sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/tools/gopls: mod tidiness is a precondition for diagnostics
Labels: gopls,Tools,gopls/metadata

If you build gopls at today's head and check out a new github.com/kubernetes/kubernetes repo, then run the 'check' subcommand, it fails because of the go.mod tidiness check:
```
kubernetes$ gopls check ./cmd/kubectl/kubectl.go 
2022/10/24 11:19:00 Error:2022/10/24 11:19:00 tidy: diagnosing file:///Users/adonovan/w/kubernetes/go.mod: err: exit status 1: stderr: go: bitbucket.org/bertimus9/systemstat@v0.0.0-20180207000608-0eeff89b0690: module lookup disabled by GOPROXY=off
go: downloading github.com/onsi/ginkgo v1.14.0
...many more...
go: downloading golang.org/x/tools v0.1.10-0.20220218145154-897bd77cd717
go: k8s.io/code-generator@v0.0.0 requires
	github.com/go-openapi/jsonreference@v0.19.5: module lookup disabled by GOPROXY=off

2022/10/24 11:19:00 Error:2022/10/24 11:19:00 tidy: diagnosing file:///Users/adonovan/w/kubernetes/go.mod: err: exit status 1: stderr: go: bitbucket.org/bertimus9/systemstat@v0.0.0-20180207000608-0eeff89b0690: module lookup disabled by GOPROXY=off
go: downloading github.com/armon/go-socks5 v0.0.0-20160902184237-e75332964ef5
...
go: k8s.io/code-generator@v0.0.0 requires
	github.com/go-openapi/jsonreference@v0.19.5: module lookup disabled by GOPROXY=off
```
This remains true even after a successful `go build ./cmd/kubectl/` to download modules. Running `go mod tidy` fixes the problem.

gopls should not make mod tidiness a precondition for analysis.
Repository: excalidraw
Issue: program freeze on ipad after loading a lot of free strokes
Labels: bug

Hi,
I just started using excalidraw for taking notes in class. I don't seem to have any mature performance issues. But obsidian seems to freeze when I'm zooming out or loading a document with about 1000 or more free strokes. I don't seem to have this issue when I'm focused only on some strokes in the document. (I guess it's only loading the objects it needs). So everytime I load objects there is a chance for the program to freeze. The more strokes I need to load the higher the chance. I tried to reproduce the problem on my android mobile, which has huge performance issues but doesn't seem to run into any comparable problems.

I couldn't figure out how to get an error log until now. But if there is an option I can also try to attach it.

I would love using this obsidian setup but it sadly makes it unusable.

Thank you for your consideration and I'm open for any ideas how to fix it. (: Love the idea
Repository: storybook
Issue: [Bug]: Opening story of external Storybook does not expand the root
Labels: bug,needs triage

### Describe the bug

When opening up a story of a referenced **external** Storybook (connected via `refs` option in main.js) in one of those ways:
- clicking on it in the results list of global search
- opening it up directly via URL

the root node of the external storybook stays closed, completely hiding the newly selected story from the user. The highlight of the story does in fact work but is only visible when the user manually opens up the root.

![image](https://user-images.githubusercontent.com/18010959/197567133-92338ea8-3e91-4772-9e07-80eb07525124.png)

To my understanding this is caused by the `expanded` state of the `Ref` only being changeable locally (on click), not globally / event based, see https://github.com/storybookjs/storybook/blob/next/code/ui/manager/src/components/sidebar/Refs.tsx#L122. The default state here can only be changed in global configuration of the ref.

### Expected behavior
When opening up a story, the root node of an external storybook ref should be expanded.

### To Reproduce

```shell
- connect an external storybook via `refs` option in main.js (see https://storybook.js.org/docs/react/sharing/storybook-composition)
- select a story within the external storybook
- hit F5 (reload the page)
- see the external root node be collapsed, hiding your selected story
```


### System

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Support breaking strings across lines (by extending onEnterRules to have more context?)
Labels: feature-request,editor-core

In Android Studio, if I press `<enter>` inside a (single-line) string in Dart, it will automatically add string terminators to keep the string the same, but spread across multiple lines:

https://user-images.githubusercontent.com/1078012/197567863-318f0be9-a3dd-422a-97c2-0bd3e1c224da.mp4

I've had requests to support the same in Dart, but as far as I can tell it's not currently possible in VS Code. The closest support for this is with `onEnterRules`, but as far as I can tell it only supports regex and there's no reliable way I can activate the rule only if you're inside a string (attempting to do this reliably with regex would be difficult).

VS Code already has a rough idea of where strings are in the file from the textmate grammar and/or the semantic tokens. It would be nice if they could be leveraged here, so we could specify rules that applied only for strings (specific token types/scopes).
Repository: PowerToys
Issue: Installer creates unneeded folder
Labels: Idea-Enhancement,Area-Setup/Install

### Description of the new feature / enhancement

Installer creates a folder in the Start Menu, containing only 1 shortcut. This is unneeded. Either don't create the folder, _or_ look at issues like #10276.
![image](https://user-images.githubusercontent.com/65828559/197535384-210e1131-caa6-42c9-a045-eff43442b350.png)


### Scenario when this would be used?

Installation

### Supporting information

_No response_
Repository: godot
Issue: Memory leak in ResourceSaver when saving large scenes
Labels: bug,topic:core,needs testing,regression

### Godot version

4.0 beta3

### System information

Linux KDE neon Vulkan - NVIDIA RTX 2060

### Issue description

When using ResourceSaver.save() to generate large scenes, memory is being consumed until it reaches the limit.

### Steps to reproduce

Run the block_generator.gd script inside the scripts/tools folder and wait for it to create the scenes in the prefab/scenario/render folder. Watch out for memory consumption when it generates 500-600 files (Approximately 5GB).

It seems to me that something is cached and not emptied.

Important notice: this script dynamically generates the scenario of my game, and it takes a few hours to complete the operation. In version 3.5 the same script worked without hitting the memory limit. 

Thank you for your patience and understanding

### Minimal reproduction project

[resourcesaver_project.zip](https://github.com/godotengine/godot/files/9853415/resourcesaver_project.zip)
Repository: yt-dlp
Issue: unable to extract podcasts from www.faz.net
Labels: site-enhancement

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I remove or skip any mandatory\* field

### Checklist

- [X] I'm reporting a broken site
- [X] I've verified that I'm running yt-dlp version **2022.10.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
- [X] I've checked that all URLs and arguments with special characters are [properly quoted or escaped](https://github.com/yt-dlp/yt-dlp/wiki/FAQ#video-url-contains-an-ampersand--and-im-getting-some-strange-output-1-2839-or-v-is-not-recognized-as-an-internal-or-external-command)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

Germany

### Provide a description that is worded well enough to be understood

```
> yt-dlp https://www.faz.net/podcasts/f-a-z-podcast-fuer-deutschland/militaerexperten-domroese-und-masala-russlands-einsatz-von-schmutziger-bombe-ist-realistisch-18410680.html
[faz.net] 18410680: Downloading webpage
ERROR: [faz.net] 18410680: Unable to extract media; please report this issue on  https://github.com/yt-dlp/yt-dlp/issues?q= , filling out the appropriate issue template. Confirm you are on the latest version using  yt-dlp -U
```

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
[debug] Command-line config: ['-vU']
[debug] Encodings: locale UTF-8, fs utf-8, pref UTF-8, out utf-8, error utf-8, screen utf-8
[debug] yt-dlp version 2022.10.04 [4e0511f] (pip) API
[debug] Python 3.9.2 (CPython 64bit) - Linux-5.10.0-16-amd64-x86_64-with-glibc2.31 (glibc 2.31)
[debug] Checking exe version: ffmpeg -bsfs
[debug] Checking exe version: ffprobe -bsfs
[debug] exe versions: ffmpeg 5.1 (setts), ffprobe 5.1
[debug] Optional libraries: Cryptodome-3.15.0, brotli-1.0.9, certifi-2020.06.20, mutagen-1.45.1, sqlite3-2.6.0, websockets-10.3
[debug] Proxy map: {}
[debug] Loaded 1690 extractors
[debug] Fetching release info: https://api.github.com/repos/yt-dlp/yt-dlp/releases/latest
Latest version: 2022.10.04, Current version: 2022.10.04
yt-dlp is up to date (2022.10.04)
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: enable a webcam as image input 
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 ?

grab an image from a webcam and use it for processing then grabbing a new image when done. 

### Proposed workflow

1. Go to .... the img2img tab
2. Press .... an not yet excisting "use camera" button 
3. Press .... an not yet excisting "loop" toggle ui element if desired 
4. Press ... Generate 


### Additional information

https://www.youtube.com/watch?v=g75ipNzWnbo
the video here gives an impression of the process im sure lots of us would enjoy
Repository: opencv
Issue: Release apt package for xfeatures2d on ubuntu jammy
Labels: feature

### Descripe the feature and motivation

Some people need all of the opencv_contrib modules, but th eonly module not available is xfeatures2d for apt. It is not helpful to require a full build from source just to add one module when the rest are available.



### Additional context

_No response_
Repository: godot
Issue: Vulkan: Light3D projectors are broken when distance fade is enabled
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version
v4.0.beta3.official [01ae26d31]

### System information

Windos 11, Nvidia GTX 980Ti

### Issue description

When using light projector texture on SpotLight3D or OmniLight3D (tested only this two nodes) and enabling distance fade for light, the light projector texture starts to shift when shadow fade begins to take effect. The light projector texture should just blend away light the regular light shadow do, but instead it shifts the projector while blending it to zero.


### Steps to reproduce

Add 3d light to your scene, enable shadows, add light projector texture and enable distance fade on the light, then move camera away from the light and look at the shadows.

### Minimal reproduction project

[LightProjectorTest.zip](https://github.com/godotengine/godot/files/9856783/LightProjectorTest.zip)
Repository: flutter
Issue: [flutter_adaptive_scaffold] Support Canonical Layouts. 
Labels: c: new feature,from: study,package,c: proposal,team-ecosystem,P3,p: flutter_adaptive_scaffold,a: adaptivity,triaged-ecosystem

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
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     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
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## Use case

<!--
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     a new feature.

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     concise description of what the problem is.

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     on pub.dev/flutter that already solves this?
-->

As Flutter desktop and web community grows, adaptivity across screen sizes will become increasingly important. In an effort to make the developer experience more enjoyable, the team should add responsive layout widgets that package common adaptive idioms into easy-to-use widgets. 

## Proposal

<!--
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     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
-->

Three of these idioms are discussed in [Material 3, Canonical Layouts](https://m3.material.io/foundations/adaptive-design/canonical-layouts). Because these idioms are well-defined and can be implemented in Flutter, they should be added to a package (either `flutter_adaptive_scaffold` or another package). 

- [ ] #113953
- [ ] #113954
- [ ] #113955
Repository: flutter
Issue: [flutter_adaptive_scaffold] Support `List-Detail View` Widget.
Labels: c: new feature,package,c: proposal,team-ecosystem,P3,p: flutter_adaptive_scaffold,a: adaptivity,triaged-ecosystem

In an effort to support common adaptive UI idioms, Flutter should support a `List-Detail View` widget out of the box. Ideally, this widget should be added to it's own package or the `flutter_adaptive_scaffold` package. 

![image](https://user-images.githubusercontent.com/44445638/197596790-c9b4fd68-a505-426f-8585-ac06fab89636.png)
Repository: flutter
Issue: [flutter_adaptive_scaffold] Support `Support Panel` Widget.
Labels: c: new feature,package,c: proposal,team-ecosystem,P3,p: flutter_adaptive_scaffold,a: adaptivity,triaged-ecosystem

In an effort to support common adaptive UI idioms, Flutter should support a `Support Panel` widget out of the box. Ideally, this widget should be added to its own package or the `flutter_adaptive_scaffold` package. 

![image](https://user-images.githubusercontent.com/44445638/197596700-8ddccf2c-1de2-4919-af3f-0421aa5cd25e.png)
Repository: flutter
Issue: [flutter_adaptive_scaffold] Support `Feed` Widget.
Labels: c: new feature,package,c: proposal,team-ecosystem,P3,p: flutter_adaptive_scaffold,a: adaptivity,triaged-ecosystem

In an effort to support common adaptive UI idioms, Flutter should support a `Feed View` widget out of the box. Ideally, this widget should be added to its own package or the `flutter_adaptive_scaffold` package. 

![image](https://user-images.githubusercontent.com/44445638/197596662-a2c9ca84-46ab-4219-95d4-806bab3ece09.png)
Repository: create-react-app
Issue: Remove link to Heroku tutorial + buildpack from docs
Labels: needs triage,issue: bug report

On this page: https://create-react-app.dev/docs/deployment/

You link to this Heroku article: https://blog.heroku.com/deploying-react-with-zero-configuration

That article (from 2016) seems to be out-of-date. In particular, the buildpack it suggests using seems no longer supported on the latest Heroku stack. Here's what I saw when I attempted to use it:

```
remote: =====! create-react-app-buildpack has reached end-of-life 🌅
remote:        This build may succeed, but the buildpack is no longer maintained.
remote:        On the Heroku-22 stack and beyond, this may fail to build at all.
remote: 
remote:        Please consider migrating to https://nextjs.org or https://remix.run to develop React apps which are deployable using Heroku's Node.js buildpack https://github.com/heroku/heroku-buildpack-nodejs, or you may develop your own create-react-app deployment with Node.js and Nginx buildpacks.
remote: 
```

And then later down:
```
emote: =====> Detected Framework: Static HTML
remote: Stack heroku-22 is not supported!
remote:  !     Push rejected, failed to compile React.js (create-react-app) multi app.
remote: 
remote:  !     Push failed
```
Repository: vscode
Issue: Investigate removing cursor hit testing
Labels: debt,editor-core

* the width is hard-coded to 2 [here](https://github.com/microsoft/vscode/blob/ba822f2afacd76c66ae6d38d93ceee16bae9493c/src/vs/editor/browser/viewParts/viewCursors/viewCursor.ts#L232), which is incorrect
* the usage of the last cursor render data might be the root cause of https://github.com/microsoft/vscode/issues/147105
Repository: vscode
Issue: Add a setting to not remove files from recently opened that cannot open
Labels: feature-request,workbench-history,workbench-welcome,keep

Type: <b>Bug</b>

I use subst to map a drive letter to a folder. E.g.
subst w: c:\users\paul\development

When I open a folder in Visual Studio code, it is added to the Recent list, making it easy to get back to it.

However, when I restart my computer, sometimes Windows will take a while before running the subst command automatically (set up in registy run_once). If I open Visual Studio Code before that occurs, the item is now gone from the list.

Closing Visual Studio Code, then opening again once the subst command has executed does not restore the recent item.

VS Code version: Code 1.72.2 (d045a5eda657f4d7b676dedbfa7aab8207f8a075, 2022-10-12T22:15:18.074Z)
OS version: Windows_NT x64 10.0.22000
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|12th Gen Intel(R) Core(TM) i9-12900K (24 x 3187)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|63.70GB (57.61GB free)|
|Process Argv|--crash-reporter-id 2f0e2b70-59f3-4c76-acba-52ff08e2f4b3|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (8)</summary>

Extension|Author (truncated)|Version
---|---|---
doxdocgen|csc|1.4.0
better-cpp-syntax|jef|1.16.1
cmake-tools|ms-|1.12.27
cpptools|ms-|1.12.4
cpptools-extension-pack|ms-|1.3.0
vscode-vba|ser|0.7.0
shader|sle|1.1.5
cmake|twx|0.0.17

(2 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscorecescf:30445987
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30410667
cppdebug:30492333
vsclangdf:30486550
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
2144e591:30553903
vsccc:30566497
pyindex848:30577860
nodejswelcome1:30587005
40g7c324:30573242

```

</details>

<!-- generated by issue reporter -->
Repository: go
Issue: runtime: Stack() calls lock against each other unnecessarily, even when single-goroutine
Labels: Performance,NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
1.19.2
</pre>

### Does this issue reproduce with the latest release?

y

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
(encountered on Linux but I assume it shows up everywhere)
</pre></details>

### What did you do?

I saw a profile that showed 85% of CPU time in calls to `runtime.Stack()`, and 81% of total CPU time in calls to `printlock` and `printunlock`.

### What did you expect to see?

I expected calls that were independent of each other, writing into buffers rather than to shared streams, on different CPUs, to proceed without lock contention.

### What did you see instead?

Every single write in any part of the traceback process goes through `print` (and friends) ultimately, which means that it uses `printlock` and `printunlock`. This is true even when `g.writebuf` is non-nil and the different `g`s will be writing into different buffers. As a result, the stack tracebacks block each other, and since they're both making large numbers of individual calls to print, that results in heavy lock contention. (To complicate things, there's cases where a non-nil g.writebuf still doesn't cause the writes to go into the buffer, as when `gp.m` is dying.)

This looks like a mess to fix. It's "easy" to fix by changing the code to thread a write target through it, except that you absolutely don't want any of this code dealing with stuff like `io.Writer` or other higher-level abstractions. I also don't know whether it's actually completely safe to have multiple copies of `print` running, against different write buffers, on different `g`s. In the case where you really are writing to a stream, you probably don't want a buffer. You don't want to have two copies of all of this code, identical except for their output. But having two calls to runtime.Stack() generate hundreds of contended locks seems pretty bad too...
Repository: stable-diffusion-webui
Issue: Suggestions for improving the interface in Automatic111 1. 
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 ?

1. on the image-to-image tab in the sector of inpainting, the Option to see the original image as well as the edited image as two separate things. 1 image is the source that is don't change and the other image is in inpainting ready for edit. so you get 1 image as a source that does not change and the image in the inpainting is already ready for edit.

2. The sector of choosing the models should be adjacent to the edited image section It's much more convenient than constantly going downstairs to change settings and back again. to the top of that page It's annoying.
So my suggestion here is to make it a little bit more flow with the go (I hope I was clear if anybody thing something different then please share your idea welcome to share his or her thoughts 


This is a screenshot for illustration
![image](https://user-images.githubusercontent.com/56544202/197608697-8fbfc357-4d22-4c65-94cb-0f818875cc57.png)

Hoping to get some feedback from you! thanks!

### Proposed workflow

do it already
![image](https://user-images.githubusercontent.com/56544202/197608697-8fbfc357-4d22-4c65-94cb-0f818875cc57.png)





### Additional information

_No response_
Repository: go
Issue: github: turn off github issues for oauth2 repo
Labels: NeedsDecision

the [github mirror repo](https://github.com/golang/oauth2) for `golang.org/x/oauth2` has issues turned on but nobody ever looks at those (nor do approvers have access to clean them up).

I think issues should be disabled, and people can continue to use the main (go) issue tracker for bugs.

cc @golang/release