sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: Interrupt button should skip all following post processing
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 ?

The interrupt button should skip all following post processing steps also, right now if you press interrupt and e.g. highres fix is enabled it still tries to apply it after pressing the button. Or also any enabled extension is still applied like roop etc.

### Proposed workflow

Pressing interrupt stops the whole process not just generating the image (maybe add it optionally if someone needs it)

### Additional information

_No response_
Repository: godot
Issue: Shader instance parameters conflict with each other when using Next Pass
Labels: topic:editor,documentation,topic:shaders

### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 10, Vulkan (Forward+), NVIDIA GeForce GTX 1050 Ti (driver verison 516.94)

### Issue description

If you have two shaders A and B, each with their own instance parameters, when one is setup as the next pass of the other, their instance parameters will display correctly in the editor but conflict when actually rendering; going by index, whichever parameter is last edited becomes the one used visually in both materials.

This is an example testcase where the next pass is a simple outline shader:
![Godot_v4 0 3-stable_mono_win64_nWdhh4fTYc](https://github.com/godotengine/godot/assets/121681708/97575da5-3d23-41ba-a6f8-24e97179020a)
As you might note, the various instance parameters are all correctly displayed in the inspector, but only two are being used visually at any one time. This persists through saving and reloading or restarting the editor.

Changing the first instance parameter of one shader will change the first instance parameter for the both of them, ditto the second and so on.

### Steps to reproduce

Simply try changing the instance parameters in the example project and you'll see the issue.

### Minimal reproduction project

[ShaderInstanceParamBug.zip](https://github.com/godotengine/godot/files/11929333/ShaderInstanceParamBug.zip)
Repository: axios
Issue: [Suggestion] Throwing the signal.reason from the AbortSignal class instead of the Axios specific Cancel object.
Labels: priority::low

### Is your feature request related to a problem? Please describe.

First, I wanna thank you for all the awesome work you do 💪
Axios is a really nice library and makes working with http request a breeze.

I'm currently working on a project where there is a bunch of async code.
I found that you can let the user decide what to throw when a promise is cancelled by putting the `signal.reason` in the `reject` function `reject(signal.reason);`

The one who implements the async function then doesn't have to also implement a `Cancel` object that is thrown when a promise is rejected. Additionally the user can define whatever object they want to receive when cancelling a promise.

### Describe the solution you'd like

Use `reject(signal.reason)` instead of `reject(axiosSpecificValue)`.
Use `throw signal.reason` instead of `throw axiosSpecificValue`.

```typescript
// Here is an example of a delay function that throws the signal.reason inside an AbortSignal
export const delay = (milliSeconds: number, signal: AbortSignal): Promise<void> => {
	return new Promise((resolve, reject) => {
		const timeoutId = setTimeout(() => {
			signal.removeEventListener('abort', cleanUpTimeout);
			resolve();
		}, milliSeconds);

		const cleanUpTimeout = () => {
			clearTimeout(timeoutId);
			signal.removeEventListener('abort', cleanUpTimeout);
			reject(signal.reason); // <---------------------------- vs reject(customValue)
		};

		signal.addEventListener('abort', cleanUpTimeout);
	});
}
```

### Describe alternatives you've considered

There is an easy workaround so this is not super critical 😅 but it could potentially reduce the amount of code in axios.

```typescript
const func = async () => {
	const abortReason = 'my abort reason';
	const controller = new AbortController();
	const signal = controller.signal;
	
	setTimeout(() => controller.abort(abortReason), 1000);
	
	try {
		const response = await axio.get('/endpoints', { signal });
	}
	catch (e) {                      // possible now | possible after change
		if (signal.aborted) {    //     yes      |        yes
		if (e === abortReason) { //      no      |        yes
		if (axios.isCancel(e)) { //     yes      |        no
			return;
		}
		else {
			throw e;
		}
	}
}
```

### Additional context/Screenshots

_No response_
Repository: kubernetes
Issue: up-and-down services : should we update it (and other e2es) to use Deployments ? 
Labels: kind/bug,sig/network,triage/accepted

### What happened?

We have alot of k8s tests, like https://github.com/kubernetes/kubernetes/blob/master/test/e2e/network/service.go which seem to still use ReplicationControllers.

This makes live debugging of an e2e on a new infra recipe, for example which isnt properly triggering CNIs or isnt labelled right, to be cumbersome (i.e. cause RCs dont redploy pods for you).

I think its probably a good time to upgrade to *deployments* for any tests that are networking related, since were probably not worried about the implementation deetail of *how* pods are spun up at all.... and this will make it easier to use our e2es for debugging real clusters.... and reflects more accurately what users actually do on k8s clusters. 

### What did you expect to happen?

modern K8s tests would make deployments for testing networking instead of RCs

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

run an e2e like `ginkgo-focus=should be able to up and down services` .... 

### Anything else we need to know?

_No response_

### Kubernetes version

master

### Cloud provider

<details>

</details>


### OS version

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


### Install tools

<details>

</details>


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

<details>

</details>


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

<details>

</details>
Repository: godot
Issue: Signals with custom bindings will throw error when having arguments
Labels: bug,topic:gdscript

### Godot version

4.1.rc2

### System information

Windows 10 Godot 4.1.rc2

### Issue description

When connecting signals with arguments with custom binding to methods of different type there'll be an error indicating the method didn't expect any argument at all while the binding will provide more than necessary arguments.

![image](https://github.com/godotengine/godot/assets/1180429/c75fa507-ac60-42af-a8aa-fbd2f3b25719)

While it's hard to explain, a simple example:
- Node A has signal zero_args() and signal with_args(arg1)
- signal zero_args is connected via editor to method test_signal(anyvalue:float) and with_args is also connected to the same method
- bound values are set up accordingly so for example a float value will be passed.
signal zero_args will work, while signal with_args will fail, the method will say it expected 0 arguments, but gut two (one for the signal value and one for the bound value)

### Expected behavior
Not sure if my expectations are correct here, but for me I would expect either a different error message saying that at least 1 (but not 0) arguments are expected or that the signal's value is being ignored but an additional argument is being passed to the method.


### Steps to reproduce

- Create a node which has two signals, one without arguments, another with any amount of arguments (at least one).
- Provide a way to emit these signals via scripts.
- Connect the signals via editor to methods with one argment (for testing purposes this method should differ from the signal). The method will only show up, when turning off "compatible" but since we're going to bind custom arguments, it should fix the compatibility anyway.
- While connecting the signal ensure to bind the signal in advanced mode.

I've also attached a minimal project which should be able to demonstrate the issue easily.

### Minimal reproduction project

Minimal reproduction project.

[SignalBindError.zip](https://github.com/godotengine/godot/files/11929574/SignalBindError.zip)
Repository: godot
Issue: Alt Tab doesn't focus previous application, while renaming a node or file
Labels: bug,platform:windows,topic:editor,topic:porting

### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GTX 550 Ti () - Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz (4 Threads)

### Issue description

Pressing `Alt Tab` doesn't focus the previously focused application (before Godot) while renaming a:
- node in the Scene panel.
- file in the FileSystem panel.

Instead, the main Godot window becomes focused.
(the main Godot window becomes unfocused when one starts renaming a node or file).

This makes it seem like one didn't press `Alt Tab` correctly, since it looks like nothing happened.

Expected:
The previously focused application (before Godot) should have become focused.

### Steps to reproduce

- Open the attached project: [a.zip](https://github.com/godotengine/godot/files/11929765/a.zip)
- Left-click on the `icon.svg` in the FileSystem panel.
- Press `F2` to start renaming the file.
The main Godot window becomes unfocused (the title bar becomes gray for me)
- Press `Alt Tab`.

### Observed

The rename is canceled (probably expected, this also happens in the Windows File Explorer),
and the main Godot window becomes focused (blue title bar for me).

### Expected

The previously focused application (before Godot), should have become focused.

### Notes

The same issue occurs when renaming a node in the Scene panel.

### Minimal reproduction project

[a.zip](https://github.com/godotengine/godot/files/11929765/a.zip)
Repository: godot
Issue: Gridmap scene in the editor doesn't allow changing cell orientation
Labels: discussion,topic:editor,usability,topic:3d

### Godot version

4.1-beta3_mono_win64

### System information

Windows 11

### Issue description

The API of gridmap suggests you can rotate in all 24 directions any of the cells you place.

But in the editor there isn't any way to modify that parameter before placing cells.

### Steps to reproduce

Put a gridmap scene , add a mesh library, try

### Minimal reproduction project

...
Repository: storybook
Issue: [Bug]: Story is not removed from storybook when deleted
Labels: bug,needs triage

### Describe the bug

When I delete a `.stories.ts` file or rename the file, the story still remains in the left side navigation pane.

**Note:** If I click on the old item in the navigation pane, it says that it cannot find the file.

### To Reproduce

* Create a storybook file
* Load Storybook
* Rename the file (or delete the file)

### System

```shell
System:
    OS: Windows 10 10.0.22621
    CPU: (16) x64 AMD Ryzen 7 2700 Eight-Core Processor
  Binaries:
    Node: 18.16.0 - C:\Program Files\nodejs\node.EXE
    npm: 9.5.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.22621.1848.0), Chromium (114.0.1823.67)
  npmPackages:
    @storybook/addon-essentials: ^7.0.24 => 7.0.24 
    @storybook/addon-interactions: ^7.0.24 => 7.0.24 
    @storybook/addon-links: ^7.0.24 => 7.0.24 
    @storybook/angular: ^7.0.24 => 7.0.24 
    @storybook/blocks: ^7.0.24 => 7.0.24 
    @storybook/testing-library: ^0.0.14-next.2 => 0.0.14-next.2 
```
```


### Additional context

_No response_
Repository: vscode
Issue: Terminal tabs are re-rendered several times on start up
Labels: bug,perf,terminal-tabs

Creating a second tab:

![image](https://github.com/microsoft/vscode/assets/2193314/6de24b3d-5e14-42b2-97d8-57c00bb3e29d)

Creating a third tab:

![image](https://github.com/microsoft/vscode/assets/2193314/c4a97fac-3101-44a0-b57d-9fe4fc6c196f)
Repository: godot
Issue: Tab cycling skips buttons in the Project Manager
Labels: bug,topic:editor,usability

### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GTX 550 Ti () - Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz (4 Threads)

### Issue description

In the Project Manager.

`Tab` cycling through the Gui elements in the `Create New Project` dialog, 
skips the bottom two buttons: `Create & Edit` and `Cancel`

https://github.com/godotengine/godot/assets/13420573/99b7cd69-d8eb-4d8a-849e-688752adcc8c

The same thing happens with the bottom two buttons in the `Select a Folder to Scan` dialog:
`Select Current Folder` and `Cancel`

And in the `Import Existing Project` dialog, it skips the top right `Browse` button,
and only cycles between the bottom two buttons: `Import & Edit` and `Cancel`,

### Steps to reproduce

- Open the Project Manager
- Press the `New Project` button
- Press `Tab` to cycle through the Gui elements

### Observed

The bottom two buttons are skipped.

### Expected

The bottom two buttons should also be accessible by navigating through them with `Tab`.

### Minimal reproduction project

N/A
Repository: vscode
Issue: SIngle terminal tabs is re-rendered several times on start up
Labels: bug,perf,terminal-tabs

Creating a single tab:

![image](https://github.com/microsoft/vscode/assets/2193314/d36643d4-c976-4b7c-9f3d-06eb1794e6a2)

Think I need @sbatten's help with this as `TerminalViewPane.getActionViewItem` which re-creates the action is getting called a lot, caching that warns about multiple disposes.
Repository: storybook
Issue: [Bug]: Typescript complains of default arg value when using mapped values
Labels: bug,needs triage

### Describe the bug

I am trying to create a story, and according to the docs, JSX Elements aren't JSON Serializable so I can't pass them directly as options to my controls. Due to that, I'm using the mapping feature to map the radio control string options to StyledComponents.

However, despite the code actually seeming to work, typescript complains that `'string' is not assignable to ReactElement` while defining the default value in the args property:

```typescript
import type { Meta } from '@storybook/react';
import { StoryObj } from '@storybook/react';
import { styled } from '@mui/material';
import OverflowTooltip from './overflow-tooltip';

const Child = styled('div')({
	maxWidth: '10em',
	overflow: 'hidden',
	textOverflow: 'ellipsis',
	whiteSpace: 'nowrap',
});

const shortText = 'Short text';
const longText = 'This is a long text that overflows';

const meta: Meta<typeof OverflowTooltip> = {
	component: OverflowTooltip,
	title: 'Packages/Core/Overflow Tooltip',
	args: {
		title: longText,
		children: 'Short', // <--- Typescript complains about this
	},
	argTypes: {
		// ...
		children: {
			name: 'Child Text',
			control: 'radio',
			options: ['Short', 'Long'],
			mapping: {
				Short: <Child>{shortText}</Child>,
				Long: <Child>{longText}</Child>,
			},
			description:
				'If a long text is selected the content will overflow and the tooltip should show up.',
		},
	},
};
```

I believe that this is a bug, but I can also be doing something wrong, any feedback?

### To Reproduce

_No response_

### System

```shell
System:
    OS: Windows 10 10.0.20348
    CPU: (8) x64 Intel(R) Xeon(R) Gold 6258R CPU @ 2.70GHz
Binaries:
    Node: 18.15.0 - C:\Program Files\nodejs\node.EXE
    npm: 9.5.0 - C:\Program Files\nodejs\npm.CMD
Browsers: {}
npmPackages:
    @storybook/addon-essentials: ^7.0.7 => 7.0.20 
    @storybook/core-common: ^7.0.7 => 7.0.20 
    @storybook/core-server: ^7.0.7 => 7.0.20 
    @storybook/react-vite: ^7.0.7 => 7.0.20
```


### Additional context

I have tried omitting that line, but I get the following error:
[![Error shown while omitting the line][1]][1]

I have also tried assigning the value directly to the children arg/prop:
```typescript
children: <Child>{shortText}</Child>
```
but I get the following warning in the console:
[![Warning shown when directly assigning the non serializable value][2]][2]

  [1]: https://i.stack.imgur.com/XmEBL.png
  [2]: https://i.stack.imgur.com/RR9Cj.png
Repository: flutter
Issue: [flutter_markdown] Add support for video embedding
Labels: c: new feature,package,team-ecosystem,P3,p: flutter_markdown,triaged-ecosystem

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I want to use markdown as engine for content makers and sometimes it's needed to embed video (or multiple videos) inside article.

### Proposal

I know markdown officially not support videos but github support it when plain weblink present with `.mp4` or maybe `.mov` extensions. It's possible to somehow provide same type of support?

I see old issue https://github.com/flutter/flutter/issues/81783 and I understand that flutter_markdown not a web browser, but looks like it's possible to support video embed with player while direct video link present in markup (as at [github](https://www.youtube.com/watch?v=G3Cytlicv8Y))
Repository: storybook
Issue: [Bug]: tailwindcss inline bg doesn't work 
Labels: bug,tailwind,addon: styling

### Describe the bug

Hi, I just migrate storybook from v6 to v7 and i have an issue with inline background class.
```<div className={`bg-[url("/images/background.png")]`}></div>```
error:
`Module not found: Error: Can't resolve '/images/background.png' in '/Users/-/www/-/src/styles'`
(styles folder is where i load all tailwind files)
The `images` folder is inside the `public` folder. I define it in my main.js file in storybook:

```
module.exports = {
  stories: ["../src/stories/**/*.stories.mdx", "../src/stories/**/*.stories.@(js|jsx|ts|tsx)"],
  addons: [
    ...,
    {
      name: "@storybook/addon-styling",
      options: {
        // Check out https://github.com/storybookjs/addon-styling/blob/main/docs/api.md
        // For more details on this addon's options.
        postCss: {
          implementation: require("postcss"),
        },
      },
    },
    ...,
  ],
  framework: {
    name: "@storybook/nextjs",
    options: {
      nextConfigPath: path.resolve(__dirname, "../next.config.js"),
    },
  },
  core: {
    builder: "webpack5",
  },
  staticDirs: ["../public"],
  ...,
  docs: {
    autodocs: true,
  },
};
```

In Storybook 6 everything was working fine.
Repository: godot
Issue: Save shortcut in history panel will focus a label starting with "S"
Labels: bug,topic:editor,topic:input

### Godot version

4.1.rc2

### System information

macOS Monterey 12.6.5

### Issue description

I'm on the history panel, select a step and then save by pressing CMD+S; it will focus on a label starting with S and prevent saving on the desired step.

### Steps to reproduce

- Add a `TextureRect` node to the scene
- Change the texture with any image you want
- Go to the history panel and select "The Beginning"
- Press CTRL+S or CMD+S
- The label "Set texture" will be selected and prevent the saving behavior

### Minimal reproduction project

Any project can reproduce.
Repository: go
Issue: proposal: bufio: add `(*reader).ResetWithSize` to initialize as fields and use with `Peek`
Labels: Proposal

I would like to embed the bufio as reader in my fields to avoid pointers to pointers, reduce allocations and memory used:
```diff
 type mything struct{
  someStuff thisIsSomeStuff
- reader *bufio.Reader
+ reader bufio.Reader
 }
```
This is doable by calling `thing.reader.Reset(r)` however I also need to use `(*reader).Peek` but I can't specify the size.
So instead I write: `thing.reader = *bufio.NewReaderWithSize(r, maximumBlockSize)` which feels wrong.

## Proposal:

```go
// ResetWithSize is like [Reset] but it will allocate a new buffer if the current buffer is smaller than required.
func (*Reader) ResetWithSize(r io.Reader, size int)
```

## Potential implementation:

```go
// ResetWithSize is like [Reset] but it will allocate a new buffer if the current buffer is smaller than required.
func (b *Reader) ResetWithSize(r io.Reader, size int) {
 if len(b.buf) < size {
  b.buf = make([]byte, size)
 }
 b.reset(r)
}
```
Repository: create-react-app
Issue: SyntaxError: "Cannot use import statement outside a module" for CRA, Jest and react-force-graph
Labels: needs triage,issue: bug report

### Describe the bug

When trying to import ForceGraph3D from `react-force-graph` by vasturiano in a create-react-app project, the tests fail with a SyntaxError: "Cannot use import statement outside a module". The error points to the first line of `react-force-graph.mjs` file.

### Did you try recovering your dependencies?

Yes, I tried recovering my dependencies but the issue still persists.

### Which terms did you search for in User Guide?

I searched for terms like "Jest encountered an unexpected token", "Cannot use import statement outside a module", "react-force-graph test fails". 

### Environment

```zsh
Environment Info:

  current version of create-react-app: 5.0.1
  running from /Users/danielbakas/.npm/_npx/c67e74de0542c87c/node_modules/create-react-app

  System:
    OS: macOS 14.0
    CPU: (8) arm64 Apple M1 Pro
  Binaries:
    Node: 20.3.1 - /opt/homebrew/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 9.6.7 - /opt/homebrew/bin/npm
  Browsers:
    Chrome: 114.0.5735.198
    Safari: 17.0
  npmPackages:
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    react-scripts: ^5.0.1 => 5.0.1 
```

### Steps to reproduce

1. Create a new app using create-react-app.
2. Install react-force-graph package using npm install react-force-graph.
3. In your App component, import ForceGraph3D from react-force-graph.
4. Run the tests with npm test.

### Expected behavior

Tests run successfully without any import errors.

### Actual behavior

Tests fail with SyntaxError: "Cannot use import statement outside a module". The error points to the first line of `react-force-graph.mjs` file.

<img width="1512" alt="Captura de pantalla 2023-07-03 a la(s) 2 06 50 a m" src="https://github.com/facebook/create-react-app/assets/11587688/53a8b0e2-905d-4966-9a5d-3dd8ae7f3c77">
Repository: opencv
Issue: is that possible to change default image from BGR to RGB at 5.0 version?
Labels: feature

### Describe the feature and motivation

Users always do the following:

```.py
img_bgr = cv2.imread("PATH") # OpenCV decode the image and swap B and R.
im_rgb = cv2.cvtColor(img_bgr, cv2.COLOR_BGR2RGB) # than swap R and B back.
```

### Additional context

_No response_