sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Git - Git inline discard, replace in files and refactor not working well on cpp/hpp files
Labels: bug,git

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.79.2
- OS Version: Ubuntu 20.04

Steps to Reproduce:

1. Before:
![image](https://github.com/microsoft/vscode/assets/38406318/557ebefe-efbf-49ba-a8da-3a7565e5b453)
![image](https://github.com/microsoft/vscode/assets/38406318/77506ac9-e031-49af-ac54-5398235ed13c)

2. After trying to discard the change with the "Revert change" button (curved arrow button):
![image](https://github.com/microsoft/vscode/assets/38406318/8e53b694-20cc-45f5-bba6-38fab92c38a3)

Result: the change is not applied and the code block above was duplicated (along with other new blocks in other parts of the same file).

This same behavior occurs when I try to use the refactor (F2) in variables on cpp/hpp files or when I try to de a Replace in files.
Repository: terminal
Issue: Allow a command line argument for wt that would accept a monitor designation
Labels: Help Wanted,Issue-Bug,Product-Terminal,Area-Commandline

# Description of the new feature/enhancement

I have not found a way to cause a new invocation of wt to position its window onto the monitor of my choice.

Things I have tried:
1) Manually drag the wt window to my chosen monitor.  Close it and start a new wt instance.  Other windows respect the Windows settings (System->Display) 'Remember window locations based on monitor connection'.  But the wt window does not appear to honor that.
2) For 'wt --pos <x,y>', set x and y to various values.  This works, but only puts the window on the 'main display' monitor.
    Note that for giggles, I tried negative numbers and this caused the window to appear on the other(not main) display monitor, but always at position <0,0>.


# Proposed technical implementation details (optional)

Suggestions for possible implementation:
*) Allow another command line arg, perhaps similar to the Linux '--display'.
*) Allow the current <x,y> args of --pos to include an optional monitor number, such as <1:100,100>
*) Honor, the 'Remember window locations based on monitor connection' setting.  BUT, allow --pos to override that.
Repository: godot
Issue: AnimatedTexture frames turn white after changing to a scene that references the same pngs
Labels: bug,topic:rendering,confirmed,topic:animation,topic:2d

### Godot version

4.1.rc3

### System information

Godot v4.1.rc3 - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce RTX 2080 Ti (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

When I setup a TextureRect with an AnimatedTexture in once scene, when I change scenes, I'm seeing certain frames of the AnimatedTexture turn completely white.

This seems to happen after a scene change where the other scene references some of the PNGs contained in the other scene's AnimatedTexture

Note: The Editor also seems to think that the referenced PNG should be animated (it's as if it's holding onto some reference to that AnimatedTexture even though all you're doing is dragging in one of the component pngs to use it in a different scene)

### Steps to reproduce

I created a Minimal Test project with two scenes - all you do to see the issue is to use 'ui_accept' (Space Bar or Enter Key) to switch between the scenes.

1.  Open the 'AnimatedTextureTest' project
2.  Run the game (press F5)
3. Observe that the AnimatedTexture in Scene01 is animating (face is blinking and eyes are moving)
4. Press Space Bar (or Enter) to switch scenes
5. Observe that the image in Scene02 is corrupted (Completely White)
6. Press Space Bar again to change scenes
7. Observe that the frames referenced by Scene02 are also corrupted (white) in the AnimatedTexture now
![AnimatedTextureGodotBug](https://github.com/godotengine/godot/assets/5009685/7577db4a-3233-4c47-b4b8-4c4b4e188dad)


### Minimal reproduction project

[AnimTextureTest.zip](https://github.com/godotengine/godot/files/11960114/AnimTextureTest.zip)
Repository: vscode
Issue: Streaming Diff Algorithm
Labels: feature-request,diff-editor

We could compute word-level diffs lazily, rather than upfront.

When having intra-hunk line alignment this could cause some flickering though.
Repository: godot
Issue: SDFGI roughness is not looking great
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.0.3

### System information

MacOS - 4.0.3 - Forward+ - Vulkan

### Issue description

SDFGI reflection is not looking good when using 0.0 to 0.2 roughness material and not realistic from 0.2 to 0.6. There is a weird expansion in the first range, then the sdf reflection are completly blurred out from .1 to .2. It's going rough very fast.

https://github.com/godotengine/godot/assets/6160740/acb6da1d-6d24-4ba8-a830-027133822e93

Compared to VoxelGI (normal bias set to 2), which looks great and seems more realistic (although VoxelGI colors are washed out):

https://github.com/godotengine/godot/assets/6160740/8e32cb5e-725d-4d30-90d1-49b7f80dfdd8

SSR (with highest quality in advanced project settings) roughness is a bit better than SDFGI but also not as good VoxelGI. Also the SSR opacity seems too weak. I wonder if I should create a issue just for SSR roughness ? 

https://github.com/godotengine/godot/assets/6160740/1ef02ec1-5ba8-488b-8877-a255e7f767de

Anyway, that would be nice to unify and make roughness beautiful, hope this help!

### Steps to reproduce

- Add a few colored mesh
- Add a reflective floor (metallic to 1.0, roughness to 0.0)
- Add an Environment and activate SDFGI
- Play with the floor roughness slider

### Minimal reproduction project

[SDFGI Roughness.zip](https://github.com/godotengine/godot/files/11960227/SDFGI.Roughness.zip)
Repository: godot
Issue: SSR disappear on custom material using either depth_texture or screen_texture
Labels: topic:rendering,documentation,topic:3d

### Godot version

4.0.3

### System information

MacOS - 4.0.3 - Forward+ - Vulkan

### Issue description

If using depth_texture or screen_texture in a custom shader material, SSR will not show up and not reflect anything. This is problematic for reflective material such as glass or water. I think it's a bug because SDFGI or VoxelGI reflection are showing up.

Without any buildin texture:
![image](https://github.com/godotengine/godot/assets/6160740/cfe4e114-f91b-40f8-938e-f361214cd5eb)
With screen_texture:
![image](https://github.com/godotengine/godot/assets/6160740/3e3b0418-fc06-4884-933e-5b8af0ca1e5a)

I guess we can do a workaround using another material pass ?

### Steps to reproduce

- Add colored mesh instances
- Add a mesh instance floor with a custom shader material
- In the shader, use either build in depth texture or the screen texture
- In the shader, set the roughness to 0.0, and metallic to 0.5 or 1.0.
- Add environment node and activate SSR.
- In the shader, comment in and out one of the texture lookup to toggle the SSR of the material

### Minimal reproduction project

[SSR custom shader bug.zip](https://github.com/godotengine/godot/files/11960381/SSR.custom.shader.bug.zip)
Repository: go
Issue: cmd/go: `go list -json` missing `TestEmbedFiles`
Labels: Unfortunate,NeedsInvestigation,GoCommand

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.5 darwin/amd64
</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="amd64"
GOBIN=""
GOCACHE="/Users/aaa/Library/Caches/go-build"
GOENV="/Users/aaa/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/aaa/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/aaa/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/Cellar/go/1.20.5/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.20.5/libexec/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.20.5"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="cc"
CXX="c++"
CGO_ENABLED="1"
GOMOD="/dev/null"
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 x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/pl/aaa/T/go-build111=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

1. Clone https://github.com/yz89122/go-list-test-embed-error
2. Run `go list -json .`
3. See the output

### What did you expect to see?

Expect field `.TestEmbedFiles` presented.

### What did you see instead?

Field `.TestEmbedFiles` is missing.
Repository: transformers
Issue: Is there any plan to add kosmos-2 to the transformers. 
Labels: New model

### Model description

Kosmos-2 is a grounded multimodal large language model, which integrates grounding and referring capabilities compared with Kosmos-1. The model can accept image regions selected by the user using bounding boxes as input, provide visual answers (i.e., bounding boxes), and ground the text output to the visual world.

**Is there any plan to add this model to the transformers.**

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

Code: https://github.com/microsoft/unilm/tree/master/kosmos-2
Paper: https://arxiv.org/abs/2306.14824
Weight: the checkpoint can be downloaded from [here](https://conversationhub.blob.core.windows.net/beit-share-public/kosmos-2/kosmos-2.pt?sv=2021-10-04&st=2023-06-08T11%3A16%3A02Z&se=2033-06-09T11%3A16%3A00Z&sr=c&sp=r&sig=N4pfCVmSeq4L4tS8QbrFVsX6f6q844eft8xSuXdxU48%3D)  
VQA demo: [here](https://github.com/BIGBALLON/kosmos-2-gd)
Repository: flutter
Issue: Add a way to disable haptic feedback globally
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

Currently, AFAIK, there is no way to disable haptic feedback globally in a flutter application.
Consider this scenario:
A settings page contains a toggle to enable/disable haptic feedback for the entire app, but some flutter widgets internally contains code to vibrate on certain actions (for example - CupertinoPicker), with no way to disable that.

### Proposal

I would like the HapticFeedback class to implement two new functions
`disableFeedback();` and `enableFeedback();`
 while also have a boolean getter to know the current value 
`bool isFeedbackEnabled`

And for every call to `HapticFeedback.lightImpact()` (or any other variation of feedback) if the feedback is disabled it will just skip the platform channel method call. If enabled - it will continue as usual.

Please let me know what you think of this.
Thanks
Repository: stable-diffusion-webui
Issue: [Bug]:  [model_name] in filename includes the model directory
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 believe this is a bug but not sure. But basically the [model_name] pattern in filename, seems to include the directory. So for example instead "Anything-v3-fp16-pruned" if I place it in "Anime" subdirectory, the filename becomes something like "Anime_Anything-v3-fp16-pruned". 



### Steps to reproduce the problem

1. Change the image filename pattern to something like this [seed] - [model_name]
2. Place model inside a subdirectory 
3. Create an image


### What should have happened?

Image filename without directory

### Version or Commit where the problem happens

https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/baf6946e06249c5af9851c60171692c44ef633e0

### What Python version are you running on ?

None

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

Windows

### What device are you running WebUI on?

_No response_

### Cross attention optimization

xformers

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

Mozilla Firefox

### Command Line Arguments

```Shell
set COMMANDLINE_ARGS=--xformers --medvram --opt-split-attention --no-half-vae
```


### List of extensions

https://github.com/butaixianran/Stable-Diffusion-Webui-Civitai-Helper.git
https://github.com/KohakuBlueleaf/a1111-sd-webui-lycoris.git

### Console logs

```Shell
NA
```


### Additional information

NA
Repository: excalidraw
Issue: disable font ligatures?
Labels: discussion,font

https://developer.mozilla.org/en-US/docs/Web/CSS/font-variant-ligatures

![image](https://github.com/excalidraw/excalidraw/assets/5153846/ca864a1d-292a-4774-a30a-8d7e1c2f9e4d)

One problem is I don't believe it's possible when rendering on canvas.
Repository: flutter
Issue: Allow to specify floatingLabelGap
Labels: a: text input,c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I want a tighter gap (smaller) between a floating label on a TextField, and the content of the TextField. Right now it's hard coded. But it doesn't have to be.

Consider this situation: figma on the left, emulator on the right:

![image](https://github.com/flutter/flutter/assets/5642485/31b36756-793d-4385-a4cc-9f90e5eae83d)

See how the "Username" label is much closer to the "SomeGuy" user name in the figma? By about 4 pixels. There is no way for me to duplicate that aspect of the design (short of recreating the entire TextField-InputDecorator functionality myself).

for more details see https://stackoverflow.com/questions/76622954/override-inputdecorator-widget-functionality-internally-called

### Proposal

Very simply: parameterize the 4.0 hard coded number. I've tested this out on my local machine, works great, solves the problem, and we can use the InputDecoration class to parameterize it. Submitting a pull request soon.
Repository: angular
Issue: inject() vs constructor injection inconsistency for Pipes
Labels: area: core,core: di,P3,bug

### Which @angular/* package(s) are the source of the bug?

core

### Is this a regression?

No

### Description

While converting our code to use the inject() function, I've noticed a change of behaviour that I didn't see documented anywhere.
In our case, we're injecting pipe (MyPipe in repro) as a service , and the pipe itself injects another service (MyService). The catch here is that the pipe is provided on module level, while the service is provided on component level.

It seems that the constructor-based injection uses the directive injector (code inside MyService_factory), and as such finds MyService without problems. But when switching to inject() call, we end up with the module injectors and MyService is thus not found. In the repro you can see it when uncommenting line 16 and commenting out line 17.

I am actually not sure which behaviour is considered correct, all in all the inject() one is perhaps more consistent with the way services works, but I would still expect it to be identical in both cases. Alternatively it would be good to point it out in the documentation.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-srjmnw?file=src%2Fmain.ts

### Please provide the exception or error you saw

```true
When swapping the injection in Pipe as described above:

NullInjectorError: R3InjectorError(AppModule)[MyPipe -> MyService -> MyService]: 
  NullInjectorError: No provider for MyService!
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular 16.1.3
```


### Anything else?

_No response_
Repository: deno
Issue: symlinks in node_modules (npm support)
Labels: node compat

If support for NPM "workspaces" is desirable then handling symbolically linked packages inside of node_modules seems to be problematic as rust enters a panic attempting module resolution via package.json. 

I put together a repo to produce this issue: 
https://github.com/verikono/deno-npm-symlinks

git clone git@github.com:verikono/deno-npm-symlinks.git
cd deno-npm-symlinks
npm install
deno test

of note: pkg-a and pkg-b have a cyclic dependency which should be ok with ESM (just in case that should be seen as a seperate issue).
 
not sure producing an entirely new issue to : https://github.com/denoland/deno/issues/19299 is appropriate so i apologise if thats the case. Eitherway i hope that repo assists!

Thank you!
Repository: tauri
Issue: [feat] Ability to disallow previously added files/directories in FsScope
Labels: type: feature request

### Describe the problem

An application might need to switch to a different workspace / folder which has been allowed via the FsScope api during runtime. This feature would allow the removal of previously added paths from the allowed scope.

### Describe the solution you'd like

Add two functions `disallow_directory` and `disallow_file` which resembles the `allow_file` and `allow_directory` functions found in fs.rs but instead of adding the paths to the allowed set, the disallow functions would remove the path.

### Alternatives considered

An alternative solution would be to have a function to reset the scope to the FsAllowlistScope configuration (initial config from app start). This could also solve the problem described above.

### Additional context

I wrote some code that does this and tested it on Windows. It's not too big of a change and I would be happy to make a pull request if this is something that should be added to Tauri. The "reset" alternative might be a simpler solution for my problem, but there might be a use case for removing certain added paths but not others.
Repository: PowerToys
Issue: Improve how "Update available" shows up in UX
Labels: Idea-Enhancement,Area-User Interface

### Description of the new feature / enhancement

When there is a new version available it would be great if there was a notification when clicking check for updates.
Now the update starts downloading without anything and it looks like a network error or a crash.

### Scenario when this would be used?

Every time a new version is relesased.

### Supporting information

_No response_
Repository: PowerToys
Issue: [AlwaysOnTop] Excluded apps should be able to use the registered keboard shortcut
Labels: Issue-Bug,Product-Always On Top,Needs-Triage

### Description of the new feature / enhancement

Right now if you exclude an app, the registered  keyboard shortcut is still unusable in the excluded app.
It would be beneficial if the keyboard shortcut could be used in the excluded app.

### Scenario when this would be used?

In the Blender 3d modelling app the alt+z combination is used for transparency mode of the 3d model.
Coincidentally I also use the alt+z combination for activating/deactivating alwaysontop.

I have added blender.exe to the excluded list in order to be able to use the alt+z combination.
But currently that does not seem possible without disabling alwaysontop completely.

### Supporting information

_No response_
Repository: storybook
Issue: [Bug]: source-loader doesn't include full story code with injectStoryParameters
Labels: feature request,block: source

### Describe the bug

For setups like we have in Fluent UI. We structure our stories so that each file only includes one single story. However, when enabling `injectStoryParamters`  for the storysource it only extracts part of the story from the module and not the entire source code.

Here' s an examplel: https://github.com/microsoft/fluentui/blob/860eda5cd9a49d91bd4ec3d8d01792dba79cabb5/packages/react-components/react-button/stories/Button/ButtonIcon.stories.tsx#L1-L26

The extracted source of this story would only be:

```ts
() => {
  const styles = useStyles();

  return (
    <div className={styles.wrapper}>
      <Button icon={<CalendarMonthRegular />}>With calendar icon before contents</Button>
      <Button icon={<CalendarMonthRegular />} iconPosition="after">
        With calendar icon after contents
      </Button>
      <Tooltip content="With calendar icon only" relationship="label">
        <Button icon={<CalendarMonthRegular />} />
      </Tooltip>
    </div>
  );
};
```

You can see the expected result here https://react.fluentui.dev/?path=/docs/components-button-button--default#icon, We currently maintain our own babel plugin to add the full source. We'd prefer to use the first party source-loader


### To Reproduce

_No response_

### System

_No response_

### Additional context

We use storybook as a docsite, it's really important for us to be able to show users the entire source code of our examples
Repository: storybook
Issue: [Bug]: Storybook minifies dist output
Labels: feature request

### Describe the bug

It's quite hard to dig into storybook issue since the dist output of all storybook packages is minified. It would be nice to ship storybook package unminified (but can still be rolledup into one module) so that users can have an easier time debugging code and applying patches for a workaround.

Unminified code won't matter for any server related code, and client code will still be minified by webpack

### To Reproduce

https://[cdn.jsdelivr.net/npm/@storybook/addon-storysource@7.0.26/dist/index.js](https://cdn.jsdelivr.net/npm/@storybook/addon-storysource@7.0.26/dist/index.js)

### System

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Mouse Jump Activation Issue
Labels: Issue-Bug,Needs-Triage,Product-Mouse Utilities

### Microsoft PowerToys version

0.71.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

1. Press **Mouse Jump** activation shortcut

My setup is:

- I've **dual monitor** setup (Laptop screen and an external monitor) in **_Extend_** mode.
- I've set the Mouse Jump activation shortcut to **_Win+Q_**. Same issue if I use the default key combination (Win+Shift+D).

### ✔️ Expected Behavior

On pressing the Mouse Jump activation shortcut, UI should be displayed immediately.

### ❌ Actual Behavior

On pressing the Mouse Jump activation shortcut, nothing happens.

I've to press the activation shortcut few more times, then UI is displayed. There is lot of delay. 

This happens when activating for the first time after boot or activating after long gap between activations.

### Other Software

_No response_