sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Color Pick Group Option
Labels: Idea-Enhancement,Needs-Triage,Product-Color Picker

### Description of the new feature / enhancement

If we have an option to group a selected group of colors together. That makes it easier to access it again and again. Rather it becomes too much for one scree.screen

### Scenario when this would be used?

Every time when I am fetching some color and applying it to another tool. It's a repetitive process. Having the group makes it much easier to access. Suppose I am working on two reports both have black but different shades. Because everything is open I don't know which black for which report.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request] Seed Resize that works an arbitrary number of times
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
Seed Resizing can take a retrofit an image to another resolution.  Right now it's only possible to use one previous resolution.

**Describe the solution you'd like**
It would be pretty great if it was possible to use a sequence of resolutions.


It could be a script, "Seed Resize Mk.2".  One could specify a range+steps (similar to XY plot) / increment %, and it would go through those steps before generating the image.
Repository: stable-diffusion-webui
Issue: [Feature Request] Undo for "Send to img2img" and "Send to inpaint"
Labels: enhancement

In img2img and inpaint tabs there is no possibility of recovering the previous image.

It would be useful to have undo for the "Send to img2img" and "Send to inpaint" buttons so that you can retrieve the previous image, in case you changed your mind and didn't save it.
Repository: rust
Issue: False positive for conflicting implementations
Labels: T-lang,C-bug,S-has-mcve,T-types

I tried this code ([playground]):

```rust
#![feature(try_trait_v2)]

use std::ops::{Try, FromResidual, ControlFlow};

#[derive(Debug, Clone, Copy, PartialEq, PartialOrd, Eq, Ord, Hash)]
#[repr(u8)]
enum Bool {
    False = 0,
    True = 1,
}

use Bool::{False, True};

impl Try for Bool {
    type Output = Self;
    type Residual = Self;
    
    fn from_output(output: Self) -> Self {
        output
    }
    
    fn branch(self) -> ControlFlow<Self, Self> {
        match self {
            False => ControlFlow::Break(self),
            True => ControlFlow::Continue(self),
        }
    }
}

impl FromResidual<Self> for Bool {
    fn from_residual(residual: Self) -> Self {
        residual
    }
}

impl<T> FromResidual<Bool> for Option<T> {
    fn from_residual(residual: Bool) -> Self {
        None
    }
}
```

[playground]: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=5f1c551c59778be5fa911dd8015066ba

I expected to see the code to compile.

Instead this failed to compile with the following error:

```
Compiling playground v0.0.1 (/playground)
error[[E0119]](https://doc.rust-lang.org/nightly/error-index.html#E0119): conflicting implementations of trait `std::ops::FromResidual<Bool>` for type `std::option::Option<_>`
  --> src/lib.rs:36:1
   |
36 | impl<T> FromResidual<Bool> for Option<T> {
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   |
   = note: conflicting implementation in crate `core`:
           - impl<T> FromResidual for Option<T>;

For more information about this error, try `rustc --explain E0119`.
error: could not compile `playground` due to previous error
```

I don’t think that `FromResidual<Bool> for Option<T>` conflicts with `FromResidual for Option<T>`, since the latter is actually `FromResidual<<Option<T> as Try>::Residual> for Option<T>`, which is `FromResidual<Option<Infallible>> for Option<T>`, and `Bool` is always distinct from `Option<T>`.

### Meta

Reproduces on playground  (1.66.0-nightly (2022-10-05 c97d02cdb5ca5f5e9eff))

Possible duplicate of #94940, possibly related to #98829
Repository: storybook
Issue: add a default control value to all my stories in a component
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
I am using the MDX, to write stories, there are components where I have multiple stories, and all stories should have the same value. example size='sm'. I used to do this  in the default Value, and so I would have the same value for ' size' in all my stories for a component. but default value was removed in the new version, and now I get a warning. 

**Describe the solution you'd like**
A feature that let you have a default value for a control.

**Describe alternatives you've considered**
I have considered just writing size='sm' in every story but this is just a lot. where I could solve this just by setting a default value for all.
Repository: godot
Issue: blend_mul can no longer make an image brighter
Labels: topic:rendering,regression,topic:2d

### Godot version

v4.0.beta2.official [f8745f2f7]

### System information

Windows 10, default, GTX 970

### Issue description

`blend_mul` can no longer make an image brighter, and negative alpha values no longer work (I think it functioned like `blend_mul`).

![3 5](https://user-images.githubusercontent.com/15337628/194289199-2b5a09f1-4f34-4c00-bded-e82690bba589.png)
![4 0](https://user-images.githubusercontent.com/15337628/194289179-84b6b01d-a7ee-4456-90cd-2ab98aab81cc.png)

### Steps to reproduce

```glsl
shader_type canvas_item;
render_mode blend_mul;

void fragment() {
	vec4 baseCol = texture(TEXTURE, UV);
	baseCol.r *= 5.0;
	baseCol.g *= 5.0;
	baseCol.b *= 5.0;
	baseCol.a *= 1.0;
	COLOR = baseCol;
}
```
### Minimal reproduction project

[blend_mul 3.5.zip](https://github.com/godotengine/godot/files/9724127/blend_mul.3.5.zip)
[blend_mul 4.0.zip](https://github.com/godotengine/godot/files/9724152/blend_mul.4.0.zip)
Repository: terminal
Issue: We should block resources from web URLs
Labels: Issue-Feature,Area-Settings,Product-Terminal,this-will-be-a-breaking-change

### Windows Terminal version

1.16.2641.0

### Windows build number

10.0.19044.2075

### Other Software

WSL1 ubuntu 22.04LTS

### Steps to reproduce

open windows terminal preview

### Expected Behavior

just show the terminal, not attempt to connect to the internet

### Actual Behavior

![image](https://user-images.githubusercontent.com/2054302/194290373-10ae6dd5-3401-44c4-9f39-5255829d7b01.png)
Repository: vscode
Issue: json-language-features is attempting to use expired certificates when valid certificates are available
Labels: bug,proxy


Type: <b>Bug</b>

Inside my corporate environment we have self-signed man-in-the-middle certificates protecting internet traffic.  The certificates are distributed to Windows clients via Group Policy.  A number of these certificates have expired, although valid certificates are also present.  No other software seems to care, but `vscode.json-language-features` complains `certificate has expired`.  It doesn't find the good certificates.

* If I manually remove the expired certificates, no errors are logged.  But Group Policy pushes them back out periodically.
* If I take a laptop which exhibits this issue out of the corporate environment, no errors are logged.

Please let me know if there is any extra information I can provide, or logs I can look for. 

```json
{
  "$schema": "https://docs.renovatebot.com/renovate-schema.json",
  ...
}
```
```
[2022-10-06 11:17:44.461] [exthost] [trace] [DiagnosticCollection] change many (extension, owner, uris) 
vscode.json-language-features _generated_diagnostic_collection_name_#1 
[
  [
    {
      "$mid":1,
      "fsPath":"******\\default.json",
      "_sep":1,
      "external":"file:///******/default.json",
      "path":"/******/default.json",
      "scheme":"file"
    },
    [
      {
        "startLineNumber":2,
        "startColumn":14,
        "endLineNumber":2,
        "endColumn":65,
        "message":"Unable to load schema from 'https://docs.renovatebot.com/renovate-schema.json': certificate has expired.",
        "code":"768",
        "severity":4
      }
    ]
  ]
]
```

VS Code version: Code 1.71.2 (74b1f979648cc44d385a2286793c226e611f59e7, 2022-09-14T21:03:37.738Z)
OS version: Windows_NT x64 10.0.19042
Modes:
Sandboxed: No

Extensions: none
<!-- generated by issue reporter -->
Repository: godot
Issue: draw_center unchecked doesn't work with shaders
Labels: bug,topic:rendering,regression,topic:gui

### Godot version

v4.0.beta2.official [f8745f2f7]

### System information

Windows 10, default, GTX 970

### Issue description

I'm using a PanelContainer with a StyleBoxTexture. In 4.0 when I uncheck Draw Center, it doesn't affect the image and continues to draw the center. In 3.5 it works.

![shader-border 3 5](https://user-images.githubusercontent.com/15337628/194304745-111771fa-84a5-4243-9ac5-aadcfc4881db.png)
![shader-border 4 0](https://user-images.githubusercontent.com/15337628/194304758-e54a9fc3-5f42-4e62-958d-fdf86cae39a6.png)
(the TextureRect node is just the Godot icon, it's irrelevant)

### Steps to reproduce

shader doesn't have to be anything special
```
shader_type canvas_item;

void fragment() {
	COLOR = texture(TEXTURE, UV);
}
```

### Minimal reproduction project

[shader-border 3.5.zip](https://github.com/godotengine/godot/files/9724512/shader-border.3.5.zip)
[shader-border 4.0.zip](https://github.com/godotengine/godot/files/9724508/shader-border.4.0.zip)
Repository: PowerToys
Issue: Power Search
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

A floating search bar that can search anything within file explorer, Application, Apps, settings and can do the filter search from any location or website.

### Scenario when this would be used?

In any window whenever needed exactly like Ctrl+F in websites and docs

### Supporting information

_No response_
Repository: PowerToys
Issue: [PowerToys Run] Be able to do simple calculations with percentages
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

power run can calculate a percent. ex. =54-5% and return 2,7

![image](https://user-images.githubusercontent.com/331816/194312195-a417a730-67c6-4ee0-a0dd-e1db812abf63.png)


### Scenario when this would be used?

To calculate the share of excise duties which are given in the form of percentages or even a promotion on a product

### Supporting information

You have many promotion on amazon expressed as a percentage.
Repository: stable-diffusion-webui
Issue: UI - Samplers - please add a tooltip for each
Labels: enhancement

I believe it's 13 different samplers now and we keep getting more added, I am very sure that the vast majority if not almost everyone does not understand the differences or which one to choose for a job.
I've experimented quite a lot on samplers and aside of significant performance differences my results were very random, DPM2a sometimes seems to generate a bit more artistic results (at a significant loss of iterations).

Please add a tooltip to each sampler, it can be a short one that includes a minimal description what the developer believes makes this sampler noteworthy.
Example: "Fast on Nvidia, optimal for 25-35 steps, great for XXX" 

I am sure that the devs who add a sampler have a good reason for doing so, write it up in a short tooltip :)
Repository: stable-diffusion-webui
Issue: Prompt weights as math functions from step number
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
It would be nice to make the prompt scheduling smoother than just abruptly changing subprompt weights only at fixed steps.

**Describe the solution you'd like**
Support for prompt weighting to be a math function of the step.

Example:

```
bacon:`cos(2*3.14*t/10)`, eggs:`-cos(2*3.14*t/10)`
```

**Describe alternatives you've considered**
Actually, I implemented this system in the Deforum animation notebook using Numexpr lib https://github.com/deforum/stable-diffusion/pull/78/commits/46ab44411986132798c7ef530678847902daaa20 where it functions as an evaluated prompt weight at each frame.

This gif shows how it works in action in deforum

![193699307-dc0994ff-fe9e-4e27-bc67-e6c190dcea0b](https://user-images.githubusercontent.com/14872007/194323648-18804706-7dd7-4d38-835a-d433ecfa41db.gif)

I would like to implement it here as well, but atm I'm confused with the new Lark parsing lib and `end_at_step` storage system, so I'd leave it here as information for me or someone else to implement later.

**Additional context**
It will probably need to alter the current `end_at_step` system for prompt scheduling, possibly putting the evaluated prompt weight at each `end_at_step`.

You can read the documentation about the Numexpr lib and its supported operators and functions here

https://numexpr.readthedocs.io/projects/NumExpr3/en/latest/user_guide.html#supported-operators
Repository: flutter
Issue: Warning ⚠️ emoji doesn't get rendered correctly
Labels: engine,a: typography,c: rendering,has reproducible steps,P2,found in release: 3.3,found in release: 3.5,team-engine,triaged-engine

| Pixel 5 (Android 12) | iPhone 14 (iOS 16.0) |
|-|-|
| <img width="423" alt="image" src="https://user-images.githubusercontent.com/4085280/194322976-d160178a-c1fa-43a6-a212-0183c3fe92b9.png"> |  <img width="404" alt="image" src="https://user-images.githubusercontent.com/4085280/194322834-5fccb8e2-09ba-4617-bb64-45e7aee4df4c.png"> |

Code
```dart
import 'package:flutter/material.dart';

void main() {
  const chars = ['⚠', '⚠️', '🫶'];

  final textBuilder = StringBuffer();
  for (final char in chars) {
    textBuilder.write(char);
    textBuilder.write(' - ');
    textBuilder.write(char.codeUnits.map((unit) => unit.toRadixString(16)));
    textBuilder.write('\n');
  }

  runApp(MaterialApp(
    home: Scaffold(
      body: Center(
        child: Text(textBuilder.toString()),
      ),
    ),
  ));
}

```

Doctor
```
[✓] Flutter (Channel stable, 3.3.2, on macOS 12.6 21G115
    darwin-arm, locale en-PL)
    • Flutter version 3.3.2 on channel stable at
      /Users/albert/fvm/versions/3.3.2
    • Upstream repository
      https://github.com/flutter/flutter.git
    • Framework revision e3c29ec00c (3 weeks ago), 2022-09-14
      08:46:55 -0500
    • Engine revision a4ff2c53d8
    • Dart version 2.18.1
    • DevTools version 2.15.0

[✓] Android toolchain - develop for Android devices (Android
    SDK version 32.0.0-rc1)
    • Android SDK at /Users/albert/Library/Android/sdk
    • Platform android-33, build-tools 32.0.0-rc1
    • ANDROID_HOME = /Users/albert/Library/Android/sdk
    • Java binary at: /Applications/Android
      Studio.app/Contents/jre/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build
      11.0.11+0-b60-7772763)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 14.0.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 14A400
    • CocoaPods version 1.11.3
```
Repository: godot
Issue: Godot 4.0 maximizes and fullscreens on left most display, not primary display (DisplayServer regression)
Labels: bug,platform:linuxbsd,topic:porting,confirmed,regression

### Godot version

4.0 alpha 2

### System information

Kubuntu 22.04 LTS, Vulkan, GTX 1060(driver 515)

### Issue description

When using maximize or fullscreen window modes Godot 4.0 uses left most monitor, not the primary monitor. Windowed mode appears on the monitor the active window is on, however both the project manager and the opened project always appear on the right monitor.

### Steps to reproduce

Have two monitors plugged in, set the right monitor as the primary, and launch Godot.

### Minimal reproduction project

_No response_
Repository: vscode
Issue: VSCode crashing with large XML and Markdown files.
Labels: info-needed

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- VS Code Version:
- OS Version:

System Specs:
Windows 10 pro 64bit 1909
128gb ram

VScode info
Version: 1.71.2 (user setup)
Commit: 74b1f979648cc44d385a2286793c226e611f59e7
Date: 2022-09-14T21:03:37.738Z
Electron: 19.0.12
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Windows_NT x64 10.0.18363
Sandboxed: No

Steps to Reproduce:

1. Open File
2. Either allow VScode to remove bad line ends or run a plugin on file

File is 1.01 gb and 15,261,586 lines
Repository: godot
Issue: queue_resource_preview does not call back or print an error when userdata=null
Labels: bug,topic:core

### Godot version

v3.5.1.stable.arch_linux

### System information

arch linux

### Issue description


# Problem
When using this line, my callback function was never called and no error is raised:
```gdscript
resource_preview.queue_resource_preview(path, self, "_on_preview_generated", null)
```

The provided method was called once I changed `null` to `[]`:
```gdscript
resource_preview.queue_resource_preview(path, self, "_on_preview_generated", [])
```

# Expected behaviour
Since it is common practice in other languages to provide null for an unused parameter, I would expect the method to either fail noisily or succeed and call the provided method.

### Steps to reproduce

Create an empty plugin and put this code in `plugin.gd`:
```gdscript
tool
extends EditorPlugin

func _ready():
    get_editor_interface().get_resource_previewer().queue_resource_preview(
            "res://icon.png", self, "_on_preview_generated", [])

func _on_preview_generated(_path, _tex, _thumb, user):
    print("Success: userdata=", user)
```

Enable the plugin and check the output:
Output: `Success: userdata=[]`
Repository: PowerToys
Issue: FancyZones Editor reports incorrect resolution with 5 monitors of similar but different sizes
Labels: Issue-Bug,FancyZones-Layouts,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

v0.63.0

### Running as admin

- [X] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

5 monitors - a 3840x2160 in the center, flanked by 2 vertical 1920x1080
Opened FancyZones
Clisked on "Launch Layout Editor"
FancyZones Editor reports the combined resolution as 7680x2206 - the vertical dimension should be 2160
[FancyZones Editor.pdf](https://github.com/microsoft/PowerToys/files/9725790/FancyZones.Editor.pdf)


### ✔️ Expected Behavior

2 options - a single 7680x2160 monitor or ability to select an individual monitor

### ❌ Actual Behavior

monitor size reported as 7680x2206, which is incorrect

### Other Software

None
Repository: godot
Issue: Assigning a custom resource export with Load menu doesn't work with script inheritance (drag and drop works)
Labels: bug,topic:editor,confirmed

### Godot version

v4.0.beta.custom_build [61021c08f]

### System information

Kubuntu 22.04

### Issue description

First-class custom resource support has been added in #62417 and other PRs. However, this does not work with script inheritance. For example:

```gdscript
# item.gd
extends Resource
class_name Item

# apple.gd
extends Item

# apple.tres (Resource with apple.gd attached)
```

Inheritance is required if you want to add/override one or more functions of the base resource class, not just change the values of exported variables. However, you still want to be able to assign the resource in the inspector.

### Steps to reproduce

Try assigning the `apple.tres` resource to the `item` variable (or `items` element) in the `test.tscn` scene (via Load since Quick Load is always empty). You will get the error "The selected resource (Resource) does not match any type expected for this property (Item).". For a resource without script inheritance this works.

### Minimal reproduction project

[user-res-inheritance-bug.zip](https://github.com/godotengine/godot/files/9725926/user-res-inheritance-bug.zip)
Repository: flutter
Issue: Investigate adaptive width and alignment properties for SnackBar
Labels: c: new feature,framework,f: material design,P3,team-design,triaged-design

## Proposal

https://github.com/flutter/flutter/issues/111419#event-7396466348 was recently merged, which added the existing `SnackBar.width` property to `SnackBarThemeData`. 

We should further explore other methods of setting the width and alignment of Snackbars, considering the following:

- Fit width to content (shrink to fit)
- Padding
- BoxConstraints
- Percentage of the available screen width
- Horizontal alignment (of the snackbar)
- Material specifications
Repository: go
Issue: x/website,x/pkgsite: add support for syntax highlighting 
Labels: pkgsite,website,umbrella

This is an umbrella issue for syntax highlighting support in various web properties owned and maintained by the Go project

- x/pkgsite: code block in comments https://github.com/golang/go/issues/40952
       example: https://pkg.go.dev/cloud.google.com/go/storage?tab=doc#hdr-Objects
       This can be tricky without a way to distinguish code blocks and pre-formatted non-code blocks. 
- x/website: docs and tutorials https://github.com/golang/go/issues/55886
        examples:
        - https://go.dev/doc/tutorial/database-access
        - https://go.dev/doc/effective_go
        Source of these pages are html or a simplified md files. https://cs.opensource.google/go/x/website/+/master:_content/doc/
- x/playground, x/pkgsite: https://github.com/golang/go/issues/34227 https://github.com/golang/go/issues/52198 https://github.com/golang/go/issues/28539 
        examples:
        - example code https://pkg.go.dev/io#example-Copy
- x/tour: tour partially supports syntax highlighting but that's unmaintained. Recent language updates aren't reflected.
       See https://github.com/golang/go/issues/34227#issuecomment-530248120 for context.