sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: "[webpack-dev-middleware] wait until bundle finished" -- Even though Storybook actually started
Labels: bug,builder-webpack5

### Describe the bug

I've updated to `7.4.0` but noticed that after starting up storybook, i see the following log:

```
> npx storybook dev --quiet --ci -p 3002
@storybook/cli v7.4.0
attention => Storybook now collects completely anonymous telemetry regarding usage.
This information is used to shape Storybook's roadmap and prioritize features.
You can learn more, including how to opt-out if you'd not like to participate in this anonymous program, by visiting the following URL:
https://storybook.js.org/telemetry
info => Starting manager..
WARN You (or an addon) are using the 'config' preset field. This has been replaced by 'previewAnnotations' and will be removed in 8.0
info Addon-docs: using MDX2
info => Using implicit CSS loaders
info => Loading custom Webpack config (full-control mode).
<i> [webpack-dev-middleware] wait until bundle finished
```

I expect to see the familiar message that Storybook is loaded, along with the URL and port to the storybook. Interestingly, I can still go to my browser and load Storybook just fine.


### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: flutter
Issue: Audit use of UIScreen scale
Labels: platform-ios,engine,P2,c: tech-debt,team-ios,triaged-ios

We have a lot of code in FlutterViewController that is getting size information from the Flutter view, but scale from the `UIScreen`. This adds complexity, especially with the deprecation of `mainScreen`, and it's not at all clear to me what we are involving the screen at all; if we want the Flutter view's scale factor, which I believe is the case, we should use the view's `contentScaleFactor`.

I don't know for certain that there isn't some subtle reason this is better, vs just an API oversight, but we should investigate to see and simplify the code if it's not necessary to do it this way.
Repository: vscode
Issue: code cli's serve-web command should support --disable-telemetry
Labels: feature-request,code-cli

The old `code-server serve-local` command had an option `--disable-telemetry`, which I don't see in the new code CLI:

```
❯ ./code-insiders serve-web -h
Runs a local web version of Visual Studio Code - Insiders

Usage: code-insiders serve-web [OPTIONS]

Options:
      --host <HOST>
          Host to listen on, defaults to 'localhost'
      --socket-path <SOCKET_PATH>

      --port <PORT>
          Port to listen on. If 0 is passed a random free port is picked [default: 8000]
      --connection-token <CONNECTION_TOKEN>
          A secret that must be included with all requests
      --without-connection-token
          Run without a connection token. Only use this if the connection is secured by other means
      --accept-server-license-terms
          If set, the user accepts the server license terms and the server will be started without a user prompt
      --server-data-dir <SERVER_DATA_DIR>
          Specifies the directory that server data is kept in
      --user-data-dir <USER_DATA_DIR>
          Specifies the directory that user data is kept in. Can be used to open multiple distinct instances of Code
      --extensions-dir <EXTENSIONS_DIR>
          Set the root path for extensions
  -h, --help
          Print help

GLOBAL OPTIONS:
      --cli-data-dir <CLI_DATA_DIR>  Directory where CLI metadata should be stored [env: VSCODE_CLI_DATA_DIR=]
      --verbose                      Print verbose output (implies --wait)
      --log <level>                  Log level to use [possible values: trace, debug, info, warn, error, critical, off]

```

I would like to be able to disable this telemetry.
Repository: flutter
Issue: Allow using Theme like an InheritedModel
Labels: framework,f: material design,c: proposal,P3,team-design,triaged-design

### 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

Today, you use `Theme.of(context)` which returns the entire `ThemeData` object. For most use cases, people don't need the whole `ThemeData` object. One change that was introduced a bit ago was converting `MediaQuery` to an `InheritedModel` which allows people to do `MediaQuery.sizeOf(context)` which returns a `Size` and the widget would only rebuild if the device screen size changes and not if say, the brightness changes.

### Proposal

I propose there be a way to access only what we need of `ThemeData`. Ideally it would be in the same form that `MediaQuery` is in. For example, to get the target platform, you would do `Theme.platformOf(context)` which would return a `TargetPlatform` enum or `Theme.textThemeOf(context)` which returns a `TextTheme` object. This would require some internal refactoring and would _probably_ break people who extend the `Theme` class so I'm not sure how feasable this is but I'm just throwing this out there.
Repository: angular
Issue: i18n docs: lack of examples with $localize fn
Labels: help wanted,P3,area: docs

### Describe the problem that you experienced

Based on the conversation from PR #51589.
We need more examples/explanations of how to use `$localize` fn in Angular app.

### Enter the URL of the topic with the problem

https://github.com/angular/angular/pull/51589

### Describe what you were looking for in the documentation

`$localize` function

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

More examples & explanations

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: PowerToys
Issue: [FancyZones] Some confusing behavior when snapping windows with left and right shortcuts
Labels: Idea-Enhancement,FancyZones-Hotkeys,Needs-Triage

### Description of the new feature / enhancement

Moving windows between zones with shortcuts seems a bit confusing in its current state:

- When cycled outside the first or last zone, the window goes back to free float, but can't be cycled further to the same direction. I would intuitively believe that when cycled past the last zone and detached, continuing cycling to the same direction would snap it to the first zone, and vice versa. Current functionality forces users to cycle backwards through all the zones to get to the first or last zone.
- When starting to cycle to opposite direction after the window has been detached from zones the shortcut skips the first zone in that direction. F.ex. should I have 4 zones and cycle past the last, cycling backwards puts the window in zone 3, where zone 4 would be expected.
- The zone numbers go top to bottom, then left to right. The shortcuts by default work to the left and to the right. If the zone numbers would go from left to right, then top to bottom, moving the windows with shortcut keys would feel more intuitive and logical. This could be an option, or the zone numbers could even be configurable in the zone editor.
- If I have 4 zones and then switch to 2 zone layout, a window that has been snapped to zone 3 or 4 won't snap to new zone layout with shortcut keys unless I move it with mouse first, when the option to match new size/position upon zone layout changes is unchecked.

### Scenario when this would be used?

Making moving and snapping windows with modifier + left and right shortcuts more intuitive makes the user experience smoother.

### Supporting information

v0.69.1
Repository: godot
Issue: InputEventScreenTouch detection with Area3D in SubViewport not working after drag on mobile
Labels: bug,platform:ios,platform:android,topic:input

### Godot version

4.1.stable

### System information

Mac OS Ventura 13.5.1, iOS 16.6

### Issue description

I have a SubViewport set up in the game as shown below:

<img width="1376" alt="Screenshot 2023-09-05 at 12 12 20 PM" src="https://github.com/godotengine/godot/assets/7350691/c6100c5a-8dfd-4c7d-978e-3ebf1ee37577">

When clicking on the Area3D inside the subviewport, and with touch emulation enabled in the project, I do see touch events via the `input_event` signal as expected when running the game on my desktop machine (Mac OS):

1. Click and release while over the Area3D, touch pressed & released events as expected
2. Click and hold while over the Area3D, touch pressed event as expected. While holding, move the pointer into the main viewport and release - no touch released event as expected.
3. Repeat step 1, events are seen as expected.


https://github.com/godotengine/godot/assets/7350691/b787fafe-d238-4849-a479-27e687d2a361



When exporting the project and doing the same steps on iOS or Android, after step 2 above no touch events are seen again by the Area3D. If you double tap many times it will occasionally come back alive. If you only do step 1 then events continue to fire as expected. It seems to be the touch and drag into the new viewport that causes the detection to no longer work, but only on mobile platforms.

### Steps to reproduce

Load up the minimal reproduction project and export to iOS / Android, perform the steps outlined above. After doing the touch and drag into the main viewport then release, touch events no longer fire on the Area3D.

### Minimal reproduction project

[touchbug.zip](https://github.com/godotengine/godot/files/12528858/touchbug.zip)
Repository: PowerToys
Issue: Powertoys Run: Allow showing results in wrong language layout
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

Every time you type on the wrong language layout, you have to completely delete the typed text, switch the layout and type again.

It would be convenient to get the desired results even when typing text in the wrong layout.

### Scenario when this would be used?

When you did not check the language layout on which you print.

![image](https://github.com/microsoft/PowerToys/assets/14369958/15c1905d-1df3-4961-9c57-e6a6ebdfbed9)


### Supporting information

Happens on:
- PowerToys V 0.73.0
- Windows 11 22H2 22621.2215
Repository: pytorch
Issue: torchrun fails to run on Windows 11
Labels: module: windows,triaged

### 🐛 Describe the bug

On Windows 11, just running vanilla "torchrun train.py" gives the error "failed to create process." - with no other info (no stack trace).  

```
torch                              2.0.1
python                             3.9.0

```

### Versions

PyTorch version: 2.0.1
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 11 Enterprise
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.9.0 (default, Nov 15 2020, 08:30:55) [MSC v.1916 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.22621-SP0
Is CUDA available: True
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=3504
DeviceID=CPU0
Family=207
L2CacheSize=12288
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=3504
Name=Intel(R) Core(TM) i9-10920X CPU @ 3.50GHz
ProcessorType=3
Revision=21767

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] pytorch-ranger==0.1.1
[pip3] torch==2.0.1
[pip3] torch-optimizer==0.3.0
[pip3] torchaudio==2.0.2
[pip3] torchdata==0.6.1
[pip3] torchtext==0.15.2
[pip3] torchvision==0.15.2
[conda] blas                      1.0                         mkl
[conda] mkl                       2023.1.0         h6b88ed4_46357
[conda] mkl-service               2.4.0            py39h2bbff1b_1
[conda] mkl_fft                   1.3.6            py39hf11a4ad_1
[conda] mkl_random                1.2.2            py39hf11a4ad_1
[conda] numpy                     1.23.5                   pypi_0    pypi
[conda] pytorch                   2.0.1           py3.9_cuda11.7_cudnn8_0    pytorch
[conda] pytorch-cuda              11.7                 h16d0643_5    pytorch
[conda] pytorch-mutex             1.0                        cuda    pytorch
[conda] pytorch-ranger            0.1.1                    pypi_0    pypi
[conda] torch-optimizer           0.3.0                    pypi_0    pypi
[conda] torchaudio                2.0.2                    pypi_0    pypi
[conda] torchdata                 0.6.1                    pypi_0    pypi
[conda] torchtext                 0.15.2                   pypi_0    pypi
[conda] torchvision               0.15.2                   pypi_0    pypi

cc @peterjc123 @mszhanyi @skyline75489 @nbcsm @vladimir-aubrecht @iremyux @Blackhex @cristianPanaite
Repository: godot
Issue: Scroll Container lets TouchScreenButton get pressed outside the Scroll Container
Labels: bug,topic:gui

### Godot version

4.1.1.stable

### System information

Windows 11 , 4.1.1.stable , Vulkan(Mobile)

### Issue description

By scrolling TouchScreenButton outside the ScrollContainer u are able to press them **outside** of the ScrollContainer itself.
Even the signals get fired.

### Steps to reproduce

1. Create a Panel with a ScrollContainer
2. Put a HBoxContainer inside the ScrollContainer
3. Put a ControlNode with a TouchScreenButton as Child inside HBoxContainer 
4. Give TouchScreenButton a Texture for Normal and Pressed State
5. Copy the ControlNode with the TouchScreenButton several Times so u can scroll them outside the ScrollContainer
6. Write a script to the Panel for the pressed and released signals to print it. But u can also see the visual change when a button is half outside the ScrollContainer
7. Active "Emulate_Touch_from_Mouse" in the Project Settings ->Input Devices -> Pointing to test on Computer 
8. Run Project and get stunned by realising that the Buttons get actually pressed far **outside** the ScrollContainer.


### Minimal reproduction project

https://github.com/BrotGames/ScrollContainerBug.git

I just created an Account on Github to post this. It should work to download this Project.
Repository: go
Issue: proposal: go/types: assign non-untyped types for all runtime expressions
Labels: Proposal

Compilers like cmd/compile and x/tools/go/ssa prefer to work exclusively with true types, but there are several cases where go/types leaves expressions as untyped: https://github.com/golang/go/blob/b6372114b234c779b2db5773721cf88c2289898f/src/cmd/compile/internal/noder/helpers.go#L89

It would be convenient if go/types were to provide appropriate true types for each of these contexts, since it's already having to check that the untyped expressions are suitable.

Related: #47151 proposes adding a second map for the implicitly converted type of expressions. I'd suggest that's a reasonable way to avoid breaking users that expect the current untyped types (e.g., #47243).

/cc @griesemer @findleyr @alandonovan
Repository: PowerToys
Issue: Wox hotkeys in Powertoys Run
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

I use the hotkeys feature of Wox to autofill commands such as: 

> netsh interface ipv4 set address name="ethernet" 
> netsh interface ipv4 set address name="ethernet" source=dhcp

using simple keyboard shortcuts like Alt+I and Alt+D. I change my IP address a lot for work.

Is there a way to have this same type of functionality with the current implementation of Wox in Powertoys Run?

### Scenario when this would be used?

Changing IP address of PC, perhaps other situations in which commonly used shell commands can be recalled quickly

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: image transformed to base64 and not saved to local
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 ?

I want the image decoded to base64, I don't want the image saved to local. Even I turn off the ''Always save all generated images', the image will still be saved to temp folder

### Proposed workflow

1. Generate image 
2. The image will be display by base64 format
3. the image will not be saved to local

### Additional information

I really need that funtion.
Repository: rust
Issue: Tracking issue for `cfg_match`
Labels: T-libs-api,C-tracking-issue

Provides a native way to easily manage multiple conditional flags without having to rewrite each clause multiple times.

### Public API

```rust
match_cfg! {
    unix => {
        fn foo() { /* unix specific functionality */ }
    }
    target_pointer_width = "32" => {
        fn foo() { /* non-unix, 32-bit functionality */ }
    }
    _ => {
        fn foo() { /* fallback implementation */ }
    }
}
```

### Steps / History

- [x] Implementation (https://github.com/rust-lang/rust/pull/115416)
- [ ] Final comment period
- [ ] Stabilization PR

### Unresolved Questions

* ~~What should the final syntax be? A match-like syntax feels more natural in the sense that each macro fragment resembles an arm.~~
* ~~Should the macro be supported directly by a language feature?~~
* ~~What should the feature name be? `cfg_match` conflicts with the already existing `cfg_match` crate.~~
* ~~How can we support usage in both expression-position and item position?~~
* Support trailing commas to have similar grammar as `match` statements.

### References

* https://crates.io/crates/cfg-match
* https://crates.io/crates/cfg-if
* https://github.com/rust-lang/rust/issues/59442
*  https://internals.rust-lang.org/t/is-cfg-if-going-to-be-pulled-into-std/13316
Repository: rust
Issue: Cleaner dbg! macro without alternate formatting
Labels: C-feature-request,T-libs

Hello!
I have to say I don't love the `dbg!` macro. It pollutes the output unnecessarily, and could easily be way cleaner.
Personally, I think it is a missed opportunity. It actually doesn't use debug formatting `{:?}`, it uses alternate debugging `{:#?}` I'm not sure why. This, unfortunately, makes everything get a lot more newlines than needed. So, we get this:
```
[src/lib.rs:105] &order = [
    8,
    14,
    13,
]
[src/lib.rs:105] &order = [
    6,
    14,
    5,
    4,
    3,
    2,
]
[src/lib.rs:9] &win = [
    8,
    14,
    13,
]
```
instead of simply this:
```
[src/lib.rs:105] &order = [8, 14, 13]
[src/lib.rs:105] &order = [6, 14, 5, 4, 3, 2]
[src/lib.rs:9] &win = [8, 14, 13]
```
Similarly, for structs it prints one field per line and gets very verbose.

I imagine people use the alternate formatting very sparingly, only when something gets so complex that it warrants the added pollution, I know I rarely have used it. In the vast majority of cases, we all use `{:?}` the standard debug formatting. So, why adopt the alternate one in the `dbg!` macro?

I'd like to ask you to please reconsider it. It is a single character change.
Thank you.

https://github.com/rust-lang/rust/blob/25283f4e138866eed649fa6b18728c22662b2224/library/std/src/macros.rs#L365-L366
Repository: rust
Issue: Tracking Issue for cfg_attribute_in_where
Labels: B-RFC-approved,T-lang,C-tracking-issue,S-tracking-unimplemented

This is a tracking issue for the RFC "Allow cfg-attributes in where clauses" (rust-lang/rfcs#3399).
The feature gate for the issue is `#![feature(cfg_attribute_in_where)]`.

The intent, as described in the Guide-level explanation, is to enable cfg-attributes on where-clauses, like so:

```rust
impl<T> SomeTrait<T> for Thing
where
    #[cfg(something_a)] T: SomeRequirementA,
    #[cfg(something_b)] T: SomeRequirementB,
{}
```

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

- [ ] Implement the RFC (cc @rust-lang/compiler -- can anyone write up mentoring instructions?)
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Formatting for new syntax has been added to the [Style Guide] ([nightly-style-procedure])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[nightly-style-procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md 
[Style Guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions


* should cfg-attributes be allowed to decorate individual bounds on the right hand side of the colon?
* rustfmt is supposed to be able to format the where clause somehow, do we expect it to (try to) put the attribute on the same line, or would it always prefer the attribute on separate lines?

### Implementation history

<!--
Include a list of all the PRs that were involved in implementing the feature.
-->
Repository: stable-diffusion-webui
Issue: [Feature Request]: During batch processing, img2img renames files, which is very inconvenient and can even cause errors when processing video frames. Please fix this.
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 ?

During batch processing, img2img renames files, which is very inconvenient and can even cause errors when processing video frames. Please fix this.

For example: 2and3.png in the input folder becomes 00001-2and3 in the output folder.

### Proposed workflow

Hope to keep the original filenames

### Additional information

_No response_
Repository: PowerToys
Issue: For File Explorer Add-ons please document the groups and file extensions supported
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

This would let us know if our file types are supported in File Explorer Add-ons. Without this information the user has to go to the github repository and hunt thru the source code to find this information. I spent at least 2 hours trying to track down this info before I found it.
Repository: node
Issue: ERR_UNHANDLED_REJECTION wrongly reported in node 18 when running junit test.
Labels: stalled

### Version

v18.17.1

### Platform

Darwin 192.168.1.112 22.6.0 Darwin Kernel Version 22.6.0: Wed Jul  5 22:22:05 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6000 arm64

### Subsystem

_No response_

### What steps will reproduce the bug?

I have several junit test cases , I have upgraded to Node 18.17.1 , and always the third case will fail with following error:
<img width="499" alt="image" src="https://github.com/nodejs/node/assets/21072683/629b3453-1773-4618-9703-90aee51fb60d">
For example we have testfile1 testfile2 testfile3, the first 2 files passed, the third fail. 
If I copy the same content from testfile2 to testfile3, still, the third will fail.
So I don't think it is our test cases issue. 
All the things works well when we using node 14.
There is no promise used in all the testfiles.


### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

_No response_

### What do you see instead?

The test cases always fail in the third case. 
Report : ERR_UNHANDLED_REJECTION

### Additional information

_No response_