sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: three.js
Issue: USDZLoader.load() return TypeError
Labels: Enhancement,Loaders

### Description

I get the following error while trying to use `USDZLoader.load()` on a .usdz file ~~turned into a .zip file(*)~~ *or a .zip file*.
```
TypeError: Cannot use 'in' operator to search for 'def ""' in undefined
    at findGeometry (three_examples_jsm_loaders_USDZLoader.js?v=2e1f0779:1873:17)
    at findMeshGeometry (three_examples_jsm_loaders_USDZLoader.js?v=2e1f0779:1866:16)
    at buildObject (three_examples_jsm_loaders_USDZLoader.js?v=2e1f0779:2043:38)
    at buildHierarchy (three_examples_jsm_loaders_USDZLoader.js?v=2e1f0779:2058:24)
    at buildHierarchy (three_examples_jsm_loaders_USDZLoader.js?v=2e1f0779:2063:11)
    at buildHierarchy (three_examples_jsm_loaders_USDZLoader.js?v=2e1f0779:2063:11)
    at buildHierarchy (three_examples_jsm_loaders_USDZLoader.js?v=2e1f0779:2063:11)
    at USDZLoader.parse (three_examples_jsm_loaders_USDZLoader.js?v=2e1f0779:2068:5)
    at Object.onLoad (three_examples_jsm_loaders_USDZLoader.js?v=2e1f0779:1813:22)
    at chunk-A3A6HU2X.js?v=2e1f0779:24244:20
```
~~(*) I did manually convert the .usdz file into a .zip file else if I don't do that - and use .usdz archive or extracted folder - I get `invalid zip file` error.~~ *seems it was due to a typo, but both the .zip and .usdz files still return me the same TypeError.*

### Reproduction steps

1. Hosting local server with **Vite.js** : `npx vite`
3. Trying to use `USDZLoader.load()` using path to .zip file


### Code

```js
import * as THREE from "three";
import { USDZLoader } from "three/examples/jsm/loaders/USDZLoader";

const scene = new THREE.Scene();

const camera = new THREE.PerspectiveCamera(
  75,
  window.innerWidth / window.innerHeight,
  0.1,
  1000
);
camera.position.set(3, 3, 3);
camera.lookAt(0, 0, 0);

const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

const light = new THREE.SpotLight("#FFFFFF", 2);
scene.add(light);
light.position.set(3, 3, 3);

function animate() {
  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}
animate();

const usdzLoader = new USDZLoader();
usdzLoader.load(
  "./assets/RoomBureau.zip",
  (usdzScene) => {
    console.log(usdzScene);
    scene.add(usdzScene.scene);
  },
  undefined,
  (error) => {
    console.log(error);
  }
);
```


### Live example

* [jsfiddle-latest-release](https://jsfiddle.net/g3atw6k5/)
* [jsfiddle-dev](https://jsfiddle.net/hjqw94c5/)


### Screenshots

_No response_

### Version

9.5.0

### Device

Desktop

### Browser

Chrome

### OS

Windows
Repository: PowerToys
Issue: Add option to control display scaling
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

A tool to let you toggle between scaling sizes.
When using 4k monitors, the default display scaling is 150%. Allow several predefined key combinations to switch between scaling settings that are configured in the tool. Allow option to scale the display that currently has input focus (If active app crosses displays,  pick the one with leftmost position of the application). Another (or different mode) to scale all screens (or selected screens?) 

### Scenario when this would be used?

 On 4k monitors, I find myself changing magnification depending on what I'm working on. I use the default 150% when doing simpler tasks such as email, web rabbit holing. I tend to switch to 125% when using visual studio to help me with working (Example: Reengineering java script client side application to blazor. I tend to need both code bases open, as well as both versions of the application open to verify functionality. 

### Supporting information

Allow settings System > Display > Scale value to be changed without having to open settings, system, display and then use the scale dropdown. A simpler version of Display Changer X.
Repository: TypeScript
Issue: multiple cases with the same value are allowed in switch/case
Labels: Suggestion,Awaiting More Feedback

# Bug Report

### 🔎 Search Terms

switch / case
same values on multiple cases

### 🕗 Version & Regression Information

4.9.4 

Playground:
https://www.typescriptlang.org/play?#code/FAMwrgdgxgLglgewgAhgUwM4wBTIG4CGANmGgFzJYBOcEA5sgJTIDewyHlA7nDFABa5CJNE1bAAkBKgEMogOQF5FNlOlIMCImgB0RBHVwAiGXOQBGI4wDckqQCMqaAgGtbUgL7A7phfeXialAaWrr6hsgmsqIATFbuDk6uCV52APRplPwIYEQAJsgQCDDI9qLE+lxoeT7RyIoBqlLBEJraegbGvsgAzPF2Eo7ObnZeEl6p6Fi4DUxAA

### 💻 Code


```ts

// we are allowed to use same value on multiple cases.
// only the first one is executed

function test( value: string ) {
    switch( value ) {
		case 'a': {
			console.log( "case 1");
			break;
		}

		case 'b': {
			console.log( "case 2");
			break;
		}

		// should not be allowed
		case 'a': {
			console.log( "case 3");
			break;
		}
	}
}

test( 'a' )
```

### 🙁 Actual behavior

the first case is executed

### 🙂 Expected behavior

an error should be emit to prevent such error
Repository: deno
Issue: Running 'deno install' command as sub process only pipes though stderr
Labels: needs investigation

Hello!!

### **Description Of Issue**
When creating a **_piped_** sub-process in deno and the commands to run is the command `deno uninstall <name>`, the output of the command is only piped through the `stderr` reader and writer instead of the `stdout` reader and writer.

Everything works and the process runs as expected, it just pipes to the wrong reader and writer.

> **Note** I also tried running the script from the **windows terminal** and I get the same behavior and output as if I run it in debug mode in **VSCode**.

### **Steps To Reproduce**

1. Create a simple deno app to run the attached script.
2. Create a simple hello world script to use for running the `deno install` command
    > **Note** I just create a separate demo hello world script to point to using a file path in the command for testing purposes.
    > This is to make sure that you are running the command with no errors and to observe that the wrong routing is being used anyway.
3. Add the `RunnerService` class/code to the project.
    > **Note** Sample code 👉🏻 [RunnerService.zip](https://github.com/denoland/deno/files/11122894/RunnerService.zip)
4. Create an instance of type `RunnerService`.
5. Execute the `RunnerService.run()` function with the command array input of `["deno", "install",  "-A", "-f", "-n", "<file path to hello world main>"]`.
6. Observe that the `RunnerService.pipeThroughStdErr()` function is being invoked instead of the `RunnerService.pipeThroughStdOut()` function, even though the command runs successfully with no errors.

When I run the command in the CLI, I do not have any issues at all with this same command running. 
I run the same command in the CLI and it outputs with no issues and outputs the same output as when I am running the command as a sub process.  This has what has brought me to believe that the sub process is not behaving correctly.

### **System Info:**
Deno Version:
- deno 1.32.1 (release, x86_64-pc-windows-msvc)
- v8 11.2.214.9
- typescript 5.0.2
OS: Windows (Version 22H2 - OS Build 22621.1413)

If you have anymore questions or need anymore info from me, let me know!!

Cheers!!
Repository: TypeScript
Issue: `ts.isUrl` and `ts.pathIsAbsolute` return false for data urls
Labels: Bug,Help Wanted

# Bug Report

`ts.isUrl` and `ts.pathIsAbsolute` return false for data urls.

This is an issue because when using data urls in TypeScript it will join the current working directory with the data url.

### 🔎 Search Terms

data url ts.isUrl

### 🕗 Version & Regression Information

```
ts.version
'5.1.0-dev.20230330'
```

### ⏯ Playground Link

N/A

### 💻 Code

```ts
> ts.version
'5.1.0-dev.20230330'
> ts.isUrl("data:application/typescript,42")
false
> ts.isUrl("https://deno.land/mod.ts")
true
> ts.pathIsAbsolute("data:application/typescript,42")
false
> ts.pathIsAbsolute("https://deno.land/mod.ts")
true
```

### 🙁 Actual behavior

Output as shown.

### 🙂 Expected behavior

Should return `true` for all of the above
Repository: stable-diffusion-webui
Issue: [Bug]: img2img and inpainting doesn't work
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?

img2img and inpainting doesn't work, when I click on generate nothings happen everything in this section will freeze after.

### Steps to reproduce the problem

1. Go to img2img tab
2. Load an image
3. Press generate 


### What should have happened?

It should start generating images and show the percentage of the process and after the generation is done, showing them normally inside the UI

### Commit where the problem happens

https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/22bcc7be428c94e9408f589966c2040187245d81

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

Other/Cloud

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

Mozilla Firefox, Google Chrome, Microsoft Edge

### Command Line Arguments

```Shell
No
```


### List of extensions

1. LDSR | built-in 
2. Lora | built-in 
3. ScuNET | built-in 
4. SwinIR | built-in
5. prompt-bracket-checker


### Console logs

```Shell
Loading weights [81086e2b3f] from /content/gdrive/MyDrive/sd/stable-diffusion-webui/models/Stable-diffusion/model.ckpt
Creating model from config: /content/gdrive/MyDrive/sd/stable-diffusion-webui/configs/v1-inference.yaml
LatentDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.52 M params.
Applying xformers cross attention optimization.
Textual inversion embeddings loaded(0): 
Model loaded in 18.9s (load weights from disk: 11.1s, create model: 1.3s, apply weights to model: 3.4s, apply half(): 1.8s, move model to device: 1.2s).
Running on local URL: https://0c28-35-***-6-203.ngrok.io
✔ Connected
Startup time: 35.1s (import torch: 8.9s, import gradio: 1.1s, import ldm: 0.4s, other imports: 3.3s, load scripts: 1.3s, load SD checkpoint: 18.9s, create ui: 1.1s).
```


### Additional information

Nothing shows up in the logs after I press generate.
Repository: deno
Issue: lsp - Remove `State.normalize_specifier` and `denormalize_specifier`
Labels: chore

 I think it's no longer necessary because we now handle the "types" compiler option outside of typescript but let's do it after 1.32.2.
Repository: material-ui
Issue: Styling of checkbox does not reflect disabled state when color="default" 
Labels: component: checkbox,package: system,customization: theme,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/great-montalcini-mm1rle?file=/demo.tsx

Steps:

1. Add a `Checkbox` component and give it the props `color="default"` and `disabled`
2. Note that the checkbox does not have any of the standard visual cues for a disabled element.


### Current behavior 😯

A checkbox with the props `color="default"` and `disabled` does not have any of the standard visual cues for a disabled element.

It actually looks almost exactly the same as standard "secondary" non-disabled component, which is pretty confusing.

### Expected behavior 🤔

The checkbox should have the same visual cues for being disabled that any other color variation would have.

### Context 🔦

This might be a quirk around the intention of `color='default'` that I don't fully understand... but I wasn't able to find any documentation that made this seem like expected behavior. The term "default" here has caused confusion for my team between default-as-result-without-props and default-as-a-color.



### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 13.2.1
  Binaries:
    Node: 18.12.1 - ~/.nvm/versions/node/v18.12.1/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 9.1.2 - ~/.nvm/versions/node/v18.12.1/bin/npm
  Browsers:
    Chrome: 111.0.5563.146
    Edge: Not Found
    Firefox: 111.0.1
    Safari: 16.3
  npmPackages:
    @emotion/react:  11.10.5 
    @emotion/styled:  11.10.5 
    @mui/icons-material:  5.11.0 
    @mui/lab:  5.0.0-alpha.118 
    @mui/material:  5.11.15 
    @mui/system:  5.11.9 
    @mui/utils:  5.11.9 
    @mui/x-date-pickers:  5.0.18 
    @types/react:  17.0.53 
    react:  17.0.2 
    react-dom:  17.0.2 
```
</details>
Repository: godot
Issue: CharacterBody3D jitters against static bodies, gets worse the bigger the collision shapes are and the farther away from the world origin/CharacterBody3D they are.
Labels: documentation,topic:physics

### Godot version

4.0.0, 4.0.1 (c#)

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

I have a game with larger colliders for walls and the ground. Character body just breaks on it. Colliding with walls causes it to jitter. Moving on the ground causes the body to randomly stop (body gets stuck).

I'm not sure if there's a way to get over this or not an whether this is intended or a bug so please let me know I'd greatly appreciate it, I'm just dumb at this point.

I've tested the project on both 4.0.0 and 4.0.1, same issues.

I've tried changing shape's margin, physics frames up, steps and the other thing to give more interations and/or time for the physics to solve this better but nothing helped so far.

This issues happens even with smaller more regular sized colliders but the jitter is small so it's not very noticeable although I can certainly see.

Movement is done through the CharacterBody3D generated code, only adjustment I did was that I removed the jump lines since they were not necessary for the minimal project.

Thank you very much for help!

Video link (turn the sound on) from the minimal reproduction project showcasing my issues: https://youtu.be/Dz-0q6kFz7U.

Minimal reproduction project is in gdscript not c#.

### Steps to reproduce

I've put together minimal reproduction project and a video with just base colliders and movement, not representing my game case exactly but the jitter is more than apparent.

1. Open the project.
2. Hold up arrow until you hit the wall, keep holding up.
3. Start sliding along the wall to sides by holding up and left or up and right arrows.
4. Observe the jitter.
5. Move the wall up (Y axis) until the bottom side is just below the ground to move it farther away from the world origin.
6. Repeat 2-4 (jitter should be a lot more apparent)
7. Change collision shapes of the CharacterBody3D to sphere, cylinder and repeat previous steps.

### Minimal reproduction project

[TestLargeColliders.zip](https://github.com/godotengine/godot/files/11124465/TestLargeColliders.zip)
Repository: flutter
Issue: Icon tree shaking breaks sometimes when building web apps with `--local-web-sdk`
Labels: tool,platform-web,P2,team-web,triaged-web

The `ConstFinder` snapshot is used by the icon tree shaker, and that snapshot always comes from the native engine. When building an app for web with `--local-web-sdk`, it will build the application dill with the local web sdk's dart sdk, but then attempt use the `ConstFinder` from the native engine. This is usually not a problem, since they don't have to match exact SDK versions, but if the kernel format version has changed, this step fails.

My suggestion is to build the `ConstFinder` snapshot and ship it as part of the web sdk, and have the flutter tool use *that* snapshot when doing icon tree shaking for a web application.
Repository: PowerToys
Issue: Automatically start File Locksmith as admin
Labels: Idea-Enhancement,Product-File Locksmith

### Description of the new feature / enhancement

Just as the title describes it: I'd love to have an option to automatically start locksmith with admin permissions.

### Scenario when this would be used?

Currently I need to press the "Restart as Administrator" button which I wouldn't need to do anymore.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Make img2img and inpainting seperate tabs/sections
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 ?

While img2img and inpainting is extremely similar on the backend, on the frontend the workflow and settings are normally completely different. 

It is a massive PITA to swop 10's of settings everytime you switch, especially when you have both in your workflow.

### Proposed workflow

Make img2img and inpainting seperate tabs/sections

### Additional information

_No response_
Repository: pytorch
Issue: GroupNorm cpu/gpu parity tests fail with pretty large differences
Labels: module: nn,triaged,needs research

### 🐛 Describe the bug

Differences look too big to be tolerance errors,  investigate why this is the case. Skipping the test for now but filing this issue to track

```
 =================================== FAILURES ===================================
2023-03-31T17:42:23.8945917Z _________ TestModuleCUDA.test_cpu_gpu_parity_nn_GroupNorm_cuda_float32 _________
2023-03-31T17:42:23.8946180Z Traceback (most recent call last):
2023-03-31T17:42:23.8946431Z   File "test_modules.py", line 578, in test_cpu_gpu_parity
2023-03-31T17:42:23.8946690Z     check_backward(cpu_outputs, gpu_outputs)
2023-03-31T17:42:23.8946944Z   File "test_modules.py", line 570, in check_backward
2023-03-31T17:42:23.8947185Z     self.assertEqual(cpu_p.grad, gpu_p.grad)
2023-03-31T17:42:23.8947635Z   File "/opt/conda/envs/py_3.8/lib/python3.8/site-packages/torch/testing/_internal/common_utils.py", line 3023, in assertEqual
2023-03-31T17:42:23.8947942Z     raise error_metas[0].to_error(
2023-03-31T17:42:23.8948212Z AssertionError: Tensor-likes are not close!
2023-03-31T17:42:23.8948359Z 
2023-03-31T17:42:23.8948451Z Mismatched elements: 6 / 6 (100.0%)
2023-03-31T17:42:23.8948716Z Greatest absolute difference: 9.029479503631592 at index (4,) (up to 0.05 allowed)
2023-03-31T17:42:23.8949112Z Greatest relative difference: 1.9686480656500926 at index (2,) (up to 1.3e-06 allowed)
```

### Versions

master

cc @albanD @mruberry @jbschlosser @walterddr
Repository: flutter
Issue: integration_test doesn't measure CPU, memory, or GPU utilization
Labels: c: proposal,f: integration_test,P3,team-framework,triaged-framework

This makes the numbers fairly limited compared to what driver can do.
Repository: flutter
Issue: Deprecate `TestWidgetsFlutterBinding.setSurfaceSize`
Labels: a: tests,framework,f: integration_test,P2,team-framework,triaged-framework

The `TestWidgetsFlutterBinding.setSurfaceSize` is seemingly intended to be semantically the same as the `TestFlutterView.physicalSize` setter and legacy `TestWindow.physicalSizeTestValue` setter. But it seems that `TestWidgetsFlutterBinding.setSurfaceSize` was perhaps available before the other APIs

It _does_ allow for one behavior that isn't allowed by the newer APIs in that you can have a difference between the size of the root `RenderView` and the `FlutterView` that backs it, but this appears to be unintended. It's not possible to do with normal implementations of the binding, at least those that were defined in the framework.

To validate that no existing tests are depending on this behavior, I propose we deprecate this feature like so:

* For all implementations of `setSurfaceSize`, reimplement the behavior using `TestFlutterView.physicalSize`
* Run pre-submit tests (including google and customer tests) using this new implementation to validate that this is not a breaking change per our breaking change policy
* Separately add the `Deprecation` attribute after we've validated that it's not a breaking change and replace framework usages of `setSurfaceSize` with `TestFlutterView.physicalSize`.
Repository: flutter
Issue: `AnimatedTabBarView` proposal
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

## Proposal

My proposal is for an `AnimatedTabBarView`.

This would be similar to an `AnimatedListView` in a way, where we would be given an animation and use it as we wanted. I'm proposing this as a new Flutter Widget because it would only animate the current page as it leaves and the new page as it appears. I've tried to create this but when using something like a `TabBar`, it would not work as well as I wished because it would keep animating as if it was passing through all the in-between tabs even though they would not appear on the screen for the animation.

Since it's already animating the tabs internally, I figured it would be somewhat easy to implement this.
Repository: storybook
Issue: Theme style does not apply to .mdx (7.0.0-rc11)
Labels: question / support,addon: docs

### Describe the bug

I want to specify font family and size **with .mdx files**., but I was not able to do so because .mdx hard-hard styles. 
However, styling works with stories within .mdx.

![image](https://user-images.githubusercontent.com/1437734/229214261-3a50a134-7a4a-4ead-8812-ee45a5dba216.png)

I added to global styling, `./storybook/preview-body.html` but not working
```
<style>
html, body {
  font-size: 16px;
  font-family: Verdana;
}
</style>
```

I also have tried it with themeing, but not working either.

### To Reproduce

https://stackblitz.com/edit/github-fj1jen-htlwjo?file=src%2Fstories%2Freproduction.mdx

![image](https://user-images.githubusercontent.com/1437734/229213417-dff07ad6-0709-48f8-bb80-634d2e7d5114.png)


### System

```shell
$ npx sb@next info
Need to install the following packages:
  sb@7.0.0
Ok to proceed? (y) y

Environment Info:

  System:
    OS: macOS 12.0.1
    CPU: (8) arm64 Apple M1
  Binaries:
    Node: 16.19.0 - ~/.nvm/versions/node/v16.19.0/bin/node
    npm: 8.19.3 - ~/.nvm/versions/node/v16.19.0/bin/npm
  Browsers:
    Chrome: 111.0.5563.146
    Safari: 15.1
  npmPackages:
    @storybook/addon-a11y: ^7.0.0-rc.11 => 7.0.0-rc.11 
    @storybook/addon-essentials: ^7.0.0-rc.11 => 7.0.0-rc.11 
    @storybook/addon-interactions: ^7.0.0-rc.11 => 7.0.0-rc.11 
    @storybook/addon-links: ^7.0.0-rc.11 => 7.0.0-rc.11 
    @storybook/angular: ^7.0.0-rc.11 => 7.0.0-rc.11 
    @storybook/blocks: ^7.0.0-rc.11 => 7.0.0-rc.11 
    @storybook/manager-api: ^7.0.0-rc.11 => 7.0.0-rc.11 
    @storybook/testing-library: ^0.0.14-next.1 => 0.0.14-next.1 
    @storybook/theming: ^7.0.0-rc.11 => 7.0.0-rc.11 
```
```


### Additional context

_No response_
Repository: go
Issue: runtime: TestCgoTracebackGoroutineProfile failures
Labels: NeedsInvestigation,compiler/runtime

```
#!watchflakes
post <- pkg == "runtime" && test == "TestCgoTracebackGoroutineProfile"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/7b717aadd568598abedc7e9b1dcc4afe22c68bd7)):

    --- FAIL: TestCgoTracebackGoroutineProfile (0.00s)
        crash_cgo_test.go:730: /workdir/tmp/go-build590000508/testprogcgo.exe GoroutineProfile: exit status 2
        crash_cgo_test.go:733: want OK
            , got SIGSEGV: segmentation violation
            PC=0x55d24 m=0 sigcode=1
            signal arrived during cgo execution
    
            trap    0x0
            error   0x0
            oldmask 0x0
            r0      0x3
            r1      0x6
            r2      0x0
            r3      0x0
            r4      0x0
            r5      0x0
            r6      0x2403348
            r7      0x183730
            r8      0x27ae10
            r9      0x1
            r10     0xffae1ef0
            fp      0x8
            ip      0x26e00c
            sp      0xffae1e00
            lr      0x57e00
            pc      0x55d24
            cpsr    0x208e0010
            fault   0x0


— [watchflakes](https://go.dev/wiki/Watchflakes)