sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [web,tool] Wrong stack trace line info in widget tests
Labels: a: tests,c: new feature,platform-web,P2,team-web,triaged-web

`flutter test --platform=chrome` reports wrong line information in stack traces when a widget test fails.

## To reproduce

* Change `isTrue` to `isFalse` on [this line](https://github.com/flutter/flutter/blob/7deb535cb68ff08782f3ff2b78ee67530a53bb96/packages/flutter/test/rendering/layers_test.dart#L36).
* Run `flutter test --platform=chrome test/rendering/layers_test.dart`
* Observe that the test fails (expectedly)

## Expected results

The test stack trace should point to line 36, and ideally the line offset should also be correct.

## Actual results

The line numbers in the stack trace are wrong, e.g.:

```
00:04 +0 -1: non-painted layers are detached [E]
  Expected: false
    Actual: <true>

  ../dart-sdk/lib/_internal/js_dev_runtime/private/ddc_runtime/errors.dart 294:3       throw_
  ../packages/matcher/src/expect/prints_matcher.dart.js 436:22                         fail
  ../packages/matcher/src/expect/prints_matcher.dart.js 433:12                         _expect
  ../packages/matcher/src/expect/prints_matcher.dart.js 368:12                         expect$
  ../packages/flutter_test/src/test_text_input_key_handler.dart.js 9381:12             expect$
  layers_test.dart.js 722:21                                                           <fn>
  ...
```

Notice `layers_test.dart.js 722:21`, which points to line 722, not 36, which is wrong.
Repository: material-ui
Issue: [system][docs] Clarifying differences between JSS- and Emotion-based `styled` utilities
Labels: support: question,package: styles,support: docs-feedback

### Duplicates

- [X] I have searched the existing issues

### Related page

https://mui.com/material-ui/migration/v5-style-changes/#styled

### Kind of issue

Unclear explanations

### Issue description

I was looking for ... and it appears that ...
I was looking into how to create reusable styled components. It appears that there are a couple of places from which I can import the utility fn, but it is not clear which is the correct one (or if all are the same?).

[Migration guide](https://mui.com/material-ui/migration/v5-style-changes/#styled) says to change any usages of 
```typescript
-import { styled } from '@mui/material/styles';
+import { styled } from '@mui/styles';
```
But...
- documentation for `@mui/styles` states that this is a [legacy api](https://mui.com/system/styles/basics/).
- [documentation](https://mui.com/system/styled/#introduction) for `styled` states to use `@mui/material/styles`
- [tangential](https://mui.com/material-ui/guides/creating-themed-components/#introduction) documentation uses `@mui/material/styles`

From the amount of ocurrences, seems like migration docs is outdated. Maybe its the same under the hood? Could anyone shed some light here? Thanks! 

### Context 🔦


I just migrated a project from v4 to v5.
Repository: godot
Issue: Certain text crashes exported Windows 32-bit game
Labels: bug,platform:windows,confirmed,crash,topic:gui,topic:export

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

Godot v4.1.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)

### Issue description

An exported Windows 32-bit game crashes when loading a scene containing certain (common) text. No errors are seen in the console; the game window silently disappears after a few seconds of loading.

Texts that cause the crash include "ft" (but not "tf") and "abcdefg" (but not "abcdef").

Windows 64-bit works fine, both exported and in the editor. Same for Linux 64-bit. Windows 32-bit exports were made from both Linux 64-bit and Windows 64-bit with the same result.

The crash occurs 100% of the time on the two Windows PCs I have access to (both have very similar hardware).

### Steps to reproduce

1. Create a new project.
2. Create a Control-based scene and set it as the main scene.
3. Add a Label containing the text "ft" to the scene.
4. Create an export preset for Windows with Architecture: x86_32.
5. Export the game ("Export project...").
6. Run the exported game.
7. Observe the crash.

### Minimal reproduction project

[testft.zip](https://github.com/godotengine/godot/files/12861775/testft.zip)
Repository: godot
Issue: Resource with script attached silently fails to load its script
Labels: bug,topic:gdscript,needs testing

### Godot version

Godot 4.1.2 399c9dc393f6f84c0b4e4d4117906c70c048ecf2
Godot 4.1.1

### System information

Windows 10 64 bits NVIDIA GeForce GTX 1060

### Issue description

I have a script on a Resource which I saved as `.tres`. Then in another script, I preload the resource and try to call a function on it, but if a `preload` is present elsewhere in the file targetting the script, the resource silently fails to load with its script and the function call fails.

There was also no error indicating any sort of failure before that point.
Initially I was working on a custom C++ resource  and I couldn't figure out why my GDVIRTUAL_CALL wasn't succeeding despite calling an object with a script and the right method and where `get_script()` didn't return a null variant.
In the C++ debugger, the resource object actually had `script_instance: nullptr` and `script` contains some weird object that appears to be semi-garbage (yet isn't a null variant when returned by `get_script()`).


### Steps to reproduce

- Create `my_resource.gd` extending `Resource`, with a `test` function printing `Hello`.
- Create a `Resource` in the inspector, attach `my_resource.gd` to it and save it as `my_resource.tres`.
- Create a main scene with a script on it that preloads `my_resource.tres` and calls `test` on it. Observe it works.
- On top of `_ready`, add a "const preload" of `my_resource.gd`. Try running the same again: observe it fails to call the function.

Works:
```gdscript
func _ready():
	var resource = preload("res://my_resource.tres")
	resource.test()
```

Fails to call `test`:
```gdscript
const MyResourceScript = preload("res://my_resource.gd")
func _ready():
	var resource = preload("res://my_resource.tres")
	resource.test()
```

### Minimal reproduction project

[ResourceScriptPreload.zip](https://github.com/godotengine/godot/files/12861845/ResourceScriptPreload.zip)
Repository: rust
Issue: Test formatters do not generate test file path information
Labels: A-libtest,C-bug,requires-nightly,T-libs,T-testing-devex

# Problem

The output of the test formatters `--format=junit` and `--format=json` don't include the source test file information, which is available in the `source_file` property of `TestDesc` ([here](https://github.com/rust-lang/rust/blob/master/library/test/src/types.rs#L202)). This information would help us with test parsing in CI and better ownership attribution (based on file owners). 

Note: For `--format=json`, this is [printed](https://github.com/rust-lang/rust/blob/master/library/test/src/formatters/json.rs#L83) with the `--list` option, but not in the actual test result event.
Repository: terminal
Issue: Fullscreen globalSummon after minimizing does not correctly restore with alt+tab
Labels: Issue-Bug,Product-Terminal,Priority-3,Area-Windowing

### Windows Terminal version

1.19.230925002-preview

### Windows build number

10.0.19044.0

### Other Software

This has been happening for several windows terminal versions (at least since >1.14).

### Steps to reproduce

- Open a fullscreen terminal window
- Use a "globalSummon" action to minimize the window
- Try to alt-tab to the window or click on the task bar icon to select the window

### Expected Behavior

The same behavior as using the "globalSummon" action again. This and a "restore" action work correctly to select, unminimize and show the window as fullscreen again.

When the window is not initially fullscreen, there is also no problem alt-tabbing to it (though one difference in this case is the globalSummon hide has a minimize animation).

### Actual Behavior

After minimizing, alt-tabbing or clicking on the taskbar icon does not display the window again (but does seem to select it). Alt-tabbing to a different window then back again will display the terminal window but no longer as fullscreen.

I'd be happy to provide any more details or information that may be useful!
Repository: pytorch
Issue: DISABLED test_mem_leak (__main__.TestProfilerCUDA)
Labels: triaged,skipped

Platforms: rocm, linux





This test was disabled because it is failing on MI210 runners as part of https://github.com/pytorch/pytorch/pull/105980:
https://github.com/pytorch/pytorch/actions/runs/5744430164/job/15572649474

cc @jeffdaily @sunway513 @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang
Repository: pytorch
Issue: Dynamo inlining should compile partial subgraphs / improve graph break with recursive calls
Labels: feature,triaged,months,oncall: pt2,module: dynamo

Consider a simple case of:

```
def h(x):
    x = x.cos()
    print(x)
    x = x.cos()
    return x

def g(x):
    x = x.cos()
    x = h(x)
    x = x.cos()
    return x


def f(x):
    x = x.cos()
    x = g(x)
    x = x.cos()
    return x
```

In an ideal state, dynamo would produce 2 graphs.

```
cos() 
cos()
cos()
```
`print` in eager
and
```
cos() 
cos()
cos()
```

However, today, we produce 6 due to how inlining runs (nesting inlining down) and how it fails (bubbling up). Each graph has a cos() in it.

This is pretty inefficient, and we lose a lot of compilation value from this - it is also probably representative of a real world problem where graph breaks in leaves have an outsized impact on the # of graphs we produce, and 1 graph break != 1 split in the graph. 



cc @ezyang @gchanan @zou3519 @kadeng @msaroufim @chauhang @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @amjames @rec @anijain2305 @Xia-Weiwen @aakhundov
Repository: flutter
Issue: Flutter .ci.yaml format should be modular/support imports
Labels: team-infra,P2,triaged-infra

For flutter/flutter, the .ci.yaml file is currently 5561 lines long: https://github.com/flutter/flutter/blob/master/.ci.yaml#L5561.

These files are parsed by the script at https://github.com/flutter/cocoon/blob/main/app_dart/bin/generate_jspb.dart and the protocol buffer at https://github.com/flutter/cocoon/blob/main/app_dart/lib/src/model/proto/internal/scheduler.proto.

Complicating this, I believe one workflow of this script CURLs the file from github, which would complicate imports: https://github.com/flutter/cocoon/blob/main/app_dart/bin/generate_jspb.dart#L20
Repository: PowerToys
Issue: Unable to start powerrename，it will flash back after startup
Labels: Issue-Bug,Product-PowerRename,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.74.0

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

无法正常启动powerrename，右键在上下文菜单启动时会弹出白屏程序窗口，但是3秒后会闪退
[PowerToysReport_2023-10-11-09-16-46.zip](https://github.com/microsoft/PowerToys/files/12863972/PowerToysReport_2023-10-11-09-16-46.zip)
![image](https://github.com/microsoft/PowerToys/assets/89341878/9ae3a21e-42c2-4aa2-b136-38ca3fbfef2d)


### ✔️ Expected Behavior

现在我无法使用powerrename，希望能够解决问题

### ❌ Actual Behavior

右键在上下文菜单启动时会弹出白屏程序窗口，但是3秒后会闪退

### Other Software

系统版本：Windows 10 家庭中文版
版本号：22H2
操作系统内部版本：19045.3448
Repository: flutter
Issue: video_player_web: play() request was interrupted by a call to pause()
Labels: platform-web,p: video_player,package,has reproducible steps,P2,team-web,triaged-web,found in release: 3.13,found in release: 3.16

### 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)

### Steps to reproduce

On web:

1. Play a short video using video_player package.
2. Add a button to seek to start and play:

Click the button after the video reaches the end and stops playing. 




                                             

### Expected results

To work reliably

### Actual results

If you click a few times, occasionally, the video player package will enter an error state, checking the error description will report:

``` The play() request was interrupted by a call to pause()```

This happens because the video_player code pauses the video when it reaches the end:
```
        case VideoEventType.completed:
          // In this case we need to stop _timer, set isPlaying=false, and
          // position=value.duration. Instead of setting the values directly,
          // we use pause() and seekTo() to ensure the platform stops playing
          // and seeks to the last frame of the video.
          pause().then((void pauseResult) => seekTo(value.duration));
          break;
```
Unfortunately, the browser is weird and goes into an error state if you call pause before a play promise is resolved. The best solution is probably just for the video_player package to enqueue pause / play / etc. promises so that a call to pause is never executed until previous requests to pause / play / stop have been completed, preventing multiple calls from being in flight at the same time.

Currently, the video_player_web package is hard to use reliably because it gets itself into an error state quiet easily due to not guarding its internal pause calls. 

More info here on the underlying problem:

https://developer.chrome.com/blog/play-request-was-interrupted/


          

### Code sample

```dart
  FilledButton(onPressed: () async {
    videoPlayerController!.seekTo(Duration.zero).then((_) {
      videoPlayerController!.play(); 
    }); 
  })
```


### Screenshots or Video

_No response_

### Logs

_No response_

### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: PowerToys
Issue: Peek UI Enhancement - Smoother Window Transition Effects
Labels: Idea-Enhancement,Needs-Triage,Product-Peek

### Description of the new feature / enhancement

Overall, Peek looks much nicer than QuickLook, but QuickLook does have some UI features that make it feel closer to the fluidity and intuitiveness of MacOS's preview utility.

I am requesting that Peek have smoother transition effects be implemented. Like QuickLook, the Peek window should fade in and grow from screen center when it's activated. Currently it just abruptly appears at full size and opacity and looks a little clunky.
Conversely, it should fade out and shrink from its location when it's deactivated. Currently, it shrinks and fades on deactivation like any other window in Windows 11, but I'm requesting it shrink a little bit more and fade a little more so as to match the QuickLook feel.

This UI enhancement will make Peek feel more intuitive and native to Windows. 

### Scenario when this would be used?

Every time Peek is used.

### Supporting information

_No response_
Repository: PowerToys
Issue: Peek - Markdown file Table of Contents
Labels: Idea-Enhancement,Needs-Triage,Product-Peek

### Description of the new feature / enhancement

Like Peek's PDF viewer or QuickLook's Markdown file viewer, Peek should have a collapsible Table of Contents sidebar that is hyperlinked to each section of the markdown file for easy navigation.

### Scenario when this would be used?

When previewing Markdown files with Peek.

### Supporting information

QuickLook's Markdown file previewer is a good example of what I'm requesting, however it would be even better if the sidebar were collapsible, like Peek's PDF viewer sidebar.
Repository: ant-design
Issue: 当引用antd/dist/antd.min.js时StyleProvider无法使用
Labels: Inactive,unconfirmed

### Reproduction link

[https://github.com/Beven91/antdv5-style](https://github.com/Beven91/antdv5-style)

### Steps to reproduce

从代码分析看，当官方打包antd到dist时，`@ant-design/cssinjs的StyleProvider`会被包含在`antd/dist/antd.min.js`

在使用时，由于只能从 `@ant-design/cssinjs`中获取StyleProvider,
这样和antd.min.js使用的不是同一个StyleProvider实例，

如果要解决的话，目前只能自己二次dist/antd.min.js，这样会增加使用成本。



### What is expected?

StyleProvider能正常工作

### What is actually happening?

StyleProvider由于内部的StyleContext不是同一个，所有配置都失效

| Environment | Info |
| --- | --- |
| antd | 5.10.0 |
| React | 18.2.0 |
| System | MacOs |
| Browser | Chrome 110 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: transformers
Issue: Tutorial on implementing tree of thoughts(ToT) framework using a model 
Labels: Feature request

### Feature request

Language models are increasingly being deployed for general problem solving across a wide range of tasks, but are still confined to token-level, left-to-right decision-making processes during inference. This means they can fall short in tasks that require exploration, strategic lookahead, or where initial decisions play a pivotal role. To surmount these challenges, we introduce a new framework for language model inference, Tree of Thoughts (ToT), which generalizes over the popular Chain of Thought approach to prompting language models, and enables exploration over coherent units of text (thoughts) that serve as intermediate steps toward problem solving. ToT allows LMs to perform deliberate decision making by considering multiple different reasoning paths and self-evaluating choices to decide the next course of action, as well as looking ahead or backtracking when necessary to make global choices. Our experiments show that ToT significantly enhances language models' problem-solving abilities on three novel tasks requiring non-trivial planning or search: Game of 24, Creative Writing, and Mini Crosswords. For instance, in Game of 24, while GPT-4 with chain-of-thought prompting only solved 4% of tasks, our method achieved a success rate of 74%. Code repo with all prompts

### Motivation

a comprehensive tutorial on implementing tree of thoughts using any open source model will give users more understanding about it.

### Your contribution

https://github.com/princeton-nlp/tree-of-thought-llm
https://arxiv.org/abs/2305.10601
Repository: flutter
Issue: ListTile overline text element
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Is there an existing issue for this?
[#127245](https://github.com/flutter/flutter/issues/127245)
[#127075 ](https://github.com/flutter/flutter/issues/127075)

### Use case

This is part a question and part a feature request. 
The request is the same as [#127245](https://github.com/flutter/flutter/issues/127245) which was closed in favor of [#127075 ](https://github.com/flutter/flutter/issues/127075)

As it was there decided not to be solved as part of that PR I wonder if there are any plans of adding this? I have checked the Material 3 spec, and it seems that it is not a part of the spec, so therefore I also wonder if there are any plans of including this at all?

### Proposal

Add overline text to ListTile if it is planned to be in the ListTile M3 spec
Repository: PowerToys
Issue: VisualStudio 2022 dialog-windows are taking same size as parent window.
Labels: Issue-Bug,Product-FancyZones

### Microsoft PowerToys version

0.74.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones

### Steps to reproduce

When opening in VisualStudio-2022 'License status'-dialog (from out of the About-dialog) the License-window is shown as a dialog with the same size as VisualStudio itself.
When I exit PowerToys, this license window is shown as a little dialog on top of Visual-Studio.

I have it sometimes also with other windows of VisualStudio, like the  'Find and Replace'-dialog, or when I'm working with a tabbed-window not docked in the Document-window.

### ✔️ Expected Behavior

License window should not take same size as it's parent window.

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: fastapi
Issue: RequestValidationError is **not** a sub-class of Pydantic's ValidationError
Labels: question,docs

### Discussed in https://github.com/tiangolo/fastapi/discussions/10421

<div type='discussions-op-text'>

<sup>Originally posted by **valentinoli** October 10, 2023</sup>
### First Check

- [X] I added a very descriptive title here.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I searched the FastAPI documentation, with the integrated search.
- [X] I already searched in Google "How to X in FastAPI" and didn't find any information.
- [X] I already read and followed all the tutorial in the docs and didn't find an answer.
- [X] I already checked if it is not related to FastAPI but to [Pydantic](https://github.com/pydantic/pydantic).
- [X] I already checked if it is not related to FastAPI but to [Swagger UI](https://github.com/swagger-api/swagger-ui).
- [X] I already checked if it is not related to FastAPI but to [ReDoc](https://github.com/Redocly/redoc).

### Commit to Help

- [X] I commit to help with one of those options 👆

### Example Code

```python
@app.exception_handler(ValidationError)
async def validation_exception_handler(request: Request, exc: ValidationError):
    return PlainTextResponse(
        str(exc), status_code=status.HTTP_500_INTERNAL_SERVER_ERROR
    )
```


### Description

I was trying to handle both `RequestValidationError` and `ValidationError` by writing a custom handler for `ValidationError` but that doesn't work.

[The docs](https://fastapi.tiangolo.com/tutorial/handling-errors/#override-request-validation-exceptions) state that 

> RequestValidationError is a sub-class of Pydantic's [ValidationError](https://pydantic-docs.helpmanual.io/usage/models/#error-handling)

However, looking at [FastAPI source code](https://github.com/tiangolo/fastapi/blob/c1adce4fe93a0035e69988f7e051cfab97d8acef/fastapi/exceptions.py#L36) reveals that this is not the case.


### Operating System

Linux

### Operating System Details

_No response_

### FastAPI Version

0.101.0

### Pydantic Version

2.1.1

### Python Version

3.11.3

### Additional Context

_No response_</div>