sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: document what method "changes" means
Labels: area: devtools

### Is this a bug report or a feature request?

- [ ] Bug Report
- [X] Feature Request

### Please provide the steps to reproduce the issue [Bug Report only]

_No response_

### Please provide the expected behavior vs the actual behavior you encountered [Bug Report only]

_No response_

### Please provide a screenshot if possible [Bug Report only]

_No response_

### Please provide the exception or error you saw [Bug Report only]

_No response_

### Is this a browser-specific issue? If so, please specify the device, browser, and version. [Bug Report only]

```true
No
```


### Description [Feature Request only]

The profiler shows something like this:

![image](https://github.com/angular/angular/assets/8530117/0e25efe8-add9-4ae8-8e4b-026e8fc13b3e)

In my case, the method `changes` is shown instead of `ngDoCheck`. The directive has no method `changes`. This is confusing. Please document what the method `changes` describes.

Note: I'm currently profiling a closed source app. Hence, I can't share the code. One component takes multiple seconds. The profiler shows

| Directive        | Method           | Time  |
| ------------- |:-------------:| -----:|
| ChildComponent      | changes | 5012.3 ms |

If I remove `ChildComponent` and profile again, it shows me

| Directive        | Method           | Time  |
| ------------- |:-------------:| -----:|
| ParentComponent      | changes | 5012.3 ms |

It's unclear to me, what takes the time. Based on the first profiling result, I thought that `ChildComponent` is the cause of the issue and removing would solve it. However, this seems to have been a misinterpretation.

### Proposed solution [Feature Request only]

Document the possible values (especially `changes`) of `Method` in the guide: https://angular.io/guide/devtools

### Alternatives considered [Feature Request only]

Document the possible values (especially `changes`) of `Method` in the DevTools itself, i.e. a tooltip
Repository: neovim
Issue: 'winhighlight' option for Cursor, ModeMsg highlight groups
Labels: enhancement,highlight

### Problem

I wanted to override `Cursor`, `CursorLine`, `ModeMsg` and other hl groups locally in specific windows, but it seems like `Cursor` and `ModeMsg` groups aren't overridden (maybe there are others as well).

I use the same approach for all of them to get things done, but it's not working for those hl groups. I read `:h 'winhighlight'` and it says that all of built-in hl groups can be overridden. `Cursor` and `ModeMsg` are included in `:h highlight-groups` (which is referenced in `:h 'winhighlight'`), so I assume it _should_ work, but it doesn't.

I firstly thought that maybe there're some UI plugins that affect that 'winhighlight' option, but as you can see below even starting neovim with the `clean` argument doesn't solve that problem.

By the way, I saw #18399 which is similar, but I don't know whether it's related to this issue.

### Steps to reproduce

Working `CursorLine` example:
1. nvim --clean
2. `:lua vim.opt.termguicolors = true`
3. `:lua vim.opt.cursorline = true`
4. `:highlight MyLine guibg=#ff00ff`
5. `:lua vim.api.nvim_win_set_option(0, 'winhighlight', 'CursorLine:MyLine')`
6. You'll see awfully colored cursor line 🤣

**Not** working `Cursor` example:

1-4 steps are the same
5. `:lua vim.api.nvim_win_set_option(0, 'winhighlight', 'Cursor:MyLine')`
6. Nothing happens

### Expected behavior

I expect `Cursor`, `ModeMsg` highlight groups to be overridden by my custom hl groups.
I hope that I explained everything correctly.

### Neovim version (nvim -v)

0.9.1

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

I'm not sure Vim has 'winhighlight' option

### Operating system/version

MacOS 14.0

### Terminal name/version

WezTerm 20230408-112425-69ae8472

### $TERM environment variable

xterm-256color

### Installation

homebrew
Repository: godot
Issue: Script Resource is empty upon creation and eventually goes empty on saving
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.1 stable

### System information

Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.14037.17019) - AMD Ryzen 7 2700 Eight-Core Processor (16 Threads)

### Issue description

When creating a resource add adding a script via: `Script -> New GDScript` an empty script is created.



### Steps to reproduce

* Create resource
* Select `New GDScript` from the `RefCounted`
    * ![image](https://github.com/godotengine/godot/assets/1571806/9326e564-6f2c-4b1b-bd2f-cf634c4b1dd7)
* An empty resource is created 
    * ![image](https://github.com/godotengine/godot/assets/1571806/b7e24a81-e965-4e5d-bd16-dd494a9b0501)
* Along with a script that says `[unsaved](*)`
    * ![image](https://github.com/godotengine/godot/assets/1571806/f6fc4d66-7cdd-4ed2-8ab7-cdfcd34bade6)
* Double click on the new resource in the `FileSystem` and the resource shows up
    * ![image](https://github.com/godotengine/godot/assets/1571806/b0f0937e-c4b6-4a44-a049-736b453b1908)
* After doing edits and saving the file multiple times the script resource eventually goes empty again and the script is not saveable because it says `[unsaved](*)`


### Minimal reproduction project

An empty project works.
Repository: stable-diffusion-webui
Issue: [Feature Request]: AMD ROCm
Labels: enhancement,platform:amd

### 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 ?

AMD-Software-PRO-Edition-23.Q3-Win10-Win11-For-HIP ，zhis hip  is already work，FOR  webui ？AMD‘s GPU？ROCM？？

### Proposed workflow

1. Go to .... AMD website
2. Press ....  FIT for webui  on win10/11
3. ...


### Additional information

_No response_
Repository: godot
Issue: Shadow Map atlas quadrant selection problem
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.1

### System information

Windows 10

### Issue description

It looks like the wrong quadrant is selected for positional light sources when the camera is at a certain angle.

I can't really describe it in more technical detail, but something is defintely buggy here.

Like @clayjohn suggested, turning the quad subdivisions to 4 in all quadrants "solves" the problem.

Here is a video from my game:
https://github.com/godotengine/godot/assets/9423774/32e29362-751d-4df0-99bb-9b2150ac111b


And here is a video from the attached mrp:
https://github.com/godotengine/godot/assets/9423774/ce46de65-04d5-4403-96be-bf058b0925eb



### Steps to reproduce

See MRP.
- Create a Omni Light with a shadow
- Position a Camera close to it
- I feel like the camera being close to perpendicular to the light source provokes the problem.

### Minimal reproduction project

[4.1.1-shadow.zip](https://github.com/godotengine/godot/files/12209612/4.1.1-shadow.zip)
Repository: godot
Issue: Clipping Bug with Particles above Mesh with Depth/Screen-Tex Shader
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.0.stable, 4.1.1.stable, 4.2.dev

### System information

macOS Venture 13.4.1, Godot 4.1.1.stable/4.2.dev, Vulkan (Forward+)

### Issue description

If you create a mesh with a shader which samples a depth (hint_depth_texture) or screen(hint_screen_texture) texture, any particles displayed above/in-front of that mesh won't be visible/clipped if those particles have Alpha-Blending enabled. Also, parts of other meshes might be clipped as well.

It is enough to just do a: 
```
vec4 value = texture(depth_texture, UV);
```
or
```
vec4 value = texture(screen_texture, UV);
```
In the shader, there is no need to actually using the value. It will already trigger the bug.

I am not sure if it is a bug or expected behavior due to a wrong particle setting or setup as I haven't tested it in any other engine yet but I remember this is issue exists since early Alpha/Beta of Godot 4.0. It didn't happen in 3.6 so I think this is a bug. If not, please let me know how to change the setup to fix it.

### Steps to reproduce

I attached an MRP, just open it and you will see the issue immediately.

### Minimal reproduction project

[mrp_particlebug.zip](https://github.com/godotengine/godot/files/12209720/mrp_particlebug.zip)
Repository: next.js
Issue: Declarative shadow DOM does not work 
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Whatever CodeSandbox uses. I'm not sure how to run that command on CodeSandbox.
```


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

_No response_

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

https://codesandbox.io/p/sandbox/declarative-shadow-dom-in-next-js-xrg2zg?file=/app/thing.tsx:8,5

### To Reproduce

Try using declarative shadow DOM:
```jsx
 return (
    <div>
      <template shadowrootmode="open">
        <h2>This is in the shadow DOM</h2>
      </template>
    </div>
  );
```

### Describe the Bug

I get the following error:
```Unhandled Runtime Error
Error: Hydration failed because the initial UI does not match what was rendered on the server. 
Warning: Expected server HTML to contain a matching <template> in <div>.```

### Expected Behavior

Not get an error and render the shadow DOM. 

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

Chrome/Safari

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

_No response_
Repository: next.js
Issue: Header tags missing - 'warn Entire page /our-story deopted into client-side rendering.'
Labels: bug

### 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: 17.7.2
      npm: 8.5.2
      Yarn: 1.22.18
      pnpm: N/A
    Relevant Packages:
      next: 13.4.13-canary.6
      eslint-config-next: 13.4.7
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.3
    Next.js Config:
      output: N/A
```


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

App Router

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

https://github.com/ShaulBenDavid/shaul-sanity-blog

### To Reproduce

clone the project and run npm build.
or enter to this website dwizard.io and see the first HTML that gets load in the networks.


### Describe the Bug

The header tags are missing and nothing is static is appended to the html file.
and I get warn in the build
<img width="1306" alt="Screenshot 2023-07-30 at 20 24 19" src="https://github.com/vercel/next.js/assets/79593694/8a53934b-c972-4fbc-b8d2-5ef4601c1ef4">
<img width="720" alt="Screenshot 2023-07-30 at 20 24 50" src="https://github.com/vercel/next.js/assets/79593694/6c7764c0-e8e4-44a8-9881-8239e2f90bb8">



### Expected Behavior

html will be render first with the metatags

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

chrome

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

vercel with github actions
Repository: vscode
Issue: Add minimap border theme options
Labels: feature-request,editor-minimap

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I'm currently using a [theme](https://marketplace.visualstudio.com/items?itemName=thorerik.hacker-theme) that has green borders for every section in vscode.

However, the minimap is the one thing that is borderless which:
- blends in with the editor section
- doesn't match the rest of the sections

Could new theme options be added to create a border around the minimap?

Screenshots:

<img width="1440" alt="vscode-screenshot" src="https://github.com/microsoft/vscode/assets/9157052/8764c7a3-c038-4b88-b310-234bd152697b">
<img width="283" alt="minimap-screenshot" src="https://github.com/microsoft/vscode/assets/9157052/b92673e1-1e0f-4afa-a238-b43574df2465">
Repository: stable-diffusion-webui
Issue: [Bug]: textual inversion on custom models
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

The textual_inversion training only works correctly on base models. On custom models the image degrades (for example, on sd15 the training works fine, but on f222 or fCBlendMix with the same dataset and training parameters embedding degrades the image).
Has anyone encountered this problem?

### Steps to reproduce the problem

1. Go to train tab.
2. Press ....
3. ...


### What should have happened?

///

### Version or Commit where the problem happens

1.5.1

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### Cross attention optimization

xformers

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

Google Chrome

### Command Line Arguments

```Shell
--api --disable-safe-unpickle --enable-insecure-extension-access --no-download-sd-model --no-half-vae --xformers --disable-console-progressbars
```


### List of extensions

control-net
openpose-editor

### Console logs

```Shell
///
```


### Additional information

_No response_
Repository: godot
Issue: ScrollContainer touch input not working on android if set `scroll_*` property
Labels: bug,platform:android,topic:porting,topic:gui

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Samsung S22 Ultra (SM-S908B/DS), Android 13, One UI 5.1

### Issue description

Assigning a value to any of ScrollContainer scroll properties (`scroll_vertical`/`scroll_horizontal`) breaks the touch input on my android device. It just doesn't scroll at all.

### Steps to reproduce

Initially, I thought that my game's logic is broken but even something as simple as this:
```gdscript
func _process(delta):
    scroll_vertical = scroll_vertical
```
does break the scroll on my android device. On my Apple M1 chip macbook it works fine.

### Minimal reproduction project

[TestScrollContainer.zip](https://github.com/godotengine/godot/files/12209845/TestScrollContainer.zip)
Repository: next.js
Issue: Viewport position shift - triggered by scroll to top
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
NextJS v12
```

### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/vercel/next.js/assets/51684334/a41fb19a-655c-4a62-babb-8f5e0a474121

### To Reproduce

Two videos:

1. Twitter bug
- When I click the search icon on the bottom nav bar, the top nav and bottom nav shift up; however, the page underneath does not move. The result is a distorted viewport.

https://github.com/vercel/next.js/assets/51684334/a41fb19a-655c-4a62-babb-8f5e0a474121

2. My app (same bug)
- When I click My Site (middle icon on the bottom nav bar), the top nav and bottom nav shift up; however, the page underneath does not move. Again, the result is a distorted viewport.

https://github.com/vercel/next.js/assets/51684334/60b4fb8f-462b-4a52-8077-271f7c353525

My hunch is that this is related to iOS's 100vh bug, but I really have no idea! Any help or thoughts would be hugely appreciated.

### Describe the Bug

Scroll down a small amount, click bottom nav bar --> viewport distortion

### Expected Behavior

Page scrolls to top, no viewport distortion

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Mask Blur option for X/Y/Z grid
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 ?

Mask Blur in inpainting is a very important setting and the only one that is not able to be automated using the X/Y/Z grid script.

### Proposed workflow

1. Go to X/Y/Z grid script 
2. Press on the dropdown and select Mask Blur
3. It works as you would expect/like how everything else does


### Additional information

_No response_
Repository: godot
Issue: add: Condition "p_elem->_root" is true. error spam in connection with VisibleOnScreenEnabler2D
Labels: bug,topic:core

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___ 

### Godot version

v4.1.1.stable.official [bd6af8e0e]
confirmed still occurring:
v4.2.stable.official [46dc27791]

### System information

Ubuntu

### Issue description

Strange error spam that only appears to occur under very specific circumstances (which is not to say that it happens rarely at all) and likely connected to `VisibleOnScreenEnabler2D`.
```
E 0:00:02:0745   add: Condition "p_elem->_root" is true.
  <C++ Source>   ./core/templates/self_list.h:46 @ add()
```

### Steps to reproduce

Please see MRP. Just launch into `bug_self_list.tscn` and observe debugger log.

I got it isolated pretty good, but still can't point to anything specific.

If you change the position of the `Entity` nodes, it may no longer occur.
If you change the types of the `Entity` nodes, it no longer occurs.
If you remove one of of the children of the `Entity` nodes such as the `CollisionShape2D` or the `Area2D`, it no longer occurs.
If you test with only one `Entity` node it doesn't happen.

### Minimal reproduction project

[godot_4_self_list_bug.zip](https://github.com/godotengine/godot/files/12210094/godot_4_self_list_bug.zip)
Repository: flutter
Issue: [Impeller] Remove residual clips at the end of non-collapsed subpasses.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

Although we have optimizations to remove clips that do nothing, it is still the case that subpasses can wind up ending with clip draws immediately before the pass ends and the framebuffer stencil is discarded.

We've already found that clip overdraw can be quite expensive -- but perhaps more importantly, residual clips prevent us from realizing other possible optimizations, like that described in https://github.com/flutter/flutter/issues/131568#issuecomment-1657266088.

One way this could be done is by recording the index of the last "visible" `Element` seen, updating in `AddEntity` and `AddSubpass`, and just early return in the `OnRender` loop if the subpass is non-collapsed. We also need to be careful to get this value updated for `DrawPicture`.
Repository: angular
Issue: Utilize DomSanitizer in Renderer2
Labels: P3,area: docs

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

core

### Description

As stated in: https://angular.io/api/core/ElementRef#properties

> Alternatively you can take a look at [Renderer2](https://angular.io/api/core/Renderer2) which provides an API that can be safely used.

A lot of the community (including myself until I checked the source code) is lead to believe that using `Renderer2` takes care of all security problems while accessing DOM elements. It only wraps the DOM API methods with Angular methods from what I have seen in the code. I'm not an expert in XSS attacks but I think that is an improvement but not total protection. Correct me if I'm wrong.

Since probably a lot of people use it, can we make it actually solve some security problems so we can benefit from the current situation?

### Proposed solution

My proposal is to use the `DomSanitizer` 's `sanitize()` method when using `Renderer2` methods like:

- [setAttribute()](https://angular.io/api/core/Renderer2#setattribute)
- [addClass()](https://angular.io/api/core/Renderer2#addclass)
- [setStyle()](https://angular.io/api/core/Renderer2#setstyle)
- [setProperty()](https://angular.io/api/core/Renderer2#setproperty)
- [setValue()](https://angular.io/api/core/Renderer2#setvalue)

This way the usage of the `Rendere2` would make more sense, if of course, it is not planned to be deprecated.

If this sounds like a good idea, I would also gladly implement the feature.

### Alternatives considered

Implement some sort of a feature that would be a norm for direct DOM accessing in some other code segment.
Repository: godot
Issue: TileSet::duplicate(false) breaks original TileSet resource
Labels: bug,topic:2d

### Godot version

4.2.dev2

### System information

Godot v4.2.dev2 - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.3179) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

The mere invocation of `TileSet::duplicate(false)` breaks the original TileSet resource. In particular it looks like the TileSetSources of the original TileSet are getting removed, but I can only speculate.

### Example A

In this example both TileMaps are using the same TileSet resource, but one of them has the script attached; invoking `TileSet::duplicate(false)` causes both of them to lose their tiles.

https://github.com/godotengine/godot/assets/5732925/0b362a46-e88d-43ce-a028-58daceca267e

### Example B

This example is the same as above, except the first tilemap gets the newly duplicated TileSet, and the second one keeps the original TileSet:

https://github.com/godotengine/godot/assets/5732925/3cc57bfb-b692-4685-b786-6a0ad1619e9d

### Steps to reproduce

1. Create a TileSet resource and attach it to a TileMap
2. At runtime call `duplicate(false)` on the TileSet resource
3. Observe that the TileMap is now blank

### Minimal reproduction project

[TileSetDuplicate.zip](https://github.com/godotengine/godot/files/12210276/TileSetDuplicate.zip)
Repository: TypeScript
Issue: [ServerErrors][JavaScript] 5.2.0-dev.20230730
Labels: Bug

The following errors were reported by 5.2.0-dev.20230730
[Pipeline that generated this bug](https://typescript.visualstudio.com/TypeScript/_build?definitionId=48)
[Logs for the pipeline run](https://typescript.visualstudio.com/TypeScript/_build/results?buildId=156074)
[File that generated the pipeline](https://github.com/microsoft/typescript-error-deltas/blob/main/azure-pipelines-gitTests.yml)

This run considered 200 popular TS repos from GH (after skipping the top 0).

<details>
<summary>Successfully analyzed 192 of 200 visited repos</summary>

| Outcome | Count |
|---------|-------|
| Detected interesting changes | 2 |
| Detected no interesting changes | 190 |
| Unknown failure | 8 |

</details>

## Investigation Status
| Repo | Errors | Outcome |
|------|--------|---------|
|05dc022b77792efd84491358bf4bf0af|1| |
|def59ce2dc67eb6462cb9105a34d8a35|1| |
Repository: TypeScript
Issue: [ServerErrors][TypeScript] 5.2.0-dev.20230730
Labels: Bug

The following errors were reported by 5.2.0-dev.20230730
[Pipeline that generated this bug](https://typescript.visualstudio.com/TypeScript/_build?definitionId=48)
[Logs for the pipeline run](https://typescript.visualstudio.com/TypeScript/_build/results?buildId=156073)
[File that generated the pipeline](https://github.com/microsoft/typescript-error-deltas/blob/main/azure-pipelines-gitTests.yml)

This run considered 200 popular TS repos from GH (after skipping the top 0).

<details>
<summary>Successfully analyzed 185 of 200 visited repos</summary>

| Outcome | Count |
|---------|-------|
| Detected interesting changes | 3 |
| Detected no interesting changes | 182 |
| Git clone failed | 2 |
| Language service disabled in new TS | 1 |
| Unknown failure | 12 |

</details>

## Investigation Status
| Repo | Errors | Outcome |
|------|--------|---------|
|05dc022b77792efd84491358bf4bf0af|1| |
|97fae88179e19ad82ac9539d7379b0c3|1| |
|b8ab912bb1aa83c86e5dbd776771e472|1| |