sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [FormControl] Cannot render `FormControl` as `React.Fragment`
Labels: component: FormControl,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://codesandbox.io/s/zealous-benz-3zmg7x?file=/src/App.tsx

Steps:

1. Use a `FormControl` component anywhere
2. Make it render as a `Fragment`
3. See error in the console.


### Current behavior 😯

It produces an error in the console:

```
Warning: Invalid prop `className` supplied to `React.Fragment`. React.Fragment can only have `key` and `children` props.
```

### Expected behavior 🤔

No error.

### Context 🔦

I'm doing this because I need FormControl *not* to produce extra elements around my form elements, because of CSS Grid.

Applying `display: contents` is not sufficient for a CSS Grid to work, and `subgrid` is sadly still not widely enough supported.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Windows 10 10.0.19045
  Binaries:
    Node: 18.15.0 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 9.8.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 115.0.5790.102
    Edge: Spartan (44.19041.1266.0), Chromium (114.0.1823.86)
  npmPackages:
    @emotion/react:  11.10.6
    @emotion/styled:  11.10.6
    @mui/base:  5.0.0-alpha.124
    @mui/core-downloads-tracker:  5.11.16
    @mui/material:  5.11.16
    @mui/private-theming:  5.12.0
    @mui/styled-engine:  5.11.16
    @mui/styles:  5.12.0
    @mui/system:  5.11.16
    @mui/types:  7.2.4
    @mui/utils:  5.12.0
    @types/react:  18.2.0
    react:  18.2.0
    react-dom:  18.2.0
    typescript:  4.9.5
```
</details>

I'm using Firefox 115, just in case it matters.
Repository: material-ui
Issue: [docs]  On the `/versions` page all content is missing from the sidebar
Labels: docs,scope: docs-infra

### Duplicates

- [X] I have searched the existing issues

### Related page

https://v5-0-6.mui.com/getting-started/usage/

### Kind of issue

Broken demonstration

### Issue description

I was looking for a normal heading and it appears with a bold tag

### Context 🔦

![image](https://github.com/mui/material-ui/assets/71727275/c5f6a5b7-3c62-4e82-9ab4-098c54b39930)
Repository: flutter
Issue: Allow onSelectionChanged Callback To Be Aware Of Where Data Came From In a SelectableRegion
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

For selecting `Text` widgets, often one may need to not only know what text was selected, but where that text came from. Example, a text widget may be backed by data that is intended to change on selection, such as selecting "highlight" from a context menu. Adding this functionality will allow selection changes to be mapped to the correct data.

This is functionality that exists in `SelectableText` but not with Text widgets inside a `SelectableRegion` or `SelectionArea.` `SelectableRegion` has a callback, but it only provides the text, not where the text came from.

### Proposal

A few possible solutions:

1. It looks like this functionality could be easily added by modifying `SelectedContent` to also contain a list of widget keys, starts, and end indexes. See `SelectableRegion._updateSelectedContentIfNeeded()` and `_SelectableFrament.getSelectedContent()`
    -  This may not be the desired solution since not all `Selectable`s could be Text
3. A `onSelectionCallback` could be added to the Text widget and called in the `_SelectableFrament.dispatchSelectionEvent()` or `_SelectableFrament.getSelectedContent()`
    - Having this handler would allow the use of a closure with the widget id (or some other identifier) that is associated with the backing data in order to update the backing data as such.
 

I already implemented 2 and it works as expected. Happy to create a PR if this is the desired solution.
Repository: flutter
Issue: Add flutter/packages recipe support for secrets
Labels: team,package,team-ecosystem,P2,triaged-ecosystem

The generic packages recipe currently has no secrets support, but to port the FTL tests from Cirrus we need (currently) the FTL key (currently exposed in Cirrus as `GCLOUD_FIREBASE_TESTLAB_KEY`) and a Google Maps API key (currently exposed in Cirrus as `MAPS_API_KEY`).

We may need to add other API keys in the future, so I would like to continue the packages repo's general model of building things in generic way in the recipe, and then controlling the details from in-repo configuration.
Repository: flutter
Issue: Add Google Maps API key to LUCI
Labels: team,package,team-infra,P2,triaged-infra

In order to convert the flutter/packages FTL tests from Cirrus to LUCI, we need LUCI access to the secrets used by those tests. It looks like the FTL key is already there, but we need the Google Maps API key as well

See b/267472828 for more details about the secrets from the last time we moved them. @yusuf-goog Could you handle this? I tried to follow the instructions you pointed me to, but got a permission error on the encryption step, so it appears I don't have the necessary privileges. If the referenced maps API key could be uploaded as `google_maps_api_key.encrypted` that would be great.
Repository: flutter
Issue: Update flutter/packages tooling to get API keys from files
Labels: team,p: tooling,package,team-ecosystem,P2,triaged-ecosystem

Because of the way LUCI task running is structured, we can't just push secrets into the environment at the top level of the CI and then access them as-needed because they would end up in the logs. For FTL we already provide it as a file, but for the Google Maps API key the plugin's build in relying on it being in the environment as `MAPS_API_KEY`.

We'll need to build a way to map files to env variables within the tooling itself, so that it is only in the environment within the task, not at the higher level that gets printed out.
Repository: godot
Issue: Root window gets smaller after minimizing with a (big enough) max_size set.
Labels: bug,topic:core

### Godot version

v4.1.1.stable.official.bd6af8e0e

### System information

Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GT 540M- Intel Core i7-2670QM CPU @ 2.20GHz (8 Threads)

### Issue description

Setting max_size property on the root window causes it to resize after minimizing it to task bar and bringing back.
In the following example the set max size is the size of the whole recorded screen, so it shouldn't interfere with the size of the window.

https://github.com/godotengine/godot/assets/84321760/aedff4ef-fd71-4a14-bfcb-ba54f6047c04

### Steps to reproduce

0. Use the minimal reproduction project.
1. Run the project.
2. Minimize the window by manually clicking minimize on its menu bar.
3. Bring back the window by clicking it on the task bar.
4. Observe that the size of the window is smaller than before.

### Minimal reproduction project

[Window-Size-Changes-Test-4.1.1.zip](https://github.com/godotengine/godot/files/12131108/Window-Size-Changes-Test-4.1.1.zip)
Repository: godot
Issue: Syntax highlighting for unique node names is not working with inline annotations
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.1.1

### System information

Any

### Issue description

When using unique names with annotations on one line, the unique name is not highlighted, but the script is still valid.

![capture](https://github.com/godotengine/godot/assets/72454967/201b4615-14aa-46fc-b20a-90721b048550)


### Steps to reproduce

Have an annotation and inline unique name like this:
`@warning_ignore("unsafe_property_access") %MyLabel.text = "Hello World!"`.

### Minimal reproduction project

[reproduction.zip](https://github.com/godotengine/godot/files/12131147/reproduction.zip)
Repository: flutter
Issue: Flutter Engine Java code uses inconsistent names around release/close/dispose
Labels: team,platform-android,engine,P3,team-android,triaged-android

It seems like half the classes use release and the other half use dispose. Would be nice to standardize.

#codehealth
Repository: godot
Issue: Strange bug with 3 sprites, where one of them uses gdshader - Android 10
Labels: bug,platform:android,needs testing,crash,topic:shaders

### Godot version

4.0, 4.1, 4.1.1

### System information

Godot v4.1.1.stable (bd6af8e0e) - Fedora Linux 37 (Workstation Edition) - Vulkan (Mobile) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-12500H (16 Threads)

### Issue description

Hi guys,
I am porting circle android jump game from kids can code tutorial using vulkan renderer.
I am using an old phone Xiaomi mi a2 (Android 10, it support vulkan 1.0 and gles3.2)
I found a strange bug, where I am rendering 3 sprites, two sprites use png, third use png with gdshader.
Tested situations: 

1. When I hide one of them (nvm which one) everything is working. So, in this case, if there is one sprite with png, and a second with gdshader, everything is working.

2. When I remove gdshader from the sprite, everything is working.

3. When I remove gdshader, but add more sprites, everything is working.



I will send github repo to see details.


I did tests on other phones, like moto g5(android 12) and samsung a52(android 12), and on pc as well, and everything is working. 
It's working in compatibility renderer!

logcat:
https://pastebin.com/Z8H5tDUQ

Currently, I am trying to build editor and export a template with debugging symbols to find the line where it's crashing, but I found nothing. 

I am open to any suggestions to fix this error because it has very unpredictable behavior.

### Steps to reproduce

1. Create circle scene, add sprite, and add png.
2. Create jumper scene, add sprite, add png and add gdshader on that sprite:
```
shader_type canvas_item;

uniform vec4 color : source_color;

void fragment() {
	COLOR .rgb = color.rgb;
}
```

3. Create main scene, where you add one jumper scene, and two circle scenes.

### Minimal reproduction project

I removed all unnecessary files.
https://github.com/marko995/CircleJumpGodot4
Repository: material-ui
Issue: [Slider] Use Popup to display value label
Labels: component: slider,component: Popper,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

A Slider's value label may render outside of the area of the Slider component itself. This may cause scroll bars to appear, labels to get cut off, etc.

Can/should Slider use a Popper to render its value label, either always or as an option?

### Examples 🌈

See https://codesandbox.io/s/mui-slider-popper-zlglcj for an example of the limitations of the current slider and a prototype / demo of using Popper with a slider.

### Motivation 🔦

_No response_
Repository: flutter
Issue: Autosubmit not reporting cannot merge into protected branch
Labels: team-infra,P3,triaged-infra

In this instance: https://github.com/flutter/flutter/pull/130912

Autosubmit was not able to merge a pull request due to branch protections but did not notify the user that was the case. It appeared to just hang and do nothing.

I could not find a reason in the log other than a possible statuses were not ready message which was ambiguous as it was not printing enough identifiable information.
Repository: PowerToys
Issue: Peek utility - add configuration for customizing file preview ✨✨✨
Labels: Idea-Enhancement,Product-Peek

### Description of the new feature / enhancement

Ability to configure the space where data about the file / files are displayed. Ability to define an area in murkup language, where you can use predefined variables, e.g. <file name>, <file size>, <modification date>.

```
# <fileName>
Typ pliku: <fileType>
Rozmiar: <filzeSize>
Data modyfikacji: <modificationDate>
```

The above definition corresponds to what should appear on the screen:
![example_2](https://github.com/microsoft/PowerToys/assets/32311696/2eba7f5f-56cb-4575-b16d-185d2f4a8e2b)

The second screenshot to show that the screens may differ depending on the file type, so it was also necessary to provide predefined variables to control the logic by passing data to the view about the state of the object:
![example_1](https://github.com/microsoft/PowerToys/assets/32311696/44bbe53f-28c8-44c6-b46d-13dedd12c5b8)

### Scenario when this would be used?

This will enable administrators to quickly obtain exactly the information they need by giving them the opportunity to express their needs.

### Supporting information

_No response_
Repository: rust
Issue: Importing libraries leads to fully qualified types being shown unnecessarily
Labels: A-diagnostics,T-compiler,E-needs-bisection

### Code

```Rust
use clap::Parser;

fn wrong_type() -> Option<String> {
    return true;
}
```


### Current output

```
error[E0308]: mismatched types
 --> src/lib.rs:4:12
  |
3 | fn wrong_type() -> Option<String> {
  |                    -------------- expected `Option<std::string::String>` because of return type
4 |     return true;
  |            ^^^^ expected `Option<String>`, found `bool`
  |
  = note: expected enum `Option<std::string::String>`
             found type `bool`
```


### Desired output

```
error[E0308]: mismatched types
 --> src/lib.rs:4:12
  |
3 | fn wrong_type() -> Option<String> {
  |                    -------------- expected `Option<String>` because of return type
4 |     return true;
  |            ^^^^ expected `Option<String>`, found `bool`
  |
  = note: expected enum `Option<String>`
             found type `bool`
```


### Rationale and extra context

Adding imports, even though they don't introduce another `String` type in the current file, is making rustc print fully qualified type names.

Clap doesn't define any types called `String`, although it does have a variant named `String` elsewhere in the library: https://docs.rs/clap/latest/clap/error/enum.ContextValue.html#variant.String

### Other cases

There's a similar issue with serde and option:

```Rust
use serde::Deserialize;

fn wrong_type() -> Option<String> {
    return true;
}
```

rustc output:

```
error[E0308]: mismatched types
 --> src/lib.rs:4:12
  |
3 | fn wrong_type() -> Option<String> {
  |                    -------------- expected `std::option::Option<std::string::String>` because of return type
4 |     return true;
  |            ^^^^ expected `Option<String>`, found `bool`
  |
  = note: expected enum `std::option::Option<std::string::String>`
             found type `bool`
```


### Anything else?

Playground links:

* https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=6ad4a050f56d960664fb2c44b5099796
* https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=c82638d718acc86e87363cf8e7ab4ea0
Repository: vscode
Issue: Allow navigation between output cells in notebooks in the accessible view
Labels: feature-request,accessibility,notebook-accessibility

`next()` and `previous()` should be provided to `show`

cc @jooyoungseo, this is now possible so should be accomplished pretty soon 😄
Repository: storybook
Issue: [Documentation]: Next.js integration page needs to be updated for new next/image handling
Labels: documentation

### Describe the problem

Starting from Next.js 13.4.8, it was not possible to redefine the Image component. This issue is fixed with https://github.com/storybookjs/storybook/pull/23296. In Next.js documentation [page](https://storybook.js.org/blog/get-started-with-storybook-and-next-js/) there is a codeblock to unoptimize the Image component which still depends on redefining the component;

```ts
// .storybook/preview.js
import * as NextImage from "next/image";

const OriginalNextImage = NextImage.default;

Object.defineProperty(NextImage, "default", {
  configurable: true,
  value: (props) => <OriginalNextImage {...props} unoptimized />,
});
```

### Additional context

_No response_
Repository: PowerToys
Issue: FancyZones: Feature to Toggle Through and Restore Last Used Windows Positions
Labels: Needs-Triage

### Description of the new feature / enhancement

Proposing an enhancement for FancyZones to allow users to save, restore and toggle through their last used window layouts and positions of open windows. This would give users the ability to quickly recover their preferred layouts if disrupted, and switch between different work setups seamlessly.

### Scenario when this would be used?

This feature is particularly beneficial for users who alternate between different workspace setups. For instance, a user might have one layout focused on a few large windows for deep work, and another overview layout with multiple smaller windows for broader tasks. This feature would also be invaluable when a monitor goes to sleep or gets disconnected, distorting the window layout. A simple keypress could quickly restore the layout to its previous state, saving time and maintaining workflow continuity.

### Supporting information

Enhancing FancyZones with this feature would provide users with greater flexibility and control over their workspace layouts. Implementation might require adding a layout history functionality and keypress detection to FancyZones, subject to the capabilities of the PowerToys SDK and Windows API.
Repository: godot
Issue: BMFont support doesn't handle images without alpha
Labels: discussion,documentation,topic:import,topic:gui

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - KDE neon 5.27 22.04 - Vulkan (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1240P (16 Threads)

### Issue description

I'm trying to use the BMFont support in Godot. Since I don't need a colored font, I'm trying to use a PNG image without an alpha channel, since I can just use the color channels as the glyph outline. Godot, however, doesn't seem to support this. Despite the BMFont file being set up with `alphaChnl=4`, the error log shows that the texture format is unsupported.

### Steps to reproduce

Create a BMFont file with `alphaChnl=4`, and a companion image file without an alpha channel.

### Minimal reproduction project

[BMFont.zip](https://github.com/godotengine/godot/files/12134905/BMFont.zip)
Repository: vscode
Issue: Closed notebook search: opening the notebook at a result might not scroll properly to it
Labels: bug,search,confirmed

https://github.com/microsoft/vscode/assets/31675041/397788b5-2d87-4fd3-985c-7ef84c55a3ac

Steps:
1. Search for text in inputs of closed notebooks. Ensure that the notebook has lots of images and outputs that expand in height.
2. Open a result near the end.
3. Notice that this doesn't open at the correct place. This is because the layout shifts from the outputs loading.
Repository: flutter
Issue: [path_provider] `StorageDirectory` can't be extended without breaking changes
Labels: p: path_provider,package,team-ecosystem,P2,triaged-ecosystem

During the initial conversion of `path_provider` to a federated plugin, we missed an important update when splitting code across packages: The `StorageDirectory` enum is now:
- [defined in the platform interface package](https://github.com/flutter/packages/blob/e06061ce5256502f48bbc585e6184dd5f29ad69e/packages/path_provider/path_provider_platform_interface/lib/src/enums.dart#L8), but
- [used in an exhaustive enum in the android implementation package](https://github.com/flutter/packages/blob/e06061ce5256502f48bbc585e6184dd5f29ad69e/packages/path_provider/path_provider_android/lib/path_provider_android.dart#L10-L33) with no default or fallback, in a context where the switch *must* return a value, which means it's invalid to compile an existing version of `path_provider_android` with any updated `path_provider_platform_interface`.

The only way to prevent that combination when adding a new value would be a breaking change in the platform interface, which we try hard to avoid. Usually we avoid this kind of problem by having code outside the "exhaustive" enum that does some kind of reasonable fallback—in this case, we would throw `UnimplementedError`—so that adding new enum values wouldn't break anything. But even if we made that change now, the existing versions that are already published can't be fixed.

And since this enum is directly exposed in the public API, it's tricky to change. Our best option is probably to freeze that enum and deprecate the method in the app-facing package, replacing it with a new method in the Android package that uses a different enum, and go from there. See also https://github.com/flutter/flutter/issues/118712
Repository: pytorch
Issue: https://pytorch.org/docs/stable/backends.html does not describe torch.backends.cpu
Labels: module: docs,module: cpu,triaged,actionable

### 📚 The doc issue

I was looking for the possible return values from torch.backends.cpu.get_cpu_capability() but the backends doc page did not list cpu, let alone get_cpu_capabilities

### Suggest a potential alternative/fix

_No response_

cc @svekars @carljparker @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10