)

Notice that the AO texture is using the wrong UV layer and causing odd shadows on the chair. Below is the expected result:

![image](https://github.com/godotengine/godot/assets/99647234/c7bf04db-8e3b-4f65-83e0-4b33f7b715a3)



### Steps to reproduce

* Download the SheenChair GLTF sample model.
* Create a new Godot project using any renderer.
* Import the GLTF model into your project.
* Observe incorrect rendering.

### Minimal reproduction project

[GLTFTexCoordMinimalReproduction.zip](https://github.com/godotengine/godot/files/12398882/GLTFTexCoordMinimalReproduction.zip)
Repository: next.js
Issue: next serve --hostname option is broken in 12.4.15
Labels: bug,Runtime

### 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: arm64
      Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:22:20 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.17.1
      npm: 9.6.7
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.15
      eslint-config-next: 13.4.16
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
```


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

Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/EmilioAiolfi/test-hostname

### To Reproduce

Add --hostname option to run next serve

### Describe the Bug

next dev --port 3001 --hostname local.mydomain.com.br

Dont work and not return 
```
- ready started server on local.mydomain.com:3001, url: http://local.mydomain.com:3001
```

but return 

```
- ready started server on 127.0.0.1:3001, url: http://127.0.0.1:3001
```

### Expected Behavior

next dev --port 3001 --hostname local.mydomain.com.br

```
- ready started server on local.mydomain.com:3001 , url: http://local.mydomain.com:3001

```

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

_No response_

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

_No response_
Repository: tauri
Issue: [bug] UnsupportedOperationError on element click method in Selenium E2E testing
Labels: type: bug,platform: Linux,scope: webdriver,status: needs triage

### Describe the bug

Having setup the Selenium e2e testing in a project when thr test contains a `click` action the error `UnsupportedOperationError` is thrown

![image](https://github.com/tauri-apps/tauri/assets/30315670/8cbab4dc-1aaf-4c16-b4d7-20bfb296efcb)


### Reproduction

- clone the e2e-testing branch from [this project](https://github.com/ianFar96/kafka_panel/tree/e2e-testing)
- run `npm run tauri build`
- run `npm t`

### Expected behavior

`click` method should work as expected

### Platform and versions

```text
[✔] Environment
    - OS: Ubuntu 22.04 X64
    ✔ webkit2gtk-4.0: 2.40.5
    ✔ rsvg2: 2.52.5
    ✔ rustc: 1.71.0 (8ede3aae2 2023-07-12)
    ✔ Cargo: 1.71.0 (cfd3bbd8f 2023-06-08)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 18.17.0
    - yarn: 1.22.19
    - npm: 9.6.7

[-] Packages
    - tauri [RUST]: 1.2.4
    - tauri-build [RUST]: 1.2.1
    - wry [RUST]: 0.23.4
    - tao [RUST]: 0.15.8
    - @tauri-apps/api [NPM]: 1.3.0 (outdated, latest: 1.4.0)
    - @tauri-apps/cli [NPM]: 1.4.0

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite
```


### Stack trace

```text
UnsupportedOperationError
      at Object.throwDecodedError (node_modules/selenium-webdriver/lib/error.js:524:15)
      at parseHttpResponse (node_modules/selenium-webdriver/lib/http.js:601:13)
      at Executor.execute (node_modules/selenium-webdriver/lib/http.js:529:28)
      at processTicksAndRejections (node:internal/process/task_queues:95:5)
      at async WebDriver.execute (node_modules/selenium-webdriver/lib/webdriver.js:745:17)
      at async Context.<anonymous> (file:///home/mia/Private/kafka_panel/e2e/topics.test.ts:73:3)
```


### Additional context

_No response_
Repository: kubernetes
Issue: Log Attach/Detach controller errors periodically
Labels: kind/bug,sig/storage,priority/important-longterm,lifecycle/rotten,needs-triage

### What happened?

We have some errors that are logged at level 10 because the ADC reconciler runs very frequently and would cause log spam: https://github.com/kubernetes/kubernetes/blob/eae63c891882a67b29e08d62cca62686d0635d1a/pkg/controller/volume/attachdetach/util/util.go#L188

However I think we should at least log the error for a volume the first time, or with a configurable interval to be useful for debugging production issues.

### What did you expect to happen?

Add a mechanism to throttle error logging per-volume 

### How can we reproduce it (as minimally and precisely as possible)?

This would have been useful while debugging https://github.com/kubernetes/kubernetes/issues/120063, but that issue is a race condition and hard to reproduce.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: pytorch
Issue: Previous version not found
Labels: oncall: releng,triaged

### 📚 The doc issue

I'm trying to download a specific version of pytorch (1.8.0 with CUDA 11.1) and I found this [page](https://pytorch.org/get-started/previous-versions/) where I could download it using the following command:


`pip install torch==1.8.0+cu111 torchvision==0.9.0+cu111 torchaudio==0.8.0 -f https://download.pytorch.org/whl/torch_stable.html`

No matter what I try, I get the following error message:

> ERROR: Could not find a version that satisfies the requirement torch==1.8.0+cu111 (from versions: 2.0.0, 2.0.0+cpu, 2.0.0+cu117, 2.0.0+cu118, 2.0.1, 2.0.1+cpu, 2.0.1+cu117, 2.0.1+cu118)
> ERROR: No matching distribution found for torch==1.8.0+cu111

Could somebody tell me how to fix this issue? I'm kind of a newbie with PyTorch.

Thanks :)

### Suggest a potential alternative/fix

_No response_
Repository: flutter
Issue: [framework] make image decoding automatically size aware.
Labels: framework,c: performance,a: images,c: proposal,P2,team-framework,triaged-framework

Flutter images are always decoded at their native size, unless the developer explicitly resizes them. While we should absolutely write some stronger guidance on how to performantly use images, we could also make this behavior better.

By pushing image resolution into the RO, we can use the Image size as an input to the decoding. For images that differ from their encoded size by some threshold, we could automatically reisze the image.

This should generally lead to better performance, specifically in the flutter/gallery application which features a number of 2000x2000 images used as thumbnails.

This might be a breaking change for some developers, and we may need to add an opt out. Additionally this automatic resizing would need to verify that the image itself isn't already being resized. And the cache awareness should probably not be exact based on size. i.e. we want to avoid repeatedly decoding an image if it is placed in a transforming container from 50->100px wide.
Repository: flutter
Issue: [Engine] Use codegen for values that cross language boundaries 
Labels: c: new feature,engine,P3,team-engine,triaged-engine

The engine has lots of code that relies on String or other constants being exactly equal across language barriers. This code is prone to difficult to catch in code review mistakes and makes it harder to follow code across the language barrier. 

Flutter should use code generation (protobufs, or something similar) as a language independent data object representation. At minimum the system should be able to define constants like strings that are used to marshal data across language boundaries. 

Generated code may or may not be checked in (decision TBD). 
If Generated code is checked in then we should add a new test that generates the code in CI and compares the generated files to ensure that source files result in the checked in files exactly. 

This issue exists to document the idea and as a place to list specific examples of where code gen would prevent bugs/regressions.
Repository: vscode
Issue: Hot reload in extension development - automatically reload the Extension Development Host window
Labels: feature-request,extension-host

### Description

I would like to see DX improved for extension development with hot reloading. 

#### Current Behavior
- Modify some source code (like `extension.ts`)
- To see the changes reflected, you need to hit Ctrl+Shift+F5 to reload the `Extension Development Host` window

#### Desired Behavior
- Automatically detect changes and reload the `Extension Development Host` window without any manual steps
- It seems like this isn't currently possible? I couldn't find any way to programmatically reload the window using something like chokidar because reloading can only be triggered manually (`Ctrl+Shift+F5` in main window, or `Ctrl+R` in the EDH window).

#### Webviews

- I would also like to see full hot reload even when I am using webviews + React. 
- There is some hot reload possible with the [hello-world-react-vite](https://github.com/microsoft/vscode-webview-ui-toolkit-samples/blob/main/frameworks/hello-world-react-vite/docs/extension-development-cycle.md#move-to-traditional-extension-development) template but this is just hot reload for the UI itself without any interaction with the host extension (`postMessage` just triggers a `console.log`)

Ideally I would like to have two file watchers, one for the base extension that refreshes the extension and another one watching the webview code that triggers the webview build step and then refreshes the extension. Then I'd never have to manually reload anything.

### Related Links
- https://stackoverflow.com/questions/75305144/how-to-restart-reload-vs-code-host-window-on-extension-source-code-file-changes
- https://github.com/microsoft/vscode/issues/93146
Repository: godot
Issue: Getting shader parameters(via GDScript) always returns null after setting shader/ShaderMaterial with GDScript
Labels: documentation,topic:shaders

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.3667) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

When trying to get a shader parameter with GDScript, AFTER setting the shader with GDScript, the "get_shader_parameter" function returns null.

A few things to note:
1. Setting the desired parameter, even before the shader itself is set, fixes this problem.
2. If the ShaderMaterial is set in the editor beforehand, this problem will not occur with any of the parameters that are present in the loaded material. For example, if you load a material with the parameter named "Threshold" in the editor, the "get_shader_parameter" function would return the correct value for any shader with a parameter named "Threshold", even if the other shaders are loaded through code.
3. Even when the "get_shader_parameter" function incorrectly returns null, the proper values can still be seen in editor with remote debugging 

### Steps to reproduce

1. Set up a scene with a visible canvas_item(e.g a TextureRect) and assign it a script
2. Create a gdshader file with a least one uniform value
3. Create a ShaderMaterial via ShaderMaterial.new()
4. Assign the previously created shader to the previously created ShaderMaterial via the load() function
5. Assign the ShaderMaterial 
6. Print the value of one of the uniforms with "get_shader_parameter", it should return null, even if a default value was set in the gdshader

### How to use MPR
Press "1" on your keyboard. This will set the shader via GDScript and then get and print the value of the shader parameter(should be null).
Press "2" on your keyboard. This will create a ShaderMaterial and then set a shader parameter. Once the shader parameter is set, the shader itself is then set. The shader parameter is then gotten and printed(should be a random float value)

### Minimal reproduction project

[Shader Loading MRP.zip](https://github.com/godotengine/godot/files/12401614/Shader.Loading.MRP.zip)
Repository: material-ui
Issue: [Button][material][docs] Add demo for preventing default on inaccessible elements in v6
Labels: on hold,component: button,component: ButtonBase

### Related page

https://mui.com/material-ui/react-button/

### Issue description

As v6 will use Base UI's `useButton` hook, there has to be a mention on the docs on the usage of `defaultMuiPrevented`, used to prevent `key-up` and `key-down` callbacks on inaccessible elements ([reference](https://github.com/mui/material-ui/blob/master/packages/mui-base/src/useButton/useButton.ts#L123-L172)). 

### Context 🔦

This is on hold as the docs for v6 have yet to be created.
Repository: PowerToys
Issue: Feature: Windows Explorer add-ons: Folder Sizes
Labels: Needs-Triage

### Description of the new feature / enhancement

Add folder sizing service to Windows Explorer add-ons. This would be a service that scans your disk in the background and caches the results. 

### Scenario when this would be used?

This would be used instead of opening properties of the folder or running dir /s.

### Supporting information

https://www.reddit.com/r/Windows10/comments/cjtn5k/windows_is_still_unable_to_figure_out_size_of/
https://www.reddit.com/r/windows/comments/stqdvh/why_isnt_folder_size_listed_in_explorer_column/
https://www.reddit.com/r/Windows10/comments/jsuv4z/how_to_see_folder_file_size_in_explorer/
https://www.reddit.com/r/windows/comments/2rwsfd/why_doesnt_size_show_up_under_details_for_folders/
https://www.reddit.com/r/Windows10/comments/rj9105/see_folder_size_in_explorer/
https://www.quora.com/Why-is-Microsoft-not-able-to-display-the-folder-size-in-Windows-Explorer-even-in-2020-with-abundant-compute-power
https://superuser.com/questions/809384/how-to-display-the-size-for-folder-in-windows-explorer
https://superuser.com/questions/66454/windows-7-explorer-how-to-show-total-size-of-all-files-in-current-folder
https://answers.microsoft.com/en-us/windows/forum/all/not-able-to-see-folder-size-in-size-column/2cfbde76-3e20-4e80-bd8d-e89f3a863988
https://answers.microsoft.com/en-us/windows/forum/all/how-to-automatically-see-the-size-of-folders-in/5842b388-d538-4b54-a918-e8bafcb3ecd2
https://answers.microsoft.com/en-us/windows/forum/all/windows-file-explorer-not-showing-folder-size/7b31df8a-3fe7-41d2-97c9-d5cfb6c93cf1
https://answers.microsoft.com/en-us/windows/forum/all/windows-10-folder-size-using-file-explorer/9de9317a-4c7d-47c7-ae6c-aa6922c360e0
Repository: pytorch
Issue: torch.fx.Interpreter modules don't get compiled
Labels: triaged,enhancement,module: dynamo,module: graph breaks

As a small example:
```
import torch
import torch.fx

class InterpreterModule(torch.fx.GraphModule):
    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        self.interpreter = torch.fx.Interpreter(self)

    def __call__(self, *args, **kwargs):
        return self.interpreter.run(*args, enable_io_processing=False)

class Mod(torch.nn.Module):
    def __init__(self):
        super().__init__()

    def forward(self, x):
        x = x + x
        x = x * x
        return x

gm = torch.fx.symbolic_trace(Mod())
imodule = InterpreterModule({}, gm.graph)
opt_mod = torch.compile(imodule)

for i in range(1000):
    opt_mod(torch.ones(2, 3))
```
Turning on the logging, I see that we avoid compiling over `torch.fx.Interpreter` because it's getting skipfile'd. When I try adding `torch.fx.Interpreter` to the skipfile, it skips again with `GraphModule.graph`, so I gave up here and decided to record an issue instead.

Not sure how easy/hard this is to support with dynamo, but it would be nice. Generally we like using `torch.fx.Interpreter` instead of the torch.fx Python codegen for two reasons:
1. You get better stack traces in the case of exceptions
2. It's easier to debug/interact with intermediates

cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @anijain2305 @Xia-Weiwen
Repository: excalidraw
Issue: Color picker shortcut set the background color
Labels: enhancement

Hi, first of all, thank you for all the amazing work you've put into this tool! I've been loving using it.

The issue I'm encountering is with the color picker. When I use any of its shortcuts (e.g., "i", "shift+s", or "shift+g"), it consistently changes the background color instead of the stroke color. This poses a significant problem for me when utilizing the Draw tool, as I wish to swiftly and naturally switch between unique colors.

I believe this could be fixed by introducing distinct shortcuts for each color picker (Stroke and Background) or including a MRU policy in its usage. While I've managed to do color changes using shortcuts ("s+i"), these keys are located quite far apart on the keyboard. This can be challenging, especially considering I use one hand for shortcuts in my setup. If "s+s" were used to open the Draw color picker and "g+g" were employed to open the Background color picker, it would be also an improvement.