sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: web-components project type does not produce a runnable build
Labels: bug,question / support,good first issue,help wanted,web-components

### Describe the bug

Building storybook stories for web components does not work. The stories are running only in development mode.

### Repo

https://github.com/vivere-dally/sb-stencil

### To Reproduce

- `npm init stencil`: choose *components* template
- `npm install`
- `npm run build`
- `npx storybook init`: choose *web-components* template
- add the following lines to `./.storybook/preview.js`
```js
import { defineCustomElements } from '../loader';

defineCustomElements();
```
- create a story
```ts
import type { Meta, StoryObj } from '@storybook/web-components';

const meta: Meta = {
  component: 'my-component',
};

export default meta;
type Story = StoryObj;

export const Example: Story = {
  args: {
    first: 'AAA',
    middle: 'BBB',
    last: 'CCC',
  }
}
```
- `npm run storybook`: works
- `npm run build-storybook`
- `python3 -m http.server`

The stories are not loading.
<img width="1477" alt="image" src="https://github.com/storybookjs/storybook/assets/62178141/711a75a2-50b9-4485-ab1a-06a989110bda">

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.2.1
    CPU: (12) arm64 Apple M3 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.9.0 - ~/.nvm/versions/node/v20.9.0/bin/node
    npm: 10.1.0 - ~/.nvm/versions/node/v20.9.0/bin/npm <----- active
  Browsers:
    Chrome: 120.0.6099.234
    Safari: 17.2.1
```
Repository: kubernetes
Issue: Add support for in-place upgrade of images in workload apis like statefulset
Labels: kind/feature,sig/apps,lifecycle/frozen,needs-triage

Pods allow to change the image of a container, which causes the kubelet to restart the container with the new image.  [OpenKruise](https://openkruise.io/docs/core-concepts/inplace-update) uses this to offer an `InPlaceIfPossible` update strategy within rollingUpdates. It would be great if the integrated workload types like statefulset would support this as well, as it can speed up rollouts quite a bit.

/kind feature
/sig apps
Repository: flutter
Issue: Difficult state of `flutter_driver` v `integration_test`
Labels: a: tests,f: integration_test,P2,c: tech-debt,team-framework,triaged-framework

## Context

I'm working on a [critical Android platform feature](https://github.com/flutter/flutter/issues/139702), that, if not fixed (and kept fixed, i.e. by integration tests), blocks Impeller's launch on Android, and would create significant technical debt for the team (this part of the codebase is very fragile, and breakages have caused major internal and external escalations in the past[^1]).

I found an existing integration test that is supposed to cover our use case, `external_ui` (I'm in the process of renaming it to `android_surface_texture_integration_test` to disambiguate, but currently it lives in [`dev/integration_tests/external_ui`](https://github.com/flutter/flutter/tree/b258ca011ef92093f4268e1dc8765eba30f07f4e/dev/integration_tests/external_ui)), which is [written using `flutter_driver`](https://github.com/flutter/flutter/blob/b258ca011ef92093f4268e1dc8765eba30f07f4e/dev/integration_tests/external_ui/test_driver/main_test.dart).

[^1]: Point of contact: @johnmccutchan or @reidbaker

## Request

I can't find anywhere how to use this package (`flutter_driver`), only that I'm [supposed to migrate to `integration_test`](https://docs.flutter.dev/cookbook/testing/integration/introduction#2-add-the-integration_test-dependency), but our own codebase hasn't done this migration (there are at least [63 occurrences in `flutter/flutter`](https://github.com/search?q=repo%3Aflutter%2Fflutter+%22flutter_driver%2Fflutter_driver.dart%22+language%3Adart&type=code)) , and it appears that it's not feature complete or even actively maintained.

Here are some examples (very rough searching, there are likely more):

- https://github.com/flutter/flutter/issues/100597
- https://github.com/flutter/flutter/issues/88765
- https://github.com/flutter/flutter/issues/108046
- https://github.com/flutter/flutter/issues/92381
- https://github.com/flutter/flutter/issues/84053
- https://github.com/flutter/flutter/issues/95335
- https://github.com/flutter/flutter/issues/76213

I am just not sure what I'm supposed to do :-/

---

/cc @Piinks given your issue https://github.com/flutter/flutter/issues/139249.
Repository: PowerToys
Issue: Please revert back Fancy Zone's activation logic
Labels: Issue-Bug,Product-FancyZones,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

> If both Hold Shift key to activate zones while dragging and Use non-primary mouse button to toggle zone activation are cleared, zones will appear immediately after you start dragging the window.

Holding down shift key to activate makes it IMPOSSIBLE to type any keys that requires shift, such as all the punctuation marks "!@#$%^&*". It's the same problem with non-primary mouse buttons. If I clear both, then I won't be able to move my windows around freely. These activation methods are many steps backwards. There's nothing wrong with the old method

### Scenario when this would be used?

Any time I DON'T want to use fancy zone

### Supporting information

_No response_
Repository: flutter
Issue: [camera] Identify iOS capture device types
Labels: c: new feature,platform-ios,p: camera,package,c: proposal,team-ecosystem,P2,triaged-ecosystem

### Use case

On iOS, the names of the devices returned by the `availableCameras` method are non-descriptive (e.g. `com.apple.avfoundation.avcapturedevice.built-in_video:0`).

It would be helpful to be able to easily identify the available cameras on a device so that a particular one could be selected as the default for preview instead of just the first one in the list.

### Proposal

To more easily distinguish between available cameras, I propose to create an enum based on [all capture device types available on iOS](https://developer.apple.com/documentation/avfoundation/avcapturedevice/devicetype) and add an optional parameter to the `CameraDescription` class that is populated when discovering devices on iOS.
Repository: material-ui
Issue: [typescript] Replace Array API with ReadonlyArray
Labels: typescript,package: system,package: material-ui,package: base-ui,package: joy-ui,enhancement

### Steps to reproduce

A good number of API use `Array` while using `ReadonlyArray` would be better DX, examples of such cases

- ~https://github.com/mui/material-ui/blob/48a29227cb737c6f008a62f9c8c4c47aedd99c43/packages/mui-base/src/Unstable_Popup/Popup.types.ts#L60~
- ~https://github.com/mui/material-ui/blob/48a29227cb737c6f008a62f9c8c4c47aedd99c43/packages/mui-base/src/useSlider/useSlider.ts#L145~
- ~https://github.com/mui/material-ui/blob/48a29227cb737c6f008a62f9c8c4c47aedd99c43/packages/mui-base/src/useSlider/useSlider.types.ts#L102~

### Current behavior

_No response_

### Expected behavior

_No response_

### Context

Compare:

<img src="https://github.com/mui/material-ui/assets/3165635/30c6a056-82f7-4acb-9f76-1b3faafad323" width="287">

vs.

<img src="https://github.com/mui/material-ui/assets/3165635/2e28759b-7761-4b6a-b726-0d90debc7053" width="351">



We have solved this twice already:

#25155
#40481

We might as well solve it once for all.

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: ReadonlyArray
Repository: godot
Issue: GraphEdit Arrange Nodes is unusable for complicated graphs
Labels: enhancement,discussion,topic:gui

### Tested versions

v4.2.stable.mono.official
v4.2.1.stable.mono.official

### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-9700 CPU @ 3.00GHz (8 Threads)

### Issue description

I've been developing a GraphEdit based dialogue system, and have run into an issue where calling ArrangeNodes() or pressing the 'Arrange Nodes' button mangles complicated graphs and makes even simple graphs hard to understand. To solve this, I ended up implementing my own arrangement algorithm in C#. I would expect ArrangeNodes() to be able to handle this kind of graph easily, especially after looking at the c++ implementation, which seems to be a lot smarter than what I came up with.

My implementation:
[GraphArranger.txt](https://github.com/godotengine/godot/files/14017227/GraphArranger.txt)

Complicated Graph Arranged with default ArrangeNodes():
![image](https://github.com/godotengine/godot/assets/142978236/2c0c9f02-ff64-45f9-b7d7-b1aa707981e2)

Complicated Graph Arranged with my implementation:
![image](https://github.com/godotengine/godot/assets/142978236/9bbdbe44-3885-4a47-856d-8c69dcee4b29)

Simple Graph Arranged with default ArrangeNodes():
![image](https://github.com/godotengine/godot/assets/142978236/dfc1d0b6-0a1b-4317-a16d-d13d59c39b92)

Simple Graph Arranged with my implementation:
![image](https://github.com/godotengine/godot/assets/142978236/cac1685a-e8e0-4a10-99f0-1b3a99fee160)


### Steps to reproduce

1. Open the Minimal Reproduction project
2. Build the C# project (sorry about the use of C#, it would've taken ages to rewrite in GDScript)
3. Enable the DialogueTrees plugin
4. Open main_scene.tscn
5. Click the 'ComplicatedDialogueTree' Node to open the graph editor in the bottom panel
6. Try pressing the default 'Arrange Nodes' button vs my 'Arrange All' button (shown below)
![image](https://github.com/godotengine/godot/assets/142978236/d2df8151-ce38-469d-b028-abc1fe4be98a)
7. Repeat steps 5 and 6 for the 'SimpleDialogueTree' Node.


### Minimal reproduction project (MRP)

[GraphEditArrangeNodesBroken.zip](https://github.com/godotengine/godot/files/14017244/GraphEditArrangeNodesBroken.zip)
Repository: deno
Issue: Deno kv should have built in sorting
Labels: suggestion,ext/kv

It would be great if KV had a built-in way to sort, like a way to create sort (and maybe search?) indexes. This is possible to do manually, as demonstrated in [Craig's Deno Diary](https://deno-blog.com/A_Comprehensive_Guide_to_Deno_KV.2023-06-30#sorting-with-indexes) (which is an amazing resource if you've never used it). Even so, building it into the core of KV would make it far more user-friendly to boot and make code much cleaner.

Some ideas for things that could be sorted (both ascending and descending):
- timestamp added
- based on part of a key
- based on part of a value

I'm trying to think of syntax for this, and I have some ideas but please feel free to chip in in the comments. Ideally, it's all code-based and doesn't require messing around on the website. The two main issues with implementing this is: (a) no solidified data structure and (b) solutions need to be backward compatible. For a, we can assume that a value missing from an object is null. (Meaning it's not part of the index). B is slightly harder though- it would be great if it was clean and easy to add indexing to an existing project without having to create/run migration scripts. 

With that said, there are a few different ways to add indexing. The main distinction is KV level indexing vs insert level indexing. With insert-level indexing, users would specify what they want to index whenever they insert an object into KV. KV-level indexing applies indexing to anything that matches a key when being added. Personally, I'm in favor of the ladder because it means everything is applied globally and standardized across data, while making it easy to migrate. While KV theoretically allows for any data structure as the value, in practice more or less everyone has a standardized data set anyway.
Repository: godot
Issue: Print statements appear with a delay in the console, making it useless to debug input event timing issues
Labels: discussion,topic:editor

### Tested versions

- Reproducible in 4.2.1-stable
- Does not happen in 3.5.1 (I suppose all the 3.x branch)

### System information

Godot v4.2.1.stable - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Mobile) - integrated Intel(R) Iris(R) Plus Graphics (ICL GT2) () - Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHz (8 Threads)

### Issue description

Print statements appear in the console with a slight delay when the project is run. I would rather have them appear in real time such as in Godot 3.5.1.

By "console" I mean the Output panel at the bottom of the main editor window, not the eventual OS-dependent terminal window.

This is very problematic when I debug issues related to input delays. In Godot 3.5.1, I can see the event appear in real time at the very moment the event happens in the window. This is not the case in Godot 4.2.1.

I am testing touchscreen events from a touch laptop. I would like to make sure Godot receives those in real time and this is not a problem with the OS instead that is likely to delay touches. For example, in browsers, there is a 300ms delay applied to disambiguate from scroll actions, and some desktop environments also preprocess those events to catch global gestures. Because of the delayed appearance of the output line in the console, I cannot sense at all if the event delivery delay is to blame on Godot or the operating system.

### Steps to reproduce

Create a new project, make a 2d scene, add a script to the root node and add the following:

```
func _input(event):
    print(event)
```

Run the project. Do key strokes, mouse clicks, touch the screen if you have one, and notice that the corresponding output appears with a delay in the console.

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Unable to remap shortcuts that contain only modifier keys like notepad's Ctrl + Shift
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Try to remap <kbd>Ctrl</kbd> + <kbd>Shift</kbd> to nothing in notepad

### ✔️ Expected Behavior

To be able to make this a no-op in an application, specifically notepad

### ❌ Actual Behavior

Can't do it, unable to remap just modifier keys despite <kbd>Ctrl</kbd> + <kbd>Shift</kbd> being a shortcut in notepad.

Notepad uses this combo to flip between lef-to-right and right-to-left reading mode depending on which <kbd>Ctrl</kbd> key you press. Recently it's become very sensitive to this combo so 50% of of the time when I try to use something like <kbd>Ctrl</kbd> + <kbd>Shift</kbd> + <kbd>Left</kbd> or <kbd>Right</kbd> it triggers the right-to-left mode instead, so I want to block this shortcut.

### Other Software

_No response_
Repository: pytorch
Issue: Quantising a multimodal large language PyTorch model to run on Android
Labels: oncall: mobile

### 🚀 The feature, motivation and pitch

I'm working on a PoC that tries to extract as much information from an image as possible. Currently, this capability is only supported on servers/computers with powerful graphics cards, but this is not scalable due to costs. I tried to run MLLMs with a CLiP backbone through a Pytorch script to quantise them, but it looks like this is not yet supported for models with multiple modalities. 

In this regard, allowing support of multimodal large language models to be run on a phone has numerous benefits. Phones like Pixel 8 Pro or IPhone 14+ have powerful chips and a large amount of memory that can be used to run basic models like https://huggingface.co/microsoft/git-base-coco or https://github.com/rmokady/CLIP_prefix_caption?tab=readme-ov-file that still provide good results but are not huge like InstructBLIP or LLaVa. 

### Alternatives

Currently, PyTorch Android supports Resnet or YOLO architectures, but these allow for only image classification and that too on a very restricted set of items. CLiP based models are performing way better in larger computers, so it makes sense to add support for them on mobiles. 

### Additional context

_No response_
Repository: electron
Issue: [Bug]: Memory leak
Labels: bug :beetle:,memory leak,has-repro-comment,28-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

v28.1.4

### What operating system are you using?

Windows

### Operating System Version

10

### What arch are you using?

x64

### Expected Behavior

MWE:

```js
'use strict';
const crypto = require('crypto');
let hash = Buffer.alloc(0);
while(1) hash = crypto.createHash('sha256').update(hash).digest();
```

This is expected to run forever.

### Actual Behavior

```console
> electron main.js

<--- Last few GCs --->

[11464:0000430400148000]   110602 ms: Scavenge 5.3 (7.9) -> 3.3 (7.9) MB, 4.49 / 3.82 ms  (average mu = 1.000, current mu = 1.000) allocation failure;
[11464:0000430400148000]   110624 ms: Scavenge 5.3 (7.9) -> 3.3 (7.9) MB, 5.09 / 4.43 ms  (average mu = 1.000, current mu = 1.000) allocation failure;
[11464:0000430400148000]   110646 ms: Scavenge 5.3 (7.9) -> 3.3 (7.9) MB, 4.60 / 3.95 ms  (average mu = 1.000, current mu = 1.000) allocation failure;


<--- JS stacktrace --->

FATAL ERROR: ExternalEntityTable::AllocateSegment Allocation failed - process out of memory
 1: 00007FF6ACB03E16 node::SetTracingController+86006
 2: 00007FF6ACB04089 node::OnFatalError+585
 3: 00007FF6AFCCD5E3 v8::Function::NewInstance+835
 4: 00007FF6AFCCD573 v8::Function::NewInstance+723
 5: 00007FF6AE54E857 v8::MicrotasksScope::PerformCheckpoint+1127
 6: 00007FF6AFCD9238 v8::Object::SetAlignedPointerInInternalField+232
 7: 00007FF6AD193B80 uv_fs_statfs+10464
 8: 00007FF6AD9CEBAA uv_getnameinfo+219370
 9: 00007FF6AE565F08 v8::MicrotasksScope::PerformCheckpoint+97048
10: 00007FF6AB576ADD v8::SourceLocation::ToString+25021
11: 00007FF6AEB957BA cppgc::internal::WriteBarrier::DijkstraMarkingBarrierRangeSlow+3110154
12: 00007FF6AEAF9AF9 cppgc::internal::WriteBarrier::DijkstraMarkingBarrierRangeSlow+2472009
13: 00007FF6E00555F5
```

### Additional Information

This is probably a regression. The first electron version we observed the leak in is v25.2.0. The leak is not seen in Node.js v21.5.0.
Repository: material-ui
Issue: [docs-infra] Allow to increase the table API content layout width
Labels: design,enhancement,scope: docs-infra

### Related page

https://mui.com/x/api/data-grid/data-grid-premium/

### Kind of issue

Unclear explanations

### Issue description

Why is the width of tables on the documentation so terribly small? It could easily be three times the width visible. Its quite bad that one cannot see all columns at the same time even though there is space for it
![image](https://github.com/mui/mui-x/assets/134707964/24e9b63c-b6a1-471b-91cf-e8be8202ed0f)


### Context

_No response_

**Search keywords**: width,documentation

**Search keywords**:
Repository: opencv
Issue: Drop matrix expressions support in 5.x branch
Labels: category: core,RFC,evolution

### Describe the feature and motivation

Matrix expressions API works like syntax sugar for Matrices, Scalars and some other types and allows to define complex mathematical expressions  with simple operators like +-*/. The solution also tries to optimize computation graph. Arguments:
- **ambiguousness of the expressions**. There is no way to define how Scalar should be interpreted. It could be used as single value for all channels or as (x, 0,0,0) and applied for different channels only. Broadcasting is not included in design. Related tickets and PRs:  https://github.com/opencv/opencv/issues/23978, https://github.com/opencv/opencv/issues/16538, https://github.com/opencv/opencv/pull/16597.
- **dependencies and binary size**. The expressions engine has strong dependency with all arithmetic operations for all data types. It forces linked to add 1+ mb of dead code to binary in case of static linkage.
- **unexpected crashes of some MatExpr**: #23577
- Most of basic operators are already overloaded for cv::Mat, cv::Rect, cv::Vec<> and  the removal will affect not so many apps and libraries. The expressions are relevant for C++ only. Python, Java and other bindings are not affected
- MatExpr doesn't know about UMat support

### Additional context

The removal should happen before 5.0 release to presume compatibility in future.
Repository: godot
Issue: Automatically-imported mesh uses twice as much storage as manually saving the same mesh 
Labels: bug,needs testing,topic:import

### Tested versions

Reproducible in Godot 4.2.1 (and many earlier versions)

### System information

macOS 13.6.3

### Issue description

When importing a 3D model file (e.g. glTF or FBX), if I use the "Save to File" option for any of the meshes inside the file, Godot generates a .mesh file as expected. If I then manually open this file in Godot's Inspector and save it without making any changes, the file's size shrinks by half without any observable loss of information (the mesh still looks the same and has all the same bells and whistles, such as materials and a shadow mesh). If the model file is reimported, any .mesh file generated from it reverts back to it original larger size.

**So it seems like the import process might be creating .mesh files that are unnecessarily large.** I've been manually opening and re-saving my imported meshes for several years now for this reason, and haven't encountered any issues.

Can we make the initial import generate the same smaller files that manually re-saving them results in?


### Steps to reproduce

1. Unzip the following file into a Godot project folder [Test.glb.zip](https://github.com/godotengine/godot/files/14019097/Test.glb.zip)
2. Select Test.glb in Godot's FileSytem tab
3. Click "Advanced..." in the Import tab
4. Select the "Meshes" tab
5. Select "Test_Icosphere"
6. Enable "Save to File"
7. Set Path to "res://Test.mesh" (without the quotes)
8. Click "Reimport"
9. Navigate to the generated Test.mesh file in your OS (you can do this by right-clicking the generated "Test.mesh" file in Godot's FileSystem tab, and then selecting "Show in File Manager")
10. Make note of the file size of "Test.mesh"
11. In Godot FileSystem tab, double click Test.mesh (this should open it in the Inspector tab)
12. Press the disk-shaped icon in the Inspector tab and select "Save"
13. View the size of "Test.mesh" again in your OS and compare it to its earlier value


### Minimal reproduction project (MRP)

See the Test.glb file linked in "Steps to reproduce".