sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Feature Request]: add hook to provide initial vite config
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

Currently, one can provide an initial vite config in form of a config file. But some (meta) frameworks like nuxt don't have a config file but manage their vite config themselves (and usually provide functions to receive or modify the config). In order to make it easier to use these frameworks, it would be nice if there would be an `viteInitial` hook that one could use to provide the vite config from those frameworks, and then storybook goes on and modifies this config as it seems fit.

### Describe the solution you'd like

Provide `viteInitial` (in analog to `viteFinal`) that can be used to provide the initial vite config.

### Describe alternatives you've considered

One could use the `viteFinal` config to merge the storybook config with the frameworks config. However, then one needs to take care of the same things that storybook does under the hood. As an example, `vue-vite` vue plugin but vue frameworks have their own manually configured vue plugin. So one needs to decide which one to use.

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: PowerToys
Issue: Keyboard-Manager- Allow programm specific mappings without a special key
Labels: Needs-Triage

### Description of the new feature / enhancement

Allow programm specific (non global) mappings without a special key

### Scenario when this would be used?

Currently playing Company of Heroes for the first time. Tactical Pause is mapped to the Pause key, I want to use the space bar for that.
I can do that by making a global replacement of Pause by Space but then it's.. well global. So right now im acitivating and deactivating the keyboard manager a lot.
It would be very nice to set a programm specific mapping without a special key (setting up a software specific one does work when a special key is used).
Repository: stable-diffusion-webui
Issue: [Bug]: Model hash is slow to compute, or this is slow to read, model ram cache is not shared
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?

1，When switching models for the first time, most of the time is spent calculating the model hash or reading from disk
2，When 2 AUTOMATIC1111s are started on the same server, the models cached in the ram will not be shared

### Steps to reproduce the problem

Switch the model for the first time to ensure that the model is not cached in the ram

### What should have happened?

1，Compute model hashes fast and reads fast
2，Model cache sharing in RAM on the same machine

### Commit where the problem happens

https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/e8a41df49fadd2cf9f23b1f02d75a4947bec5646

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

_No response_

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

Google Chrome

### Command Line Arguments

```Shell
--api --disable-safe-unpickle --enable-insecure-extension-access --no-half --no-half-vae --xformers
```


### List of extensions

no

### Console logs

```Shell
Loading weights [cc6cb27103] from /opt/project/stable/models/Stable-diffusion/sd-v1-5-pruned-emaonly.ckpt
Applying xformers cross attention optimization.
Weights loaded in 62.5s (load weights from disk: 61.1s, apply weights to model: 0.3s, move model to device: 1.1s).
...
Loading weights [cc6cb27103] from /opt/project/stable/models/Stable-diffusion/sd-v1-5-pruned-emaonly.ckpt
Applying xformers cross attention optimization.
Weights loaded in 26.9s (calculate hash: 23.9s, load weights from disk: 1.8s, apply weights to model: 0.2s, move model to device: 1.0s).
```


### Additional information

The disk is SSD and the graphics card is Tesla V100.
Repository: godot
Issue: [Godot4 beta 11] WorldEnvironment Background Mode as Canvas freezes editor.
Labels: bug,platform:macos,topic:rendering,needs testing

### Godot version

v4.0.beta11.official 

### System information

macOS 12.6.1, Forward+ (Vulkan?), Intel Iris Graphics 550 1536 MB

### Issue description

Editor becomes unusable when WorldEnvironment Background Mode is set as Canvas (freezes editor).

Can still reproduce at v4.0.beta16.official [518b9e580]

Coming from [[68805](https://github.com/godotengine/godot/pull/68805#issuecomment-1378256602)] as suggested by @clayjohn 

For me it only happens at the Forward+ Renderer. Mobile and Compatibility are working as expected. The workaround suggested (background_canvas_max_layer = 1) does not fix the behavior on my end.

### Steps to reproduce

1. Create 3D environment.
2. Add CanvasLayer
3. Inherit Sprite 2D
4. Add WorldEnvironment
5. Create Environment and set Background mode as Canvas
6. Editor becomes unusable.

### Minimal reproduction project

[CanvasBackgroundBug.zip](https://github.com/godotengine/godot/files/10526805/CanvasBackgroundBug.zip)
Repository: PowerToys
Issue: Symbolic Link for multiple, mklink \d ~
Labels: Needs-Triage

### Description of the new feature / enhancement

Symbolic Link for multiple
mklink \d ~

### Scenario when this would be used?

mklink \d for D:\Users\Default\Aqs, D:\Users\Default\天地, D:\Users\Default\[Karaoke]One Shot
to
G:\Aqs, G:\天地, G:\[Karaoke]One Shot

### Supporting information

alt + drag, shift + ctrl + drag is differ to mklink \d
so it's hard to make multiple links
Repository: stable-diffusion-webui
Issue: [Bug]: SD can not start in Colab. AttributeError: module 'modules.paths' has no attribute 'data_path'
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?

This bug begins 28 january 2023. 26 January all good working. 



### Steps to reproduce the problem

Error on step: "Start stable-diffusion" in Colab.

### What should have happened?

_

### Commit where the problem happens

e8a41df

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

Other/Cloud

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

Google Chrome

### Command Line Arguments

```Shell
not using
```


### List of extensions

from modules.hypernetworks import hypernetwork

### Console logs

```Shell
Traceback (most recent call last):
  File "/content/gdrive/MyDrive/sd/stable-diffusion-webui/webui.py", line 16, in <module>
    from modules import extra_networks_hypernet, ui_extra_networks_hypernets, ui_extra_networks_textual_inversion
  File "/content/gdrive/MyDrive/sd/stable-diffusion-webui/modules/extra_networks_hypernet.py", line 2, in <module>
    from modules.hypernetworks import hypernetwork
  File "/content/gdrive/MyDrive/sd/stable-diffusion-webui/modules/hypernetworks/hypernetwork.py", line 10, in <module>
    import modules.textual_inversion.dataset
  File "/content/gdrive/MyDrive/sd/stable-diffusion-webui/modules/textual_inversion/dataset.py", line 13, in <module>
    from modules import devices, shared
  File "/content/gdrive/MyDrive/sd/stable-diffusion-webui/modules/shared.py", line 16, in <module>
    from modules import localization, extensions, script_loading, errors, ui_components, shared_items
  File "/content/gdrive/MyDrive/sd/stable-diffusion-webui/modules/extensions.py", line 10, in <module>
    extensions_dir = os.path.join(paths.data_path, "extensions")
AttributeError: module 'modules.paths' has no attribute 'data_path'
```


### Additional information

_No response_
Repository: PowerToys
Issue: PowerToys crashes when I want to change backup location
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.66.0

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

If I start PowerToys with admin rights and then want to change the location of the backup in the General section under Backup, then PowerToys just crashes without any error message
![image](https://github.com/microsoft/PowerToys/assets/105141148/904adc6e-803c-4cd0-8ab8-c5fd0fa3edf3)


### ✔️ Expected Behavior

Normally, it should open a window to select the backup location

### ❌ Actual Behavior

PowerToys just crashes without an error message

### Other Software

_No response_
Repository: vscode
Issue: Increase maximum problems per file (or allow customization)
Labels: feature-request,languages-diagnostics

<!-- ⚠️⚠️ 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. -->
Increase the maximum number of problems shown for an individual file. The current limit is 1000. I would like to see this increased (10k?), or the addition of a setting to customize this.

Current limit of 1000 was set in [#49687](https://github.com//Microsoft/vscode/issues/49687) ([associated PR](https://github.com/microsoft/vscode/commit/ea09391fd86584614d2763214e46034e79f63588))

There are several use case (mine included) where the number of Diagnostic exceed 1k in a single file, but actually vscode limits the visualization and the filtering of them.

The issue was originally opened in [#159223](https://github.com/microsoft/vscode/issues/159223#ref-issue-1351284847) but it doesn't received sufficient votes. I think that the feature could be usefull for a lot of users.
Repository: godot
Issue: `separate_debug_symbols` doesn't enable `debug_symbols` automatically
Labels: bug,topic:buildsystem,confirmed

### Godot version

master

### System information

Win 11

### Issue description

As the final compiled binary with `debug_symbols=True` is currently around 1.8GB, I wanted to see if I can compile the debug symbols into a separate file (so I can also use the compiled binary, as it slows down significantly when using the 1.8GB one).
Trying to compile with just `separate_debug_symbols=True` doesn't produce anything at all. It only seems to work when also using `debug_symbols=True` - so I think it should automatically enable `debug_symbols` if we set `separate_debug_symbols`.

![image](https://user-images.githubusercontent.com/761911/215266174-4d003a93-cb48-41e4-9e90-09bdaec5c6ca.png)


### Steps to reproduce

* get sources
* compile with `scons separate_debug_symbols=true` 
* don't receive debug symbols

### Minimal reproduction project

N/A
Repository: create-react-app
Issue: Cannot install react app on my m1 mac
Labels: needs triage

Whenever i type the command "npx create-react-app my-react-project" in terminal, I am constantly getting an error in terminal.

> The logs shown in terminal are

```
npm ERR! path /Users/abd/my-react-project/node_modules/core-js-pure
npm ERR! command failed
npm ERR! signal SIGKILL
npm ERR! command sh -c -- node -e "try{require('./postinstall')}catch(e){}"
```

> Logs in _logs file -

```
6828 info run core-js@3.27.2 postinstall node_modules/core-js node -e "try{require('./postinstall')}catch(e){}"
6829 info run core-js-pure@3.27.2 postinstall node_modules/core-js-pure node -e "try{require('./postinstall')}catch(e){}"
6830 info run core-js-pure@3.27.2 postinstall { code: null, signal: 'SIGKILL' }
6831 info run core-js@3.27.2 postinstall { code: null, signal: 'SIGKILL' }
6832 timing reify:rollback:createSparse Completed in 1799ms
6833 timing reify:rollback:retireShallow Completed in 0ms
6834 timing command:install Completed in 76050ms
6835 verbose stack Error: command failed
6835 verbose stack     at ChildProcess.<anonymous> (/usr/local/lib/node_modules/npm/node_modules/@npmcli/promise-spawn/lib/index.js:63:27)
6835 verbose stack     at ChildProcess.emit (node:events:513:28)
6835 verbose stack     at maybeClose (node:internal/child_process:1091:16)
6835 verbose stack     at Socket.<anonymous> (node:internal/child_process:449:11)
6835 verbose stack     at Socket.emit (node:events:513:28)
6835 verbose stack     at Pipe.<anonymous> (node:net:320:12)
6836 verbose pkgid core-js-pure@3.27.2
6837 verbose cwd /Users/abd/my-react-project
6838 verbose Darwin 22.3.0
6839 verbose node v18.13.0
6840 verbose npm  v8.19.3
6841 error path /Users/abd/my-react-project/node_modules/core-js-pure
6842 error command failed
6843 error signal SIGKILL
6844 error command sh -c -- node -e "try{require('./postinstall')}catch(e){}"
6845 verbose exit 1
6846 timing npm Completed in 76110ms
6847 verbose unfinished npm timer reify 1674906085457
6848 verbose unfinished npm timer reify:build 1674906159678
6849 verbose unfinished npm timer build 1674906159679
6850 verbose unfinished npm timer build:deps 1674906159679
6851 verbose unfinished npm timer build:run:postinstall 1674906159699
6852 verbose unfinished npm timer build:run:postinstall:node_modules/core-js 1674906159700
6853 verbose unfinished npm timer build:run:postinstall:node_modules/core-js-pure 1674906159703
6854 verbose code 1
6855 error A complete log of this run can be found in:
6855 error     /Users/abd/.npm/_logs/2023-01-28T11_41_25_397Z-debug-0.log
```

Been more than a week but cannot figure it out.
Hope to get help.
Thankyou.
Repository: godot
Issue: Range loads incorrect value under certain circunstances
Labels: bug,confirmed,regression,topic:gui

### Godot version

4.0.beta16

### System information

Ubuntu

### Issue description

When using an HSlider, I provided the following values:

- Min value: -0.5
- Max value: 0.5
- Step: 0.01
- Value: 0

However, when closing and opening the scene again, or when playing, the value sets itself to 0.5.

### Steps to reproduce

Instantiate an HSlider and follow the steps described above, you should not be able to set the value to 0.

### Minimal reproduction project

[RangeBug.zip](https://github.com/godotengine/godot/files/10527286/RangeBug.zip)
Repository: pytorch
Issue: Add Support for RockChip NPUs (RKNN(2)) 
Labels: triaged,module: arm

### 🚀 The feature, motivation and pitch

The new generation of RockChip Socs have been released for a long time and rockchip’s Socs, they have a huge share of the arm SBC market and are pretty common in the field of SBC PCs, and they’ve been set up NPUs for some of their mainstream products for example like RK3399Pro and RK3588Family and some more, it means a lot to us and has a huge development potential, and FastDeploy from PaddlePaddle https://github.com/PaddlePaddle/FastDeploy already supported RKNN2 for RK3588Family, we hope to see PyTorch supported as well ! Thanks in advance.
Best Regards


### Alternatives

https://github.com/PaddlePaddle/FastDeploy
The following project have already been supported 
Might be referable 

### Additional context

_No response_

cc @malfet
Repository: tauri
Issue: [feat] Add forward option to `setIgnoreCursorEvents`
Labels: type: feature request

### Describe the problem

I am developing an app that uses a webview with `setIgnoreCursorEvents: true` and `transparent: true` set.
I want to change the UI dynamically by `mouseenter`, `mouseleave` events in WebviewWindow.
But WebviewWindow does not listen events, so I cannot implement that.

### Describe the solution you'd like

Add forward option to `setIgnoresetIgnoreCursorEvents`.
https://www.electronjs.org/docs/latest/api/browser-window#winsetignoremouseeventsignore-options

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Addition of Final image sizes shown before selecting which SD Upscale scale factor.
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

The feature would allow the user to see the final image sizes for the SD Upscale in the image-to-image tab. This would make getting images the size you want a lot easier. 


### Proposed workflow

1. Go to the image to image tab and select the image you want to upscale and select the SD Upscale script. 
2. slide through the scale factor options and before selecting and option for your upscale, show the initial size and the final size at that scale factor like how the hirez fix does it in the text-to-image tab.



### Additional information

_No response_
Repository: godot
Issue: custom theme for godot interface text_edit not load
Labels: bug,topic:editor,needs testing,topic:gui

### Godot version

4 beta16

### System information

win10

### Issue description

custom text_edit not work, resource dont load...


### Steps to reproduce

add as custom_theme in editor settings

![image](https://user-images.githubusercontent.com/28818773/215292021-02ee4239-7833-4a9e-bd5f-d0c58df0aa24.png)
![image](https://user-images.githubusercontent.com/28818773/215292045-08bd38ce-8956-4056-84a4-be9383f569b2.png)

i save before but godot asking for save... save and quit not work...
![image](https://user-images.githubusercontent.com/28818773/215292059-fd5b9141-83b9-4cf5-8594-d4d0a4610f2d.png)


### Minimal reproduction project

[new_theme.zip](https://github.com/godotengine/godot/files/10528338/new_theme.zip)
Repository: godot
Issue: GLSL compute shader does not recompile when updated
Labels: enhancement,discussion,topic:editor,confirmed,topic:shaders

### Godot version

4.0 beta 16

### System information

Windows 11

### Issue description

I follow the instructions as in the example
https://docs.godotengine.org/en/latest/tutorials/shaders/compute_shaders.html

and it works and outputs the values doubled.

I edit the shader so instead of doubling the values (`*= 2.0`) it triples the values (`*= 3.0`).

I run the program but the values are still doubled (as before), not tripled (as updated).

In fact, if I type garbage into the glsl file, it still works. It's not updating the compiled version of the shader.

If I rename the .glsl resource file to .txt then back to .glsl, it recompiles the shader and then I see the updated values. But this renaming dance should not be necessary when updating the shader code.

### Steps to reproduce

https://docs.godotengine.org/en/latest/tutorials/shaders/compute_shaders.html

Then edit it to triple instead of double, and run it again.

### Minimal reproduction project

N/A
Repository: rust
Issue: rustc-1.67.0: deadlock while building gkrust for firefox-108.0.2
Labels: C-bug,I-hang

```
LLVM        : 14.0.6
kernel      : Linux DellXPS 6.1.0 #4 SMP Thu Jan 19 21:17:27 JST 2023 x86_64 GNU/Linux
Xorg server : 1.20.9
g++ / gcc   : 10.2.0
misc        : custom system built entirely from source code
            : hang is similar to issue #92489 et al
rustc       : 1.67.0
cpu: Core 2 Quad Q9550 2.83GHz
flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov
        pat pse36 clflush dts acpi mmx fxsr sse sse2 ht tm pbe syscall
        nx lm constant_tsc arch_perfmon pebs bts rep_good nopl cpuid
        aperfmperf pni dtes64 monitor ds_cpl vmx smx est tm2 ssse3
        cx16 xtpr pdcm sse4_1 lahf_lmpti tpr_shadow vnmi flexpriority
        vpid dtherm

graphics    : AMDGPU(0): Chipset: "Radeon RX 580 Series" (ChipID = 0x67df)

```
Repository: stable-diffusion-webui
Issue: [Feature Request]: PNG Info Diff
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Add a secondary "block" to the `PNG Info` tab so I can compare images side by side.

Perfect solution would be to provide a syntax highlighted "diff" of the parameters of the 2 images.

### Proposed workflow

1. Go to PNG Info
2. Drag Image to Top Block
3. Drag Image to Bottom Block
4. Parameter diff automatically produced.


### Additional information

_No response_
Repository: ant-design
Issue: [table]当 filters 的 value 类型为 number 的时候，defaultFilteredValue 的值不生效，下拉框相应的选项没有勾选
Labels: 🐛 Bug,Inactive

### Reproduction link

[https://codepen.io/littledian/pen/wvxxGmN](https://codepen.io/littledian/pen/wvxxGmN)

### Steps to reproduce

运行以上代码即可重现，当把 filters 的 value 值改为 string 类型，bug消失

### What is expected?

defaultFilteredValue 的值生效，下拉框相应选项是选中状态

### What is actually happening?

defaultFilteredValue 的值不生效，下拉框相应选项没有选中

| Environment | Info |
| --- | --- |
| antd | 5.1.6 |
| React | 18.2.0 |
| System | Windows |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: HelloGitHub
Issue: 项目自荐 | 生成随机数据的mock-data
Labels: Java 项目

## 推荐项目

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<!--仅收录 GitHub 上的开源项目，请填写 GitHub 的项目地址-->
- 项目地址：https://github.com/Verlif/mock-data

<!--请从中选择（C、C#、C++、CSS、Go、Java、JS、Kotlin、Objective-C、PHP、Python、Ruby、Rust、Swift、其它、书籍、机器学习）-->
- 类别：Java

<!--请用 20 个左右的字描述它是做什么的，类似文章标题让人一目了然 -->
- 项目标题：简单易用但高度自定义的模拟数据构造工具

<!--这是个什么项目、能用来干什么、有什么特点或解决了什么痛点，适用于什么场景、能够让初学者学到什么。长度 32-256 字符-->
- 项目描述：就像new对象一样，mock-data可以帮助开发者构建一个填充满随机数据的对象，让测试或是填充数据库更加方便。不必再手动set。并且也支持属性词典方式构建，可以实现类似JavaFaker的效果。

<!--令人眼前一亮的点是什么？类比同类型项目有什么特点！-->
- 亮点：更快的构建速度，更高的兼容性，并且支持定位到特定类的特定属性，例如Person类的height和weight进行不同规则的随机构建，只需要像这样`config.fieldCreator(Person::getHeight, new DoubleRandomCreator(30D, 200D))`就可以只让height属性限制在30到200之间。当然，也可以使用自定义的属性构建器，就像这样：

   ```java
   config.fieldCreator(Person::getSecondChild, new DataCreator<Student>() {

         private final Random random = new Random();

         @Override
         public Student mock(Field field, MockDataCreator.Creator creator) {
             if (random.nextBoolean()) {
                 return new Student("这是自定义的构造");
             } else {
                 return null;
             }
         }
     });
   ```

- 示例代码：（可选）

```java
// 创建数据构造器
MockDataCreator creator = new MockDataCreator();
// 获取构造器的当前配置
MockDataConfig config = creator.getConfig()
      autoCasecade(true);
Person claPerson = creator.mock(Person.class);
```

- 截图：（可选）gif/png/jpg

- 后续更新计划：

1. 允许自定义属性忽略规则
2. 更优的流程
3. 更快地构建
Repository: PowerToys
Issue: [Run] Selected item tuning weights lost on auto update
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.66.0

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Enable Results Order tuning, and then use the app as normal. Once the app is updated, the tuning weights are lost. My use case involves VS Code workspaces being ordered by my most frequently accessed. This works fine, until the app updates, and all the weights are lost and the workspaces sort alphabetically.

### ✔️ Expected Behavior

Weights to persist across application updates.

### ❌ Actual Behavior

Weights are lost once the app updates.

### Other Software

_No response_
Repository: PowerToys
Issue: Network error
Labels: Issue-Bug,Product-Settings,Needs-Repro,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.66.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

![image](https://user-images.githubusercontent.com/115344297/215303053-cb4441a8-cfb9-446a-821c-33f8583faf5c.png)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

Network error. Please try again later
It happens after the last update.

### Other Software

_No response_
Repository: excalidraw
Issue: Excalidraw react component should support react server components, aka nextjs 13 without "use client"
Labels: SSR