sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Markdown: Shell fenced code block have incorrect synthax highlighting after indent
Labels: grammar,upstream-issue-linked

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
I created a `sh` sample code with some comments inside a fenced code block, place it after an list item and then indent it.
If I indent the code block, the syntax highlighting loses its color.
The bug is in the markdown editor and preview.

Does this issue occur when all extensions are disabled?: YES

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
### Basic Information
- VS Code Version: 1.77.3 (user setup)
- OS Version: Windows_NT x64 10.0.19045
- Color Theme: Dark+ (default dark)

### Steps to Reproduce:

1. Open markdown file
2. Create list
3. Add a code block (see `sample code` below)
4. See the result (see `screenshots` below)

### Sample Code

~~~md
1. List One

```sh
sudo apt-get purge --autoremove -y google-chrome-stable

# with alias
remove -y google-chrome-stable
```

1. List Two

    ```sh
    sudo apt-get purge --autoremove -y google-chrome-stable

    # with alias
    remove -y google-chrome-stable
    ```

1. List Three

    ```sh
        sudo apt-get purge --autoremove -y google-chrome-stable

        # with alias
        remove -y google-chrome-stable
    ```
~~~

### Screenshots

Actual behavior

![md-with-error](https://user-images.githubusercontent.com/6474149/232857338-e6dbcfc9-1b81-49ac-8646-c89027be3ece.png)

Expected behavior

![md-with-good](https://user-images.githubusercontent.com/6474149/232857691-fb676220-0e79-4b2a-a20d-13d6aa820409.png)
Repository: godot
Issue: experimental_virtual_keyboard setting shows the keyboard on top of your app, hiding the input, text_submitted signal not emitted
Labels: enhancement,platform:web,topic:porting

### Godot version

3.5.1-stable, 4.0.2-stable

### System information

Safari iOS, firefox Android, Chrome Android

### Issue description

When the experimental virtual keyboard is used the keyboard will cover the canvas. Is there a way to react to this and show the text box that is now covered by the keyboard above the virtual keyboard?
Also, the keyboard's enter button doesn't cause the LineEdit to emit the `text_entered`/`text_submitted` signal as I would expect.

I don't know if https://developer.chrome.com/docs/web-platform/virtual-keyboard/#showing-and-hiding-the-virtual-keyboard is being used but it should allow the bounds of the virtual keyboard to be shared with the app.

### Steps to reproduce

create an app with a LineEdit at the bottom and run it on a mobile browser. Enable the virtual keyboard option in the export settings.

When you tap on the line edit to edit text you will not be able to see the line edit anymore because the keyboard covers it.

Pressing 'enter' in the virtual keyboard also does not cause the line edit to emit the 'text_entered`/`text_submitted` signal.

### Minimal reproduction project

[html5-virtual-keyboard.zip](https://github.com/godotengine/godot/files/11264657/html5-virtual-keyboard.zip)

NOTE: For web in godot 4 you need your own web server. I've added a simple one written in nodejs, so you'd need nodejs (16+?) installed, then you can run `node staticserver.js 0.0.0.0` and it will create a certificate and serve at https://*yourip*:8080
Repository: stable-diffusion-webui
Issue: [Feature Request]: Allow step reduction 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 ?

In the img2img, usually the webui will do less with less denoising (compared to user setting). Unless we enable "With img2img, do exactly the amount of steps the slider specifies". 

This is good because you don't need to waste too many iterations on the weaker Denoising strength. But this function will not work in hires fix.

If we set the Sampling steps to 20 and the Denoising strength to 0.4. It should iterate 20+(20*0.4)=28 times. But webui will do 20+20=40 times...

### Proposed workflow

I found this function in `modules/processing.py` line `941`, just change this line from:
```
samples = self.sampler.sample_img2img(self, samples, noise, conditioning, unconditional_conditioning, steps=self.hr_second_pass_steps or self.steps, image_conditioning=image_conditioning)
```
to:
```
samples = self.sampler.sample_img2img(self, samples, noise, conditioning, unconditional_conditioning, steps=self.hr_second_pass_steps or self.steps if opts.img2img_fix_steps else None, image_conditioning=image_conditioning)
```

Added an additional judgment condition, it will perfectly comply with the "With img2img, do exactly the amount of steps the slider specifies" setting item. 

Then we need to fix the progress bar at around line `851`...

### Additional information

_No response_
Repository: rust
Issue: Phase 1 unwind failure when a Rust frame containing an aborting drop guard is called from code without unwinding info
Labels: A-runtime,T-compiler,C-bug

Spawn off from #109672

test.rs:
```rust
#[no_mangle]
extern "C" fn d() {
    struct Double;

    impl Drop for Double {
        fn drop(&mut self) {
            std::process::abort();
        }
    }

    let _d = Double;

    panic!("once");
}
```

test.c:
```c
void d();

int main(void) {
    d();
}
```

compile with:
```bash
rustc -O test.rs --crate-type staticlib
gcc test.c libtest.a
./a.out
```

and I get:
```
thread '<unnamed>' panicked at 'once', test.rs:13:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
fatal runtime error: failed to initiate panic, error 5
Aborted
```

cc @rust-lang/wg-ffi-unwind @nikic 
@rustbot label: +T-compiler
Repository: storybook
Issue: [Feature Request]: rename `stories` folder to `storybook-example`
Labels: feature request,cli

### Is your feature request related to a problem? Please describe

When the user runs `storybook init` it generates a `stories` folder with example components and stories. Some users misconstrue with a recommendation for folder structure. That is, they think that our recommendation is to place all stories in the `stories` folder instead of colocating them with the component file. 

Example: https://discord.com/channels/486522875931656193/1096766167479226488/1096766167479226488

### Describe the solution you'd like

Rename the `stories`  folder to `storybook-example`

### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: godot
Issue: SpringArm3D's margin not used for Camera3D
Labels: bug,discussion,topic:physics,topic:3d

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10

### Issue description

[`SpringArm3D`](https://docs.godotengine.org/en/stable/classes/class_springarm3d.html) does not apply the [`margin`](https://docs.godotengine.org/en/stable/classes/class_springarm3d.html#class-springarm3d-property-margin) property if the direct child is a `Camera3D`, take a look: [C++ link](https://github.com/godotengine/godot/blob/4.0.2-stable/scene/3d/spring_arm_3d.cpp#L152)

### Steps to reproduce

1. Set up a scene with collisions to make the spring arm do its job, bringing objects closer when colliding;
2. Create a `SpringArm3D` with a direct child `Camera3D`:
![image](https://user-images.githubusercontent.com/11199582/232871974-7d0a9d40-62df-449f-bdc6-a13738f11321.png)
3. Notice that the `margin` property of `SpringArm3D` changes nothing;
4. Now place a `Node3D` between the nodes:
![image](https://user-images.githubusercontent.com/11199582/232872082-b0e87dbf-e08f-46ff-83b6-a115360b5ef4.png)
5. Notice that the `margin` property now correctly influences when a collision happens.



### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Feature Request]: A couple potential optimizations from the mainline SD Repo
Labels: enhancement,upstream

### 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 ?

They haven't merged these in (yet?):

https://github.com/Stability-AI/stablediffusion/pull/70

https://github.com/Stability-AI/stablediffusion/pull/87

### Proposed workflow

Consider and merge into our code (with modification of course) if useful.

### Additional information

_No response_
Repository: next.js
Issue: Search params are not being added when using link (app dir)
Labels: Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: Ubuntu 20.04.0 LTS Tue Apr 18 2023 16:08:08 GMT-0300 (Horário Padrão de Brasília)
    Binaries:
      Node: 16.14.2
      npm: 7.17.0
      Yarn: 1.22.19
      pnpm: 8.2.0
    Relevant packages:
      next: 13.3.1-canary.13
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://stackblitz.com/edit/vercel-next-js-wlj4qw?file=app/page.tsx

### To Reproduce

Create a link that has search params and navigate to it (using app dir)

### Describe the Bug

The search params are ignored

### Expected Behavior

The search params being included in the url

### Which browser are you using? (if relevant)

Chrome and firefox

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: MultiplayerSpawner doesn't work if it is spawned
Labels: needs testing,topic:network

### Godot version

4.0.2

### System information

Linux, Vulkan

### Issue description

so I handle peer connection (server, client) in a main menu, and once players join the server in a chat lobby, the server calls the player to load a scene.

This scene has a MultiplayerSpawner Node to sync spawned PlayerCharacter later.

now  when the player loads the scene, it sends the server a notify to make the server spawn a player for him, when the server does, the player spawns in the server's game, but it doesn't for the client aka MultiplayerSpawner doesn't sync them.

### Steps to reproduce

instead of having MultiplayerSpawner in the main level, spawn it along with the level being spawned for peers.

### Minimal reproduction project

N/A
Repository: tensorflow
Issue: Training speed and GPU utilization 50% lower after upgrading from 2.9 to 2.12
Labels: stat:awaiting tensorflower,comp:gpu,type:performance,TF 2.12

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Performance

### Have you reproduced the bug with TF nightly?

No

### Source

source

### Tensorflow Version

2.12.0

### Custom Code

Yes

### OS Platform and Distribution

Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.8

### Bazel version

0.27.1

### GCC/Compiler version

_No response_

### CUDA/cuDNN version

11.8/8.6

### GPU model and memory

A100

### Current Behaviour?

After upgrading TF from 2.9 to 2.12, when training our point segmentation model, the GPU utilization dropped from 70% to 30%, and the training speed is 50% slower. Is there any suggestion why this may happen? And what's the best way to debug it?

### Standalone code to reproduce the issue

```shell
N/A
```


### Relevant log output

_No response_</details>
Repository: godot
Issue: move_and_collide returns null even if there was a collision.
Labels: bug,topic:physics,needs testing,topic:2d

### Godot version

4.0.1

### System information

Windows 10

### Issue description

Hello, I am a begginer user of the Godot Game engine. While I was making collision detection logic for the player and the enemy, I realized, collision_info, wich is the variable I am using for storage of the returned information of the move_and_collide function always returns null. In the _physics_process function I move the player using multiple if statments and functions. Here is the code for the _physics_process function:
```
func _physics_process(_delta):
	var axis = get_movement_vector()
	if (axis == Vector2.ZERO):
		apply_animation()
		apply_friction(ACCELERATION)
	else:
		apply_motion(axis * ACCELERATION)
	print("motion: ", motion)
	var collision_info = move_and_collide(motion)

	print("collision info is null: ", collision_info == null)
	if(collision_info != null and collision_info.get_collider().is_in_group("enemy")):
		print("colliosion between player and enemy")
```
The enemy and the player are characterBody2Ds, the enemy has movment code that only alows it to move when certain frames of the animation are playing (I don't know if that last bit was important).
In my mind this should work and stop the player when it collides with the enemy, but for some reason it does not.
Any help would be greatly appreciated.

### Steps to reproduce

see comment above

### Minimal reproduction project

I can create on if my information on this bug is of little use.
Repository: godot
Issue: Area2D does not detect the other body.
Labels: bug,topic:physics,topic:2d

### Godot version

v3.6.beta1.official [632a544c6]

### System information

w10 64

### Issue description

Problem:
The area2D of the "Player" node does not detect the body of the enemy.

To fix it make the collisionshape assigned to the area2D even bigger (currently it is 17x17) but this is not fixed, I mean you will have to make the area bigger even if the movement speeds of the nodes change.

I mean, the size of the area will be tied to the movement speeds of the nodes somehow.

So how is this understood? What size should I put in the area if it can become too big? I cannot be assigning different sizes to the area2D depending on the speed of the nodes.

### Steps to reproduce

Just play the project and you'll see that when the "Enemy" node reaches the "Player" node then you don't get the body name written to the output.

### Minimal reproduction project


[testCuerposKinematic.zip](https://github.com/user-attachments/files/17095523/testCuerposKinematic.zip)
Repository: flutter
Issue: [flutter_tools] tool should delete old artifacts before caching new ones
Labels: tool,c: proposal,P2,fyi-ios,team-tool,triaged-tool,fyi-macos

Would be a fix to:

- https://github.com/flutter/flutter/issues/99785
- https://github.com/flutter/flutter/issues/100438

Also would allow us to remove the double zipping when creating the FlutterMacOS.framework.zip archive: https://github.com/flutter/engine/pull/41306/files
Repository: godot
Issue: Tool inconsistency in 2D editor
Labels: bug,topic:editor,topic:2d

### Godot version

4.0.2

### System information

Windows 10 x64

### Issue description

Select tool (Q) in 2D editor has a couple of "hidden" shortcuts, like Alt to move or Ctrl to rotate.
I just noticed that some of them carry to Ruler tool (R), namely Alt to move and Ctrl+Alt to scale. All other shortcuts don't seem to function.

idk if these 2 should be removed or maybe other shortcuts could be enabled (Ctrl to rotate and maybe V to pivot).

### Steps to reproduce

1. Select a 2D node
2. Select Select tool (Q)
3. Alt + drag
4. Ctrl + drag
5. Select Ruler tool (R)
6. Alt + drag
7. Ctrl + drag

### Minimal reproduction project

N/A
Repository: electron
Issue: [Bug]: In MAS build, the transparent window is red (affects AMD graphics)
Labels: platform/macOS,bug :beetle:,has-repro-gist,24-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

24.1.2 (and as far back as 23.0.0)

### What operating system are you using?

macOS

### Operating System Version

macOS Ventura 13.0

### What arch are you using?

x64

### Last Known Working Electron version

v22.3.6

### Expected Behavior

Transparent windows should be transparent.

### Actual Behavior

Transparent windows are red tinged:
<img width="296" alt="image" src="https://user-images.githubusercontent.com/1490756/232902861-41e12b1c-00dc-4712-94dc-925bb431d0ab.png">


### Testcase Gist URL

https://gist.github.com/cpoile/97f08192e630291fcc9ea90e7f5b442f

### Additional Information

Only appears to happen on Intel macs when using the AMD discreet GPU (turn off `Automatic graphics switching` in the `Battery` -> `Options` `System preferences` panel).

Thank you kindly!
Repository: stable-diffusion-webui
Issue: [Bug]: 504 gateway time-out with API
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When using the API, if the request lasts more than a minute, I get the error 504 gateway time-out

### Steps to reproduce the problem

1. connect the API
2. make a request


### What should have happened?

there should be no mistake

### Commit where the problem happens

https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/a9eab236d7e8afa4d6205127904a385b2c43bb24

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

Other/Cloud

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

_No response_

### Command Line Arguments

```Shell
!python /content/gdrive/$mainpth/sd/stable-diffusion-webui/webui.py $share --api --disable-safe-unpickle --enable-insecure-extension-access --no-download-sd-model --no-half-vae --opt-sdp-attention $auth --disable-console-progressbars
```


### List of extensions

![image](https://user-images.githubusercontent.com/123499933/232903507-6627e98b-195c-4ebe-8eeb-2640991f2808.png)


### Console logs

```Shell
[Errno Expecting value] <html>
<head><title>504 Gateway Time-out</title></head>
<body>
<center><h1>504 Gateway Time-out</h1></center>
</body>
</html>
```


### Additional information

_No response_
Repository: TypeScript
Issue: typeof return
Labels: Suggestion,Awaiting More Feedback

# Suggestion

When return type of a function is known, introduce a special keyword which gives access to that return type.

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Introduce a mechanism to use the return type of the current function, when it is known in advance.

## 📃 Motivating Example

Consider the example below where return type `string` of function type `F` is known in advance, but the type `F` might be unavailable, at least easily. In that case, the return type of the `F` is known, but there is no alias to make use of it.

There could be a magic alias, say `typeof return`, which holds the return type of the current function, if that type is defined in advance.

```ts
type F = () => string;

const implementF = (implementation: F) => {};

implementF(() => {
  const result: typeof return = 'abc'; // string
  return result;
});
```

Here `return` is a reserved keyword in JavaScript, so there should be no identifier named "return".

Basically `typeof return` would return the type (if known), that would be expected, if there was a *ReturnStatement* at the place where `typeof return` was written.
Repository: flutter
Issue: ☂️ Audit whether developers facing UIs pass accessibility tests
Labels: a: accessibility

This is an umbrella issue to track whether all the developer facing UIs pass the internal accessibility rating. 

- [ ] devtool https://github.com/flutter/devtools/issues/5670
- [ ] dartpad https://github.com/dart-lang/dart-pad/issues/2488
- [ ] websites https://github.com/flutter/website/issues/8578
Repository: svelte
Issue: Bug report: no error when using `@const` variable before initialization
Labels: bug,compiler

### Describe the bug

I was trying to include a space after a comma in an if-statement. Consider this repro:

```svelte
<script>
  const length = 10;
</script>

{#each { length } as _, i}
  {@const nth = i + 1}
  {nth}{#if nth !== length}, {/if}
{/each}
```
[REPL](https://svelte.dev/repl/4837f323d81a43dd8bd5580b4f6f530f?version=3.58.0)

I did want the space to be a breaking space, so `&nbsp;` wouldn't work here. I tried `&#32;` which I believe is the equivalent code for a traditional breaking space, but that did not work either. (e.g. `{nth}{#if nth !== length},&#32;{/if}`).

Finally, I did something accidentally and reordered the two lines inside the enclosing `{#each}` block, only to find that change did achieve what I was trying to do even without a space or special char, but I feel like it shouldn't since the variable is now declared after it's used.

```svelte
<script>
  const length = 10;
</script>

{#each { length } as _, i}
  {nth}{#if nth !== length},{/if}
  {@const nth = i + 1}
{/each}
```
[REPL](https://svelte.dev/repl/d794180c6972432ba6375bc058e964c7?version=3.58.0)

### Reproduction

REPL links above

### Logs

_No response_

### System Info

```shell
macOS v13.1 (22C65)
Svelte v3.58.0 (in REPL)
```


### Severity

annoyance