sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: docs tab not display in storybook ui
Labels: question / support,addon: docs

### Describe the bug

I utilize Storybook alongside Angular. I've included `@storybook/addon-docs` to showcase the code tab, but it's not rendering in the Storybook UI. 

What might be causing this issue? Am I overlooking something, or could it be a bug?

package.json:
```
"@storybook/addon-docs": "^8.0.9",
"@nx/storybook": "18.3.4",
"@storybook/angular": "7.6.18",
```

main.ts:
```
import type { StorybookConfig } from '@storybook/angular';

const config: StorybookConfig = {
  stories: ['../../../**/*.stories.@(js|jsx|ts|tsx|mdx)'],
  addons: ['@storybook/addon-essentials', '@storybook/addon-interactions', 'storybook-addon-angular-router', "@storybook/addon-docs"],
  framework: {
    name: '@storybook/angular',
    options: { },
  },
};

export default config;

// To customize your webpack configuration you can use the webpackFinal field.
// Check https://storybook.js.org/docs/react/builders/webpack#extending-storybooks-webpack-config
// and https://nx.dev/recipes/storybook/custom-builder-configs
```

<img width="1003" alt="image" src="https://github.com/storybookjs/storybook/assets/74149517/f3373763-f420-4aaa-bce7-1665dad03d11">


### To Reproduce

```
const meta: Meta<FooComponent> = {
  component: FooComponent,
  title: 'FooComponent'
};

export default meta;
type Story = StoryObj<FooComponent>;

export const Primary: Story = {
  parameters: {
    docs: { source: { state: 'open' } },
  },
  args: {}
};
```

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.4.1
    CPU: (8) arm64 Apple M2
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.12.2 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn <----- active
    npm: 10.5.0 - /usr/local/bin/npm
    pnpm: 8.6.11 - /usr/local/bin/pnpm
  Browsers:
    Chrome: 124.0.6367.119
    Edge: 124.0.2478.80
    Safari: 17.4.1
  npmPackages:
    @storybook/addon-docs: ^8.0.9 => 8.0.9
    @storybook/addon-essentials: 7.6.18 => 7.6.18
    @storybook/addon-interactions: ^7.5.3 => 7.6.18
    @storybook/addon-storysource: ^8.0.9 => 8.0.9
    @storybook/angular: 7.6.18 => 7.6.18
    @storybook/core-server: 7.6.18 => 7.6.18
    @storybook/html-vite: ^8.0.9 => 8.0.9
    @storybook/jest: ^0.2.3 => 0.2.3
    @storybook/test-runner: ^0.13.0 => 0.13.0
    @storybook/testing-library: ^0.2.2 => 0.2.2
    storybook-addon-angular-router: ^1.10.0 => 1.10.0
```
```


### Additional context

_No response_
Repository: svelte
Issue: Svelte 5: Remove `undefined` from `$state` type?
Labels: types / typescript

### Describe the problem

Use of `$state` in classes may necessitate that no initial value is set as that is provided via the constructor.
The current typing will then force `undefined` to be part of the type which can lead to errors.

```ts
// (in class)
value = $state(); // => type is unknown
value = $state<number>(); // type is number | undefined, causing errors elsewhere
value: number = $state(); // E: "Type 'number | undefined' is not assignable to type 'number'."
```

Workaround:
```ts
value: number = $state() as any;
```

### Describe the proposed solution

Potentially change type to something like:
```ts
declare function $state<T = any>(initial?: T): T;
```

The obvious downside is that this is less correct and could lead to errors, though `$state` declarations without value should be relatively rare.

#11455 would also address the problem by not requiring `$state` to be used without the initial value.

### Importance

nice to have
Repository: PowerToys
Issue: PowerToys run shortcut shouldn't be no reaction when one of plugin have some problem or can't be initialize
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

install winget plugin and restart PowerToys and alt+space no reation.

### ✔️ Expected Behavior

 alt+space show PowerToys run and work fine with other plugin, but the broken one should have some error message or just forced diable it by default.

### ❌ Actual Behavior

alt+space no reation.

### Other Software

_No response_


[2024-05-05 01:42:56.3309] [ERROR] [C:\a\_work\1\s\src\modules\launcher\Wox.Infrastructure\ShellLinkHelper.cs::169]
-------------------------- Begin exception --------------------------
Message: Failed to fetch description for C:\PROGRA~2\WINDOW~4\wmplayer.exe, Error HRESULT E_FAIL has been returned from a call to a COM component.

Exception full name  : System.Runtime.InteropServices.COMException
Exception message    : Error HRESULT E_FAIL has been returned from a call to a COM component.
Exception stack trace:
   at Wox.Infrastructure.ShellLinkHelper.IShellLinkW.GetDescription(StringBuilder pszName, Int32 cchMaxName)
   at Wox.Infrastructure.ShellLinkHelper.RetrieveTargetPath(String path)
Exception source     : Wox.Infrastructure
Exception target site: Void GetDescription(System.Text.StringBuilder, Int32)
Exception HResult    : -2147467259
-------------------------- End exception --------------------------


[2024-05-05 01:42:56.3309] [ERROR] [C:\a\_work\1\s\src\modules\launcher\Wox.Infrastructure\ShellLinkHelper.cs::169]
-------------------------- Begin exception --------------------------
Message: Failed to fetch description for C:\Windows\syswow64\odbcad32.exe, Error HRESULT E_FAIL has been returned from a call to a COM component.

Exception full name  : System.Runtime.InteropServices.COMException
Exception message    : Error HRESULT E_FAIL has been returned from a call to a COM component.
Exception stack trace:
   at Wox.Infrastructure.ShellLinkHelper.IShellLinkW.GetDescription(StringBuilder pszName, Int32 cchMaxName)
   at Wox.Infrastructure.ShellLinkHelper.RetrieveTargetPath(String path)
Exception source     : Wox.Infrastructure
Exception target site: Void GetDescription(System.Text.StringBuilder, Int32)
Exception HResult    : -2147467259
-------------------------- End exception --------------------------
Repository: vscode
Issue: Run command on save feature
Labels: feature-request,workbench-editors

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->

The ability to run custom commands when you save specific file extensions in VSCode. Can be used to act as a "watch" feature when working with code to run bundlers when the user saves their code.

These commands that can be executed when a file is saved, can be done in the `.vscode/settings.json` file or in the global `settings.json` file. An indicator will be in the bottom tool bar which will indicate when a command is being executed and when the command has finished executing for builds that may take a few seconds.

EDIT:
I would recommend making this a standard is possible, by allowing global options in the global `settings.json` file and instead of having local setting in the `.vscode/settings.json` file to have local settings in a file named `executeonsave.json` or something like that which other IDEs can integrate the standard of looking for a `executeonsave.json` file and using it to know what commands to execute on save.
Repository: next.js
Issue: Losing states between route changes
Labels: bug,Navigation,Parallel & Intercepting Routes

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/naughty-sid-dz4xtn

### To Reproduce

1. Open https://codesandbox.io/p/devbox/naughty-sid-dz4xtn
2. Scroll down to the page bottom, click `Load more`
3. Then click "Go to 10", the url should be at `/blog/10`
4. Finally click Back button, you'll see the previous homepage states are all gone

### Current vs. Expected behavior

Current: Inconsistent states/Unexpected Rerendering
Expected: Back Button behaves like usual websites do(bfcache)

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
  Available memory (MB): 4102
  Available CPU cores: 2
Binaries:
  Node: 20.9.0
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.3.0-canary.38 // Latest available version is detected (14.3.0-canary.38).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Navigation, App Router, Cache

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Vercel (Deployed), Other (Deployed)
Repository: go
Issue: x/text/transform: more examples
Labels: Documentation,NeedsInvestigation

### Proposal Details

I'd like to see some examples for transform's Reader and Writer.

I was more than a bit stumped when I needed to write a Go program to transcode a text file (infrequent as that need may be). Coming from Python, this was trivial:

```python
with open(file_in, encoding="iso-8859-1") as f_in:
    with open(file_out, "w", encoding="utf-16be") as f_out:
        f_out.write(f_in.read())
```

I found the x/text package relatively quickly in my search, but the only example in transform was (and still is) for the deprecated RemoveFunc(). It took much more searching and cobbling together some StackOverflow Q&As to figure out how to use it.

The person asking this somewhat popular question on SO, [golang convert iso8859-1 to utf8](https://stackoverflow.com/questions/13510458/golang-convert-iso8859-1-to-utf8), might have benefited from some good (better) documentation around the encoding and transform packages.  I tried to apply what little knowledge of encoding/charmap I had back then for my own answer.

I've made some examples I'd like to propose, [examples_rw_test.go](https://github.com/zacharysyoung/text/blob/TransformExamples/transform/example_rw_test.go).

If this seems like a worthy idea, I'm open to discussing and refining, or even wholesale changing, them.
Repository: vscode
Issue: Maximizing the current editor while in zen mode causes current editor group size toggle state to be lost
Labels: bug,layout,workbench-zen,confirmed,grid-widget

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<!-- 🔧 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. -->
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- VS Code Version: 1.89.0
- OS Version: Windows 10

When maximizing an editor group, normally the sizes of each editor group are restored properly when toggling maximize off. In zen mode however, toggling maximize _off_ causes the layout to enter a state where the current editor is expanded fully and all other editor groups are collapsed to their minimum sizes. The command "Toggle Editor Group Sizes" needs to then be executed twice to restore the original layout that was active before one of the editor groups was maximized. This is a confusing experience because it initially feels like all of the custom sizes chosen earlier have been lost, and only toggling the group sizes twice (and it isn't even obvious that toggling these sizes is even a feature) reveals that sizes haven't been lost, but rather just the toggle state of the current editor group sizes.

This only happens when toggling maximize off while still in zen mode. Maximizing while in zen mode, then exiting zen mode _before_ unmaximizing, yields correct behaviour. So the problem appears to be specific to unmaximizing while still in zen mode.

Steps to Reproduce:

1. Create a layout with multiple columns and rows. Drag dividers to set a custom size for each pane.
2. Enter zen mode.
3. Toggle maximize ON for one of the current editors.
4. Toggle maximize OFF. All editor groups other than the current one have been toggled to a collapsed state.
Repository: go
Issue: proposal: runtime: detect calls to fork in C code (by observing PID change after cgocall return)
Labels: Proposal

### Proposal Details

# Summary
I believe that especially when go code is being run as a C library, there should be optional detection and warning for actions that can cause a process to hang.

Using the `fork()` issue detailed in #53806 as an example, this might look like: 
An optional build argument would trigger the runtime to check the process PID before it performs calls to the goroutine scheduler that might hang. If the PID changes, a fork occurred, and either a panic or a simple warning to stderr is performed.

# Background
Recently I switched a codebase from `github.com/mattn/go-sqlite3`, to `crawshaw.io/sqlite/sqlitex` for accessing a file sqlite3 db. The codebase produces a couple go programs and a c-shared library that is used by a legacy app. Upon testing this change the legacy app's child processes hung. After hours of ruling out sqlite3, I finally saw #53806. I am assuming that because `mattn` does not use goroutines, it avoided the issue while `crawshaw` used goroutines to manage connection pools and hung the child processes.

Reading about the core issue, `fork` only copies a single thread, it is pretty easy to see why the issue occurs. Go also does a great job of making it hard to fork within Go code. The problem really is that `C` programs are already calling `fork()` and the Go code may or may not hang because of it. This really hides the root cause of the issue and I am hoping that this proposal makes it more clear.
Repository: pytorch
Issue: aten::linalg_svd on mps backend
Labels: triaged,module: linear algebra,module: mps

### 🚀 The feature, motivation and pitch

I am writing to request aten::linalg_svd on mps backend

### Alternatives

CPU

### Additional context

mergekit/mergekit/scripts/extract_lora.py:36: UserWarning: The operator 'aten::linalg_svd' is not currently supported on the MPS backend and will fall back to run on the CPU. This may have performance implications. (Triggered internally at /Users/runner/work/pytorch/pytorch/pytorch/aten/src/ATen/mps/MPSFallback.mm:13.)

cc @jianyuh @nikitaved @pearu @mruberry @walterddr @xwang233 @Lezcano @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: stable-diffusion-webui
Issue: [Bug]: Fail to install requirements.txt
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

Clone repository, create venv, activate venv.

pip install -r requirements.txt

install fails at building wheel for tokenizers.

### Steps to reproduce the problem

Clone repository, create venv, activate venv.

pip install -r requirements.txt

install fails at building wheel for tokenizers.

### What should have happened?

Should have installed correctly

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

Mozilla Firefox

### Sysinfo

unable, cannot fully install

### Console logs

```Shell
https://gist.github.com/vvvilife/f5499dfbc8810caec328d9f962305bc9
```


### Additional information

_No response_
Repository: godot
Issue: Rounding error in `Viewport.warp_mouse`
Labels: bug,topic:gui

### Tested versions

- Reproducible in v4.3.dev.custom_build [7ebc86641]
- Reproducible in v4.0.alpha15.official [432b25d36]

### System information

Debian Linux X11 Xfce

### Issue description

`get_viewport().warp_mouse(get_viewport().get_mouse_position())` moves in some cases the mouse cursor to neighboring pixels.
I would expect, that the mouse cursor stays at the same location.

Example sequence of locations, where `warp_mouse` moves the cursor to:
```
Warp to viewports mouse position (193.4884, 172.1409)
Warp to viewports mouse position (192.8225, 172.2124)
Warp to viewports mouse position (192.1567, 172.284)
```

Seems like a rounding issue.
Related discussion: #88343

Bisected to #64574 (author seems no longer active)

### Steps to reproduce

1. Load and Start the MRP
2. Randomly click with the left mouse button in the orange or in the green area
3. In some cases the mouse cursor moves to a different pixel

### Minimal reproduction project (MRP)

[BugWarpMouse.zip](https://github.com/godotengine/godot/files/8308597/BugWarpMouse.zip)
Repository: rust
Issue: Unable to write blanket impl for subtrait on RPITIT trait
Labels: T-lang,C-bug,T-types,F-return_position_impl_trait_in_trait,F-return_type_notation

If we have a trait that uses RPITIT, e.g.:

```rust
trait Trait {
    fn f() -> impl Sized;
}
```

It's currently impossible to define a subtrait and to write a blanket impl for that subtrait, e.g.:

```rust
trait Sub: Trait</* Need bound here, but how? */> {}
impl<T: Sub> Trait for T {
    fn f() -> impl Sized {}
    //~^ ERROR method `f` has an incompatible type for trait
    //~| ERROR expected associated type, found opaque type
    //~| ERROR help: change the output type to match the trait: `impl Sized`
}
```

The error we give here is, of course, particularly bad since we suggest that the user change the type to what is already written there syntactically.

We can simplify the example a bit by refining the impl:

```rust
#![allow(refining_impl_trait)]

trait Trait {
    fn f() -> impl Sized;
}

trait Sub: Trait</* Need bound here, but how? */> {}
impl<T: Sub> Trait for T {
    fn f() -> () {}
    //~^ ERROR method `f` has an incompatible type for trait
    //~| ERROR expected associated type, found `()`
    //~| ERROR help: change the output type to match the trait: `impl Sized`
}
```

If we desugar this, we can see more clearly what's going on:

```rust
trait Trait {
    type _0: Sized;
    fn f() -> Self::_0;
}

trait Sub: Trait</* Need bound here. */> {}
impl<T: Sub> Trait for T {
    type _0 = ();
    fn f() -> () {}
    //~^ ERROR method `f` has an incompatible type for trait
    //~| ERROR expected associated type, found `()`
    //~| ERROR help: change the output type to match the trait: `impl Sized`
}
```

We need to bound the associated type of the trait when defining the subtrait.  If we do that, then it works:

```rust
trait Trait {
    type _0: Sized;
    fn f() -> Self::_0;
}

trait Sub: Trait<_0 = ()> {}
impl<T: Sub> Trait for T {
    type _0 = ();
    fn f() -> () {}
}
```

The trouble for RPITIT is that 1) there's no way to bound the associated type in that way, and 2) even if there were (e.g. with RTN with type equality bounds), we probably don't want to require that people do that.

Because of the special relationship between a function with an RPITIT and the implicit associated type, we may be able to make this *just work* in the case of RPITITs.

cc @compiler-errors

This is related to some existing issues, but is probably a more minimal statement of the underlying issue here, so we're filing it separately.

## Related

- https://github.com/rust-lang/rust/issues/112626
- https://github.com/rust-lang/rust/issues/116984
- https://github.com/rust-lang/rust/issues/91611
Repository: ollama
Issue: Bunny-Llama-3-8B-V
Labels: model request

Would love to see: [Bunny-Llama-3-8B-V](https://huggingface.co/BAAI/Bunny-Llama-3-8B-V) included in the Ollama models.

> Bunny is a family of lightweight but powerful multimodal models. It offers multiple plug-and-play vision encoders, like EVA-CLIP, SigLIP and language backbones, including Llama-3-8B, Phi-1.5, StableLM-2, Qwen1.5, MiniCPM and Phi-2. To compensate for the decrease in model size, we construct more informative training data by curated selection from a broader data source.
Repository: neovim
Issue: Winbar UI inconsistent with multiple tabs
Labels: bug,ui,statusline

### Problem

When multiple tabs exist, `:set winbar=%f%m` the winbar doesn't appear on unfocused tabs.

### Steps to reproduce

- open nvim
- create tab with `:tabnew`
- switch to the first tab with `:tabp`
- `:set winbar=%f%m`
- switch to second tab with `:tabn`

### Expected behavior

Winbar should appear on all windows of all tabs

### Neovim version (nvim -v)

v0.10.0-dev-3078+g3a8265266

### Vim (not Nvim) behaves the same?

n/a

### Operating system/version

win 10 / ubuntu 22.04 LTS

### Terminal name/version

Windows Terminal Preview / Alacritty

### $TERM environment variable

xterm-256color tmux-256color

### Installation

https://ppa.launchpadcontent.net/neovim-ppa/unstable/ubuntu/
Repository: go
Issue: x/text/unicode/runenames: Example failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "golang.org/x/text/unicode/runenames" && test == "Example"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/1760f084bd42bd66c8e51475d814805e96a272df)):

    --- FAIL: Example (0.00s)
    got:
    -0000001 ""
    00000000 "<control>"
    0000001f "<control>"
    00000020 "SPACE"
    00000021 "EXCLAMATION MARK"
    00000041 "LATIN CAPITAL LETTER A"
    0000007e "TILDE"
    0000007f "<control>"
    ...
    0001f574 "MAN IN BUSINESS SUIT LEVITATING"
    0002fa1d "CJK COMPATIBILITY IDEOGRAPH-2FA1D"
    0002fa1e ""
    000e0100 "VARIATION SELECTOR-17"
    000e01ef "VARIATION SELECTOR-256"
    000e01f0 ""
    00100000 "<Plane 16 Private Use>"
    0010fffd "<Plane 16 Private Use>"
    0010fffe ""
    0010ffff ""


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: ollama
Issue: implement LRU cache for GPU VRAM when inferencing MoE model
Labels: feature request

Pardon me if this had been already implemented.

https://arxiv.org/pdf/2312.17238
According to above article, implementing LRU cache will speed up 2-3x for running MoE when GPU VRAM cannot fit entire model. e.g. Only 12.7B active parameters out of total 46.7B for Mixtral 8x7B will be involved in calculation.
Repository: godot
Issue: MacOS Red Bars Full Screen
Labels: bug,platform:macos,topic:rendering,topic:porting

### Tested versions

Reproducible on Mac Sonoma 14.4.1 Godot 4.2.1 stable. 

### System information

MaxOS Sonoma 14.4.1 Godot 4.2.1 Stable

### Issue description

Whenever I go into fulls screen with a fixed aspect ratio, where the black bars should fill remaining space, there are weird red artifacts that take up the space. 

### Steps to reproduce

On Mac make a godot project with fixed aspect ratio, open it in full screen (not just maximized it needs to be full screen to reproduce) 

### Minimal reproduction project (MRP)

[testexport.zip](https://github.com/godotengine/godot/files/15211620/testexport.zip)
<img width="1440" alt="Screenshot 2024-05-04 at 11 02 21 PM" src="https://github.com/godotengine/godot/assets/63383788/1c2172ac-fd20-4a9c-9ca8-324770cc6a7a">
<img width="1440" alt="Screenshot 2024-05-04 at 11 01 57 PM" src="https://github.com/godotengine/godot/assets/63383788/e330f566-f2a2-44d1-a6a4-f86a66e45701">