sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: Docs for MDX builder support are incorrect
Labels: bug,documentation

### Describe the bug

In the builder [documentation](https://github.com/storybookjs/storybook/blob/e414b9ed958057562e92551724991d325648b843/docs/snippets/common/storybook-builder-api-mdx.ts.mdx) for supporting mdx, it mentions:

```
import { createCompiler } from '@storybook/csf-tools/mdx';
```

But there is no such export.  

The [vite mdx plugin](https://github.com/storybookjs/storybook/blob/e414b9ed958057562e92551724991d325648b843/code/lib/builder-vite/src/plugins/mdx-plugin.ts) is a bit more complicated than as shown, so I'm not sure exactly how to suggest fixing the docs here.

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: storybook
Issue: Automigration: Clean up features object
Labels: feature request,help wanted,cli

- Remove main.js features that have been removed if it doesn't change the behavior
- Warn about features that have been removed if it's a breaking change
Repository: PowerToys
Issue: For every tool that offer RMB button, offer to group them in PowerToys group and/or to hide in extended RMB menu (like Power rename)
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

More tools = longer RMB menu
For better organization would suggest both :
- To propose to group all PowerToys RMB options to a single group
- To propose for every option te decide whether it's always visible or only on the Extended menu (like it is proposed for Power Rename.

Thanks

### Scenario when this would be used?

at configuration to impact every RMB click

### Supporting information

classic configuration proposed by many tools offering RMB options.
Repository: flutter
Issue: Implement custom output directory for all build commands
Labels: c: new feature,tool,c: proposal,team-tool

## Use Case

Users would like to be able to specify where the build artifacts are sent to outside of the standard `build` directory within a flutter project.

Example: automating web builds so that users can have a daily build based on business rules that are placed in a directory that a cron job checks

## Proposal

Similar to what has been completed for `web` and `aar` builds, add functionality to all build commands to allow user to specify custom output directory for build artificacts.

All relevant build subcommands can be found in: https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/commands/build.dart#L24-#L44

## Commands to be refactored
- [x] `BuildAarCommand`
- [ ] `BuildApkCommand`
- [ ] `BuildIOSCommand`
- [ ] `BuildIOSFrameworkCommand`
- [ ] `BuildMacOSFrameworkCommand`
- [ ] `BuildIOSArchiveCommand`
- [ ] `BuildBundleCommand`
- [x] `BuildWebCommand`
- [ ] `BuildMacosCommand`
- [ ] `BuildLinuxCommand`
- [ ] `BuildWindowsCommand`

## Commands that are unable to be refactored easily :x:
- `BuildAppBundleCommand` – configuration for build directory is hard coded in a flutter project's `android/build.gradle`; additional refactoring would be necessary to pass a directory from tools cli args to grade file
Repository: flutter
Issue: `flutter test` is missing the `--use-application-binary` argument, which `flutter drive` has
Labels: a: tests,c: new feature,tool,P3,team-tool,triaged-tool

## Description

`flutter drive` has the `--use-application-binary` argument. Run `flutter drive --help` to see its description:

_Specify a pre-built application binary to use when running. For Android applications, this must be the path to an APK. For iOS applications, the path to an IPA. Other device types do not yet support prebuilt application binaries._

This is a very useful option when debugging the integration tests for flakiness. I can do 

```console
$ flutter build apk --debug
```

and then I can use the prebuilt APK many times in `flutter drive`:

```console
$ flutter drive \
  --driver test_driver/integration_test.dart \
  --use-application-binary build/app/outputs/flutter-apk/app-debug.apk
```

This skips the build and goes straight to driving the app, greatly improving test execution.

It's annoying that `flutter test` doesn't have this flag.

**Expected results:**

I can pass the path to a prebuilt `.apk` or `.app`  to `flutter test` with the `--use-application-binary` argument, just like with `flutter drive`.

It would only make sense for it to work with `flutter test integration_test`, not with "bare" `flutter test`.

**Actual results:**

```
$ flutter test integration_test --use-application-binary build/app/outputs/flutter-apk/app-debug.apk
Could not find an option named "use-application-binary".


Run 'flutter -h' (or 'flutter <command> -h') for available flutter commands and options.
```



<details>
  <summary>flutter --version</summary>
  
  ```
  $ flutter --version                                                                                                                                                                                                                                                                                                 
  Flutter 3.3.7 • channel stable • https://github.com/flutter/flutter.git
  Framework • revision e99c9c7cd9 (19 hours ago) • 2022-11-01 16:59:00 -0700
  Engine • revision 857bd6b74c
  Tools • Dart 2.18.4 • DevTools 2.15.0
  ```
</details>

PS In the bigger picture, I think that running both unit&widget tests and integration tests with the single `flutter test` command is a mistake because there're too many differences between these 2 types of tests. [See this comment](https://github.com/flutter/flutter/issues/66264#issuecomment-697128964), which I agree with.
Repository: vscode
Issue: 100% CPU with explorer and code moving files to folders
Labels: bug,file-explorer,perf


Issue Type: <b>Bug</b>

I wrote a simple python script to move 15k pdf's into a folder based on theri name. This pinned my CPU to 100% and slowed the process way down since the explorer window was trying to keep up with the changes I suspect. Running this with vscode closed only used 13% of my system and ran much faster.

```py
from pathlib import Path
from sys import exit

root = Path(__file__).parent

for child in root.iterdir():
    if child.is_dir():
        continue

    if child.name.startswith('MRRC_'):
        continue

    if child.suffix.casefold() != '.pdf':
        continue

    folder = Path(child.name.replace(child.suffix, ""))
    folder.mkdir(exist_ok=True)
    child.rename(folder / child.name)
```

VS Code version: Code 1.67.1 (da15b6fd3ef856477bf6f4fb29ba1b7af717770d, 2022-05-06T12:37:03.389Z)
OS version: Windows_NT x64 6.3.9600
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Xeon(R) Gold 6240 CPU @ 2.60GHz (2 x 2594)|
|GPU Status|2d_canvas: unavailable_software<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: disabled_software<br>multiple_raster_threads: disabled_off<br>oop_rasterization: disabled_off<br>opengl: disabled_off<br>rasterization: disabled_software<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: unavailable_software<br>webgl2: unavailable_software|
|Load (avg)|undefined|
|Memory (System)|8.00GB (3.86GB free)|
|Process Argv|. --crash-reporter-id 98dd838a-6bce-406d-afd2-5fcb572467ec|
|Screen Reader|no|
|VM|100%|
</details><details><summary>Extensions (14)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-json|and|1.5.2
EditorConfig|Edi|0.16.4
vscode-diff|fab|1.4.2
rainbow-csv|mec|3.2.0
xml-format|mik|1.1.3
python|ms-|2022.8.1
vscode-pylance|ms-|2022.11.10
jupyter|ms-|2022.4.1021342353
jupyter-keymap|ms-|1.0.0
jupyter-renderers|ms-|1.0.9
vscode-fileutils|sle|3.5.0
colonize|vms|2.2.2
vscode-icons|vsc|12.0.1
vim|vsc|1.24.2


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythonvspyl392:30443607
pythontb:30283811
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscoreces:30445986
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30410667
cppdebug:30492333
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
vsccc:30566497
pyindex848:30577860
nodejswelcome1:30587005
fc301958:30595537
2e4cg342:30596373

```

</details>

<!-- generated by issue reporter -->
Repository: next.js
Issue: Next 13 - When running turbo, scss stylesheets are not loaded
Labels: bug

### Verify canary release

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

### Provide environment information

    Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Enterprise
    Binaries:
      Node: 16.14.2
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.0.2-canary.0
      eslint-config-next: 13.0.1
      react: 18.2.0
      react-dom: 18.2.0

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

Chrome

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

_No response_

### Describe the Bug

Scss modules do not appear to be loading under the new turbo 

The style import always returns undefined.

### Expected Behavior

Style is loaded and the red background css is present on the div.test element.

### Link to reproduction

used npx-create-next-app

### To Reproduce

When creating a new project from following command:

`npx create-next-app@latest --experimental-app`

And updating dev script to inlclude the turbo flag
`"dev": "next dev --turbo",`

Also loaded npm package "sass" as per instruction

When creating a very basic scss file: (./test.module.scss) in the app directory
`
.test {
	background-color: red;
}
`

And creating an page.js file in app directory
`
import styles from './test.module.scss';

const Home = () => {

	return (
		<div className={styles.test}>
			test
		</div>
	);
};

export default Home;
`
Repository: go
Issue: io: clarify Writer bytes written semantics
Labels: Documentation,NeedsInvestigation

The documentation for `io.Writer` states:

> Writer is the interface that wraps the basic Write method.
>
> Write writes len(p) bytes from p to the underlying data stream. It returns the number of bytes written from p (0 <= n <= len(p)) and any error encountered that caused the write to stop early. Write must return a non-nil error if it returns n < len(p). Write must not modify the slice data, even temporarily.

And for example, `*os.File.Write()` says this:

> Write writes len(b) bytes from b to the File. It returns the number of bytes written and an error, if any. Write returns a non-nil error when n != len(b).

With some write API's, to sockets or files, you may get an error and not know whether the write actually succeeded or not (see https://danluu.com/file-consistency/ for examples).

If, say, 16 bytes are written and there is an error writing byte 17. The interface description isn't clear about what should happen:

- Write should always report (16, error)
- Write should try to determine whether the error indicates no data was written (and return 16), otherwise return 17
- Write should always report (17, error)
- Write can return 16 or 17 as it likes.

Under the hood, `*os.File.Write` for example eventually invokes the `write` syscall, which also does not give any clarity about what happens, at least on BSD.

> Upon successful completion the number of bytes which were written is returned.  Otherwise, a -1 is returned and the global variable errno is set to indicate the error.

My request is to clarify what _should_ happen, and then document it for consistency.
Repository: TypeScript
Issue: Add setting `useErrorInCatchVariables`
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

catch argument type
catch error type
useUnknownInCatchVariables

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [X] This wouldn't change the runtime behavior of existing JavaScript code
* [X] This could be implemented without emitting different JS based on the types of the expressions
* [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [X] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->

This would be the same kind of setting as `useUnknownInCatchVariables`, except simply replace "Unknown" with "Error".

```typescript
try {
    someFuncThatErrors();
} catch (err) {
    console.log(err.message); // compiler happy because assumes that `err` is an instance of Error
}
```

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->
Yes, we all know that a maniac could decide to throw a string if they really wanted to--but if that's happening in your project you've got much bigger problems than type safety. TypeScript is about enforcing a contract, so why not allow users to say "all thrown objects will extend `Error`"? This will reduce annoying boilerplate/explicit casts in `catch` blocks when you just want to access general error properties, or pass `err` to a function that expects an `Error`.

Obviously this is related to other issues (for example, https://github.com/microsoft/TypeScript/issues/20024), but I'm not talking about allowing type annotations in catch variables. Just automatically assuming type `Error` and nothing more.
Repository: flutter
Issue: Flutter SDK tests using package:test should log out a summary of results
Labels: a: tests,team,tool,team-infra,P3,triaged-infra

I'm thinking of a design roughly like:

1. within [test.dart](./dev/bots/test.dart), run the dart test runner with `--reporter=json`
2. parse the JSON output
3. print useful data to STDOUT
4. at the end of the dart test runner invocation, print a JSON blob with a digest:
  a. all test files that were run
  b. all individual tests that were run, including the result
5. from recipe, POST these results back to Cocoon
6. if we are in a pre-submit context, comment the failures to the PR
7. if we are in a post-submit context, write the results to datastore
Repository: flutter
Issue: [Web] Fallback to HTML renderer when WASM not available - macOS lockdown mode
Labels: platform-mac,platform-web,c: proposal,P3,browser: safari-ios,team-web,triaged-web

macOS introduced a new "Lockdown" mode that does the following to the Safari browser:

```
Disabled features

Through manual testing and Modernizr feature detection, the following
features get disabled in Lockdown mode:

* WebAssembly
* MP3 Playback
* MathML
* Gamepad API
* Web Audio API
* WebGL
* JPEG 2000
* Speech Recognition API
* MediaDevices.getUserMedia()
* RTCDataChannel
* PDF Viewer
```

When compiled with "auto" renderer option, flutter should detect if WebAssembly is supported and if not use the HTML rendereer.
Repository: godot
Issue: Android crash in GodotEditText when opening the keyboard (IndexOutOfBoundsException)
Labels: bug,platform:android,topic:porting,crash

### Godot version

3.4 custom build

### System information

Android 9

### Issue description

In the google play console, we experienced a crash with the following trace:

```java
Exception java.lang.IndexOutOfBoundsException: setSpan (15 ... 15) ends beyond length 14
  at android.text.SpannableStringBuilder.checkRange (SpannableStringBuilder.java:1321)
  at android.text.SpannableStringBuilder.setSpan (SpannableStringBuilder.java:682)
  at android.text.SpannableStringBuilder.setSpan (SpannableStringBuilder.java:674)
  at android.text.Selection.setSelection (Selection.java:93)
  at android.text.Selection.setSelection (Selection.java:77)
  at android.widget.EditText.setSelection (EditText.java:129)
  at org.godotengine.godot.input.GodotEditText.handleMessage (GodotEditText.java:134)
  at org.godotengine.godot.input.GodotEditText.-$$Nest$mhandleMessage
  at org.godotengine.godot.input.GodotEditText$EditHandler.handleMessage (GodotEditText.java:87)
  at android.os.Handler.dispatchMessage (Handler.java:106)
  at android.os.Looper.loop (Looper.java:193)
  at android.app.ActivityThread.main (ActivityThread.java:6692)
  at java.lang.reflect.Method.invoke
  at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:493)
  at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:858)
```

While this exception occurred in a 3.4 build, the code at fault appears to be unchanged. This should still be relevant for 3.x.

Line 134 in the trace actually corresponds to this line:
https://github.com/godotengine/godot/blob/754552b34d3523a76656940145bd37328536292d/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java#L130

### Steps to reproduce

Unknown

### Minimal reproduction project

_No response_
Repository: angular
Issue: EventTarget patcher is incompatible with frozen EventTargets
Labels: area: zones,P3

### Which @angular/* package(s) are the source of the bug?

zone.js

### Is this a regression?

No

### Description

I publish an API whose primary interface is a frozen EventTarget. A customer reached out to me with an error originating from Angular Zone.js (reduced testcase & error noted below) that is interfering with use of this EventTarget.

It is clear that this library is attempting to store state in EventTarget instance fields. This does not follow best practices and is inadvisable as EventTarget instances can be frozen.

Please update [`zone.js/lib/common/events.ts`](https://github.com/angular/angular/blob/main/packages/zone.js/lib/common/events.ts) to use private variables to store state instead of mutating public fields on EventTarget instances.

### Please provide a link to a minimal reproduction of the bug

JS input: 

```js
Object.freeze(new EventTarget).addEventListener('test', () => { /* ... */ });
```

### Please provide the exception or error you saw

Error:

```
Uncaught TypeError: Cannot add property __zone_symbol__testfalse, object is not extensible
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
N/A
```


### Anything else?

Testcase:

```js
let pass = false;
try {
  Object.freeze(new EventTarget).addEventListener('test', () => {});
  pass = true;
} catch (ex) {}
console.log('EventTarget patcher is compatible with frozen EventTargets', pass)
```
Repository: godot
Issue: VehicleWheel3D rotation is not applied properly when wheel loses friction
Labels: bug,topic:physics,topic:3d

### Godot version

v4.0.beta2.official [f8745f2f7]

### System information

Manjaro Linux

### Issue description

When a wheel loses friction, either by setting the wheel_friction_slip parameter to 0.0 or when the wheel is skidding two problems occur:

1. On the visual side, the wheel mesh stops rotating in the direction that the engine force is applied, instead, if the VehicleBody3D is static it stops rotating completely, or if the vehicle body is moving backwards it starts rotating backwards.
2. On the physics side, the wheel reports zero or even negative rpm (consistent with the rotation of the mesh), when it should instead be spinning even faster than usual, because of the lowered friction.

This video illustrates the issue, the Label3D on the right prints:

`str(round(wheel.get_skidinfo() * 10)) + " " + str(round(wheel.get_rpm()))`

https://user-images.githubusercontent.com/62216567/199614147-da103660-55aa-4333-84e2-a7881e6cbb5a.mp4

skidinfo is multiplied by 10 and rounded for readability.

### Steps to reproduce

1. Create a StaticBody3D for the ground and apply a mesh and collision shape.
2. Create a VehicleBody3D and apply a mesh and collision shape.
3. Attach VehicleWheel3D with meshes to the VehicleBody.
4. Set them as "Use for traction" and give them a friction slip value of 0.
5. Set the VehicleBody3D engine force to whatever value bigger than 0.
6. Observe them not moving at all.

### Minimal reproduction project

[Minimal reproduction project](https://github.com/godotengine/godot/files/9924619/bug_report_friction.zip)

This project illustrates the drifting scenario, use WASD or arrow keys to control the car. Accelerate a bit, steer in any direction, let go of the acceleration for a moment to lose frinction and observe the wheel meshes rotating backwards even then W is held again.
Repository: vscode
Issue: Enable opting out of particular actions in the ActionWidget
Labels: feature-request,editor-code-actions,terminal-quick-fix

For example, in the terminal, imagine a `Create PR` fix is shown in the widget and contains an ❌ icon with a hover message of `disable Create: PR fixes from source: git`.
Repository: flutter
Issue: [go_router] `ShellRoute` should have a `redirect` method similar to `GoRoute`
Labels: package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

It is a common use case that a developer would want to guard an entire area in the app wrapped with `ShellRoute` 
e.g. dashboard area
```dart
ShellRoute(
  redirect: (context, state) {
    //guard for authenticated users
  },
  builder: (context, state, child) => DashboardShellView(child: child),
  routes: [
    //sub routes
    GoRoute(path: '/orders'),
    GoRoute(path: '/dashboard'),
    GoRoute(path: '/short_route'),
  ],
),
```

there are 2 workarounds for this:

1. **_repeat_** the redirect logic for each sub route of a shell route
2. Group all guarded routes to be put under a single `GoRoute`
e.g.:
```dart
ShellRoute(
  builder: (context, state, child) => DashboardShellView(child: child),
  routes: [
    //sub routes
    GoRoute(
      path:'/dashboard',
      redirect: (context, state) {
        //guard for authenticated users
      },
      routes: [
        GoRoute(path: 'orders'),
        GoRoute(path: 'short_route'),
      ],
    ),
  ],
),
```
however this has the downside of `/short_route` getting changed to `/dashboard/short_route`, and `/orders` getting changed to `/dashboard/orders` which might not be desirable