sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: Flickering during scroll restoration with scrollPositionRestoration: 'enabled' in Angular
Labels: area: router

### Which @angular/* package(s) are the source of the bug?

common & router

### Is this a regression?

No

### Description

Flickering occurs on every scroll interaction done automatic on the load of the page, when **scrollPositionRestoration: 'enabled'** is used in Angular.
This error is happen in a complex and large app with lot of routes.

This work fine in small app and in new project and can there are any factor which are affecting this scrolling Behavior


### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.0.0
Node: 20.9.0
Package Manager: npm 10.2.3
OS: win32 x64

Angular: 17.0.2
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, platform-server
... router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1700.0
@angular-devkit/build-angular   17.0.0
@angular-devkit/core            17.0.0
@angular-devkit/schematics      17.0.0
@angular/cdk                    17.0.0
@angular/cli                    17.0.0
@angular/material               17.0.0
@angular/ssr                    17.0.0
@schematics/angular             17.0.0
rxjs                            7.8.1
typescript                      5.2.2
zone.js                         0.14.2
```


### Anything else?

_No response_
Repository: storybook
Issue: [Bug]: `SB_PREVIEW_API_0001 (MissingStoryAfterHmrError)` when linking Story from "composed" SB instances
Labels: bug,composition,sev:S3

### Describe the bug

I have a main SB instance in which I write my MDX documentation using @storybook/addon-docs. I have a couple more SB instances connected to the main instance via the [composition feature](https://storybook.js.org/docs/sharing/storybook-composition#with-feature-flags).

I'm trying to render stories present in each instances, side by side, using the [`<Story/>`](https://storybook.js.org/docs/writing-docs/doc-blocks#story) component, along with its `id` prop as described in the ["Linking to other stories and pages" section of the doc](https://storybook.js.org/docs/writing-docs/mdx#linking-to-other-stories-and-pages).

Stories that are coming from the main SB instance are rendered correctly. However, stories from instances that are referenced from composed SB (via the refs in main.js) are not rendered, and are causing the error:

```
SB_PREVIEW_API_0001 (MissingStoryAfterHmrError)
Couldn't find story matching id 'ref1_foo--primary' after HMR.
- Did you just rename a story?
- Did you remove it from your CSF file?
- Are you sure a story with the id 'ref1_foo--primary' exists?
- Please check the values in the stories field of your main.js config and see if they would match your CSF File.
- Also check the browser console and terminal for potential error messages.
```

### To Reproduce

Follow instructions in the README of [this repo](https://github.com/flochtililoch/sb-comp).

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.2.1
    CPU: (10) arm64 Apple M1 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.15.0 - ~/.nvm/versions/node/v18.15.0/bin/node
    Yarn: 1.22.21 - ~/.nvm/versions/node/v18.15.0/bin/yarn <----- active
    npm: 9.5.0 - ~/.nvm/versions/node/v18.15.0/bin/npm
  Browsers:
    Chrome: 120.0.6099.234
    Safari: 17.2.1
  npmPackages:
    @storybook/addon-docs: 7.4.5 => 7.4.5
    @storybook/addon-essentials: ^7.6.10 => 7.6.10
    @storybook/addon-interactions: ^7.6.10 => 7.6.10
    @storybook/addon-links: ^7.6.10 => 7.6.10
    @storybook/addon-onboarding: ^1.0.10 => 1.0.10
    @storybook/blocks: ^7.6.10 => 7.6.10
    @storybook/preset-create-react-app: ^7.4.5 => 7.6.10
    @storybook/react: ^7.6.10 => 7.6.10
    @storybook/react-webpack5: ^7.6.10 => 7.6.10
    @storybook/testing-library: ^0.2.2 => 0.2.2
    storybook: ^7.6.10 => 7.6.10
```


### Additional context

I can't tell if this is just not supported, if I'm using a combination of versions that prevents this to work correctly, or if that's an actual bug. I have not find any evidence in the docs or other issues in the repo that could confirm either.
Repository: godot
Issue: Editor Skeleton3D CreatePhysicalSkeleton skips bones if multiple children
Labels: discussion,topic:editor,topic:3d

### Tested versions

* Reproduced in:
  - 4.2.1-stable
  - 4.3-dev2


### System information

Godot v4.2.1.stable.mono - Windows 10.0.22000 - Vulkan (Forward+) - dedicated AMD Radeon(TM) Graphics () - Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz (4 Threads)

### Issue description

When creating physical bones for a skeleton via the editor, a bone is only created for a single child.  Any remaining children are skipped.  (See `Skeleton3DEditor::create_physical_skeleton()` where only single parent bone is created for each child)

I also noticed some rotation errors due to target and up vector being parallel, likely because the required cross check in `create_physical_skeleton()` is done on the non-normalised vector.  (See `Basis::looking_at()` where the cross check is performed on normalised vector).  I was able to work around this by creating my own import script.

I also noticed that selecting a skeleton bone in the property inspector (ie, not the physics bone) seems to select the child bone(s) rather than the named bone.  So in the case of a bone with multiple children, all child bones are selected.

Physical Bones with multiple children are missing all but first:
![PhysicalBone_Select](https://github.com/godotengine/godot/assets/57929251/8e57b1af-fb58-432b-a2fe-6ce7b628a7b8)
![PhysicalBone_View](https://github.com/godotengine/godot/assets/57929251/3c663879-bc83-4233-ae0e-31632e253921)

Selecting skeleton bone highlights child bones in main view:
![Bone_Select](https://github.com/godotengine/godot/assets/57929251/a00d86d1-0c95-4b1e-a89a-d41afa77502e)
![Bone_View](https://github.com/godotengine/godot/assets/57929251/af5bdffa-7d60-4d14-9651-8b3c25c2d833)


### Steps to reproduce

Load Project
Open Scene

### Minimal reproduction project (MRP)

[BonesTest_4.2.1-stable.zip](https://github.com/godotengine/godot/files/13984410/BonesTest_4.2.1-stable.zip)
Repository: pytorch
Issue: amp need a whitelist
Labels: triaged,module: amp (automated mixed precision)

### 🚀 The feature, motivation and pitch

Can we provide a whitelist mechanism for amp features so that users can freely control the precision of the operator。
For example, I suspect that a operator running with low_precision_fp might affect the  accuracy, so I want to put it on fp32, but I don't find a good way to verify it.
...

    with torch.cuda.amp.autocast(dtype=fp16, white_list={op_xx, op_yy}):
        outputs = model(inputs)
        loss = criterion(outputs, targets)

I want all the operators in  white_list={op_xx, op_yy} will run in fp32.  
Are you willing to provide such a variable  in amp interface for users,  thanks much!
https://pytorch.org/docs/stable/amp.html#module-torch.cuda.amp

### Alternatives

_No response_

### Additional context

_No response_

cc @mcarilli @ptrblck @leslie-fang-intel @jgong5
Repository: opencv
Issue: ipa size
Labels: wontfix,effort: ∞

### System Information

There is no corresponding framework in the ipa

### Detailed description

Opencv doesn't seem to take up the size of an ipa package

### Steps to reproduce

ipa size

### Issue submission checklist

- [X] I report the issue, it's not a question
- [ ] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: ant-design
Issue: 当 Popover 打开元素超过浏览器高度显示异常
Labels: Inactive,unconfirmed

### Reproduction link

[https://stackblitz.com/edit/react-kok6mg?file=demo.tsx](https://stackblitz.com/edit/react-kok6mg?file=demo.tsx)

### Steps to reproduce

点击按钮弹出 Popover

### What is expected?

能看到 `Content` 内容

### What is actually happening?

不能看到 `Content` 内容

| Environment | Info |
| --- | --- |
| antd | 5.13.1 |
| React | latest |
| System | mac |
| Browser | chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Closing a scene behaves differently depending on whether you use the shortcut or not.
Labels: discussion,topic:editor

### Tested versions

v3.6.beta3.official [21ab700f2]

### System information

w10 64

### Issue description

Watch the video:

- When I close a scene using the shortcut CTRL + SHIFT + W the scene is saved even if it has no changes.

- When I close the scene directly with the mouse, the scene closes quickly without saving as there are no changes to the scene.

Do not take into account the size of the scene or the elements that appear in it, this happens even with small scenes.


https://github.com/godotengine/godot/assets/19652075/df997160-436f-4f9d-a547-735f625dbbb1




### Steps to reproduce

There will be a scene.
Close the scene using the shortcut CTRL + SHIFT + W
There will be another scene.
Close it using the mouse.

### Minimal reproduction project (MRP)

...
Repository: godot
Issue: Godot moves the map without me telling him to.
Labels: topic:editor,topic:2d

### Tested versions

v3.6.beta3.official [21ab700f2]

### System information

w10 64

### Issue description

When I use the vertical scroll bar and release the mouse button, Godot automatically moves the map, I don't know why or if this is a bug, what I do know is that it seems strange and uncomfortable to me.

This seems to happen starting at a certain zoom level, if the zoom is lower than 45 this will happen.

Godot, don't move my map, I'll move it when I need it!

Then I report it as a bug.


https://github.com/godotengine/godot/assets/19652075/94af0537-061d-429e-9ace-b3376fe3ab81



### Steps to reproduce

Watch the video, move your map to the side of the editor, use the vertical scroll bar.
Godot will move his map to a direction... I don't know why.

### Minimal reproduction project (MRP)

...
Repository: langchain
Issue: Unsupported early_stopping_method="generate" in AgentExecutor after reaching iteration limit
Labels: Ɑ: agent,🤖:bug

### Checked other resources

- [X] I added a very descriptive title to this issue.
- [X] I searched the LangChain documentation with the integrated search.
- [X] I used the GitHub search to find a similar question and didn't find it.

### Example Code

The following code:

```python
agent_system = create_openai_tools_agent(
    llm=llm,
    tools=tools,
    prompt=prompt)

agent = AgentExecutor(
    agent=agent_system,    # Sets the system to use openai functions
    tools=tools,                   # Sets the tools visible to the LLM
    return_intermediate_steps=True,     # Get a list of traces of the trajectory of the chain
    max_iterations=4,          # Sets the number of intermediate steps
    early_stopping_method="generate",   # Applies final pass to generate an output if max iterations is reached
    verbose=verbose)         # Makes internal states visible to debug

agent.invoke({'input': user_input})
```

### Description

This code if it reaches the max iterations, returns an error.

ERROR: Got unsupported early_stopping_method `generate`

### System Info

pip langchain==0.1.0 langchain-openai==0.0.2.post1

Using as LLM GPT-3.5 Turbo 0613

### Related Components

- [ ] LLMs/Chat Models
- [ ] Embedding Models
- [ ] Prompts / Prompt Templates / Prompt Selectors
- [ ] Output Parsers
- [ ] Document Loaders
- [ ] Vector Stores / Retrievers
- [ ] Memory
- [X] Agents / Agent Executors
- [ ] Tools / Toolkits
- [X] Chains
- [ ] Callbacks/Tracing
- [ ] Async
Repository: vscode
Issue: Being able to collapse functions, classes, etc. in diff editor
Labels: diff-editor

It would be great if we can have collapse option to functions, classes etc.


![image](https://github.com/microsoft/vscode-pull-request-github/assets/7490180/d32b2538-ebb6-4516-a09c-f66c27c1d706)
Repository: next.js
Issue: import.meta.dirname + import.meta.filename `undefined` in page
Labels: Upstream,bug,linear: turbopack

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/import-meta-dirname-reproduction-vj3gfq?file=%2Fapp%2Fpage.tsx%3A1%2C1

### To Reproduce

1. Open the reproduction
2. Observe `import.meta.dirname` is `undefined` in the webpack-compiled `page.tsx` (but is a dir path in Node.js)

![Screenshot 2024-01-19 at 11 45 54](https://github.com/vercel/next.js/assets/1935696/575bea38-1960-49fa-bf4a-b07ce45a78e4)


Changes to repro template:

- upgrade to Node.js 20.11.0 via dev container config
- switch to `"type": "module"` to enable running ESM with Node.js (and change `module.exports =` to `export default` in `next.config.js`)
- add file `import-meta.dirname.js` with `console.log()` of `import.meta.dirname`
- add `console.log()` of `import.meta.dirname` to `app/page.tsx`

### Current vs. Expected behavior

I expected [`import.meta.dirname` and `import.meta.filename`](https://github.com/nodejs/node/pull/48740), introduced in [Node.js 20.11.0](https://nodejs.org/en/blog/release/v20.11.0) to not be `undefined` in Next.js pages in the App Router, but it is `undefined`

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
Binaries:
  Node: 20.11.0
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 8.14.1
Relevant Packages:
  next: 14.1.1-canary.1
  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)

Module resolution (CJS / ESM, module resolving)

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local)

### Additional context

_No response_

<sub>[PACK-2953](https://linear.app/vercel/issue/PACK-2953/importmetadirname-importmetafilename-undefined-in-page)</sub>
Repository: rust
Issue: Building for m68k-unknown-linux-gnu fails with SIGILL with no LLVM backtrace
Labels: I-crash,A-LLVM,O-motorola68k

After a longer hiatus since my build machine was unavailable, I have finally found the time to work on the m68k backend in the Rust compiler again.

I tried building a Rust compiler for m68k with `./configure --host=m68k-unknown-linux-gnu` which fails with an error that I don't know how to debug since it doesn't show an LLVM backtrace:

```
Building stage1 library artifacts (x86_64-unknown-linux-gnu -> m68k-unknown-linux-gnu)
   Compiling compiler_builtins v0.1.105
   Compiling core v0.0.0 (/data/home/glaubitz/rust/library/core)
   Compiling libc v0.2.150
   Compiling memchr v2.5.0
   Compiling std v0.0.0 (/data/home/glaubitz/rust/library/std)
   Compiling rustc-std-workspace-core v1.99.0 (/data/home/glaubitz/rust/library/rustc-std-workspace-core)
   Compiling alloc v0.0.0 (/data/home/glaubitz/rust/library/alloc)
   Compiling cfg-if v1.0.0
   Compiling adler v1.0.2
   Compiling rustc-demangle v0.1.23
rustc exited with signal: 4 (SIGILL) (core dumped)
error: could not compile `core` (lib)

Caused by:
  process didn't exit successfully: `/data/home/glaubitz/rust/build/bootstrap/debug/rustc /data/home/glaubitz/rust/build/bootstrap/debug/rustc --crate-name core --edition=2021 library/core/src/lib.rs --error-format=json --json=diagnostic-rendered-ansi,artifacts,future-incompat --diagnostic-width=171 --crate-type lib --emit=dep-info,metadata,link -C opt-level=3 -C embed-bitcode=no -Zunstable-options --check-cfg 'cfg(feature, values("debug_refcell", "panic_immediate_abort"))' -C metadata=4656c87c5d5bad9b -C extra-filename=-4656c87c5d5bad9b --out-dir /data/home/glaubitz/rust/build/x86_64-unknown-linux-gnu/stage1-std/m68k-unknown-linux-gnu/release/deps --target m68k-unknown-linux-gnu -C linker=cc -L dependency=/data/home/glaubitz/rust/build/x86_64-unknown-linux-gnu/stage1-std/m68k-unknown-linux-gnu/release/deps -L dependency=/data/home/glaubitz/rust/build/x86_64-unknown-linux-gnu/stage1-std/release/deps -Csymbol-mangling-version=legacy -Zunstable-options '--check-cfg=cfg(feature,values(any()))' -Zunstable-options '--check-cfg=cfg(bootstrap)' '--check-cfg=cfg(stdarch_intel_sde)' '--check-cfg=cfg(no_fp_fmt_parse)' '--check-cfg=cfg(no_global_oom_handling)' '--check-cfg=cfg(no_rc)' '--check-cfg=cfg(no_sync)' '--check-cfg=cfg(backtrace_in_libstd)' '--check-cfg=cfg(target_env,values("libnx"))' '--check-cfg=cfg(target_arch,values("spirv","nvptx","xtensa"))' -Zmacro-backtrace -Clink-args=-Wl,-z,origin '-Clink-args=-Wl,-rpath,$ORIGIN/../lib' -Csplit-debuginfo=off -Cprefer-dynamic -Zinline-mir -Cembed-bitcode=yes '-Zcrate-attr=doc(html_root_url="https://doc.rust-lang.org/nightly/")' -Z binary-dep-depinfo` (exit status: 254)
warning: build failed, waiting for other jobs to finish...
rustc exited with signal: 4 (SIGILL) (core dumped)
error: could not compile `compiler_builtins` (lib)
```

This is most likely a bug in the LLVM M68k backend, but since it's not showing an LLVM backtrace, I am not sure how to debug this.

Any hints?

CC @jrtc27 @mshockwave @0x59616e @antoyo
Repository: terminal
Issue: WT doesn't support U+2068 and U+2069 characters
Labels: Issue-Bug,Product-Terminal,Area-AtlasEngine

### Windows Terminal version

1.20.10161.0

### Windows build number

10.0.26020.1000

### Other Software

AOSC OS on WSL

### Steps to reproduce

1. Install AOSC OS on WSL from [Microsoft Store](https://www.microsoft.com/store/productId/9NMDF21NV65Z?ocid=pdpshare)
2. Finish the OOBE
3. Run `sudo oma refresh`

### Expected Behavior

The output is fully human readable.

### Actual Behavior

Several unreadable characters appear, specifically U+2068 and U+2069.

These characters are for [Explicit Directional Isolates](https://www.unicode.org/reports/tr9/#Explicit_Directional_Isolates). [Microsoft's doc](https://learn.microsoft.com/en-us/globalization/fonts-layout/text-directionality#explicit-formatting-characters) also mentions these characters. It seems that Windows Terminal doesn't support them, and just print the characters out.

![image](https://github.com/microsoft/terminal/assets/8013154/922e7eba-b4d0-4622-9550-508a7b736588)
Repository: next.js
Issue: avoid cached page in browser
Labels: examples

### Verify canary release

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

### Provide environment information

```bash
next-auth login function
```


### Which example does this report relate to?

next-auth

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

_No response_

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

_No response_

### Describe the Bug

After logging in to a page that requires a login, the user is still directed to the login page when visiting again.
Forcing an assignment like window.href = "/" will naturally resolve the issue by initializing the cache, but using useRouter will cause this issue.
Therefore, to avoid visiting the cached page in the browser, we can use one of the classic tricks of web development: assigning random values to the query string.

Example) localhost:3000/hello=${Date.now()}

### Expected Behavior

cached page is always problem 

### To Reproduce

Example) localhost:3000/hello=${Date.now()}
Repository: go
Issue: x/telemetry: 2024-1-18 An Internal Server Error is obtained
Labels: NeedsInvestigation,telemetry

### Go version

inapplicability

### Output of `go env` in your module/workspace:

```shell
inapplicability
```


### What did you do?

2024-1-19 access https://telemetry.go.dev/charts/2024-01-18

### What did you see happen?

have Internal Server Error

### What did you expect to see?

not have Internal Server Error
Repository: PowerToys
Issue: VSCode terminal dont recognize path variables when opened from PowerToys Run
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

When I run VSCode from PowerToys Run and try to use commands such as "ng" from angular, it shows that common error that the command Is not known, but when I open from the start menu (whitout running as administrator) I dont get the error and It works as intended

### ✔️ Expected Behavior

To run commands In the terminal when opened from PowerToys Run

### ❌ Actual Behavior

It do not run commands when opened from PowerToys Run

### Other Software

Visual Studio Code 1.85.2
Repository: excalidraw
Issue: Customize the main toolbar
Labels: enhancement

### Main problem
Although I went through the docs, issues and roadmap, i'm still not sure if this functionality already exists or not or if it is WIP, but i'd like to be able to customize the main toolbar.
In my case I want to have a vertically aligned toolbar on the left side of the screen, change the icons, help messages, yet keep the essential working the same. Somewhat similar to the idea mentioned in #6140 where i'll be able to group the settings separately so that the settings toolbar (that pops up on the left when a user clicks on pen, shape etc) isn't permanently visible and takes up too much space.
Of course i'm not saying that we should replace the current UX in any way as that works for a lot of people but i'd like to have a [children component API](https://docs.excalidraw.com/docs/@excalidraw/excalidraw/api/children-components) for the main and settings toolbar.

**If this already exists in any way or is being worked on please let me know.** 

I have to implement this regardless at my job so it's either directly in the library as a part of the children component bit (open to contribute) or separately in my own project from scratch to just solve my own use-case.

I'm open to other ideas too.

### Toolbar in question
<img width="588" alt="Screenshot 2024-01-19 at 18 13 41" src="https://github.com/excalidraw/excalidraw/assets/29834549/5582293b-55f0-4a19-aad6-5627c8f53961">
Repository: PowerToys
Issue: Dragging Explorer tab triggers CropAndLock.
Labels: Issue-Bug,Needs-Repro,Needs-Triage,Needs-Team-Response,Product-CropAndLock

### Microsoft PowerToys version

0.77.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Crop and Lock

### Steps to reproduce

[log_2024-01-19.txt](https://github.com/microsoft/PowerToys/files/13990344/log_2024-01-19.txt)
[log_2024-01-19.txt](https://github.com/microsoft/PowerToys/files/13990351/log_2024-01-19.txt)

Issue does not persist if PowerToys is not running.

Reproduction steps.
1. Open 2 Windows Explorer windows.
2. Attempt to drag one of them using the tab on the menu bar.

### ✔️ Expected Behavior

Explorer tab moves and snaps. This should have no connection to PowerToys at all.

### ❌ Actual Behavior

CropAndLock selection appears, allows me to select and crop the window, but doesn't do anything to the actual Explorer window. Prevents tab snapping to other Explorer.

### Other Software

Windows 11 Pro for Workstations
23H2
22631.2861
Windows Feature Experience Pack 1000.22681.1000.0