sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: disableOptimizedSrcset from NgOptimizedImage  is not working with [srcset] attribute binding
Labels: area: common,common: image directive

### Which @angular/* package(s) are the source of the bug?

common

### Is this a regression?

No

### Description

We just added new feature to our project `NgOptimizedImage`. But as we are using firebase storage for images, our links are hashed, so there are no way to construct link with `ImageLoaderConfig`. 

`disableOptimizedSrcset` is not working with `srcset` attribute binding. 

Example below is not working. `srcset` is empty and not present in HTML
`<img width=100 disableOptimizedSrcset height=100 [ngSrc]="imageUrl" [srcset]="image2Url + ' 2x'"/>`

As workaround, we use [attr.srcset] and it works as expected
`<img width=100 height=100 [ngSrc]="imageUrl" [attr.srcset]="image2Url + ' 2x'"/>`
It works fine if no attribute binding is present

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-zssdn7?file=src/main.ts

### Please provide the exception or error you saw

```true
No errors
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 15.0.4
Node: 16.16.0
Package Manager: npm 8.11.0
OS: darwin arm64

Angular: 15.0.4
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1500.4
@angular-devkit/build-angular   15.0.4
@angular-devkit/core            15.0.0
@angular-devkit/schematics      14.2.9
@angular/cdk                    15.0.3
@angular/fire                   7.5.0
@angular/google-maps            15.0.3
@schematics/angular             14.1.2
rxjs                            7.5.5
typescript                      4.8.4
```


### Anything else?

_No response_
Repository: godot
Issue: Packed Scene member variable not being accessed by function
Labels: bug,topic:editor

### Godot version

4.0stable

### System information

Windows 11

### Issue description

Hi! I've got two functions that create instances of one same packed scene, the packed scene is a preloaded global variable and the first function successfully has access to it: (It's the addend_scn member variable)
![Godot Bug 2](https://user-images.githubusercontent.com/100316997/223120959-7fee6a5f-55af-41d1-bf90-27c509cb4aae.png)

But then, the next function that accesses the packed scene has a reference to null, you can even see that the variable to which the instance points to is also null:
![Godot Bug 1](https://user-images.githubusercontent.com/100316997/223121238-84daf63c-4dd5-4362-805c-2db1d28ee998.png)

Oddly enough, the position assignment and the adding of the scene as a child of the node is being successfully executed. It could be important to note, that if you remove the create_grid() call from the ready() function, the add_results() has complete and correct access to the member packed scene variable.

### Steps to reproduce

1. Add a breakpoint to line 30 of AddendGrid.gd and play the AddendDrawer scene, you'll see that my_unit is pointing to null.

### Minimal reproduction project

[Sample Project.zip](https://github.com/godotengine/godot/files/10898570/Sample.Project.zip)
Repository: create-react-app
Issue: React 18. Webpack minified file in error stack trace instead of source code file
Labels: needs triage

Hello!

After an upgrade to React 18 and react-scripts I got unreadable error stacktrace each time when I get en error in my app:

![image](https://user-images.githubusercontent.com/62324003/223123062-27dbb3d9-9b8d-4728-ae71-5d11cfdb2ffa.png)

When I want to go to a file, I have this:

![image](https://user-images.githubusercontent.com/62324003/223123241-2d9f9821-c326-47a2-8edd-8367496c52c7.png)

I cannot detect my issues anymore using stacktrace.
Repository: next.js
Issue: Async imports inside getInitialProps do not generate separate chunks
Labels: bug,Pages Router

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.3.0: Thu Jan  5 20:48:54 PST 2023; root:xnu-8792.81.2~2/RELEASE_ARM64_T6000
Binaries:
  Node: 16.19.0
  npm: 9.2.0
  Yarn: 1.22.19
  pnpm: 7.29.0
Relevant packages:
  next: 13.2.1
  eslint-config-next: 13.0.7
  react: 18.2.0
  react-dom: 18.2.0
```


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

_No response_

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/vibrant-maria-08otxb

### To Reproduce

In the Codesandbox:

1. Run `ANALYZE=true npm run build; cp -r .next/analyze public` on the console
2. Open the path `[CODESANDBOX_BASE]/analyze/client.html` in the preview.
3. Select `pages/_app.js` as entrypoint

### Describe the Bug

If you run a function in `getInitialProps` that has requires other files via `import` those files aren't put in a separate chunk even though they have a custom chunk name.

In our case we want to lazy load some polyfills on the client side for browsers that don't support some features. In these cases it's totally fine to delay the rendering of the page as the majority of the users are using a browser that doesn't need any polyfills.

In the Codesandbox:

1. Open the path `[CODESANDBOX_BASE]/analyze/client.html` in the preview.
2. Select `pages/_app.js` as entrypoint

You can see that the biggest parts of the chunk are just `Intl` polyfills that should be actually in a separate chunk as they are imported dynamically.

I found the issue https://github.com/vercel/next.js/issues/9107 that addressed the same problem but it was closed without a solution.

### Expected Behavior

Allows developers to put dynamically imported modules into separate chunks.

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

_No response_

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

_No response_
Repository: material-ui
Issue: [Menu] NVDA announces collapsed menu as expanded
Labels: bug 🐛,accessibility,component: menu

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: [menu list composition](https://mui.com/material-ui/react-menu/#menulist-composition)

Steps:

1. Install NVDA screen reader
2. Tab to 'Dashboard' button
3. Use keyboard to open and select options from menu


### Current behavior 😯

After selecting an option from the menu, the screen reader says that it is expanded when in fact it is is not

### Expected behavior 🤔

Screen reader should say that menu is expanded or not based on the actual state

### Context 🔦

We have implemented our own version of the menu based on the example in your docs. Below are our various accessibility ACs:

- Menu button can be opened with keyboard enter, and then navigated through with arrow keys (achievable)
- Items in the menu button drop down can be selected with keyboard enter (achievable)
- Screen-reader reads drop down items and they can be selected with keyboard enter when the screen reader is on (achievable)
- Sort drop down with screen-reader tells the user when it is expanded and collapsed (currently not working as confirmed when testing your own example)
- If a new sort option is selected, the screen-reader user knows it has been selected (achievable)
Repository: go
Issue: x/playground: consider alternative keyboard shortcut for "Run this code"
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
go1.20.1
</pre>
([in the playground](https://go.dev/play/p/Rk28OKHjNHc) actually, not my computer)

### Popular playgrounds' key bindings for "Run"

Playground |   | macOS | Linux | Windows
-- | -- | -- | -- | --
Go | https://go.dev/play/ | Shift-Enter | Shift-Enter | Shift-Enter
Rust | https://play.rust-lang.org/ | Cmd-Enter OR Ctrl-Enter | Ctrl-Enter | Ctrl-Enter
Dart | https://dartpad.dev/ | Cmd-Enter OR Ctrl-Enter | Ctrl-Enter | Ctrl-Enter
Kotlin | https://play.kotlinlang.org/ | Ctrl-R | Ctrl-F9 | Ctrl-F9
Sharplab | https://sharplab.io/ | autoplay | autoplay |  autoplay
Wandbox | https://wandbox.org/ | Ctrl-Enter | Ctrl-Enter | Ctrl-Enter
Colab | https://colab.google/ | Cmd-Enter OR Ctrl-Enter | Ctrl-Enter | Ctrl-Enter
BigQuery | https://console.cloud.google.com/bigquery | Cmd-Enter | Ctrl-Enter | Ctrl-Enter

### In general

It would be nice to reach convergence among different playgrounds for this specific standard feature, for the same reasons that it's nice to have (often) the same shortcut for Copy & Paste

### Suggestion for Go's playground

Add Ctrl-Enter (Linux, Windows) / Cmd-Enter (macOS) as bindings for "Run this code". 

This seems to be more widespread and more intuitive than the current binding Shift-Enter.

This can be done while keeping the existing binding Shift-Enter.

This does conflict on Linux with the current binding for "Format this code", so we'd need to decide if changing things for "Format this code" is acceptable damage.
Repository: godot
Issue: Quick successsion of "open script" commands opens several instances of external editor if it wasn't open before.
Labels: bug,topic:editor

### Godot version

4.0.stable.mono

### System information

Windows 10, Vulkan

### Issue description

When double clicking a .cs C# script file twice in the FileSystem view, or clicking the script icon twice in the Scene view, opens two instances of Visual Studio in case VS wasn't open before.

### Steps to reproduce
- Have Visual Studio set as the external editor
- Close all Visual Studio instances
- Double clicking a script file twice in fast succession in the FileSystem view or clicking the script icon twice in fast succession in the Scene view,

The issue happens if the second "open script" command is issued before Visual Studio had time to open.

### Minimal reproduction project

N/A
Repository: godot
Issue: Title Bar interactions halt frame updates
Labels: bug,platform:windows,topic:porting,confirmed

### Godot version

4.0.stable

### System information

Windows 11, Forward+ (applicable to all)

### Issue description

Attempting to click and hold a game window's title bar will pause all frame updates. This behavior occurs for both windows created by the editor & exported exes.

This pause will last up to half a second (rarely, a full second) if the window is held that entire time. The pause cuts off preemptively if the mouse moves, dragging the window. Holding the "exit" button will pause frame updates indefinitely, regardless of mouse movement; only releasing the button will resume frame updates (assuming the mouse isn't still hovering over the button, otherwise the application closes). Physics ticks still occur, capping at `max_physics_steps_per_frame`.

### Steps to reproduce

https://user-images.githubusercontent.com/17489292/223154654-028192aa-890d-432f-a5d1-cf90fbb6043d.mp4

### Minimal reproduction project

[BugReport.zip](https://github.com/godotengine/godot/files/10899679/BugReport.zip)
Repository: storybook
Issue: UI: Don't show toolbar addons in pure MDX pages
Labels: feature request,ui,addon: docs

### Describe the bug

When you browse to a "docs-only" MDX page, it shouldn't show addons by default since they will not affect the content of the page.

<img width="549" alt="image" src="https://user-images.githubusercontent.com/488689/223163354-177fd2fb-c5d0-4b50-855f-e628840c500f.png">

### To Reproduce

1. Create a storybook & register a toolbar button with `addon-toolbars`
2. View a docs-only page in the storybook

### System

_No response_

### Additional context

_No response_
Repository: storybook
Issue: [Bug]: Extra divider shown in toolbar when zoom controls are not shown
Labels: bug,good first issue,help wanted,ui,sev:S4

### Describe the bug

<img width="549" alt="image" src="https://user-images.githubusercontent.com/488689/223163055-498506d1-4328-477e-b5a1-819c0b229af8.png">


### To Reproduce

Create a storybook with a toolbar button & view in docs mode

### System

_No response_

### Additional context

_No response_
Repository: vscode
Issue: [PerfSampleError] `charWidthReader`
Labels: error-telemetry,perf

```javascript
[PerfSampleError] by <<renderer>> in (g#workbench.desktop.main.js:72:10306)
at g in src/vs/editor/browser/config/charWidthReader.ts:130:10
at read in out/vs/workbench/workbench.desktop.main.js:72:9395
at readCharWidths in src/vs/editor/browser/config/charWidthReader.ts:140:17
at j in src/vs/editor/browser/config/fontMeasurements.ts:158:10
at readFontInfo in out/vs/workbench/workbench.desktop.main.js:603:77703
at w in src/vs/editor/browser/config/editorConfiguration.ts:140:12
at u in src/vs/editor/browser/config/editorConfiguration.ts:104:10
at t in src/vs/editor/browser/config/editorConfiguration.ts:91:10
at <anonymous> in src/vs/editor/browser/config/editorConfiguration.ts:86:47
at invoke in out/vs/workbench/workbench.desktop.main.js:86:127
at deliver in out/vs/workbench/workbench.desktop.main.js:86:2004
at fire in out/vs/workbench/workbench.desktop.main.js:86:1588
at clearAllFontInfos in out/vs/workbench/workbench.desktop.main.js:603:77240
at <anonymous> in src/vs/workbench/contrib/codeEditor/electron-sandbox/displayChangeRemeasureFonts.ts:20:55
at invoke in out/vs/workbench/workbench.desktop.main.js:86:127
at deliver in out/vs/workbench/workbench.desktop.main.js:86:2004
at fire in out/vs/workbench/workbench.desktop.main.js:86:1588
at res in src/vs/base/parts/ipc/common/ipc.ts:672:30
at t in src/vs/base/parts/ipc/common/ipc.ts:733:10
at s in src/vs/base/parts/ipc/common/ipc.ts:713:10
at msg in src/vs/base/parts/ipc/common/ipc.ts:549:51
at invoke in out/vs/workbench/workbench.desktop.main.js:86:127
at deliver in out/vs/workbench/workbench.desktop.main.js:86:2004
at fire in out/vs/workbench/workbench.desktop.main.js:86:1588
at ie in src/vs/base/common/event.ts:457:14
at emit (node:events:474:44)
at onMessage (node:<REDACTED: user-file-path>:81:646)
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=92da9481c0904c6adfe372c12da3b7748d74bdcb&bH=aecb2c6b-a514-fe43-d96b-ddc846b78350)
Repository: vscode
Issue: [PerfSampleError] `documentSymbolsTree`
Labels: error-telemetry,perf

```javascript
[PerfSampleError] by <<renderer>> in ((anonymous)#workbench.desktop.main.js:755:29346)
at <anonymous> in src/vs/workbench/contrib/codeEditor/browser/outline/documentSymbolsTree.ts:281:60
at a in src/vs/base/common/async.ts:1200:20
at <anonymous> in src/vs/base/common/async.ts:1209:30
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=92da9481c0904c6adfe372c12da3b7748d74bdcb&bH=24b7ed11-8c8e-36f1-5f54-43f8a81fc248)
Repository: vscode
Issue: l is not iterable
Labels: bug,error-telemetry,bracket-pair-guides

```javascript
TypeError: l is not iterable
at indent in src/vs/editor/browser/viewParts/indentGuides/indentGuides.ts:133:24
at I.prepareRender in src/vs/editor/browser/view/viewOverlays.ts:133:19
at H.I in src/vs/editor/browser/view.ts:417:13
at <anonymous> in src/vs/editor/browser/view.ts:364:30
at func in src/vs/editor/browser/view.ts:557:10
at safeInvokeNoArg in src/vs/editor/browser/view.ts:364:3
at H.v in src/vs/editor/browser/view.ts:230:8
at H.render in src/vs/editor/browser/view.ts:484:9
at on.render in src/vs/editor/browser/widget/codeEditorWidget.ts:1555:24
at on.layout in src/vs/editor/browser/widget/codeEditorWidget.ts:1412:8
at l.U in src/vs/workbench/contrib/notebook/browser/view/cellParts/markupCell.ts:517:10
at <anonymous> in src/vs/workbench/contrib/notebook/browser/view/cellParts/markupCell.ts:471:10
at g.invoke in src/vs/base/common/event.ts:718:17
at f.deliver in src/vs/base/common/event.ts:926:22
at h.fire in src/vs/base/common/event.ts:887:24
at <anonymous> in src/vs/editor/browser/widget/codeEditorWidget.ts:1613:35
at g.invoke in src/vs/base/common/event.ts:718:17
at n.deliver in src/vs/base/common/event.ts:926:22
at h.fire in src/vs/base/common/event.ts:887:24
at L.n in src/vs/editor/common/viewModelEventDispatcher.ts:64:18
at L.endEmitViewEvents in src/vs/editor/common/viewModelEventDispatcher.ts:109:8
at m.M in src/vs/editor/common/viewModel/viewModelImpl.ts:1086:26
at m.L in src/vs/editor/common/viewModel/viewModelImpl.ts:1023:8
at m.type in src/vs/editor/common/viewModel/viewModelImpl.ts:1035:8
at on.Lb in src/vs/editor/browser/widget/codeEditorWidget.ts:1128:29
at on.trigger in src/vs/editor/browser/widget/codeEditorWidget.ts:1061:10
at E.runCommand in src/vs/editor/browser/coreCommands.ts:2142:10
at handler in src/vs/editor/browser/editorExtensions.ts:154:38
at actualHandler in src/vs/platform/commands/common/commands.ts:90:12
at fn in src/vs/platform/instantiation/common/instantiationService.ts:68:11
at v.k in src/vs/workbench/services/commands/common/commandService.ts:95:46
at v.executeCommand in src/vs/workbench/services/commands/common/commandService.ts:60:17
at Object.type in src/vs/editor/browser/widget/codeEditorWidget.ts:1756:27
at R.type in src/vs/editor/browser/view/viewController.ts:72:24
at <anonymous> in src/vs/editor/browser/controller/textAreaHandler.ts:337:26
at g.invoke in src/vs/base/common/event.ts:718:17
at n.deliver in src/vs/base/common/event.ts:926:22
at h.fire in src/vs/base/common/event.ts:887:24
at <anonymous> in src/vs/editor/browser/controller/textAreaInput.ts:383:18
at g.invoke in src/vs/base/common/event.ts:718:17
at n.deliver in src/vs/base/common/event.ts:926:22
at h.fire in src/vs/base/common/event.ts:887:24
at HTMLTextAreaElement.I in src/vs/base/browser/event.ts:40:41
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=92da9481c0904c6adfe372c12da3b7748d74bdcb&bH=2c059c96-2c2a-cd0a-4abd-bddac362e81e)
Repository: godot
Issue: Set a Texture to sampler2D in shader and run, then report VK_ERROR_DEVICE_LOST
Labels: bug,topic:rendering

### Godot version

4.0 stable

### System information

windows10, Vulkan, GeForce GT 1030

### Issue description

key the code to shader editor:
```
shader_type canvas_item;
uniform sampler2D light_vector;

void fragment(){
COLOR = texture(TEXTURE,UV);
}
```
and set light_vector to a texture in the editor, then run program.
program  freeze  and no response, report err:
E 0:00:02:0010   swap_buffers: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
  <C++ error>       Condition "err" is true. Returning: ERR_CANT_CREATE
  <C++ source>      drivers/vulkan/vulkan_context.cpp:2357 @ swap_buffers()

### Steps to reproduce

key the code to shader editor:
```
shader_type canvas_item;
uniform sampler2D light_vector;

void fragment(){
COLOR = texture(TEXTURE,UV);
}
```
and set light_vector to any texture in the editor, then run program.

### Minimal reproduction project

N/A
Repository: node
Issue: vm.createContext creates more than described.
Labels: doc,vm,v8 engine

### Affected URL(s)

https://nodejs.org/api/vm.html#vmcreatecontextcontextobject-options

### Description of the problem

See following test case:

```js
const vm = require('node:vm');
const context = vm.createContext({ foo: console.log });

(async () => {
    const module = new vm.SourceTextModule(
    'foo( console ); console.log( "bar" );',
    { context: context, });
    await module.link(() => {});
    await module.evaluate();
})();
```
From basic understand as document in the API this should fail, as the "console" has never been handed down into the new context.. yet it is there. Albeit the log is not working.

I guess this is a documentation issue, as the standard javascript globals are created regardless? If I hand down the console object into the created context, console.log works, but if not IMO it should either throw a call to undefined function error, or as said, the docs should describe better what is actually happening on creating a new Context.

PS: I'm aware that nodes vm.SourceTextModule probably may not be properly sandboxed, in my case this doesn't matter, I just found it confusing, the "console" object exists at all in the new context.
Repository: vscode
Issue: Require user consent before sending any telemetry
Labels: telemetry,under-discussion

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
VSCode doesn't ask for consent from the user when sending telemetry, it's an opt out. Even if you disable telemetry after installing VSCode, some data will already have leaked out, which is inconvenient for e.g. enterprise users (see #33184)

The `TelemetryLogger` API is a great step towards making it easier for the user to actually see *what* is being sent. 

I propose:
- Inform the user that there is telemetry, what is being sent on that telemetry. Inform that extensions can send telemetry too.
- *There's [a doc page](https://code.visualstudio.com/docs/getstarted/telemetry) explaining that but it would show up for more people if it were in the VSCode GUI, at startup, possibly simplified.*
- Ask for consent before sending any telemetry at all

![image](https://user-images.githubusercontent.com/46191980/228658782-19d8e46a-879d-48d1-a304-4d89a7233e92.png)

When Atom added telemetry, they didn't ask for consent or even give a notice, and that was a [whole scandal](https://github.com/atom/atom/issues/20182) at the time.

Why should VSCode be any different? Specially with GDPR which [you say you comply with](https://code.visualstudio.com/docs/getstarted/telemetry#_gdpr-and-vs-code) but you really don't

P.S: I accidentally created [this issue](https://github.com/Dart-Code/Dart-Code/issues/4424) in the Dart VSCode extension repository. The maintainer replied and he said he agreed. I did not EVEN know that extension collected telemetry, so that's a sign there is margin for improvement.