sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: `KeepAliveHandle.release()` should not be deprecated, or a better-named alternative should be introduced
Labels: framework,c: proposal,P3,team-framework,triaged-framework

## Use case
In 3.3.0, `KeepAliveHandle.release()` was deprecated (see #108384).
However, in some situations, it makes sense to just create a single `KeepAliveHandle` for the entire lifecycle of an `Element`, and then just `dispose()` it once when the applicable `Element` is disposed. Then, in `deactivate`, simply call `release` on the `KeepAliveHandle`. This is the intended behavior as documented at https://api.flutter.dev/flutter/widgets/KeepAliveNotification-class.html and https://api.flutter.dev/flutter/widgets/KeepAliveHandle-class.html.

## Proposal
Seeing as the `KeepAliveHandle` docs indicate it can be manually triggered without a need for disposal (which makes sense), this behavior should be preserved and not deprecated.
The creation of a new method equivalent to release (but perhaps with a more declarative name) or removing the deprecation status on `release` would solve this. I'd be happy to open a PR for this.

Suggested new method name: `removeKeepAlive`. This name does not imply it is disposing nor releasing any resources. In addition, documentation can be added to this new method that indicates `dispose` *must be called* later on.
```dart
class KeepAliveHandle extends ChangeNotifier {
  // ...

  /// Trigger the listeners to indicate that the widget
  /// no longer needs to be kept alive. A widget can be marked as needing to be
  /// kept alive again with [KeepAliveNotification.dispatch].
  ///
  /// *This method does not call [dispose].* When the handle is not needed
  /// anymore, it must be [dispose]d regardless of whether notifying listeners.
  void removeKeepAlive() {
    notifyListeners();
  }

  // ...
}
```
Repository: neovim
Issue: add SessionWritePre event
Labels: enhancement,events

### Problem

The idea is to trigger a ``SessionWritePre`` before writing the session file.

A possible problem is to store a table as a global variable in a session file. To address this issue, the table must be serialized/deserialized as JSON, as far as I know, which only needs to be done once, before using the :mksession command. Since there is already a ``SessionLoadPost`` event, I thought about adding its counter part. I could create a pull request myself to implement this solution.

### Expected behavior

It would trigger a ``SessionWritePre`` event before writing the session file after calling ``:mksession``.

This feature decouples the need to create custom wrappers around ``:mksession`` to preprocess the state before saving to a session file.

Because the change is both simple and lightweight, it is worth implementing it.
Repository: tauri
Issue: [feat] add option to filter binaries to be bundled
Labels: type: feature request

### Describe the problem

Now the tauri build will bundle all the binaries in cargo project, which is not always the desired result.

### Describe the solution you'd like

add option to filter binaries to be bundled

### Alternatives considered

allowlist or blocklist.

### Additional context

This change will result in a behavior change.
Repository: vscode
Issue: Window setting to control "Resize Type" for how the Panel gets hidden
Labels: feature-request,layout

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
## Why
I think it would be very helpful to have a setting that controls the logic around how the panel (terminal, output, etc) gets hidden and unhidden when toggling its visibility. I have my editor size set to the specific width I like it to use it at for line-length, and I find that it is extremely frustrating to toggle the visibility of this panel currently.

I am constantly having to manually drag my VSCode window to be wider and smaller depending on if I am showing the panel or not, because it keeps changing my editor width. To me, the editor is the main aspect of VSCode and so a setting to make it the "priority" size component makes sense.

## How
My idea is that this new setting can have 2 different choices, outlined below.

### Option 1: "Keep Window Size"
This option would work the way VSCode currently does, where toggling the panel expands and contracts the editor size within the window as it is toggled, maintaining the overall size of the VSCode window as it changes.
Preview:
![keep window size](https://user-images.githubusercontent.com/17119716/228620303-c25d8b07-c389-4e61-854f-33334b0e38e4.gif)

&nbsp;

### Option 2: "Keep Editor Size"
This option would maintain the editor size, and toggling the panel would contract or expand the overall size of the VSCode window to match its presence.
Preview:
![keep editor size 2](https://user-images.githubusercontent.com/17119716/228634639-ab2f9391-d5c0-4833-b24d-1c195be173dd.gif)

&nbsp;

## Note
This should also be implemented to work identically for those that use the panel on the bottom of VSCode instead of the side, except vertically.
Repository: flutter
Issue: `WidgetTester.semantics.find` doesn't return expected node in some cases
Labels: a: tests,framework,P2,team-framework,triaged-framework

`WidgetTester.semantics.find` (previously `WidgetTester.getSemantics`) doesn't return the expected node in some cases.

## Reproduction

```dart
void main() {
  testWidgets('Scratch', (WidgetTester tester) async {
    await tester.pumpWidget(const MaterialApp(
      home: Material(child: TextField()),
    ));

    expect(
      tester.semantics.find(find.byType(TextField)),
      containsSemantics(isTextField: true),
    );
  });
}
```

This test is very straightforward. When we try to find the `SemanticsNode` for a `TextField` the `isTextField` flag should be true, but this test ends up failing with the current implementation of `find`.
Repository: storybook
Issue: [Bug]: Storybook treats context="module" exports in Svelte components as props and creates controls for them
Labels: bug,help wanted,svelte,argtypes,sev:S3

### Describe the bug

In the following component, there is one prop `prop` and one module export `moduleExport`:

```svelte
<script lang="ts" context="module">
  export const moduleExport = "this is a variable exported from the module";
</script>

<script lang="ts">
  export let prop = "this is a prop of the component"
</script>

<span>{prop}</span>
```

The problem is, Storybook shows `moduleExport` as a prop and creates controls for it. These controls are confusing and don't actually do anything.

### To Reproduce

- `$ npx sb@next sandbox`

- Select `Svelte Kit (TS)`

- Enter a directory name such as `storybook-repro`

- `$ cd storybook-repro`

- Add the following lines to the beginning of `src/stories/Button.svelte`:

  ```
  <script lang="ts" context="module">
    export const moduleExport = "module export";
  </script>
  ```

- `$ yarn`

- `$ yarn run storybook`

- Go to any of the stories under `Example/Button` in Storybook and see that `moduleExport` is listed as a prop

### System

```shell
Environment Info:

  System:
    OS: macOS 13.2.1
    CPU: (8) arm64 Apple M1 Pro
  Binaries:
    Node: 18.12.1 - ~/.nvm/versions/node/v18.12.1/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.12.1/bin/yarn
    npm: 8.19.2 - ~/.nvm/versions/node/v18.12.1/bin/npm
  Browsers:
    Chrome: 111.0.5563.146
    Firefox: 111.0.1
    Safari: 16.3
  npmPackages:
    @storybook/addon-essentials: ^7.0.0-rc.8 => 7.0.0-rc.10 
    @storybook/addon-interactions: ^7.0.0-rc.8 => 7.0.0-rc.10 
    @storybook/addon-links: ^7.0.0-rc.8 => 7.0.0-rc.10 
    @storybook/blocks: ^7.0.0-rc.8 => 7.0.0-rc.10 
    @storybook/svelte: ^7.0.0-rc.8 => 7.0.0-rc.10 
    @storybook/sveltekit: ^7.0.0-rc.8 => 7.0.0-rc.10 
    @storybook/testing-library: ^0.0.14-next.1 => 0.0.14-next.1
```


### Additional context

_No response_
Repository: rust
Issue: Tracking Issue for `once_cell_try`
Labels: T-libs-api,C-tracking-issue

This supercedes #74465 after a portion of `once_cell` was stabilized with #105587

Feature gate: `#![feature(once_cell_try)]`

This is a tracking issue for the `*try*` methods that go with the `once_cell` feature. Initially they were part of stabilization under `once_cell` (#105587) but was removed due to compatibility concerns with try trait v2 (https://github.com/rust-lang/rust/pull/105587#issuecomment-1396609610).


### Public API

```rust
impl<T> OnceCell<T> {
    pub fn get_or_try_init<F, E>(&self, f: F) -> Result<&T, E> where F: FnOnce() -> Result<T, E>;
}

impl<T> OnceLock<T> {
    pub fn get_or_try_init<F, E>(&self, f: F) -> Result<&T, E> where F: FnOnce() -> Result<T, E>;
}
```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [x] Original implementation: #72414
- [ ] Try trait changes: #107122
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- None yet.

cc @joboet @matklad just for reference

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: material-ui
Issue: Extend Theme Root Styles Bug
Labels: customization: theme

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

https://github.com/Rafcin/oxygen-sandbox
https://oxygen-sandbox.vercel.app/

Here is a repo you can launch that hopefully shows the bug in action. I noticed deploying this on Vercel completely negates the issue...

### Current behavior 😯

When I try to switch themes while developing, the :root is filled with MUI light styles `:root, [data-mui-color-scheme="light"]` and they override the styles when you toggle the theme so everything just stays as a light theme.

### Expected behavior 🤔

If you take a look at the code sandbox from the theme help page https://mui.com/material-ui/experimental-api/css-variables/#customizing-the-theme you'll see that the root isn't populated and it works just fine. This is how it should work.

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Linux 5.19 Ubuntu 22.04.2 LTS 22.04.2 LTS (Jammy Jellyfish)
  Binaries:
    Node: 19.7.0 - ~/.nvm/versions/node/v19.7.0/bin/node
    Yarn: 1.22.17 - /usr/bin/yarn
    npm: 9.5.1 - ~/.nvm/versions/node/v19.7.0/bin/npm
  Browsers:
    Chrome: 111.0.5563.110
    Firefox: Not Found
  npmPackages:
    @emotion/react: ^11.10.6 => 11.10.6 
    @emotion/styled: ^11.10.6 => 11.10.6 
    @mui/base: ^5.0.0-alpha.123 => 5.0.0-alpha.123 
    @mui/lab: ^5.0.0-alpha.124 => 5.0.0-alpha.124 
    @mui/material: ^5.11.15 => 5.11.15 
    @mui/styled-engine: ^5.11.11 => 5.11.11 
    @mui/system: ^5.11.15 => 5.11.15 
    @mui/types: 7.2.3 => 7.2.3 
    @mui/utils: ^5.11.13 => 5.11.13 
    @mui/x-data-grid: ^6.0.3 => 6.0.3 
    @mui/x-data-grid-generator: ^6.0.3 => 6.0.3 
    @types/react: ^18.0.31 => 18.0.31 
    react: 18.2.0 => 18.2.0 
    react-dom: 18.2.0 => 18.2.0 
```
</details>
Repository: pytorch
Issue: Investigate Lazy{*}Norm{*}d modules no batch dim support
Labels: module: nn,triaged

### 🐛 Describe the bug

LazyInstanceNorm is documented to support no_batch_dim (e.g. (C, L) is listed as a valid input shape [here](https://pytorch.org/docs/stable/generated/torch.nn.LazyInstanceNorm1d.html)) but in _LazyNormBase, [`in_features` is initialized as `.shape[1]`](https://github.com/pytorch/pytorch/blob/099b2801dbcf23aba0b5c6862451b7b18272afd0/torch/nn/modules/batchnorm.py#L221), which should be incorrect when there is no batch dimension.

e.g. the following snippet fails


```
import torch
lazy_instance_norm = torch.nn.LazyInstanceNorm()
lazy_instance_norm(torch.randn(3, 15))
# ValueError: expected input's size at dim=0 to match num_features (15), but got: 3.
```

This might also apply to batchnorm which also uses _LazyNormBase and needs further investigation.


### Versions

master

cc @albanD @mruberry @jbschlosser @walterddr
Repository: go
Issue: math/big: doesn't have example in the documentation for each function
Labels: Documentation,help wanted,NeedsInvestigation

This makes the package a bit hard to use and I'm not sure I properly use it.
For example, NewRat return a *Rat, I have no idea if I should or not check for a nil value?
Adding examples should clarify a lot of questons.
Repository: TypeScript
Issue: JSDoc tag descriptions lose their indentation.
Labels: Bug,Help Wanted,Domain: JSDoc

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Version: 1.76.2
Commit: ee2b180d582a7f601fa6ecfdad8d9fd269ab1884
Date: 2023-03-14T17:47:26.641Z
Browser: Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/111.0.0.0 Safari/537.36

Steps to Reproduce:

1. Open vscode.dev
2. Create a new file and set language mode to JavaScript
3. Paste the following:
```js
/**
 * This works
 * ```
 * some
 *   indentations
 *     and
 *       some
 *         more
 * ```
 */
function foo() {}

/**
 * @typedef MyObj
 * @property {number} foo This doesn't
 * ```
 * some
 *   indentations
 *     and
 *       some
 *         more
 * ```
 */

const obj = /** @type {MyObj} */ (null);

obj.foo
```
4. Hover over `foo` on the last line.

When hovering over `foo()` it works fine:
![image](https://user-images.githubusercontent.com/2737650/228633290-d9253b07-aaf7-4734-9ff1-feda0b08769e.png)

But on `obj.foo` the identation of the code block is lost:
![image](https://user-images.githubusercontent.com/2737650/228633339-b90db32d-5294-4ded-89a7-b9b2fe5254fb.png)
Repository: godot
Issue: Functions in AnimationPlayer's Call Method Tracks not called in the editor
Labels: enhancement,topic:editor,documentation,topic:animation

### Godot version

v4.1.dev.custom_build [c29866dbc], also 4.0.1 stable

### System information

Windows 10

### Issue description

Functions in AnimationPlayer's Method Call Tracks seem to never be called when using the editor. Video:

https://user-images.githubusercontent.com/50438441/228674782-27a6a2fa-4fd1-46bb-b57d-7fd6b59f8a26.mp4

I first stumbled upon this when trying to add a function to RESET-animation to get rid of some resources generated using tool-scripts unnecessarily bloating the tscn-file. First I wasn't sure if the Method Call Tracks are even supposed to work on tool-scripts, but for example according to the original RESET-track proposal (https://github.com/godotengine/godot-proposals/issues/1597) they apparently are supposed to work.

I tried to fix this myself, and got it working somewhat by removing Engine::get_singleton()->is_editor_hint()-check from void AnimationPlayer::_animation_process_animation-function, case Animation::TYPE_METHOD (file scene/animation/animation_player.cpp). Although the functions were called after the change when running the animations, I didn't manage to get them to run (called from RESET-track) before saving the scene. Changing the method call mode to immediate didn't fix the problem.

A bit hacky way to work around this is to use a setter (also shown in the video). Setter is also called before saving when called from a RESET-track.

There is another problem with setters not able to set sub-node's properties (in this case $Label_Setter.text) when loading the scene (probably related to creation order of nodes?). Is this a feature rather than a bug? This is also added as a comment in the MRP's code (and seen in the video). If this is a bug I can create an issue about it (or if anyone wants to create it, feel free to do so). If the null-check is removed this error is shown: _Node not found: "Label_Setter" (relative to "Node2D").
  res://Main.gd:15 - Invalid set index 'text' (on base: 'null instance') with value of type 'String'._

### Steps to reproduce

Add a Method Call Track to an animation, functions to it and play it in the editor. Functions will not be called.

### Minimal reproduction project

[AnimationPlayerToolFunctionBug.zip](https://github.com/godotengine/godot/files/11105946/AnimationPlayerToolFunctionBug.zip)
Repository: PowerToys
Issue: 给修改host 增加快捷键打开,添加打开主界面的快捷键,同时新增可以隐藏后台任务图标按钮
Labels: Needs-Triage

### Description of the new feature / enhancement

给修改host 增加快捷键打开,添加打开主界面的快捷键,同时新增可以隐藏后台任务图标按钮

### Scenario when this would be used?

给修改host 增加快捷键打开,添加打开主界面的快捷键,同时新增可以隐藏后台任务图标按钮

### Supporting information

给修改host 增加快捷键打开,添加打开主界面的快捷键,同时新增可以隐藏后台任务图标按钮
Repository: excalidraw
Issue: Link tag does not include shape text in exported SVG
Labels: discussion,Hyperlinks

I added a link to a rectangle with text inside it, but when exporting to SVG the `a` tag of the link only embeds the outline of the rectangle and not the text inside it. This makes it nearly impossible to click the link (the target is about a pixel wide).

The text should be embedded inside the `a` tag.

See attached SVG for an example. The first four rectangles starting on the top-left all have links attached to them.

![Untitled-2023-03-14-2130 excalidraw](https://user-images.githubusercontent.com/2280544/228704135-ecef80cf-c6b5-44a7-89b7-af902e80a3c8.svg)

Edit: I'm also not seeing the monospace font render correctly on Chrome, is that a known issue?
Repository: PowerToys
Issue: Shortcut keys to open the program
Labels: Needs-Triage

### Description of the new feature / enhancement

Example

Bind Shortcut Key: Ctrl+Alt+T
Program: Windows Terminal



### Scenario when this would be used?

Quickly open a program

### Supporting information

I created a shortcut![](https://user-images.githubusercontent.com/32991121/228713535-b1c840ab-e6bb-4e62-a5ff-918037d38ac7.png)
But it sometimes doesn't work
Repository: stable-diffusion-webui
Issue: [Bug]: Something went wrong Expecting value: line 1 column 1 (char 0)
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?

Something went wrong
Expecting value: line 1 column 1 (char 0)

### Steps to reproduce the problem

Something went wrong
Expecting value: line 1 column 1 (char 0)

### What should have happened?

choose model

### Commit where the problem happens

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

### 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
webui-user.bat
```


### List of extensions

no

### Console logs

```Shell
no
```


### Additional information

_No response_
Repository: godot
Issue: When the instance count of MultiMesh is changed, strange data appears in the buffer. 
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.1.dev.custom_build.c29866dbc

### System information

Win10, AMD 2600, GeForce GTX 1060, Vulkan API 1.3.205

### Issue description

I don’t know if it’s normal.

When I change the instance count of MultiMesh, sometimes strange data will appear in the buffer like below:

![image](https://user-images.githubusercontent.com/6891132/228736237-061650d4-37d3-4bed-b79d-5e3440b40fa4.png)


### Steps to reproduce

Just change the number of instance_count several times.

### Minimal reproduction project

nothing
Repository: pytorch
Issue: [CI/Infra] Record keeping: runner shutdown spike
Labels: triaged

### 🐛 Describe the bug

https://hud.pytorch.org/failure/The%20runner%20has%20received%20a%20shutdown%20signal.%20This%20can%20happen%20when%20the%20runner%20service%20is%20stopped%2C%20or%20a%20manually%20started%20runner%20is%20canceled. shows skyrocketing number of instances "runner shutdown" on Mar 29, 2023. Because they got self-disconnected via "sudo ./svc.sh stop" usually after main action step's failure. When the actions was already failing, there was logic to determine whether the error was "unrecoverable" or not. If the error was indeed unrecoverable, then disconnecting is good because it prevents pollution of future jobs. Though such disconnection should be aligned with the underlying infra (e.g. as it currently stands, a courtesy notification may be needed for GCP runners). If the error was not "unrecoverable", we should make sure the runner does not get disconnected from GHA (or maybe this does not matter, but developers would be redirected to runner cancellation error first).  

<img width="797" alt="image" src="https://user-images.githubusercontent.com/109318740/228754623-4524e2a1-2a7b-4450-8b0e-577972ec44bd.png">


We know the related PR (#97585), and a follow-up forward fix (#97929) ,. but I want to make sure we address the following issues: 
  
1) For GCP A100 runners that were affected, the error should not be categorized "unrecoverable", e.g. in this action https://github.com/pytorch/pytorch/actions/runs/4560162853/jobs/8045132304 , it was transient SSH error, should be recoverable. And for this https://github.com/pytorch/pytorch/actions/runs/4558849401/jobs/8042466592  
that was software caused core-dump and is non-deterministic. The runner should not be disconnected from the GHA. Though after the disconnection, manual intervention was needed as the auto-scaler does not yet have the knowledge that the still online busy runner decided to silently disconnect from GHA without telling auto-scaler (e.g. set /tmp/runner_status to "idle" for auto-scaler to shut it down) 
 
2) For AWS runners that were affected, we need to also make sure those instances go through "garbage collection" procedure so they do not become at large. cc @jeanschmidt 

3) If we allow runner self-disconnect, depending on how we implemented auto-scaler, we should make sure the auto-scaler get the opportunity to reclaim them and take care of the runners. 

cc @huydhn @seemethere @malfet 

### Versions

After #97585, maybe resolved by now, or maybe not. Needs confirmation.