sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: Being able to do `import(blobUrls)`
Labels: feature request,blocked,esm

### What is the problem this feature will solve?

tried doing:

```js
code = 'console.log("hi")'
blob = new Blob([code], { type: 'text/javascript' })
url = URL.createObjectURL(blob)
import(url)
```
but failed with: 
```
Only URLs with a scheme in: file and data are supported by the default ESM loader. Received protocol 'blob:'
```

### What is the feature you are proposing to solve the problem?

being able to import dynamic generated code...

### What alternatives have you considered?

converting it to a `data:` url works as a work around...
Repository: flutter
Issue: Disable SelectionArea on buttons by default
Labels: c: new feature,framework,c: proposal,P3,f: selection,team-framework,triaged-framework

## Use case

A common use case of `SelectionArea` in Flutter Web is to wrap the entire page content. This, however, leads to a situation when button text becomes selectable too. This is uncommon UX in the web.

The recommended workaround is to wrap the button child with `SelectionContainer.disabled`:

```
ElevatedButton(
  onPressed: () {},
  child: SelectionContainer.disabled(
    child: Text('My button'),
  ),
)
```

which is quite inconvenient and verbose.

## Proposal

My proposal is to disable `SelectionArea` on clickable widgets by default making their content non-selectable
Repository: godot
Issue: Sound noise issue when opening Godot and playing a youtube video or other application using Ubuntu
Labels: bug,platform:linuxbsd,needs testing,topic:audio

### Godot version

4.02 stable.official [7a0977ce2]

### System information

Ubuntu 22.04.2 LTS, AMD Radeon™ RX 6700 XT, all rendering backends

### Issue description

The issue started happening at Godot_v4.0-beta15_linux.x86_64 , and it is still on Godot_v4.0.2-stable_linux.x86_64 .
It does not reproduce in Godot_v4.0-beta14_linux.x86_64.

It reproduces n a specific desktop computer that I have with Ubuntu 22.04.02 .

I also tested it on a notebook that has Ubuntu 22.04.01 installed and it does not reproduce with Godot 4.02 release.

If you open Godot with an Empty project, you start hearing some noise of all the sounds generated by other Ubuntu Applications, including Gnome events. It is very noticeable if for example you open a YouTube video using Firefox or you open another game while Godot it is running.

### Steps to reproduce

1) Open Godot 4.02
2) Create an Empty Project
3) Then try making an external app such as a YouTube video using Firefox.

You will hear a noise in the sound of the YouTube video. 
If you close Godot, the noise continues a little bit but later it stops.


### Minimal reproduction project

Not needed, it happens with an empty new project without any content
Repository: PowerToys
Issue: Multiple Commands on the Same Keys and Values Should be Shown in Top-right Pane
Labels: Idea-Enhancement,Help Wanted,Needs-Triage,Product-Registry Preview

### Microsoft PowerToys version

0.69.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Registry Preview

### Steps to reproduce

Type text as per screenshots

Here, it looks like the key is not ultimately deleted:
![If Key edited multiple times not all actions are shown in top right pane (1)](https://user-images.githubusercontent.com/91759929/232248654-b0ab5810-7b86-4cf6-ba3c-01c251e189ad.png)

Here, it looks like the key is deleted whereas it is recreated:
![If Key edited multiple times not all actions are shown in top right pane (2)](https://user-images.githubusercontent.com/91759929/232248687-d6b2e579-ff73-4450-872b-12ee4933b871.png)



### ✔️ Expected Behavior

Sometimes keys and values are deleted and recreated again in .reg files to clear them.
Multiple actions should be shown in the top-right pane.

Mockup:
![If Key edited multiple times not all actions are shown in top right pane (Mockup)](https://user-images.githubusercontent.com/91759929/232248490-f0742364-7d35-43bf-b4d9-50ddeca393b2.png)


### ❌ Actual Behavior

Currently, not all actions on the same key or value are reflected in the top-right pane.

### Other Software

n/a
Repository: neovim
Issue: init.lua ignores vim.cmd("wincmd j")
Labels: bug-vim,startup

### Problem

If we use the following init.lua

```lua
vim.api.nvim_command("vsplit")
vim.api.nvim_command("vsplit")
vim.api.nvim_command("split")
vim.api.nvim_command("wincmd j")
vim.api.nvim_command("wincmd l")
vim.api.nvim_command("split")
vim.api.nvim_command("wincmd j")
```

we should expect to be on a buffer different than top-right. However, this is what happens. The same happens with `vim.cmd`

![image](https://user-images.githubusercontent.com/8730839/232250644-dced1cea-e224-47e9-a46e-7a06b257f6dd.png)


### Steps to reproduce

nvim -u /tmp/init.lua

### Expected behavior

The buffer should be the middle one

![image](https://user-images.githubusercontent.com/8730839/232250734-d0bdb3ce-b511-4b7e-a598-db87f67ae404.png)


### Neovim version (nvim -v)

NVIM v0.9.0

### Vim (not Nvim) behaves the same?

no, VIM - Vi IMproved 9.0

### Operating system/version

Arch Linux

### Terminal name/version

kitty 0.27.1

### $TERM environment variable

xterm-kitty

### Installation

pacman
Repository: transformers
Issue: Implement a decode method in transformers.BasicTokenizer
Labels: Feature request

### Feature request

Transformers has provided a nice BasicTokenizer for basic tokenizing when we don't need BPE tokenizers. For data processing (like data format converting), it is better to offer a decode method for basic use.

### Motivation

When doing data format converting in some data processing problems, we usually meet the requirement to recover a list of tokens into continuous, readable text.

### Your contribution

None.
Repository: rust
Issue: Automatically derived trait implementations on `#[deprecated]` items emit warnings
Labels: A-lints,T-lang,T-compiler,C-bug,L-deprecated

When using the `#[automatically_derived]` attribute on deprecated items, deprecation warnings are not omitted for that item. This does not affect macros from the stdlib.

The following code will not compile under these conditions:

```rust
#![deny(deprecated)]

#[deprecated]
struct DeprecatedItem;

trait MyTrait {}

// Imagine this block was derived.
#[automatically_derived]
impl MyTrait for DeprecatedItem {}
```

It would be possible to use `#[allow(deprecated)]` on the derived `impl` block to omit the warnings, but that affects the entire block instead of only `DeprecatedItem`. This will also not work if the `#![forbid(deprecated)]` lint is enabled.

I expected to see this happen: The code should compile despite and ignore the use of `DeprecatedItem` when within the `[#automatically_derived]` attribute.

Instead, this happened: The code does not compile.

### Meta

`rustc --version --verbose`:
```
rustc 1.70.0-nightly (84dd17b56 2023-04-14)
binary: rustc
commit-hash: 84dd17b56a931a631a23dfd5ef2018fd3ef49108
commit-date: 2023-04-14
host: x86_64-unknown-linux-gnu
release: 1.70.0-nightly
LLVM version: 16.0.2
```
Repository: next.js
Issue: [Win] Closing the tab running `next dev` doesn't terminate the actual process if the shell is PowerShell 7
Labels: create-next-app,bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 18.15.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.3.1-canary.8
      eslint-config-next: 13.3.0
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

CLI (create-next-app)

### Link to the code that reproduces this issue

<Any next.js application will reproduce>

### To Reproduce

1. Open a Windows Terminal tab, use PowerShell 7, navigate to any next.js project.
2. Run `npx next dev`, or alternatively, create a npm script that runs `next dev` and run that using `npm run <script name>`.
3. Close the Terminal tab. Please note: you should close the tab directly using the mouse, instead of pressing `ctrl-c`.

### Describe the Bug

After the tab is closed, the processes of `next.js` do NOT exit. As a result, they still occupy port 3000.

It looks like PowerShell 7 is a necessary part to reproduce this: if `cmd.exe` is used the processes for next.js could exit properly. PS7 is widely used on modern Windows developers.

### Expected Behavior

The processes for next.js exit.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: ProgressBar Fill is off when used with left Border
Labels: bug,topic:gui

### Godot version

Godot 4.0.2, Godot 3.5.2

### System information

Windows 10, All Rendering Backends

### Issue description

If you use a `ProgressBar` with a `StyleBoxFlat` `Fill` with a left Border, the progress might be off.
![image](https://user-images.githubusercontent.com/66004280/232253203-0f08bb43-b291-45ac-9719-8bc252389ca6.png)
_`ProgressBar` with a width of 20 and a Border of 1. The `Fill` is 50%._

This is because the minimum width is used, which is the value of the left Border.
https://github.com/godotengine/godot/blob/a7276f1ce0c2911216a2c4718efddab98ddffd8f/scene/gui/progress_bar.cpp#L73

So when the left Border is 1, the minimum width is also 1, which will result in a shift of 1 for the the `Fill`.
In Godot 3.5.2, this also happens but only with a minimum left Border of 2.

The reason why a left Border of 1 is enough in Godot 4 is because of this change, which rounds the value: f76d417d8a352eecb9ecdd30215e78cbee85246d

Not sure if this behaviour is actually expected but it feels really weird in case of the `ProgressBar` control. 

### Steps to reproduce

1. Use a `ProgressBar`
2. Set a width of 20
3. Set a `Min Value` of `0`, `Max Value` of `20`, `Value` of `10` and `Step` to `1`
4. Use Flat StyleBoxes for `Background` and `Fill`
5. Set a left Border of 1 or more inside the `Fill` StyleBox

### Minimal reproduction project

[ProgressbarFillBug.zip](https://github.com/godotengine/godot/files/11240684/ProgressbarFillBug.zip)
Repository: neovim
Issue: nvim_set_client_info: clients can declare support for async and blocking invocations of the same method
Labels: enhancement,channels-rpc,complexity:low

### Problem
`nvim_set_client_info`'s mapping of methods allows specifying for each method whether to invoke it with a request or a notification. The docs say, "If true, send as a notification. If false or unspecified, use a blocking request." 

### Expected behavior
It would be nice to be able to communicate support for either async or blocking invocation - the current interpretation of the field only allows support for one method to be inferred.
Repository: neovim
Issue: nvim_set_client_info method spec can declare varargs support
Labels: enhancement,api,channels-rpc,remote-plugin

### Problem

`nvim_set_client_info`'s mapping of methods allows methods to specify the number of arguments they take either as a fixed number of a range.

### Expected behavior

Since `rpcrequest` and `rpcnotify` are able to invoke methods with variable arguments, this `nargs` notation is less expressive than what clients could actually support. It would be nice to be able to express `nargs` more similarly to `:h command-nargs`.
Repository: TypeScript
Issue: Visual Studio: Changes in .ts/.tsx files break up-to-date check until full rebuild.  
Labels: Needs Investigation

# Bug Report

⚠️ ⚠️ Very important performance problem for any TypeScript developer in Visual Studio, specially when using more than one probject ⚠️ ⚠️

TypeScript files afect the build, but do not produce any output in bin/obj, because of this, after succesfully compiling a Web Application (`<Project Sdk="Microsoft.NET.Sdk.Web">`) that uses the Nuget `Microsoft.TypeScript.MSBuild` to compile some ts file, if you modify a ts file, the project will be forever ignored by the [up-to-date check](https://github.com/dotnet/project-system/blob/main/docs/up-to-date-check.md) until a .cs file is changes and a build updates the output dll.

### 🔎 Search Terms

Visual Studio, `UpToDateCheckInput`, `Microsoft.TypeScript.MSBuild`, `FastUpToDate`, `WARNING: Potential build performance issue in`

### 🕗 Version & Regression Information
Visual Studio 2022 64-bits 17.5.3
Microsoft.TypeScript.MSBuild 5.0.4 ( but I think this is old issue)
### ⏯ Playground Link



I was not sure if the error belongs to TypeScript or VS team. I explained the issue in full here: 

https://github.com/dotnet/project-system/issues/8981
Repository: godot
Issue: [Cross-language scripting] Passing a Callable lambda parameter (GDScript calls C#) causes a null reference exception
Labels: bug,topic:gdscript,topic:gdextension,topic:dotnet

### Godot version

v4.0.1.stable.mono.official [cacf49999]

### System information

Windows 11, x86_64

### Issue description

**What doesn't work:**
It appears that Callables defined in a certain way fail to survive marshaling.

Observe the results of these different options below:

_Option 1:_
`csharp_test_script_instance.SetCallable(Callable(self, "_some_function"))`

_Option 2:_
`csharp_test_script_instance.SetCallable(func (): print("Lambda!"))`

_Option 3:_
`csharp_test_script_instance.SetCallable(Callable(func (): print("Lambda passed into a Callable!")))`

Here in GDScript we invoke a C# function that runs the given Callable:
`csharp_test_script_instance.RunCallable()`

_Option 1:_ works
_Option 2:_ null reference exception
_Option 3:_ null reference exception

Error:
![image](https://user-images.githubusercontent.com/57489963/232256254-f9f782e8-93fe-456b-bcab-f1819ac0cb37.png)

**How I expect it to work:**
I should be able to call Callables defined in GDScript in C# as well.




### Steps to reproduce

On the minimal reproduction project:
1. Open 'main_test_script.gd'
2. Observe what happens when you switch between the commented options & run the scene.

### Minimal reproduction project

[MinimalReproduction.zip](https://github.com/godotengine/godot/files/11240801/MinimalReproduction.zip)
Repository: vscode
Issue: Would it be possible to create some way to identify that the zen mode is active?
Labels: help wanted,feature-request,accessibility,workbench-zen

Type: <b>Feature Request</b>
CC: @meganrogge @isidorn 

Using a screen reader I can't easily tell if zen mode is active or not. Would it be possible to implement, if it does not exist, a way to identify this situation? Perhaps an indicator in the status bar.

VS Code version: Code - Insiders 1.78.0-insider (3ad5774eb8123d4224eb55629df9e5f82fe13b99, 2023-04-14T05:27:06.042Z)
OS version: Linux x64 6.2.9-200.fc37.x86_64
Modes:
Sandboxed: Yes


<!-- generated by issue reporter -->
Repository: pytorch
Issue: tools PYTHONPATH trick in run_test.py does not work reliably
Labels: triaged,module: testing

### 🐛 Describe the bug

Steps to reproduce:
1. python setup.py develop in torchtext
2. Try to run `run_test.py`

Expected result: all imports work

Actual result: the tools/ import fails (and is suppressed). This is because we accidentally pick up the tools/ folder in torchtext first, before our newly added path gets triggered.

I tried to fix this in https://github.com/pytorch/pytorch/pull/99173 but it didn't work for other reasons.

The most reliable fix would be to move these files into torch/_testing so that they are in a proper module.

### Versions

master
Repository: opencv
Issue: Error with an incorrect trained Haar model (Haar Cascade)
Labels: bug,category: objdetect

### System Information

__OpenCV version:__ ```4.2.0```
__Operating System / Platform:__ ___Windows 11___
__Compiler & compiler version:__ ___MinGW-W64 GCC-8.1.0___

### Detailed description

### About problem

This error is related to an incorrect trained Haar Cascade model, which is used to detect objects in the image. It indicates that when the characteristic features of an object are detected in the model, incorrect coordinate values are found.

The error message states that the expected value was "rw.r.y + rw.r.height <=H", where "rw.r.y + rw.r.height" is 26 and "H" is 14, which contradicts the expected result. This may be due to incorrect formatting or incorrect coordinate values in the Haar model xml file used.

The model used was: haarcascade_fullbody.xml

### Bug log
```
OpenCV(4.2.0) Error: Unspecified error (> Invalid HAAR feature (expected: 'rw.r.y + rw.r.height <= H'), where
>     'rw.r.y + rw.r.height' is 26
> must be less than or equal to
>     'H' is 14
) in bool __cdecl cv::HaarEvaluator::Feature::read(const class cv::FileNode &,const class cv::Size_<int> &), file C:\build\master_winpack-build-win64-vc14\opencv\modules\objdetect\src\cascadedetect.cpp, line 570
```

### Steps to reproduce

```
#include <opencv2/opencv.hpp>
#include <string>
#include <vector>


int main()
{
	std::string pathToModel = "";

	std::string pathToImage = "";

	cv::CascadeClassifier fullBody;

	cv::Mat image = cv::imread(pathToImage);

	cv::Mat imageGray;

	cv::cvtColor(image, imageGray, cv::COLOR_BGR2GRAY);

	std::vector<cv::Rect> bodyes;

	fullBody.load(pathToModel);

	fullBody.detectMultiScale(imageGray, bodyes);

	for (int i = 0; i < bodyes.size(); i++)
	{
		rectangle(image, bodyes[i], cv::Scalar(0, 0, 255), 2);
		std::cout << bodyes[i] << std::endl;
	}

	cv::imshow("Image", image);

	cv::waitKey(0);

	return 0;
}
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: stable-diffusion-webui
Issue: [Feature Request]:a function same with send txt2img in customer extensions
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

i have developed a extension and used in webui with a tab which at the same level with txt2img
and now i want to send prompts generated by my extension to the prompt which is in txt2img just like the function for buttion [send to txt2img] ,so how could i implement  this function and i try to look for a solution in issues but got none .
thank you

### Proposed workflow

1.develop custom extension
2.generate words like prompt
3. send it to txt2img


### Additional information

_No response_
Repository: transformers
Issue: DeBERTa models produce nonsense fill-mask output
Labels: Good Difficult Issue

### System Info

Python version: 3.8.15
Transformers version: 4.24.0

### Who can help?

@ArthurZucker, @younesbelkada

### Information

- [ ] The official example scripts
- [X] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [X] My own task or dataset (give details below)

### Reproduction

Both on the HF website and using transformers in Python scripts/interpreter, the DeBERTa models seem to produce nonsense outputs in a fill-mask task. This is demonstrated below using a fill-mask pipeline for ease of reproduction, but the same thing happens even when calling the models manually and inspecting the logits. I demonstrate with one model, but the other `microsoft/deberta` masked language models appear to have the same issue (i.e., not the ones fine-tuned on mnli or whatever, which I wouldn't test against).
```python
>>> from transformers import pipeline
>>> test_sentence = 'Do you [MASK] the muffin man?'

# for comparison
>>> bert = pipeline('fill-mask', model = 'bert-base-uncased')
>>> print('\n'.join([d['sequence'] for d in bert(test_sentence)]))
do you know the muffin man?
do you remember the muffin man?
do you mean the muffin man?
do you see the muffin man?
do you recognize the muffin man?

>>> deberta = pipeline('fill-mask', model = 'microsoft/deberta-v3-large')
>>> print('\n'.join([d['sequence'] for d in deberta(test_sentence)]))
Do you Moisturizing the muffin man?
Do you Kagan the muffin man?
Do youULA the muffin man?
Do you闘 the muffin man?
Do you aplica the muffin man?
```

Here's a screenshot from the HF website for the same model (`microsoft/deberta-v3-large`):
![deberta](https://user-images.githubusercontent.com/5022150/232265118-7d9e3126-839e-4654-a5c8-a8363f3052e5.png)

Based on the paper and the documentation on the model cards, it seems like these should be able to be used for masked language modeling out of the box since they were pre-trained on it, but they're clearly not doing a good job of it. Am I missing something about why these models shouldn't be used for MLM without fine-tuning, or is there a bug with them?

### Expected behavior

I'd expect sensible predictions for masked token locations (assuming these models can indeed be used for that without additional fine-tuning).
Repository: neovim
Issue: vim.cmd.foo(2) does not behave like vim.cmd.foo{count=2}
Labels: bug,api,has:workaround,has:repro

### Problem

The ex-command `:undo {N}` accepts a count to jump to the change after the sequence number `{N}`. However, `vim.cmd.undo` only works with zero arguments and shows an error like
```
E5108: Error executing lua [string ":lua"]:1: Wrong number of arguments                                                                                               
stack traceback:
        [C]: in function 'undo'
        [string ":lua"]:1: in main chunk
```
  when called with an argument. 

A workaround is to use `vim.cmd("undo " .. sequence_number)`.

### Steps to reproduce

- `nvim --clean`
- `:lua vim.cmd.undo(1)`

### Expected behavior

`vim.cmd.undo` should accept a count argument

### Neovim version (nvim -v)

NVIM v0.10.0-dev-2650+g8c6f97bef

### Vim (not Nvim) behaves the same?

No

### Operating system/version

Linux Mint 20.2

### Terminal name/version

Kitty 0.15

### $TERM environment variable

xterm-kitty

### Installation

build from repo