sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: Importing interaction stories in a test case and running them using `.play` throws `act` warnings 
Labels: bug,question / support,sev:S3,portable stories,test utilities

### Describe the bug

Using `@testing-library/user-event` v14.5 and RTL dom v9.3.3

While running the test `src/stories/ActWarning.test.jsx`, the  test cases passes but the first test case silently throws `act` warnings
```
    console.error
      Warning: An update to ActWarning inside a test was not wrapped in act(...).

      When testing, code that causes React state updates should be wrapped into act(...):

      act(() => {
        /* fire events that update state */
      });
      /* assert on the output */

      This ensures that you're testing the behavior the user would see in the browser. Learn more at https://reactjs.org/link/wrap-tests-with-act
          at ActWarning (/Users/username/sbdemo/cra/default-js/src/stories/ActWarning.jsx:4:52)

       6 |   return (
       7 |     <>
    >  8 |       <button onClick={() => shouldShowMessage(true)}>Show message</button>
         |                              ^
       9 |       {showMessage && "Demo message"}
      10 |     </>
      11 |   );

```

### To Reproduce

clone https://github.com/ankitprahladsoni/storybook-act-warnings
run `yarn test`
Observer the console for `act` warning

### System

_No response_

### Additional context

Only the first test throws the act warning in the file `src/stories/ActWarning.test.jsx`, the rest of the two tests that aren't using the `.play` api run normally without throwing any warning.
Repository: electron
Issue: [Feature Request]: Provides the ability to modify webPreferences of the BrowserWindow or BrowserView
Labels: enhancement :sparkles:

### 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 feature request that matches the one I want to file, without success.

### Problem Description

webPreferences has many useful properties, such as the defaultFontFamily、defaultFontSize，These properties can only be set when initializing, can provide methods to dynamically modify some properties

### Proposed Solution

The provided method can modify defaultFontFamily properties. If webContents cannot take effect synchronously after the modification, you can refresh the modified properties

### Alternatives Considered

None

### Additional Information

_No response_
Repository: ant-design
Issue: DatePicker.RangePicker disabled=[false, true] 会默认填充一个结束时间，造成开始时间无法选择未来时间
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/jin-yong-antd-5-12-4-forked-ry24cr?file=%2Fdemo.tsx%3A11%2C33)

### Steps to reproduce

`<RangePicker disabled={[false, true]} />`

### What is expected?

开始时间可以选择未来时间

### What is actually happening?

只能选到今天

| Environment | Info |
| --- | --- |
| antd | 5.12.4 |
| React | ^18.0.0 |
| System | macOS 12.5 |
| Browser | chrome 120.0.6099.109 |

---
添加`disabledDate={(_) => false}`属性也不行，请问有什么解决方案吗？

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: TypeScript
Issue: Package compiler as `dotnet tool` and publish on nuget
Labels: Needs Investigation

### 🔍 Search Terms

dotnet tool nuget  Microsoft.TypeScript.MSBuild

### ✅ Viability Checklist

- [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 isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

TypeScript is already packaged as the [Microsoft.TypeScript.MSBuild](https://www.nuget.org/packages/Microsoft.TypeScript.MSBuild) nuget, which internally is self-contained.

That is really smart and useful for .NET devs, except when building non-trivial apps.

Please allow us to use it as a `dotnet tool` as well. That would be even simpler than a msbuild auto-task, so the heavy lifting seems to have already been done.

### 📃 Motivating Example

It would be much more useful as a `dotnet tool`, as we could use it inside msbuild, or from the terminal, and in CI, etc.


### 💻 Use Cases

1. What do you want to use this for? I want to use it manually inside of `msbuild`, instead of letting it do all the work magically. It would be easier to write msbuild tasks that work in a particular way in dev and in CI.

2. What shortcomings exist with current approaches? The automatic and magic msbuild tasks are nice, but limited.

3. What workarounds are you using in the meantime? Using node the normal way, just for `tsc`. That is not a problem in the node-world, but in .NET that is cumbersome and harder to maintain, especially for non-Node devs. The idea of packaging it as a nuget was brilliant, but needs to also be a dotnet tool.
Repository: godot
Issue: WINDOW_MODE_WINDOWED acting weird
Labels: bug,platform:windows,topic:porting

### Tested versions

Reproducible in -4.2.1 stable Windows x64 forward+

### System information

Windows 10 x64 - Godot 4.2.1 stable forward+

### Issue description

I am using a option button to set my window mode. but I noticed every time I maximised my window using the maximised button on the application then changed the window mode to something else then back to windowed. it wouldn't be in windowed.(I cant really explain it well so just watch the video attached)

https://github.com/godotengine/godot/assets/154477152/bc0b7f5d-a733-4f89-a9e4-e8cea7633a44



### Steps to reproduce

In the Minimal reproduction project run the game. then in the top right there will be a Maximise button. click it then change the OptionButton in the center to either fullscreen or exclusive then change it back to windowed.

### Minimal reproduction project (MRP)

[WINDOWMODE.zip](https://github.com/godotengine/godot/files/13748631/WINDOWMODE.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Is it possible to switch the input and output of the lora model?
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 want generete reality style image from cartoon style, but I only found reality  to cartoon lora model.
and I noticed that lora is just one kind of style filter for sd model
so, if cartoon style lora model exists, In theory, you only need to reverse the input and output.

### Proposed workflow

if I have one cartoon style lora model, that can transfer a reality style image to cartoon, so I aready can transfer a cartoon image to reality style image.

1. Go to image to image
2. upload a cartoon style image
3. select cartoon style lora model
4. select reserve checkbox, (wish it will be)
5. click generate
6. then output a reality style image

### Additional information

so every lora model can have double-sided transfer, forward and backward.
Repository: godot
Issue: Editor Input in script field not sanitized when creating an editor plugin 
Labels: bug,topic:editor

### Tested versions

Currently testing in 4.2 stable

### System information

Windows 10 - vulkan Forward+ renderer, v4.2.stable

### Issue description

While creating a new plugin, the input for the script path is not sanitized, in Windows 10, it the file is not accessible, although I am not proficient in using the command line to open files with odd paths.
![image](https://github.com/godotengine/godot/assets/45181474/a4cbd007-2dd6-46b8-ab07-5a6352adf84c)
it appears the engine believes the file saves and there is no error that appears _(Submitted under #86420)_
When reloading, and opening the plugin.cfg file we get this: 
![image](https://github.com/godotengine/godot/assets/45181474/91692684-d905-48c8-be1c-6cf47e99c35c)
The input does have escape characters added properly, but does not check if the filepath name is valid for the given operating system.
When attempting to enable the plugin: 
![image](https://github.com/godotengine/godot/assets/45181474/e8bd52e2-6670-427f-b054-2e0ec6287486)


### Steps to reproduce

Create a plugin, and input the invalid devil character '\\' into the end of the script name input field
![image](https://github.com/godotengine/godot/assets/45181474/3f688e81-98af-42f9-a18e-5f93b5591889)
Then edit and you're able to save the script, with no errors popping up either (under #86420)
![image](https://github.com/godotengine/godot/assets/45181474/2fde936e-4ebb-4af9-8067-1c270baa2432)
At least when you try to immediately activate the following errors pop up
![image](https://github.com/godotengine/godot/assets/45181474/fe51e815-d917-432e-b2fd-08ef203a61ef)
There is additionally no validation for inputs in the edit screen:
![image](https://github.com/godotengine/godot/assets/45181474/1c9ea702-4be4-417e-a067-114658791138)


### Minimal reproduction project (MRP)

N/A
Repository: deno
Issue: [Feature Request] Pry for deno(Complete Revamp of a more advanced Debugging Capabilities)
Labels: suggestion,debugger,needs discussion

I think one of the potentially biggest DX feature deno could work on next(after finishing up the static doc generator) is a completely revamped debugger/debugging experience, like how Ruby did here on `v3.1.0`: https://www.ruby-lang.org/en/news/2021/12/25/ruby-3-1-0-released.

Current reliance on Dev Protocol is ok but **NOT great**, and rationally speaking we cannot expect them to improve it given their performance/care/improvements over the last decade. I truly want a pry-like experience(and even more  features with the new debug gem of ruby) or the elixir debugging improvements in the last releases.

Higher priority features:
- Pry like "in terminal" debugger, without reliance on a Chrome DevTools Protocol/browsers. debugger stop/continue/load routine, Source location of a certain reference, better coloring, recording etc. 
- New IRB like code completion: https://railsatscale.com/2023-12-19-irb-for-ruby-3-3/
- Better "in terminal" performance/runtime profiling tools like: GCProfile, stack/heap graphs, cpu time info of certain functions(without needing benchmarking), functionalities like https://github.com/tmm1/rbtrace
- Extra "in cli" tools to record/save & load a deterministic runtime which could be useful for certain devops/sysadmin tasks when used with an immutable system like nix.
- Builtin support for OpenTelemetry stuff.
  
Pinging for reference/discussion: @ry @bartlomieju
Repository: godot
Issue: Editor does not detect invalid filepath name when saving
Labels: bug,topic:editor

### Tested versions

Reproducable in 4.2.stable

### System information

Windows 10 - vulkan Forward+ renderer, v4.2.stable

### Issue description

When you have a gd script file with an invalid name, the editor shows .gd for the name.
![292385176-a4cbd007-2dd6-46b8-ab07-5a6352adf84c](https://github.com/godotengine/godot/assets/45181474/67b13a90-f7af-42a8-a9c0-3d1d74e042dd)

In this invalid state, if you save, the editor appears to act as though it saves the file successfully, and no errors pop up.

### Steps to reproduce

_Use issue #86419 for reproduction steps, as to get to the state of having the invalid file in the editor is dependent on it, unsure of any other paths to replicating the invalid file state_

Create a new plugin using '\\' at the end of the plugin extension file name without an extension, and it creates the invalid file.

attempt to save the file



### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: str(0.0 * -1.0) produces "-0", expect "0"
Labels: discussion,topic:gdscript

### Tested versions

Tested in v4.1.3.stable.official [f06b6836a]

### System information

Godot v4.1.3.stable - macOS 13.6.0 - Vulkan (Forward+) - dedicated AMD Radeon Pro 560X - Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz (16 Threads)

### Issue description

The "str" function has weird behaviour regarding the signed portion of a float whose value is 0. 

0, being neither negative nor positive, is typically never shown with a signed character ("+" or "-").

This is expected and can observed in various cases.

For example...
```

	var zeroint = 0;
	var zerofloat = 0.0;
	var zerointstr = str(0);
	var zerofloatstr = str(0.0);
	var actualint = 0 * -1;
	var testint = str(0 * -1);
	var actualfloat = 0.0 * -1.0;

```
These 7 lines produce a result that is just 0 or "0".


`	var testfloat = str(0.0 * -1.0);`


This line produces "-0".

I expect all cases of 0 given to str to produce "0".


On a side note, this behaviour is somewhat inconsistent.

```
func _ready():
	var zeroint = 0;
	var zerofloat = 0.0;
	var zerointstr = str(0);
	var zerofloatstr = str(0.0);
	var actualint = 0 * -1;
	var testint = str(0 * -1);
	var actualfloat = 0.0 * -1.0;
	var testfloat = str(0.0 * -1.0);
```

This function consistently does not reproduce the issue.

```
func _ready():
	var testfloat = str(0.0 * -1.0);

```	

And... This function consistently reproduces the issue. The black magic is strong here... lol.



Side note, while this issue had me scratching my head for a while, my personal project can just use integers. So this isn't blocking me or forcing me to use some kind of weird workaround.

### Steps to reproduce

Run the following code:

var testfloat = str(0.0 * -1.0);

Inspect testfloat value.

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: Confusing error when using `simd_masked_load` with the wrong type
Labels: A-diagnostics,T-compiler,A-SIMD

I tried this code:
```rust
#![feature(portable_simd, platform_intrinsics, adt_const_params, core_intrinsics)]
#![allow(incomplete_features, internal_features)]
use std::intrinsics::simd as intrinsics;
use std::ptr;
use std::simd::prelude::*;

pub fn simd_masked_loadstore() {
    let val = 42u8;
    let ptrs: Simd<*const u8, 4> =
        Simd::from_array([ptr::null(), ptr::addr_of!(val), ptr::addr_of!(val), ptr::addr_of!(val)]);
    let default = i8x4::splat(0);
    let mask = i8x4::from_array([0, !0, 0, !0]);
    let vals = unsafe { intrinsics::simd_masked_load(mask, ptrs, default) };
    assert_eq!(vals, i8x4::from_array([0, 42, 0, 42]),);
}
```
This errors, saying:
```
error[E0511]: invalid monomorphization of `simd_masked_load` intrinsic:
expected element type `i8` of second argument `std::simd::Simd<*const u8, 4>`
to be a pointer to the element type `i8` of the first argument `std::simd::Simd<i8, 4>`, found `i8` != `*_ i8`
```
However, the second argument has element type `*const u8`, even though the error says it has element type `i8`.

Actually the second argument should be a pointer. So talking about its "element type" doesn't even make a ton of sense.

Cc @farnoy
Repository: PowerToys
Issue: Allow for ruler to act as a fixed full width reference line
Labels: Idea-Enhancement,Needs-Triage,Product-Screen Ruler

### Description of the new feature / enhancement

Allow for the ruler to act as a full width reference line, maybe with simple ruler markings along the bottom.

### Scenario when this would be used?

The ruler is currently a great tool and candidate for a "PowerToy". Still, I sometimes find myself in need of a fixed full width reference line, e.g., when wanting to compare aspects within certain graphics or diagrams (this is sometimes useful for comparing levels in certain charts where the raw data is not available).

### Supporting information

_No response_
Repository: PowerToys
Issue: Keyboard navigation within powertoys run service results is broken
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.73.0

### Installation method

WinGet

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

search for a service: e.g. "!print" and try to restart that service by pressing "tab, tab, enter" 

### ✔️ Expected Behavior

first tab-press: focus stop button
second tab-prss: focus restart button
enter: restart service

### ❌ Actual Behavior

with the first press of the tab key, the buttons disappear and no further keyboard nav is possible within those actions

before pressing anything:
![image](https://github.com/microsoft/PowerToys/assets/494584/fcbbb19d-ce82-4de3-bea4-4f6faadcfdc5)

after pressing tab for the first time:
![image](https://github.com/microsoft/PowerToys/assets/494584/eacd3cff-f2a4-43be-8a5e-4674d88a47bc)


### Other Software

_No response_
Repository: storybook
Issue: [Bug]: Autodocs "union" type
Labels: bug,help wanted,react,typescript,argtypes

### Describe the bug

I have defined some props on the component with union. For example:

`export interface MyComponentProps {
  title: string;
  subtitle?: string | undefined;
}`

I wrote a story for my component, added "autodocs" to tags and Storybook generated controls but for prop `subtitle` I got type `union`. I expected to see `string | undefined`.



### To Reproduce

Add prop type for example `string | undefined`.

### System

storybook: 7.6.5
@storybook/vue3: 7.6.5
@storybook/vue3-vite: 7.6.5

### Additional context

_No response_
Repository: godot
Issue: Generating mipmaps for ImageTexture3D sometimes fails
Labels: bug,topic:rendering

### Tested versions

v4.2.stable.official [46dc27791]

### System information

Windows 10 - Mobile

### Issue description

I'm trying to generate mipmaps for an ImageTexture3D.  I tried to create my code to match what is happening in the Godot engine source code.  Sometimes it works, but sometimes I get an error saying that the data buffer generated is 4 bytes too long.  The trouble is, I have no control over the size of the buffer.  I just pass in an Array[Image] of the mipmaps an Godot does the rest.  The 4 bytes could corespond to the topmost 1x1x1 image, but if I leave that out I get an error saying I've submitted too few mipmaps.

### Steps to reproduce

Run the attached project.  The first image size (which is commented out) will build a texture successfully and the second will not.

### Minimal reproduction project (MRP)

[image_texture3d_mipmaps.zip](https://github.com/godotengine/godot/files/13749978/image_texture3d_mipmaps.zip)
Repository: godot
Issue: Shader Globals Don't Count As Dependencies
Labels: bug,topic:editor,topic:shaders

### Tested versions

- Tested on v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

Is:
FileSystem doesn't realize when image files are being used as uniforms in Shader Globals. Right-click -> View Owners shows nothing for files being used in Shader Globals. When deleting files being used in Shader Globals, no warning is given.

S/B:
FileSystem realizes when image files are being used as uniforms in Shader Globals. Right-click -> View Owners shows an indication for files being used in Shader Globals. When deleting files being used in Shader Globals, a warning is given.

If this is intended, or Shader Globals don't technically fall under the definitions of "owners" or "dependencies", maybe a different mechanism could be put in place and it could be changed to a feature proposal?

### Steps to reproduce

- create a new project
- import a PNG image to FileSystem as a CompressedTexture2D
- write a shader using a global uniform sampler2D
- set the uniform to be the CompressedTexture2D in the Shader Globals tab in Project -> Project Settings
- delete PNG image from FileSystem

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Resize all photos in a Folder and all its Sub-Folders
Labels: Idea-Enhancement,Product-Image Resizer,Needs-Triage

### Description of the new feature / enhancement

It would be great to have the option to resize all the photos we have in a folder and/or all the sub folders.

### Scenario when this would be used?

We need to optimize our original photos for web and this feature would really help.
This is because we have numerous folders and subfolders full of product images.

### Supporting information

_No response_
Repository: pytorch
Issue: RuntimeError: CUDA error: an illegal memory access was encountered using vmap and model ensembling call for cuda system
Labels: module: autograd,module: cuda,triaged,module: vmap,module: functorch

### 🐛 Describe the bug

I want to use **vmap** to vectorize the **ensemble models** inherited from torch.autograd.Function. And torch.autograd.Function’s forward/backward calls into functions from **cuda**. etc, 


Firstly, I set **generate_vmap_rule=True** ,which means calling the system's vmap function directly.
**error: RuntimeError: Cannot access data pointer of Tensor that doesn't have storage**
Becaue model calls for cuda system，I need to write the own vmap, 

```
def vmap(info,in_dims,input):
        if in_dims[0] is not None:
            input_B = input.shape[0]
            input = einops.rearrange(input,'B N C -> (B N) C')   
        outputs,_,_ = model.apply(input)
        if in_dims[0] is not None:
            outputs = einops.rearrange(input,'(B N) C -> B N C',B = input_B)
        return outputs,(0)
```

**error: RuntimeError: CUDA error: an illegal memory access was encountered,CUDA kernel errors might be asynchronously reported at some other API call, so the stacktrace below might be incorrect.**

**How can I write the vmap.py to deal the Multiple models process multiple batches of data and models call for cuda to process data?**

code follows,I simplify the model class.

```
def model(torch.autograd.Function):
      def foward():
            calls for cuda forward
      def backward():
            calls for cuda backward
      def setup_context():
      @staticmethod
      def vmap():

from torch.func import stack_module_state
b_p = torch.randn([10,100,3]).cuda() 
     
objs = [model() for i in range(10)]
pe_models = []
for obj in  objs:
    pe_models.append(obj.pe)
pe_param, pe_buffer = stack_module_state(pe_models)
base_model = copy.deepcopy(pe_models[0])
def fmodel(params,buffers,x):
    return functional_call(base_model,(params,buffers),x)
out = vmap(fmodel)(pe_param,pe_buffer,b_p)
```

### Versions

pytorch2.0
cuda11.7
python 3.8 
ubuntu20.4
collect_env.py error update later

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @ptrblck @Chillee @samdow @kshitij12345 @janeyx99