sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Attach stylesheet for markdown preview
Labels: Idea-Enhancement,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

The markdown preview in the explorer is great. It would even be better if we could attach our own stylesheet to see the preview in our own style.

### Scenario when this would be used?

I have a set of documentation in markdown with a custom stylesheet that is used during publication. It would be very helpful if we can attach that stylesheet to the preview in Explorer so I can better read the documentation sources as I am used to from the final publication.

### Supporting information

_No response_
Repository: go
Issue: proposal: cmd/go: add a way to suppress OK status printing in go test
Labels: Proposal,GoCommand

### Proposal Details

Running `go test ./...` on a project with many packages and having all of the `ok ...  (cached) [no tests to run]` lines repeatedly flickering over the screen is

1. probably not a good thing for eyes/people with epilepsy.
2. making identifying failing tests harder than it should be (having to scroll up looking for that FAILED statement)

Tests should ideally be fast enough that these status messages should not be needed.

I have searched for this, and the closest I have found is a go nuts thread that suggests something ala:

```
go test ./... |  grep -Ev "^(\?|ok)\s+"
```

Which works, but this should be a flag or something on the `go test` command.
Repository: vscode
Issue: Visual Studio Code causing hangs on Chromium based applications (Windows 10)
Labels: freeze-slow-crash-leak,windows,under-discussion

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- VS Code Version: 1.84
- OS Version: Windows 10, 21H2

Steps to Reproduce:

1. Open any Chromium based application
2. Open Visual Studio Code
3. After a random interval of time around ~1 hour VSCode along with all Chromium applications hang indefinitely until VSCode is closed.

I can verify it's not a memory issue and its solely caused by having VSCode running.
All the Chromium applications including VSCode drop to little to no CPU usage when this bug occurs.
Repository: puppeteer
Issue: BrowserStack document inclusion
Labels: feature

### Feature description

Hi - BrowserStack has an integration with Puppeteer to run their test suite across numerous device/browser combinations. (https://www.browserstack.com/docs/automate/puppeteer). But while surfing through Puppeteer's docs page, I noticed that there's no documentation for users to refer to.

Would appreciate it if Puppeteer could add a link to our document on their page and/or create a new one to make the integration experience seamless for the users.
Repository: rust
Issue: `continue` expressions in loop conditions
Labels: A-docs,C-bug

### Location

https://doc.rust-lang.org/reference/expressions/loop-expr.html#continue-expressions

### Summary

The reference unambiguously states that "A continue expression is only permitted in the body of a loop.", but this is demonstrably not true for `continue 'label` expressions.

The following compiles and runs an infinite loop. A warning mentions the body being unreachable, but otherwise the behavior is as one would expect:
```rust
'a: while continue 'a {}
```

Meanwhile, the following does not compile:
```rust
while { continue; true } {}
```

In the second example, an error is generated:
> error[E0590]: `break` or `continue` with no label in the condition of a `while` loop

Furthermore, `rustc --explain E0590` demonstrates label usage with a `break` expression:
```rust
'foo: while break 'foo {}
```

---
Unless I have misunderstood something, there seems to be conflicting information between the reference and the actual behavior of the compiler.

Edit: grammar.
Repository: kubernetes
Issue: LoadbalancerIPMode for kernelspace proxy mode
Labels: kind/bug,sig/network,sig/windows,triage/accepted

### What happened?

The implemention of LoadbalancerIPMode for kernelspace proxy mode is missed.

### What did you expect to happen?

Add the implemention of LoadbalancerIPMode for kernelspace proxy mode.

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

Found it by review the code. However, I haven't previously worked with Kubernetes on Windows Server. A more detailed test in Windows environment may be necessary.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

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


### Install tools

<details>

</details>


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

<details>

</details>


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

<details>

</details>
Repository: TypeScript
Issue: Empty types and types with `never` as a key behave differently
Labels: Bug,Help Wanted

### 🔎 Search Terms

Mapped type
unknown

### 🕗 Version & Regression Information

- This changed between versions 4.7.4 and 4.8.4

### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.4.0-dev.20231206#code/CYUwxgNghgTiAEYD2A7AzgF3gVwFw5QGsUkB3FAbgCgqMBPABwQEF4BeeAbwG0BpeAJYp4KEADcQMALr4oKOgF8qAemXx1APQD8NVfABySeAFEYMJDCrJ0WKPhTYIEeAB8CoAGZCQwV1wXsONR66vDaumqm5pbWmPAARvaOzm7YKJ7evm6sHNjBaqHhQA

### 💻 Code

```ts
declare const u: unknown;

type A = {[K in never]: any}
//   ^?

// No Error
const a: null | undefined | {} = u;
//    ^?

// Error
const b: null | undefined | A = u;
//    ^?
```


### 🙁 Actual behavior

The types `a` and `b` appear to be the same, but only the assignment to `b` causes an error.

### 🙂 Expected behavior

I'm not sure which is better, I think it's either no error or both errors.

### Additional information about the issue

Both were errors in version 4.7.4
Repository: stable-diffusion-webui
Issue: how to change "cfg" in Hires. fix?
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 ?

is it possible?

### Proposed workflow

just question

### Additional information

_No response_
Repository: godot
Issue: Load scene in GDExtension into PackedScene at MODULE_INITIALIZATION_LEVEL_SCENE with attached GDScript lead to engine crash
Labels: topic:gdscript,topic:gdextension,crash

### Tested versions

- Reproducible in official 4.2.
Other version not tested.

### System information

Godot v4.2.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 650 (NVIDIA; 30.0.14.7464) - 13th Gen Intel(R) Core(TM) i5-13400 (16 Threads)

### Issue description

Loading scene with (seems like) any typed node with attached GDScript use ResourceLoader::get_singleton()->load() at GDExtension init function (like initialize_example_module) at stage MODULE_INITIALIZATION_LEVEL_SCENE lead to engine crash.
If node don't have attached GDScript everything works fine.
If scene loaded later in, for example,  any _ready function everything also works fine.
So, perhaps GDScript loader rely on uninitialized at this stage code.
GDExtension code:
```
#include <gdextension_interface.h>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/godot.hpp>


namespace godot {
	Ref<PackedScene> packed_scene;

	void extension_init(ModuleInitializationLevel p_level) {
		if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { return; }
		packed_scene = ResourceLoader::get_singleton()->load("res://test_scene.tscn");
	}
	void extension_uninit(godot::ModuleInitializationLevel p_level) {
		if (p_level != godot::MODULE_INITIALIZATION_LEVEL_SCENE) { return; }
	}
	extern "C" GDExtensionBool GDE_EXPORT library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
		using namespace godot;

		godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);

		init_obj.register_initializer(extension_init);
		init_obj.register_terminator(extension_uninit);
		init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);

		return init_obj.init();
	}
};
```
GDScript and scene can be any. Seems like it's doesn't matter.

### Steps to reproduce

1. Setup working direction with "godot-cpp"
2. Write and compile GDExtension.
3. Setup simple project like MRP.

### Minimal reproduction project (MRP)

[project.zip](https://github.com/godotengine/godot/files/13583370/project.zip)
Repository: godot
Issue: When exporting to Android with `net6.0` as target framework, it proceeds with no errors but game crashes
Labels: bug,platform:android,usability,topic:export

### Tested versions

4.2.stable official and 4.3.dev

### System information

linux pop os 22.04LTS

### Issue description

when opening a godot project made in 4.1 or earlier there is no override for the targetframework for the android build here is an image as an example 
of a brand new project made on 4.2
![Screenshot from 2023-12-06 15-25-54](https://github.com/godotengine/godot/assets/112364882/950b5b58-f139-483c-922a-f42626afb20f)

here is an example of an old project updated to 4.3 and previously updated to 4.2 
![Screenshot from 2023-12-06 15-25-26](https://github.com/godotengine/godot/assets/112364882/eb050868-4cf0-4b9b-ba04-818ca0dcc0cf)
the error is as descriped in this image of adb logcat on an emulator 

![Screenshot from 2023-12-06 15-44-29](https://github.com/godotengine/godot/assets/112364882/ac3937cc-35e9-484c-a7a5-f255ba4f3b40)
after that the game just crashes

i suggest adding a warning or an error when building dotnet android games with dotnet version 6.0 or older i might try adding that myself as a practice one enough people agree but if its possible that another solution is present then i cant really help

### Steps to reproduce

opening a project made in godot 4.1 and updating it to 4.2 does not change target framework for android so if u had dotnet 6 installed it wont warn you to update to .net 7 for android 

### Minimal reproduction project (MRP)

any project with a single c# script attached to node should do the trick with .net 6 in target framework
Repository: godot
Issue: Adding Export attribute to Godot Dictionary in C# causes error CS0103: "The name does not exist in the current context" on build with "using static" directive.
Labels: bug,needs testing,topic:dotnet

### Tested versions

Issue in version v4.2.stable.mono.official [46dc27791]

### System information

Godot v4.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3130) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)

### Issue description

When adding the [Export] attribute to a class the "using static" directive is effectively ignored on build.

The current workaround is to explicitly specify qualifiers.

### Steps to reproduce

Pull https://github.com/jkvastad/godot-bug-export-attribute-CS0103 and build.

Alternatively create a blank project in Godot 4.2 and paste this code, then build.

```csharp
using Godot;
using Godot.Collections;
using static Main.MyStringConstants;

public partial class Main : Node
{
    public static class MyStringConstants{
        public const string USEFUL_NAME = "USEFUL_NAME";
        public const string OTHER_USEFUL_NAME = "OTHER_USEFUL_NAME";
    }

    [Export] //adding export causes error CS0103 "The name 'USEFUL_NAME' does not exist in the current context" on build
    public Dictionary MyDictionary = new()
    {
        {MyStringConstants.USEFUL_NAME, "useful_data" }, //works with export
        {OTHER_USEFUL_NAME, "other_useful_data" } // does not work with export, even though "using static Main.MyStringConstants;" is defined
    };
}
```

### Minimal reproduction project (MRP)

[godot-bug-export-attribute-CS0103-main.zip](https://github.com/godotengine/godot/files/13583662/godot-bug-export-attribute-CS0103-main.zip)
Repository: material-ui
Issue: Ability to disable @mui/styled-engine
Labels: new feature,package: styled-engine

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

I'd like to be able to disable or mock @mui/styled-engine so I can disable styles for faster testing. The styles are unnecessary in my component tests.

### Examples 🌈

_No response_

### Motivation 🔦

_No response_
Repository: godot
Issue: scene/main/node.cpp:1766 - Parameter "p_node" is null. in Godot 4.2
Labels: bug,topic:editor,regression

### Tested versions

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.4629) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)

### Issue description

Unexpected error when attempting to close search bar in documentation:

```
scene/main/node.cpp:1766 - Parameter "p_node" is null.
```

See Steps to reproduce.

### Steps to reproduce

- Open any page of documentation in the script editor.
- Open the search bar on the document (Ctrl+F).
- Press ESC (expected: the search bar closes, but it just loses focus).
- Press ESC again: error.

Reportingly pressing ESC will repeat the error too.

Performing this steps on an open script works correctly (I also tried in the shader editor, where it also works correctly). To get the error the open document must be from the documentation.

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: [Proposal][Documentation] Provide better guidance against nesting Scaffolds
Labels: framework,f: material design,d: api docs,P2,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

I sometimes see people nest Scaffolds in their widget trees, with the intent to get around a bug in their layout.

Some common examples that I saw:
- forcing the FAB into a specific spot
- using the `bottomNavigationBar` because they need a BottomNavigationBar style widget above an existing bottom navigation bar
- using the Scaffold to force snackbars a bit higher

We _do_ have guidance on why nesting Scaffolds is bad (see https://api.flutter.dev/flutter/material/Scaffold-class.html under Troubleshooting) but we lack more in depth guidance for specific situations.

### Proposal

We should provide better samples on how to avoid common anti-patterns that lead to people trying to nest Scaffolds.

Ideally the most common cases are documented with an "instead do this" kind of code sample.
Repository: godot
Issue: Changing mouse_mode to MOUSE_MODE_CONFINED triggers an InputEventMouseMotion
Labels: bug,topic:input

### Tested versions

-Reproduced with Godot 4.2.stable and 4.1.stable

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated GeForce RTX 3070 () - 13th Gen Intel(R) Core(TM) i7-13700K (24 Threads)

### Issue description

Changing the mouse mode to and from MOUSE_MODE_CONFINED or MOUSE_MODE_CONFINED_HIDDEN modes causes a false  InputEventMouseMotion event to trigger. This event reports no movement (velocity 0).

This does not happen with other modes, for example when changing between MOUSE_MODE_VISIBLE and MOUSE_MODE_HIDDEN 

### Steps to reproduce

- Play attached project
- Observe mouse movement events logged in the console
- Use spacebar to change between CONFINED and VISIBLE modes
- After each change, notice an additional mouse movement event is triggered, even if the mouse is still.

### Minimal reproduction project (MRP)

[confined-mouse-bug.zip](https://github.com/godotengine/godot/files/13587797/confined-mouse-bug.zip)
Repository: godot
Issue: Android export build fails
Labels: discussion,platform:android,topic:export

### Tested versions

Not tested in early versions, current version v4.2.stable.mono.official [46dc27791]

### System information

windows 11 , RTX 3060

### Issue description

I'm getting the below error when i try to export a android built (just node2d scene which is empty)  


editor/export/editor_export_platform.h:182 - Export: Building of Android project failed, check output for the error:
  
  WARNING:We recommend using a newer Android Gradle plugin to use compileSdk = 33
  
  This Android Gradle plugin (7.2.1) was tested up to compileSdk = 32
  
  This warning can be suppressed by adding
      android.suppressUnsupportedCompileSdk=33
  to this project's gradle.properties
  
  The build will continue, but you are strongly encouraged to update your project to
  use a newer Android Gradle Plugin that has been tested with compileSdk = 33
  > Task :preBuild UP-TO-DATE
  > Task :preDebugBuild UP-TO-DATE
  > Task :mergeDebugNativeDebugMetadata NO-SOURCE
  > Task :compileDebugAidl NO-SOURCE
  > Task :compileDebugRenderscript NO-SOURCE
  > Task :generateDebugBuildConfig UP-TO-DATE
  > Task :checkDebugAarMetadata UP-TO-DATE
  > Task :generateDebugResValues UP-TO-DATE
  > Task :generateDebugResources UP-TO-DATE
  > Task :mergeDebugResources UP-TO-DATE
  > Task :mapDebugSourceSetPaths UP-TO-DATE
  > Task :createDebugCompatibleScreenManifests UP-TO-DATE
  > Task :extractDeepLinksDebug UP-TO-DATE
  > Task :processDebugMainManifest UP-TO-DATE
  > Task :processDebugManifest UP-TO-DATE
  > Task :processDebugManifestForPackage UP-TO-DATE
  > Task :processDebugResources UP-TO-DATE
  > Task :compileDebugKotlin NO-SOURCE
  > Task :javaPreCompileDebug UP-TO-DATE
  > Task :compileDebugJavaWithJavac FAILED
  
  FAILURE: Build failed with an exception.
  error :
  * What went wrong:
  Execution failed for task ':compileDebugJavaWithJavac'.
  > error: invalid source release: 17
  
  * Try:
  > Run with --stacktrace option to get the stack trace.
  > Run with --info or --debug option to get more log output.
  > Run with --scan to get full insights.
  
  * Get more help at https://help.gradle.org
  
  BUILD FAILED in 3s
  13 actionable tasks: 1 executed, 12 up-to-date
 
<img width="574" alt="image" src="https://github.com/godotengine/godot/assets/118836956/331ae21b-6193-40b7-a99c-b46d54d438c2">


### Steps to reproduce

Create a empty project and export the android build

### Minimal reproduction project (MRP)

Create a empty project and export the android build
Repository: flutter
Issue: Add scroll physics configuration to `ScrollBar`
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

### 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

On the super_editor package, we use a `SingleChildScrollView` to display the scrollable content  However, we handle the scrolling gestures ourselves, so we prevent the `SingleChildScrollView` from handling the gestures by configuring it with a `NeverScrollableScrollPhysics`, like the following:

```dart
  SingleChildScrollView(
    controller: widget.scrollController,
    physics: const NeverScrollableScrollPhysics(),
    child: ...
   )
```

However, this prevents the users from interacting with the scrollbar, even if we wrap the `SingleChildScrollView` with a `Scrollbar`.

```dart 
  Scrollbar(
    controller: widget.scrollController,
    child: ScrollConfiguration(
      behavior: ScrollConfiguration.of(context).copyWith(scrollbars: false),
      child: SingleChildScrollView(
        controller: widget.scrollController,
        physics: const NeverScrollableScrollPhysics(),
        child: ...
        ),
     ),
   )
```

This happens because the scrollbar checks if user interaction is accepted using the `ScrollPosition`'s scroll physics, which, in this case, doesn't accept user interaction.

### Proposal

Add an optional `physics` property to the `Scrollbar` so we can use a different `ScrollPhysics` that allows user interaction.
Repository: terminal
Issue: Microsoft Win32 Content Prep Tool for Intune Unexpected Crashes
Labels: Issue-Bug,Severity-Crash,Product-Terminal,Area-DefApp

### Windows Terminal version

1.18.3181.0

### Windows build number

10.0.22631.2715

### Other Software

Microsoft Win32 Content Prep Tool for Intune [https://github.com/microsoft/Microsoft-Win32-Content-Prep-Tool] - multiple versions

### Steps to reproduce

Open either Command Prompt or any version of PowerShell in Terminal app. Run the IntuneWinAppUtil.exe. Prepare any MSI application installer package for Intune deployment.

Setting Windows Terminal to open command line applications in Windows Console Host and then opening a bare Command Prompt or PowerShell window (without Terminal app) allows IntuneWinAppUtil.exe to run successfully.

### Expected Behavior

Successful preparation of a *.intunewin Intune package.

### Actual Behavior

Unexpected close of shell. No error message. No *.intunewin Intune package.
Repository: transformers
Issue: Adding truncation to text-generation pipeline
Labels: Feature request

### Feature request

Passing along the `truncation` argument from the `text-generation` pipeline to the tokenizer. 

### Motivation

If you're using a `text-generation` with input text from the user it is likely that their input text is too long. This doesn't cause problems for some models, e.g. `t5` based, but for other models, e.g. `BERT` based it raises and Index Error.   
The workaround is to use the tokenizer and model manually and omit the pipeline. #25994 solves this issues for `fill-mask` pipelines.  

### Your contribution

#27683. I added `tokenizer_kwargs` to the text-generation pipeline's `__call__()`. This is similar to #26234 that did this for `fill-mask` pipelines. I personally think it's better to add `truncation` and `max-length` as a top level arg to the pipeline's constructor and pass it to the tokenizer when it's time.  
I think a refactoring of text based pipelines wouldn't hurt to unify tokenizer calls so you don't have to code this feature for each pipeline separately.