sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: Target a single module/component with `ng g @angular/core:standalone` 
Labels: feature,area: migrations,P3,cross-cutting: standalone

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

Currently, the migration is done over all the files found from the TS config of the project.
Even if the migration is a great help, it does generate _a lot_ of churn in larger projects, making it really hard to review/adopt.

### Proposed solution

It would be great to be able to target a single module (or component/pipe/directive?), hence reducing the scope of the review/fine-tuning

### Alternatives considered

You can currently "cheat" by commenting out imported/lazy-loaded modules that you don't want to migrate before running the migration, but this is hackish at best.
Repository: stable-diffusion-webui
Issue: [Bug]:Can't see the progress bar and can't use higer size on webui 
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?

I use webui on kaggle and colab.As I use git pull to get the latest version,I can't see the progress bar or skip or stop on webui.In low size,I can get the picture and see the progress on the notebook,but I can't see the progress bar on webui.When I use higher size,there weren't any operation on notebook and webui.Only on kaggle and colab,In my own PC,it can work successfully.

### Steps to reproduce the problem

1. Go to .... 
2. Press ....
3. ...


### What should have happened?

I should see the progress bar and I can stop or skip the progress.

### Commit where the problem happens

nothing

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

_No response_

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

_No response_

### Command Line Arguments

```Shell
--share --gradio-debug --disable-safe-unpickle --skip-version-check
```


### List of extensions

nothing

### Console logs

```Shell
Total progress.... ilke this
```


### Additional information

_No response_
Repository: deno
Issue: Several tests are pulling `deno_std` on each test run
Labels: tests,chore

Following tests are hitting `https://deno.land/std/` on each test run:

```
    integration::check::check_node_builtin_modules_js
    integration::check::check_node_builtin_modules_ts
    integration::init::init_subcommand_with_dir_arg
    integration::init::init_subcommand_with_quiet_arg
    integration::init::init_subcommand_without_dir
```

We should rework the tests to use local submodule (`test_util/std/`) instead.
Repository: vscode
Issue: Git - Close repository (Git) doesn't forget openened parent repository
Labels: bug,git

Type: <b>Bug</b>

The new feature for parent repositories folders is a little confusing. If by mistake you select the wrong option on the notification, and you end up with the incorrect parent repository openened, the command "Close repository" closes the repository for the current session, but as the release notes says, parent repositories are remembered, so it is always opened on the next session.

Closing a repository should forget it from the remembered parent respositories, next session should not open it again.

At the same time a new Git command for listing the parent repositories for opening like what happens from the notification, should be added. After you made a mistake and did't open the parent repository or if you closed them, the only way to add a parent repository is to search for it manually.

VS Code version: Code 1.75.0 (e2816fe719a4026ffa1ee0189dc89bdfdbafb164, 2023-02-01T15:29:17.766Z)
OS version: Linux x64 6.1.8.......x86_64
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 x 3399)|
|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: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|......|
|Memory (System)|......|
|Process Argv|--unity-launch|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|gnome|
|XDG_CURRENT_DESKTOP|GNOME|
|XDG_SESSION_DESKTOP|gnome|
|XDG_SESSION_TYPE|wayland|
</details><details><summary>Extensions (....)</summary>

Extension|Author (truncated)|Version
---|---|---


</details>
<!-- generated by issue reporter -->
Repository: TypeScript
Issue: Unclear error message when using undeclared parameter in JSDoc.
Labels: Suggestion,Experience Enhancement

# Bug Report

### 🔎 Search Terms

ts8032 

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about `ts8032`

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ssl=4&ssc=21&pln=4&pc=36&filetype=js#code/PQKhFgCgAIWgBADgQwE7ILbQN4HkBGAVgKYDGALgL7QD2i5AzlLAiultgHYCuG+xqagG06jAHTkAFgEsGAdRqoA1gwC6zOEjSYcPPgOHdOAEzIAbNMWMAFbRgkyGAERrEGncupghgUAGZGFNI0nNB+NDQAFKIMAJQ4UFCUQA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```js
/**
 * @param {Object} opts
 * @param {number} [opts.thisWorks]
 * @param {number} [undeclaredParam.thisDoesnt]
 */
function foo(opts) {

}
```

### 🙁 Actual behavior

It emits TS8032 with a vague error message: `Qualified name 'undeclaredVar.thisDoesnt' is not allowed without a leading '@param {object} undeclaredVar'.`

### 🙂 Expected behavior

A clear error message explaining that `undeclaredParam` does not exist.
Repository: flutter
Issue: [Material3] Type scale generator for Material3
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
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      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     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
Currently I'm migrating my app from Material2 to Material3, migrating `ColorScheme` was easy by using **Export** option here in https://m3.material.io/theme-builder#/custom but migrating `TextTheme` is not so easy.
When I first created my `TextTheme` for Material2 I used this generator tool https://m2.material.io/design/typography/the-type-system.html#type-scale which allows you to choose Platform and Fonts to generate the proper Type scale code to be used in your app theme. Now when I try to find the same generator tool for Material3, I can't find it, I just found this documentation https://m3.material.io/styles/typography/type-scale-tokens which explains it but doesn't allow you to generate `TextTheme` code.

## Proposal
It would be great if there was a code generator tool for Material3 that allows you to choose platform and font and generates proper Material3 Type scale TextTheme, maybe similar to what is currently done for Material 2: https://m2.material.io/design/typography/the-type-system.html#type-scale
Repository: flutter
Issue: [Pigeon] at top of file generated comment include path to source file 
Labels: c: new feature,package,c: proposal,team-ecosystem,p: pigeon,P2,triaged-ecosystem

## Use case
When reading a generated file the note that the contents are generated and warning not to edit is helpful. That said it would be nice, especially for new team members and/or large projects to have the path/name of the source file that was used in generation. 

## Proposal
Current `/** Generated class from Pigeon that represents data sent in messages. */` 
Future `/** Generated class from Pigeon that represents data sent in messages. Source /path/to/source/MessageData.source */
Repository: vscode
Issue: [Bug] VSCode.dev - Releasing the mouse outside of the editor area triggers a `click` event in Firefox
Labels: macos,web,firefox

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
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<!-- 💡 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. -->
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. -->
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- VS Code Version: 1.75.0
- OS Version: https://vscode.dev on MacOS 12.4 with Firefox 109.0.1

Steps to Reproduce:

1. Go to https://vscode.dev/ on Firefox
2. Create a new file with few lines as content
3. Start selecting some of those lines with your mouse **but** release the mouse button outside of the editor on the "Search" tab button in the left pane

This will actually perform a click on the "Search" button even though the mouse down event was not on this button.
This behavior can be a bit random, so you might need to retry the step 3 few times to actually reproduce this bug.

This bug also happens in the monaco-editor playground.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Semantic mapping with class labels to produce image
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 ?

This feature would add the ability to add a semantic segmentation map with corresponding classes. For example, over here are trees (green), and over here is the road (pink). This information could be specified in a config file or elsewhere, and the diffusion model would then populate those areas with images of the class name (i.e. trees and road). 

This seems to have been implemented in the original paper, as well as the paper before "Taming Transformers"; however, I cannot seem to reimplement it myself. So, any help here would be much appreciated.
<img width="754" alt="Screenshot 2023-02-03 at 17 28 59" src="https://user-images.githubusercontent.com/113585375/216655762-1e96b9d9-1fed-48e9-8ad7-c153a0190d08.png">


### Proposed workflow

1. Go to img2img
2. "add semantic map" + "add ground truth"
3. Have options for styles --> hyperrealistic, cartoon, etc etc.


### Additional information

_No response_
Repository: angular
Issue: Feature Request: Adding `errorChanges`: `Observable<ValidationErrors | null>>` to the `FormControl`, `FormGroup` and `FormArray`
Labels: area: forms

### Which @angular/* package(s) are relevant/related to the feature request?

forms

### Description

Hello Angular Team,

I came across a problem, where I have 
Parent and child components, where the child components are in `OnPush` state.
The Child component is generating a form and emits it to the parent component
We have a `Submit` button in the Parent component, and when we are submitting the form, at first it is checking the validity of the form, and if the form is invalid it is marking all of the fields as touched.
So as the change detection of the Child is `OnPush` it is not displaying any errors.

So I am thinking, maybe we can have a `errorChanges` like as `valueChanges` and `statusChanges` that will help us to easily use it in the template by the `async` pipe?

### Proposed solution

I have almost the same idea about its realisation.

```typescript
class FormControl extends AbstractControl {
   //.......................
   //.......................
   //.......................
   
   
   public get errorChanges(): Observable<ValidationErrors | null> {
      return this.valueChanges.
         pipe(
            startWith(this.value),
            mapTo(this.errors),
            disctinctUntilChanged((prevState, currentState) => {
                const prevErrors =  Object. getOwnPropertyNames(prevState || {});
                const newErrors =  Object. getOwnPropertyNames(currentState || {});
                const errorsList = new Set([...prevErrors, ...newErrors]);
              
                for(let error of errorsList) {
                     if(prevErrors[error] !== newErrors[error]) {
                         return true;
                     }
                } 
                
                return false;
            })
         );
   }
}

```

### Alternatives considered

.
Repository: godot
Issue: Godot 4 Crash while double clicking FBX if referenced bones have been renamed/moved.
Labels: bug,topic:import,crash

### Godot version

v4.0.beta17.official

### System information

Windows 11, forward+ 

### Issue description

I double clicked on an FBX model to change the bone mapping.  Animations worked, but I was organizing my files and moved the bones and renamed them since I had multiple bone maps.  Double clicking on the same FBX causes an error that it can't find the associated bones file and crashes the editor.  I don't have an option to change the file/location. 

### Steps to reproduce

My current fix for this is to just set the correct path in the Resource() for bone_map: 
```
kruz@titan:/mnt/e/projects/buggy_bones$ sed -i 's/bonemap_simple/testing/' Y\ Bot.fbx.import
kruz@titan:/mnt/e/projects/buggy_bones$ grep -i bone Y\ Bot.fbx.import
"retarget/bone_map": Resource("res://testing.tres")
```
In the project I provided, this was already "fixed" by setting the path to testing.tres.  You will need to have FBX2glTF configured in your editor to work with FBX files.  To reproduce on this minimal project do the following:

1. Open Project
2. Double Click the Y Bot.fbx file (works fine, you can close this)
3. Rename testing.tres to anything else
4. Double Click the Y Bot.fbx file (crashes) 

Fix the crash by renaming the file to the original name, editing or deleting the .import.  If you delete the import, obviously any previous changes to scale/texture/bonemap and other settings will all need to be configured again. 

### Minimal reproduction project

[buggy_bones.zip](https://github.com/godotengine/godot/files/10580926/buggy_bones.zip)
Repository: go
Issue: cmd/compile: poor register allocation with PGO
Labels: NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="arm64"
GOBIN=""
GOCACHE="/Users/deleplace/Library/Caches/go-build"
GOENV="/Users/deleplace/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/deleplace/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/deleplace/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_arm64"
GOVCS=""
GOVERSION="go1.20"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/deleplace/Documents/2023/02/03/go.mod"
GOWORK=""
CGO_CFLAGS="-O2 -g"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-O2 -g"
CGO_FFLAGS="-O2 -g"
CGO_LDFLAGS="-O2 -g"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/p4/g7fnpss96g5708_mmv3cxzgh0000gn/T/go-build3787014677=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

I wanted to try the amazing PGO (Profile Guided Optimization) new capability of Go 1.20.

For this I wrote a program that converts all JPEG files in a directory into PNG. It is mostly CPU/memory-bound, with some I/O to read and write the local filesystem.

I wanted to observe:
- What % of perf gain PGO would provide,
- If the perf gain would be consistent when running multiple times,
- If the perf gain would be sensitive to the original sample inputs used to create the profiles (when executed with new inputs),
- If the perf gain would be sensitive to the level of concurrency.

I tried 6 settings:  {sequential, concurrent} x process {3, 10, 82} images.
<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->
Source at https://github.com/Deleplace/pgo-test

To create the 6 profiles easily, I executed `main()` inside a test:
```
for n in 3 10 82; do
	for conc in 0 1; do
		go test -cpuprofile=conc${conc}_${n}.prof -args -concurrent=$conc ./${n}images
	done
done
```

To create the 6 PGO-optimized executables:
```
for n in 3 10 82; do
	for conc in 0 1; do
		go build -pgo=conc${conc}_${n}.prof -o process_conc${conc}_${n}
	done
done
```

### What did you expect to see?

- A 2-4% perf gain

### What did you see instead?

- A consistent ~5% perf loss

The PGO-enabled programs always seem a bit slower than the original program, regardless of the exact inputs used to produce the profiles.
Repository: storybook
Issue: [Bug]: StoryFn type breaks when generic is a union type (v7.0.0-beta.41)
Labels: bug,react,typescript

### Describe the bug

The `StoryFn` type does not assert on types correctly if the `TCmpOrArgs` generic contains a union type

### To Reproduce

```shell
type A = {
  a: string;
}
type B = {
  b: string;
}
type C = A | B
const Test1: StoryFn<A> = (args) => { }; // args has correct type
const Test2: StoryFn<C> = (args) => { }; // args has 'any' type
```


### System

```shell
Environment Info:

  System:
    OS: Windows 10 10.0.19044
    CPU: (8) x64 Intel(R) Core(TM) i7-8665U CPU @ 1.90GHz
  Binaries:
    Node: 18.13.0 - C:\Program Files\nodejs\node.EXE
    npm: 8.18.0 - C:\dev\cg-react-components\node_modules\.bin\npm.CMD
  Browsers:
    Edge: Spartan (44.19041.1266.0), Chromium (109.0.1518.70)
  npmPackages:
    @storybook/addon-essentials: 7.0.0-beta.41 => 7.0.0-beta.41       
    @storybook/addon-links: 7.0.0-beta.41 => 7.0.0-beta.41 
    @storybook/addons: 7.0.0-beta.41 => 7.0.0-beta.41
    @storybook/react: 7.0.0-beta.41 => 7.0.0-beta.41
    @storybook/react-vite: 7.0.0-beta.41 => 7.0.0-beta.41
    @storybook/testing-react: 2.0.0-next.0 => 2.0.0-next.0
    @storybook/theming: 7.0.0-beta.41 => 7.0.0-beta.41
```


### Additional context

_No response_
Repository: godot
Issue: RigidBody2D continuous collision detection non-functional under Cast Shape setting
Labels: bug,topic:physics

### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 10

### Issue description

I'm hesitant to create this ticket because I was under the impression it was a known issue, but the only reference I could find in the physics tracker (https://github.com/godotengine/godot/issues/45334) was marked as resolved, and I couldn't find any recent open issue referencing the problem, so I suspect it might have been checked off incorrectly. Apologies if I'm mistaken and this is a duplicate - I promise I really did perform a rigorous search.

Summary: RigidBody2D CCD is non-functional under the Cast Shape setting. The Cast Ray setting works fine. Hell, CharacterBody2D's move_and_slide works fine. Cast Shape, however, doesn't appear to do anything - recreating a tunneling scenario is trivial. Even scenarios that Cast Ray would catch, Cast Shape does not.

### Steps to reproduce

Throw a small fast-moving RigidBody2D at a thin wall and watch it phase right through in confident defiance of its settings.

Here, have a script that makes a RigidBody2D aggressively follow the mouse:
```GDScript
extends RigidBody2D

func _ready():
	continuous_cd = RigidBody2D.CCD_MODE_CAST_SHAPE

func _physics_process(delta):
	linear_velocity = (get_global_mouse_position() - global_position) / delta
```

### Minimal reproduction project

N/A
Repository: opencv
Issue: MicroQR Code Detection Support
Labels: feature,category: objdetect

### Descripe the feature and motivation

MicroQR Codes are a smaller variant of QR codes defined in ISO/IEC 18004:2006. Currently, OpenCV only provides support for detecting and decoding standard QR codes, but the application I'm working on requires micro QR codes as standard QR codes would have insufficient resolution to be detected reliably. It appears that very few libraries have implemented QR code support, the only one I've found is [BoofCV](https://github.com/lessthanoptimal/BoofCV), which has a Java dependency I'd prefer to avoid. Ideally, this feature would extend the current `cv::QRCodeDetector` class to also be capable of detecting and decoding microQR codes, or a new `cv::MicroQRCodeDetector` could be implemented providing this functionality.
Repository: flutter
Issue: [go_router] Route names generator
Labels: c: new feature,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

## Use case

GoRoutes hierarchy with numerous child routes may lead to ugly constant variables names, like `Routes.loginAuthRegFinished`.
Currently we use string paths in favor of constants, because `context.go('/login/auth/reg-finished')` is much easier to read than `context.go(Routes.loginAuthRegFinished)`. But it leads to the common strings problem (typos, impossible to change path in many places at once)

## Proposal

Create a GoRoute hierarchy parser which turns GoRoutes tree into class tree, so we can use pretty route names like
`r.login.auth.regFinished`

Idea is taken from https://pub.dev/packages/slang they analyze json / yaml translation tree too and generate variables.
Repository: angular
Issue: Migrate `RouterModule.forChild()` calls with `ng g @angular/core:standalone`
Labels: feature,area: migrations,cross-cutting: standalone

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

When migrating an application with lazy-loaded modules, a fairly recurrent pattern is encountered:

app.routes.ts
```ts
export const routes = [
  {
     path: 'admin',
     loadChildren: () =>
      import('./admin/admin.module').then(m => m.AdminModule)
   }
];
```

admin.module.ts
```ts
imports: [RouterModule.forChild(adminRoutes)]
```

admin.routes.ts
```ts
export const adminRoutes = [
  { path: '', component: AdminComponent }
]
```

Currently, the migration does not touch `RouterModule.forChild()` calls. This then prevents the `prune-ng-module` step to remove the module.

### Proposed solution

It would be great to migrate `app.routes.ts` to:

```ts
export const routes = [
  {
     path: 'admin',
     loadChildren: () =>
      import('./admin/admin.routes').then(m => m.adminRoutes)
   }
];
```

and remove `RouterModule.forChild(adminRoutes)` form `admin.module.ts`

### Alternatives considered

The migration can be done manually.