sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: No warning shown when widget that accepts gestures is moved out of parent bounds
Labels: c: new feature,framework,customer: google,c: proposal,a: error message,P3,team-framework,triaged-framework

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## Steps to Reproduce

<!-- Please include full steps to reproduce so that we can reproduce the problem. -->

1. Run code in [this DartPad](https://dartpad.dev/?id=1c6ce97137b860d025d320b3bb94055b)
2. Interact with the FAB with the toggle off and on

**Expected results:** <!-- what did you want to see? -->

This code effectively reproduces what was previously reported in #27587. That bug was closed with notes that the behavior is intended and doing any other sort of hit testing would be too expensive from a CPU perspective.

Despite that, I expect in development that Flutter would alert me to the problem, either via some visual indicator (like the "child overflows parent" yellow and black lines) or a warning in the logs.

**Actual results:** <!-- what did you see? -->

When you make this mistake, things are just broken and you have to spend quite a bit of time to understand what you've done wrong.
Repository: storybook
Issue: [Bug]: Object control sets an empty object before user can enter keys and values
Labels: bug,addon: controls

### Describe the bug

When a component has an optional object prop and it is set as an undefined arg, when trying to define the object keys, an empty object is automatically set as the arg value.

This causes issues for components which have required entries that couldn't be defined, as clicking "Set object" will set the arg to `{}` before any required entries could be defined.

### To Reproduce

https://63f4f662ea2e878c745e00db-sfsgqnpqra.chromatic.com/?path=/docs/example-introduction--docs

- View the "Default Working" story to see the component
- View the "Not working" story
- Click the "Set object" control
- Note the error - an empty object argument has been entered into the prop before we could safely define the object

### System

```shell
Environment Info:

  System:
    OS: macOS 13.1
    CPU: (8) arm64 Apple M1 Pro
  Binaries:
    Node: 16.18.1 - ~/.nvm/versions/node/v16.18.1/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v16.18.1/bin/yarn
    npm: 8.19.2 - ~/.nvm/versions/node/v16.18.1/bin/npm
  Browsers:
    Chrome: 110.0.5481.100
    Safari: 16.2
  npmPackages:
    @storybook/addon-essentials: ^7.0.0-beta.47 => 7.0.0-beta.52 
    @storybook/addon-interactions: ^7.0.0-beta.47 => 7.0.0-beta.52 
    @storybook/addon-links: ^7.0.0-beta.47 => 7.0.0-beta.52 
    @storybook/blocks: ^7.0.0-beta.47 => 7.0.0-beta.52 
    @storybook/node-logger: ^7.0.0-beta.47 => 7.0.0-beta.52 
    @storybook/preset-create-react-app: ^4.1.2 => 4.1.2 
    @storybook/react: ^7.0.0-beta.47 => 7.0.0-beta.52 
    @storybook/react-webpack5: ^7.0.0-beta.47 => 7.0.0-beta.52 
    @storybook/testing-library: ^0.0.14-next.1 => 0.0.14-next.1
```


### Additional context

A longer term fix for this could be improved controls support for TS interfaces. In the short term, the `{}` just probably should not be set until the user has hit the enter key.
Repository: stable-diffusion-webui
Issue: [Bug]: Crash when changing checkpoints
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?

webui crashes when i try to change chekpoint

### Steps to reproduce the problem

1. run webui.sh
2. change stable diffusion checkpoint
3. crash

### What should have happened?

it should have changed the checkpoint, i've used webui on same hardware a while ago and it worked

### Commit where the problem happens

https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/0cc0ee1bcb4c24a8c9715f66cede06601bfc00c8

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

Linux

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

Mozilla Firefox

### Command Line Arguments

```Shell
PYTORCH_CUDA_ALLOC_CONF=garbage_collection_threshold:0.9,max_split_size_mb:512
```


### List of extensions

No

### Console logs

```Shell
./webui.sh

################################################################
Install script for stable-diffusion + Web UI
Tested on Debian 11 (Bullseye)
################################################################

################################################################
Running on [username] user
################################################################

################################################################
Repo already cloned, using it as install directory
################################################################

################################################################
Create and activate python venv
################################################################

################################################################
Launching launch.py...
################################################################
Python 3.10.9 (main, Dec 19 2022, 17:35:49) [GCC 12.2.0]
Commit hash: 0cc0ee1bcb4c24a8c9715f66cede06601bfc00c8
Installing requirements for Web UI
Launching Web UI with arguments: 
No module 'xformers'. Proceeding without it.
Loading weights [fe4efff1e1] from /home/[username]/stable-diffusion-webui/models/Stable-diffusion/sd-v1-4.ckpt
Creating model from config: /home/[username]/stable-diffusion-webui/configs/v1-inference.yaml
LatentDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.52 M params.
Applying cross attention optimization (Doggettx).
Textual inversion embeddings loaded(0): 
Model loaded in 6.2s (load weights from disk: 2.6s, create model: 0.6s, apply weights to model: 0.7s, apply half(): 0.5s, load VAE: 1.4s, move model to device: 0.4s).
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Loading weights [dcd690123c] from /home/[username]/stable-diffusion-webui/models/Stable-diffusion/v2-1_768-ema-pruned.safetensors
[1]    213967 killed     ./webui.sh
```


### Additional information

_No response_
Repository: vscode
Issue: [folding] Allow us to know if a region is folded or not
Labels: feature-request,api,editor-folding

Type: <b>Feature Request</b>

I am developping a folding related extension (not published yet).

I often run into cases when I would need to know if a certain region is folded or not.

For example, when you perform a search with ctrl+f, if one of your search result is located within a folded region,
VS Code will automatically unfold this region to show the match.
So basically, in a just a few searches, the Search feature can very quickly unfold all the regions that the user took time to carefully fold when organizing is document.
So what I would like to do is when the user as finished his/her search allow him/her to put everything back to how it was before the Search feature unfolds everything.

For this, i need to regularly check which regions are folded or unfolded (ideally it would be super cool to be able to track each time the user folds or unfolds a region!)
If the API could allow us to do that, it would be great.
Do I make any sens?

Thank you for your help.



VS Code version: Code 1.75.1 (441438abd1ac652551dbe4d408dfcec8a499b8bf, 2023-02-08T21:32:34.589Z)
OS version: Windows_NT x64 10.0.19044
Modes:
Sandboxed: No


<!-- generated by issue reporter -->
Repository: vscode
Issue: Standardize how the quick pick indicates the active item
Labels: feature-request,quick-pick,under-discussion

Ref #166983 via @bpasero 

We maybe should do a pass about how an "active" item in quick pick is indicated. For example the picker for windows does this:

![image](https://user-images.githubusercontent.com/900690/220366112-38ea268d-d8a5-4601-8ead-486eef312c88.png)

Here the profiles picker does this:

![image](https://user-images.githubusercontent.com/900690/220366164-bb78a191-42ce-4a01-9fde-d25ea6e3c4e2.png)
Repository: vscode
Issue: Default `textLineLimit` should be based on visible editor size
Labels: bug,papercut :drop_of_blood:,notebook-output

Testing #174637

When dealing with nested scrollable regions, an inner scrollable region should never be larger than the outer region, or it quickly becomes extremely annoying to use.

It looks like there's just a hardcoded textLineLimit, but based line height settings and the size of the vscode window, it is possible to get into the above state. Especially with people who have larger line heights or small laptop screens.

I suggest a value of "0" be used to automatically try to pick a number of lines/scroll height of, say, 3/4 of the notebook webview's height.
Repository: vscode
Issue: Banners have low contrast/attention-grabbiness in v2 themes 
Labels: themes

<img width="379" alt="CleanShot 2023-02-21 at 10 01 26@2x" src="https://user-images.githubusercontent.com/25163139/220424020-b27139de-58e1-4365-904b-76ba567c9bde.png">

<img width="494" alt="CleanShot 2023-02-21 at 10 01 53@2x" src="https://user-images.githubusercontent.com/25163139/220424025-52aa7455-7daf-4242-aba3-0764ff23a75f.png">
Repository: godot
Issue: SSAO and SSIL Break with Odd Resolutions
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0 rc 3

### System information

Windows 11, Vulkan, GTX 1050 Ti 528.24

### Issue description

SSAO/SSIL at full Res breaks when using Non-Even Resolutions (Half res works just fine)

![image](https://user-images.githubusercontent.com/50302479/220423351-e58954ff-c9ed-41bb-8d3b-4ddc5792f76a.png)


### Steps to reproduce

Set Viewport to Non-Even Resolution and Disable Half Size, and look at a Plane from a distance

### Minimal reproduction project

N/A
Repository: vscode
Issue: Run to Cursor and Add to Watch available in JSON settings file context menu 
Labels: bug,debug

IMO Run to Cursor and Add to Watch should not appear in the editor context menu for the settings.json file. Additionally Evaluate in Debug Console and Add Inline Breakpoint appear in the editor context menu for the settings.json file when a debug session is active.

<img width="453" alt="image" src="https://user-images.githubusercontent.com/30305945/220425247-f1f36de8-e392-4632-a19c-ec2426711a8f.png">
Repository: vscode
Issue: Add option to not focus next search result
Labels: feature-request,search

Testing #174724

So I was accepting a Replace result and I noticed that the next search result was focused... which made me have to pause for a second and think... "wait, I just applied a search in a totally different file, not this one right?"

![Recording 2023-02-21 at 10 05 09](https://user-images.githubusercontent.com/2644648/220424696-acb1ed92-0ce0-4e7e-a6a8-1b95b791fa6f.gif)

Could we not focus the next search result so the editor doesn't swap?
Repository: vscode
Issue: No Search Diff editor for Notebooks
Labels: feature-request,search,notebook-diff

Testing #174724

Notebooks:
![image](https://user-images.githubusercontent.com/2644648/220427686-047dff4d-1113-4851-b588-07cf8cece8a7.png)

Non-Notebooks:
![image](https://user-images.githubusercontent.com/2644648/220427834-6fd64b28-73b3-49dd-9dc7-23e0bddc0f91.png)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Save settings on train tab
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 ?

When I want to continue training an embedding, I have to re-enter every setting. I would like it to remember them and set them all when i choose the embedding from the drop down.

### Proposed workflow

1. Go to train tab
2. Click embedding dropdown
3. click desired embedding

then all settings have been updated based on the last settings used to train this embedding, and you can just click train


### Additional information

_No response_
Repository: storybook
Issue: [Feature Request]: How to create custom storybook templates such as Wix
Labels: feature request,documentation

### Is your feature request related to a problem? Please describe

I see a lot of storybooks advertised on storybooks website, such as [Wix's storybook](https://www.wix-style-react.com/storybook/?path=/story/getting-started--about#Get_started) that have complex templates and structures, but there doesn't seem to be any documentation in storybook in how to create these complex templates.

### Describe the solution you'd like

Improved documentation and details on how to create these templates that are shown from published storybooks advertised on their site.

### Describe alternatives you've considered

Trying to create my own, but this seems very difficult.

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: TypeScript
Issue: No string completions in type arguments where constrained to string literal union
Labels: Bug,Help Wanted,Effort: Moderate,Domain: Completion Lists

A friend of mine recently tried using JSX generics and it seems like the fix in #34958 did not work for them.

Here is an oversimplified code snippet that replicates the issue. We've tried this in two different machines and neither worked:

```
import * as React from "react"

type Variations = "hello" | "baaaaa" | "click"

const MyGeneric = <T extends Variations>({  }) => {
  return <div></div>
}

const Issue = () => {
  return <MyGeneric<"ctrl+space should bring up suggestions here">></MyGeneric>
}
```

_Originally posted by @varemenos in https://github.com/microsoft/TypeScript/issues/34110#issuecomment-1436055385_
Repository: vscode
Issue: Allow me to search for markdown headers without manually inserting `-` delimiters
Labels: help wanted,feature-request,markdown

Testing #174884

Currently if I have a header like so 

```md
# A header with spaces in the title
```

I have to search for it by typing the following when triggering header autocomplete

```
#a-header-with-spaces-in-the-title
```

I'd like to be able to type

```
#a header with spaces in the title
```

and have the completion still show up.
Repository: PowerToys
Issue: Color Picker precision zoom to be enabled by modifier key
Labels: Needs-Triage

### Description of the new feature / enhancement

The Color Picker has a nice precision zoom window if you use the scroll wheel on a mouse while hovering over a color. But as far as i can see its only available by using the scroll wheel, and that makes it less than ideal to use for Wacom pen users.

It would be nice if it could be activated by holding a modifier key (eg Ctrl) and drag left/right .

### Scenario when this would be used?

easier access to this nice feature for Wacom pen users

### Supporting information

_No response_
Repository: godot
Issue: Disabling Script Editor also disable the ability to create "New Scripts" from inspector
Labels: enhancement,discussion,topic:editor

### Godot version

3.5.1 and 4.0.RC2

### System information

Windows

### Issue description

When disabling the script editor feature you also lose the ability to create new scripts from nodes.

#### Why I disabled it?
I use c# on external editor, and I'm annoyed by having a tab that I never use. So I decided to disable it, but for my surprise it disable the ability to create new scripts from inspector, and also the double-click functionality from FileSystem.

#### Why it's a bug?
> Script Editor:
> Allows to edit scripts using the integrated script editor.

The description of the script editor feature don't say that "you will be disabled of creating new scripts from inspector". 
I stayed 1 week thinking it has just a bug with the new godot version, but nope it also happens on 3.5.

### Steps to reproduce

1. Editor -> Manage Editor Features
2. Disable Script Editor
3. Select any node  right click on script -> New Script
4. Nothing will happen

### Minimal reproduction project

Editor bug
Repository: vscode
Issue: Please add the 'Activity Bar' toggle to the Title Bar.
Labels: feature-request,titlebar

<!-- ⚠️⚠️ 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. -->

Please add the 'Activity Bar' toggle to the Title Bar alongside the other three toggles. Currently, we can toggle the Activity Bar by clicking the 'Customize Layout' icon and then the 'Activity Bar' toggle. However, adding the icon to the Title Bar will significantly improve the user experience. Because, 
* It seems that the 'Activity Bar' toggle does not belong under 'Customize Layout' in the same way that 'Primary Side Bar Position' and 'Panel Alignment' do.
* Currently, toggling the Activity Bar using a mouse involves a three-step process. 
3. Click the 'Customize Layout' icon.
2. Click the 'Activity Bar' toggle.
3. Close the 'Customize Layout' box.
Repository: godot
Issue: PopupMenu breaks future mouse interactions
Labels: documentation,topic:input,topic:gui

### Godot version

4.0.dev (7e79aead99)

### System information

Arch Linux, GLES3, AMD RX 7900 XTX

### Issue description

After calling `popup()` on a `PopupMenu` inside a `GraphEdit`, some future mouse interactivity breaks. By this I mean you can no longer click the editor's scroll bars, or any buttons (neither pre-existing nor custom). I have not yet figured out a way to fix it other than closing the graph editor and re-opening it again (which is not possible in this included MVP, but might be useful troubleshooting knowledge).

This issues is _not_ present if the `display/window/subwindows/embed_subwindows` option is enabled. I'm not sure whether being inside a graph matters.

### Steps to reproduce

0. Run game.
1. Click built-in `GraphEdit` buttons to verify that they work as expected (toggle grid, etc.).
2. Try dragging the `GraphEdit` scrollbars to verify that they work as expected.
3. Click my custom "some button" I added to verify that it prints "button pressed".
4. Right click anywhere, which calls `PopupMenu#popup`, and then close the popup however you wish (clicking outside, escape, etc.).
5. Repeat steps 1-3 and see that they no longer work as expected.

### Minimal reproduction project

[mvp.zip](https://github.com/godotengine/godot/files/10797237/mvp.zip)
Repository: godot
Issue: Vulkan Mobile: decal cull layers do not sync to changes on visual layers of meshes.
Labels: bug,topic:rendering,needs testing,topic:3d

### Godot version

4.0 RC3

### System information

Ubuntu 22.04

### Issue description

If we set a cull layer to a decal, and update meshes to different layers, these changes are not updated to the decal. We need to "reset" the decal cull layer by clearing all its cull layers and assign it again in the editor for the  changes to take effect. In the videos, a decal with a cull layer = 1 shows in a mesh instance at layer 3. We need to reset decal layers for the culling to work.


https://user-images.githubusercontent.com/8985409/220453007-9f6919b4-bb1f-4bf7-b5b3-bf98c693213f.mp4


https://user-images.githubusercontent.com/8985409/220453027-2f3520b1-2bfd-4d12-85e7-5ee8c9d929dd.mp4



### Steps to reproduce

Set a decal and some meshes. Change the meshes layers. This change will not show in the editor nor in the game. Now reset decal layer by empty its cull layer and then choosing a new one. Now changes are visible and decal will cull properly. 

### Minimal reproduction project

[mobile_decal_cull_layer_bug.zip](https://github.com/godotengine/godot/files/10797475/mobile_decal_cull_layer_bug.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Auto Shutdown Extension
Labels: enhancement,extension-request

### 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 ?

This extension would shut the PC down after the current batch was completed. It'd be useful for large batch counts.

### Proposed workflow

It'd be shown as a toggle in the txt2img tab. When activated, the webui would execute this command `shutdown /s /t 1` and turn off the system.

### Additional information

_No response_
Repository: godot
Issue: WSL2 ubuntu in Win 10, imports crash
Labels: bug,platform:windows,platform:linuxbsd,topic:editor,needs testing

### Godot version

4.0.RC3

### System information

WSL2, ubuntu 20.04.5 LTS, under Windows 10 Pro 22H2, os build 19045.2604 AMD Ryzen 7 5700X 8-Core Processor 3.40 GHz RAM: 32.0 GB (31.9 GB usable) NVIDIA GeForce RTX 3060 driver 526.98

### Issue description

I have not been able to successfully import anything created under win 10 into WSL2 ubuntu (including 3rd party demos, etc).  Import and edit crashes.  The project then appears in the project list.  Loading crashes.  There is a delay as the editor window appears and a load attempt is made, but before you can use the editor it crashes.

Note that 3.5 has no crashing issues and apart from sound works okay on stuff I have tried.

If you need an example, try this one: https://gdquest-demos.github.io/godot-4-3d-third-person-controller/  from gdquest.

Screenshot of terminal attached.

I am a long way away from being a technical person so I hope this is valid and that this helps. :)

![image](https://user-images.githubusercontent.com/24503093/220459495-98056922-42b0-4034-9059-5e2d28227e99.png)

PS and probably not related:  How can you fix an editor options issue (say like blender path not available) if you have to enter the editor to do so and that issue is the reason for the crash?  Maybe another option button on the project manager: "Edit", "Run", "Rename", "Remove", and also Editor "Preferences".

### Steps to reproduce



### Minimal reproduction project

https://gdquest-demos.github.io/godot-4-3d-third-person-controller
Repository: PowerToys
Issue: Win (Right) being mapped to Alt (Left) isn't work in Terminal
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Priority-2,Status-Reproducible

### Microsoft PowerToys version

0.67.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

1) configure Terminal to open a new tab with alt+t (this might already be a default)
2) add a mapping in the keyboard manager from Win (Right) -> Alt (Left)
3) open Terminal as administrator, press Win (Right) key + t

Notes:
* The mapping does seem to work in other apps, such as VSCode. 
* I tested remapping Shift (Left) to Alt (Left) and that does seem to work in Terminal. Likewise, remapping the shortcut "Win (Right) + t" -> "Alt (Left) + t" works, but only if key mapping is removed. 


### ✔️ Expected Behavior

I expect a new tab to open in the terminal window

### ❌ Actual Behavior

nothing happens

### Other Software

Terminal 1.16.10262.0