sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: Support playwright test runner and playwright/test api for interaction testing
Labels: feature request,test-runner

**Is your feature request related to a problem? Please describe**
We have started using interaction testing and it's been great so far. 
In our project we already have playwright tests for end to end testing. 

The niggling issue now is that we have to use two different apis for writing tests. 

It would be cool if storybook could support different test runners and test apis for interaction tests.

Currently we use [playwright test runner](https://playwright.dev/docs/running-tests) and their [assertions](https://playwright.dev/docs/test-assertions) for e2e.

And for interaction tests we have to switch context and use @storybook/jest and @storybook/testing-library

**Describe the solution you'd like**
Have different options for test-runners and assertions

**Describe alternatives you've considered**
none

**Are you able to assist to bring the feature to reality?**
no
Repository: godot
Issue: `intersect_ray` does not respect "One Way Collision" flag
Labels: bug,confirmed,topic:physics,topic:2d

### Godot version

3.5.stable

### System information

ArchLinux

### Issue description

`get_world().direct_space_state.intersect_ray` ignores "One Way Collision" flag of collision shapes.

### Steps to reproduce

1. Create body and collision shape with "One-Way Collision" enabled.
2. `intersect_ray` in a direction opposite to the one-way collision arrow.
3. Collision is reported, but should not.

### Minimal reproduction project

[raycast_test.zip](https://github.com/godotengine/godot/files/9666284/raycast_test.zip)
Run the project and check the console. Raycast reports collision in both directions, but should only report in one direction.
Repository: kubernetes
Issue: Enhance TestAggregatedAPIServerRejectRedirectResponse to cover 304 not modified
Labels: sig/api-machinery,lifecycle/frozen,triage/accepted

        We should update the integration test in a separate PR :)

_Originally posted by @enj in https://github.com/kubernetes/kubernetes/issues/112526#issuecomment-1249977811_
Repository: kubernetes
Issue: Enhance TestAggregatedAPIServerRejectRedirectResponse to cover availability controller redirect
Labels: sig/api-machinery,lifecycle/frozen,triage/accepted

        Integration tests could be enhanced to cover this.

_Originally posted by @enj in https://github.com/kubernetes/kubernetes/issues/112772#issuecomment-1261078154_
Repository: pytorch
Issue: string interning for dispatcher operator names
Labels: triaged,module: dispatch

## The Problem

Sometimes in a boxed fallback we need to branch on whether an OperatorHandle is a specific operator. In https://github.com/pytorch/pytorch/pull/85374, functorch's grad transform needs to handle lift_fresh and alias differently. The current thing we do in that PR is we check the operator handle for the name of the operator and then do a string comparison, but string comparisons are slow and affect our microbenchmarks.

The traditional way to differentiate between operators in the dispatcher is: your subsystem gets a dispatch key and you register an override for the (operator, dispatch key) and each override behaves differently. However, this doesn't apply cleanly to functorch: functorch's grad transform is not a dispatch key, it works through a combination of two functorch-specific dispatch keys (DynamicLayer{Front, Back}Mode) and also re-uses the existing autograd keys (Autograd{Backend}, ADInplaceAndView).

## Proposal 1: Hack this together inside of functorch

- functorch DynamicLayerFront can get a separate registration per kernel (instead of using a boxed fallback)
- the registration per kernel passes an enum around, where the enum gets a different value per ATen operator
- functorch's logic then can branch on the value of the enum

## Proposal 2: Intern operator names

- Give FunctionSchema `interned_name` and `interned_overload_name` fields.
- These probably need to be optional and would be a part of some enum somewhere that we put together at compile time.

## Discussion

I don't really like either solutions. Proposal 1 sounds like a hack, Proposal 2 shouldn't be necessary in the traditional sense of the dispatcher.

Thoughts, @ezyang @samdow @bdhirsh ?
Repository: vscode
Issue: Multiple formatters for python files should be a warning/info not an error?
Labels: polish,formatting

Testing microsoft/vscode-python#19885

I noticed this:

![image](https://user-images.githubusercontent.com/2193314/192816222-1b0614ca-6121-4a94-86e8-6741bac4d3af.png)

Doesn't seem like a big deal, would it be more appropriate as a warning or info?
Repository: electron
Issue: StartDrag completed event
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

We are developing an application that should copy a file from a remote pc to the local pc. We would need to have the StartDrag function completion event so that we can launch the download at the completion of this function since we do not have the file at the time of the StartDrag (the file can be large) and we need to know the path where it is the file was released.

### Proposed Solution

Creation of an event when the file is released on the PC that also has information on the destination path.

### Alternatives Considered

Creation of a plugin external to electronjs that listens for the events of the operating system.

### Additional Information

_No response_
Repository: flutter
Issue: [video_player]add back integration test for iOS 16 m3u8 blank video bug
Labels: platform-ios,p: video_player,P3,team-ios,triaged-ios

The integration test was removed due to flakiness. We need to add it back. 

Original bug here: https://github.com/flutter/flutter/issues/111457
Repository: godot
Issue: [4.0] Editor crashes when renaming folder containing "opened" scenes
Labels: bug,topic:editor,needs testing,crash

### Godot version

4.0beta1

### System information

macOS Monterey (12.5.1), MacBook Pro, Intel Iris Plus Graphics 1536 MB

### Issue description

The editor crashes when renaming folders, containing scenes that is currently opened in the editor. As far as I see, for the crash top happen, it is enough to have any scene open and rename any folder in the path of that scene.

Additional context information about this buggy behaviour:
- the scene can be "in background", e.g., not being the actively selected scene (multiple "opened" tabs) or a script editor can be openend instead of the 3D view
- renaming folders containing only scenes that are "not opened" does not lead to a crash

(also submitted the issue via apple's crash report)

### Steps to reproduce

1. new project
2. create a folder
3. create a scene in that folder
4. open that scene
5. rename the folder
6. <crash>

https://user-images.githubusercontent.com/114500633/192847115-df2f00cc-e85e-4b8e-909a-ef549fbe92b0.mp4



### Minimal reproduction project

_No response_
Repository: stable-diffusion-webui
Issue: Usage Stats / Metrics
Labels: enhancement

I would love to have some usage stats for SD. 
Things like:

- Number of images generated by type,
- Avg generation time.
- Etc...

I think it would be neat to go to a tab and see that 

- I have generated 12,458 images.
- 8453 in txt2img
- 4005 in img2img
- Avg Steps is 42
- Avg Gen time is 3.3 secs.

I don't know, I am a nerd and I enjoy stats.
Repository: rust
Issue: Tracking issue for dyn-star
Labels: T-lang,C-tracking-issue,F-dyn_star,B-experimental

This issue tracks known issues or missing functionality with support for `dyn* Trait` objects. These are an experimental feature that are meant to support async function in dyn traits.

In addition to the issues linked here, you can also find things that need to be done by greping the code for `// FIXME(dyn-star)` or looking at the [F-dyn_star](https://github.com/rust-lang/rust/issues?q=is%3Aissue+is%3Aopen+dyn-star+label%3AF-dyn_star) label.

- [x] https://github.com/rust-lang/rust/issues/102173
- [x] https://github.com/rust-lang/rust/issues/102172
- [x] https://github.com/rust-lang/rust/issues/102141
- [x] https://github.com/rust-lang/rust/issues/102427
- [x] https://github.com/rust-lang/rust/issues/102429
- [x] https://github.com/rust-lang/rust/issues/102430
- [x] https://github.com/rust-lang/rustfmt/issues/5542
- [ ] https://github.com/rust-lang/rust/pull/134601
- [ ] https://github.com/rust-lang/rust/issues/104800
- [ ] `dyn` and `dyn*` should (probably?) have their TyKind representation split from one another -- #107908 was an attempt at this

## Associated PRs

- https://github.com/rust-lang/rust/pull/101212
- (list is incomplete)

## About this issue

This is a **lang-team experiment** -- there hasn't been an RFC for this functionality, we're exploring it both as a potential implementation detail and (more speculatively) a possible language feature in the future. You can read more about dyn* at [this blog post](https://smallcultfollowing.com/babysteps/blog/2022/03/29/dyn-can-we-make-dyn-sized/). 

Lang-team champion: @nikomatsakis
Repository: stable-diffusion-webui
Issue: Diffusion upscaler?
Labels: enhancement

I just read about image enlargement/enhancement using diffusion, and I then found these Github projects: https://github.com/Janspiry/Image-Super-Resolution-via-Iterative-Refinement
and
https://github.com/openai/guided-diffusion


Any chance this is something that could be implemented in a similar way that ESRGAN is? I mean, diffusion upscaling seems like a nice pairing with diffusion image generation.
Repository: pytorch
Issue: [primTorch] Need to update data-dependent check policy
Labels: triaged,module: primTorch

### 🐛 Describe the bug

Excerpt from #81128 that checks if the values are within bounds for `nll_loss` reference.
```python
    num_classes = input.shape[1] if input.ndim > 1 else input.shape[0]
    valid_classes_mask = torch.logical_and(
        (flat_target >= 0), (flat_target < num_classes)
    )
    class_check = torch.all(torch.logical_or(ignore_classes_mask, valid_classes_mask))

    # TODO: This check does not work with FakeTensor inputs
    # Explicit cast for class_check to bool; See Issue #78071
    utils.check(
        isinstance(target, FakeTensor) or bool(class_check.item()),
        lambda: "A target class is out-of-bounds and not the ignore index.",
    )
```

### Versions

Pytorch upstream commit: a4bd89b267e81dc2a23ed767e1efc30fcfb7c665

cc @ezyang @mruberry @ngimel @Lezcano @fdrocha
Repository: stable-diffusion-webui
Issue: Upscale to jpg does not retain parameters
Labels: enhancement

When you use the Extra tab and upscale a PNG file to a larger PNG file it retains the parameters

Original image:

```
parameters
a tree with a bird
Negative prompt: grass
Steps: 40, Sampler: Euler a, CFG scale: 7, Seed: 968002204, Size: 512x512
```

Becomes:

```
parameters
a tree with a bird
Negative prompt: grass
Steps: 40, Sampler: Euler a, CFG scale: 7, Seed: 968002204, Size: 512x512
extras
Upscale: 2, model:Lanczos
```

However when you upscale a JPG to JPG it changes the metadata.

Original image:

```
exif comment
a tree with a bird
Negative prompt: grass
Steps: 40, Sampler: Euler a, CFG scale: 7, Seed: 2378972195, Size: 512x512
```

Becomes:

```
exif comment
Upscale: 2, model:Lanczos
```

The same thing happens when you convert a PNG to JPG.

I would expect that upscale to JPG should still store the parameters in the metadata.
I realize that the PNG and the JPG store the info differently and in different places.
I imagine that it's more common upscale to a JPG as PNG get rather large quickly.
Repository: stable-diffusion-webui
Issue: Investigate using the KerasCV Version of SD for higher speeds compared to diffusers
Labels: enhancement

Appears there's a 30% speed increase using a T4 - https://keras.io/guides/keras_cv/generate_images_with_stable_diffusion/
Repository: godot
Issue: Crash with specific large amounts of Label3Ds and non-empty text fields
Labels: bug,crash,topic:gui,topic:3d

### Godot version

3.5.1 stable

### System information

Windows 10, GLES3, NVIDIA GeForce GTX 1050 Ti

### Issue description

When playing game with large amounts of Label3Ds with non empty text fields, the game window disappears with 30,000 instances of labels. With 300,000 instances of labels, the game stops responding. The expected outcome is for it to always stop responding with too many labels. 30,000 isn't the only number where the game window disappears, but I haven't exhaustively checked other values.

### Steps to reproduce

-- To recreate the problem --
1. Create scene of type spatial
2. Add for loop in ready scene to iterate 30,000 times
3. Create Label3D and set text to "hi"
4. Add created Label3D to scene with add_child()
5. Hit "Play" Button

-- To use the minimal reproduction project, hit play --

### Minimal reproduction project

[3DInstanceCrash.zip](https://github.com/godotengine/godot/files/9668394/3DInstanceCrash.zip)
Repository: go
Issue: reflect: Type.Name and Type.String expose "link name" mangling of type arguments
Labels: NeedsDecision,compiler/runtime

The type parameters proposal (https://go.googlesource.com/proposal/+/refs/heads/master/design/43651-type-parameters.md#reflection) states:

> We do not propose to change the reflect package in any way. When a type or function is instantiated, all of the type parameters will become ordinary non-generic types. The String method of a reflect.Type value of an instantiated type will return the name with the type arguments in square brackets. For example, List[int].

It's ambiguous what "name" should be used. Also, whether only reflect.Type.String should have been affected, or reflect.Type.Name too.

cmd/compile generates two names for each type: a "link name" that corresponds to type identity (so the linker can deduplicate it against other identical types), and a "reflect name" that's simplified somewhat for user presentation via reflect APIs.

However, for instantiated types' reflect names, it currently uses the link names of the type arguments. For example: https://go.dev/play/p/JAP28idHc9z

Can/should we change this behavior?

Some noteworthy distinctions:

* Reflect names use package name, whereas link names use package path. (reflect.Type.String says either is allowed though.)
* Link names add "·N" suffixes to locally defined types to disambiguate them, whereas reflect names omit this.
* Link names include package-path-qualifiers for non-exported struct fields and interface methods.
* Link names include a `=` byte to identify embedded fields.

/cc @rsc @ianlancetaylor @griesemer @golang/compiler
Repository: godot
Issue: AspectRatioContainer inside BoxContainer can position child over the parent's edges
Labels: bug,topic:gui

### Godot version

4.0.beta1.official (20d667284)

### System information

Arch Linux

### Issue description

The AspectRatioContainer determines its own minimal size only with the minimum size of its child. But when the AspectRatioContainer has a bigger height than minimum, the child will resize appropriately. But the new child size will not affect AspectRatioContainer size, so the positioning doesn't work correctly.

Expected: the AspectRatioContainer has the same size as its child, so its parent container can position it correctly. In the following screen, the button should not be overlapping with the line edit, and it should not go outside its parents.

![image](https://user-images.githubusercontent.com/23388205/192880149-1079f3be-e391-406a-926b-0a83db61764c.png)


### Steps to reproduce

Create the following hierarchy in a new scene:
* VBoxContainer
  * HBoxContainer
    * LineEdit 1
    * AspectRatioContainer
      * Button
  * LineEdit 2

Set the StretchMode of AspectRatioContainer to "Cover" or "Height Controls Width".
The button will be too big than the slot reserved by AspectRatioContainer, so it will overlap with LineEdit 1, and the edges of its parents, including the root VBoxContainer.

![image](https://user-images.githubusercontent.com/23388205/192880069-85b79c1b-12d2-449e-a0b6-7c1c6c4246c3.png)


### Minimal reproduction project

Load this scene in any project:
[test.zip](https://github.com/godotengine/godot/files/9668692/test.zip)
Repository: next.js
Issue: app.prepare() does not resolve in development mode
Labels: bug

### Verify canary release

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

### Provide environment information

Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 16.16.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 12.3.2-canary.12
      eslint-config-next: 12.3.1
      react: 18.2.0
      react-dom: 18.2.0

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

_No response_

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

_No response_

### Describe the Bug

I am attempting to setup a custom server with Firebase Hosting/Functions. This is working well with a production build of the application, but when attempting to use the Next.js dev server it fails to resolve the call to app.prepare() on subsequent requests. A minimal repro can be found here: https://github.com/dpsthree/next-firebase-middleware-demo/tree/min-reprod

### Expected Behavior

app.prepare() would resolve and and handle the request.

### Link to reproduction

https://github.com/dpsthree/next-firebase-middleware-demo/tree/min-reprod

### To Reproduce

Prerequisites - install and login to firebase cli: https://firebase.google.com/docs/cli

You may also need to create a project in the firebase console

npm i
cd functions && npm i && npm run build
(from root) npm run dev
Navigate to localhost:5000 (or whatever port your hosting emulator is running on)
Observe the console log statements in the terminal that indicate the failure of prepare to resolve on subsequent requests.
Repository: pytorch
Issue: Print a warning when user specifies a qconfig for some node and the qconfig is not supported by BackendConfig
Labels: oncall: quantization,low priority,triaged

### 🐛 Describe the bug

today when user provide a qconfig that doesn't match the BackendConfig, we just ignore the qconfig, it would be better if we can provide a warning message so that user know the qconfig is ignored for the operator

### Versions

master

cc @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel
Repository: vscode
Issue: Continue on does not provide a way to move to a different machine.
Labels: feature-request,continue-working-on

Testing #161875

There is no way to save session to move to different machine, when using the continue on command.
Repository: go
Issue: x/tools/go/analysis/passes/printf: missing recursive call issue for type paramaterized String
Labels: NeedsDecision,Tools,Analysis

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20-pre3 cl/474093167 +a813be86df linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/.../.cache/go-build"
GOENV="/.../.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/.../go/pkg/mod"
GONOPROXY="*..."
GONOSUMDB="..."
GOOS="linux"
GOPATH="/.../go"
GOPRIVATE="*.git.corp.google.com"
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/...golang"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/...golang/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.20-pre3 cl/474093167 +a813be86df"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/.../play/go.mod"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build4025868520=/tmp/go-build -gno-record-gcc-switches"

</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->
go test

```
package main

import "fmt"

type A[T any] struct {
        t T
}

func (a A[T]) String() T {
        fmt.Println(a)
        return a.t
}
```

### What did you expect to see?

`main.go:10:2: fmt.Println arg a causes recursive call to (A[T]).String method`

### What did you see instead?

Everything ok.

I believe the issue is that the type of `String` method here is `func() T` and the analyzer expects `func() string`. We could flag the program if `string` satisfies the constraints of `T`. This could lead to false positives if `A[T]` is never instantiated with `string`, but that might happen very rarely.

Note that the analyzer currently correctly reports the issue when the return type is `string`. 

```
func (a A[T]) String() string {
        fmt.Println(a)
        return ""
}
```

@timothy-king @findleyr
Repository: svelte
Issue: Transitioning many items in `#each` causes layout thrashing
Labels: transition/animation

### Describe the bug

During the creation and running of the transition animations, the DOM is read from and written to. As this happens in sequence for each element in an `#each` block, this causes style recalculation and layout over and over.

Interestingly this does *not* happen in Firefox.


### Reproduction

```svelte
<script>
	import { scale } from 'svelte/transition';
	const count = 1000;
	let show = false;
</script>

<button on:click={() => show = !show}>Toggle</button>

{#each { length: count } as i}
	{#if show}
		<div transition:scale={{duration: 300}}>Item</div>
	{/if}
{/each}
```

[REPL](https://svelte.dev/repl/20038d15b718426d972412d824151d7b?version=3.50.1)

---

I tried splitting the transition code into two phases: Create animations & run animations

```patch
  add_render_callback(() => {
  	if (!div_transition) div_transition = create_bidirectional_transition(div, scale, { duration: 300 }, true);
-  	div_transition.run(1);
+  	queueMicrotask(() => div_transition.run(1));
  });
```

This fixes the recalc/layout issue (though the creation of the 1000 animations still causes a noticeable delay).

[REPL](https://svelte.dev/repl/9cb88a850b2447679ff7a3449f14ad47?version=3.50.1)

### Logs

Flame chart for transitioning 1000 items at the same time in Chrome:
![image](https://user-images.githubusercontent.com/834235/192903620-76e77bf9-e709-4106-bff4-19d83e796c54.png)

Close up on the bottom part (small purple blocks are *recalculate style*):
![image](https://user-images.githubusercontent.com/834235/192903741-08e7bc2c-158f-4688-a5bc-cf0a3524805d.png)

### System Info

Browsers:
- ❌ Chrome: 105.0.5195.127 | Windows 10
- ❌ Edge: 105.0.1343.53 | Windows 10
- ❌ Safari: 15.1 & 16.0 | MacOS Monterey/Ventura
- ✔ Firefox: 105.0.1 (64-bit) | Windows 10

### Severity

annoyance