sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: No BTreeMap BTreeSet debug visualizers for lldb / macOS
Labels: A-debuginfo,C-bug

It would be great if rust / lldb / codelldb (vscode) shipped with lldb visualizers / synthetic debug providers for BTreeSet and BTreeMap.

There exists a similar issue for Windows / natvis at https://github.com/rust-lang/rust/issues/90520 , but not for lldb / macOS.

I guess the gdb providers https://github.com/rust-lang/rust/blob/1.69.0/src/etc/gdb_providers.py#L242 need to be ported for

https://github.com/rust-lang/rust/blob/1.69.0/src/etc/lldb_providers.py
Repository: create-react-app
Issue: react-scripts 5 is using EJS as a dependency, which has "Server side template injection high CVE in ejs@3.1.9"
Labels: needs triage,issue: bug report

- React-scripts 5 is using ejs@3.1.9 as inner dependency as described at the bottom. 
- Ejs@3.1.9 has a critical CVE with severity (9.8) 
- How the CVE is going to be solved when the react-scripts is being used?
- Is there any alternative library present that can be used instead of ejs incase the fix for CVE is not available?
- The author of ejs library is not acknowledging the cve and has warned to use the render method to avoid the vulnerability.

Dependency Path:
react-scripts-5.0.1.tgz -> workbox-webpack-plugin-6.5.4.tgz -> workbox-build-6.5.4.tgz ->rollup-plugin-off-main-thread-2.2.3.tgz -> ejs-3.1.9.tgz
Repository: PowerToys
Issue: QuickAccent: add an option to activate QuickAccent by holding down a key
Labels: Needs-Triage

### Description of the new feature / enhancement

see https://github.com/damienleroy/PowerAccent/issues/14

It would be wonderful if activation didn't require a key combo and instead could be triggered by holding down a key (like MacOS and all mobile / touch keyboards I have ever seen).

I have very rarely wanted to type aaaaaaaaa and if I want, I'll do it with multiple time typing 'a' else there is no way to control the number of repetitions... I think that most of the quick typers are doing the same... In reality I don't know anyone that is using the hold key to repeat it...
To add a way to replace the LETTER+SPACE or LETTER+ARROW will be the most useful feature for me that is typing in 3 languages with a QWERTY keyboard...

### Scenario when this would be used?

In the PowerToys Quickaccent setting, we can add a new activation (in addition to the LETTER+SPACE or LETTER+ARROW) that will be "activate by holding a letter pressed down". It will make the way to activate it a lot more natural and won't interrupt the writing flow... it is also commonly used in most of the phone keyboards (on android and iOS).

### Supporting information

_No response_
Repository: storybook
Issue: [Documentation]: Build pages documentation changes
Labels: documentation

### Describe the problem

Following on the feedback provided in #22634, this part of the documentation requires some updates to clarify how pages work in Storybook.

What needs to happen:
- Break down this page into multiple smaller pages 
- Identify and document framework-specific patterns to feature on the documentation

### Additional context

N/A
Repository: go
Issue: net/http: failures with `timeout waiting for SETTINGS frames`
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" && `timeout waiting for SETTINGS frames`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/4cb18dc9cb17fe6d527883640d847f173b747453)):

    1 second passes in backend, proxygone= false
    --- FAIL: TestClientRedirect308NoGetBody (0.00s)
        --- FAIL: TestClientRedirect308NoGetBody/h2 (2.74s)
            clientserver_test.go:210: server log: timeout waiting for SETTINGS frames from 127.0.0.1:60218
            client_test.go:565: Post "https://127.0.0.1:60217": unexpected EOF


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: net/http: TestServeFileFromCWD failures
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" && test == "TestServeFileFromCWD"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/501a0a7b7f7bfaa464ef60631f74668ee5219d4a)):

    --- FAIL: TestServeFileFromCWD (0.00s)
        --- FAIL: TestServeFileFromCWD/h1 (15.73s)
            fs_test.go:547: Get "https://127.0.0.1:50971": unexpected EOF


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Can not start Godot Engine using custom scene format
Labels: bug,topic:core

### Godot version

4.0

### System information

All OS/Hardware

### Issue description

Hi,

I'm currently developping an add-on that registers a new **ResourceFormatLoader** that is able to load an alternative scene format (JSON Scenes)

This format file extension is **.jscn**, and is well recognized by the editor 
<img width="182" alt="image" src="https://github.com/godotengine/godot/assets/121614863/edcefc84-826c-4a09-9b1b-f4ae315ba64b">

Unfortunately, I'm not able to directly run a loaded JSCN scene from the editor (*Run current Scene (F6)*), or using command-line without getting the issue `Couldn't detect whether to run the editor, the project manager or a specific project. Aborting.`

If I set a JSCN file as the main project scene, this works well. 

I suppose this is due to the following line in *main.cpp* : 
 
https://github.com/godotengine/godot/blob/9dc286967fec1f902daedd2376bb0dbbd422a4af/main/main.cpp#L2605

```c++
			if (args[i].ends_with(".scn") ||
					args[i].ends_with(".tscn") ||
					args[i].ends_with(".escn") ||
					args[i].ends_with(".res") ||
					args[i].ends_with(".tres")) {
				// Only consider the positional argument to be a scene path if it ends with
				// a file extension associated with Godot scenes. This makes it possible
				// for projects to parse command-line arguments for custom CLI arguments
				// or other file extensions without trouble. This can be used to implement
				// "drag-and-drop onto executable" logic, which can prove helpful
				// for non-game applications.
				game_path = args[i];
			}
```

that hardcodes loaded file extensions. When setting the project main scene, I suppose this works due to this line : 

https://github.com/godotengine/godot/blob/9dc286967fec1f902daedd2376bb0dbbd422a4af/main/main.cpp#LL2823C6-L2823C6

I managed to load my custom file format by using the **.tres** extension file, so it might just be a *hardcode extension* issue. It could be great if **ResourceFormatLoader** *_get_recognized_extensions* method can be called/checked when verifying file extension, or expand it to something like *.\*scn* pattern. 

### Steps to reproduce

- Declare a custom scene format loader / saver
- Save a scene using your custom file format
- Open it into the editor, then try to run it using *Run current Scene (F6)*


### Minimal reproduction project

None
Repository: PowerToys
Issue: 增强win键切换窗口功能
Labels: Needs-Triage

### Description of the new feature / enhancement

在长按win键时显示按下“win+shift+？”后显示在任务栏上方的窗口数字标记
![屏幕截图 2023-05-23 223904](https://github.com/microsoft/PowerToys/assets/128960631/6976fcfc-3fb4-4c47-a1aa-6ebccbba054c)


### Scenario when this would be used?

这将有助于用户快速切换窗口，这在需要同时使用不同应用时非常有用

### Supporting information

Mac通过在侧边提供预览来达到此目的，但这似乎不适用于Windows，所以需要其他方案来解决此问题，比如上述方案
Repository: go
Issue: net/http: TestCloseIdleConnections failures
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" && test == "TestCloseIdleConnections" && `didn't close connection`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/c7dc194ccb363ec95d720c1d77be30309edf4440)):

    --- FAIL: TestCloseIdleConnections (0.00s)
        --- FAIL: TestCloseIdleConnections/h1 (0.01s)
            clientserver_test.go:1371: didn't close connection


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: store_string can corrupt files on Windows
Labels: bug,platform:windows,topic:porting

### Godot version

3.5.1.stable

### System information

Windows

### Issue description

A handful of Cassette Beasts players have reported their save files become corrupt on Windows.

In Cassette Beasts save files are written on a background thread using `File.open_compressed` and `File.store_string`. Files are first saved to a temporary path, then flushed and closed once the game has finished writing them. If no error codes were returned from the File methods, it then uses `Directory.copy` to replace the save file.

When corruption occurs, both the canonical save file and the temporary file are 0 bytes long. No error codes are returned from the `File` or `Directory` methods, and yet this message appears repeatedly in the player's logs:

```
ERROR: Condition "fwrite(p_src, 1, p_length, f) != (size_t)p_length" is true.
   at: FileAccessWindows::store_buffer (drivers\windows\file_access_windows.cpp:301) - Condition "fwrite(p_src, 1, p_length, f) != (size_t)p_length" is true.
```

Microsoft's [documentation for fwrite](https://learn.microsoft.com/en-us/cpp/c-runtime-library/reference/fwrite?view=msvc-170) says that the number of bytes written can be less than the number given if an error occurs. Godot should return an error code when this happens so that games can handle errors and attempt to recover, instead of logging an error and returning OK.

I'm not sure what the error is in these cases, so I don't know exactly how to reproduce this. I've checked the obvious stuff with players - disk space, etc. and haven't found any particular reason for it.

### Steps to reproduce

As mentioned, I'm unsure of the reproduction steps. However I have attached a minimal project that recreates every step along the path that Cassette Beasts takes when it writes a save file.

### Minimal reproduction project

[file_corruption.zip](https://github.com/godotengine/godot/files/11545626/file_corruption.zip)
Repository: puppeteer
Issue: [Bug]: Accept-Language from setExtraHTTPHeaders ignored in redirects with new headless mode
Labels: bug,upstream,confirmed

### Bug expectation

After setting `Accept-Language` header with `setExtraHTTPHeaders`, I expected the header to overridden set on all requests.

The header is sent on initial request but on redirects the header takes its default value (`en-US,en;q=0.9`).

Reproducer in docker: [reproducer.zip](https://github.com/puppeteer/puppeteer/files/11545815/reproducer.zip)


### Bug behavior

- [ ] Flaky
- [ ] PDF

### Minimal, reproducible example

```TypeScript
const http = require('node:http');
const puppeteer = require('puppeteer');

(async function () {
  const server = http.createServer((req, res) => {
    console.log(req.url, ' => ', req.headers['accept-language']);
    if (req.url === '/') {
      res.writeHead(302, {
        'location': '/redirected',
      });
    }
    res.end();
  });
  try {
    server.listen(8000);

    const oldHeadless = await puppeteer.launch({
      headless: 'old',
      args: [
        '--no-sandbox',
      ],
    });
    try {
      const oldHeadlessContext = await oldHeadless.createIncognitoBrowserContext();
      const oldPage = await oldHeadlessContext.newPage();
      await oldPage.setExtraHTTPHeaders({'Accept-Language': 'fr'});
      console.log('old mode');
      await oldPage.goto(`http://localhost:8000/`);
    } finally {
      await oldHeadless.close();
    }

    const newHeadless = await puppeteer.launch({
      headless: 'new',
      args: [
        '--no-sandbox',
      ],
    });
    try {
      const newHeadlessContext = await newHeadless.createIncognitoBrowserContext();
      const newPage = await newHeadlessContext.newPage();
      await newPage.setExtraHTTPHeaders({'Accept-Language': 'fr'});
      console.log('new mode');
      await newPage.goto(`http://localhost:8000/`);
    } finally {
      await newHeadless.close();
    }
  } finally {
    server.close();
  }
})();
```


### Error string

Print "/redirected  =>  fr" for both old/new headless mode

### Puppeteer configuration

_No response_

### Puppeteer version

20.3.0

### Node version

20.2.0

### Package manager

npm

### Package manager version

9.6.6

### Operating system

Linux
Repository: PowerToys
Issue: Date expansion
Labels: Idea-Enhancement,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

like Name of the day / Name of the Month written look like:

23.May.2023
23.05.2023 Wednesday

Toolbar Size change on Windows 11
likely we do in Windows 10 Unlock toolbar and change it to see full date & time.

### Scenario when this would be used?

its so important for humanity :)

### Supporting information

i cant find an option to do it so i request it through you guys.
Repository: go
Issue: x/website/tour: indicate if the displayed source code is modified
Labels: NeedsInvestigation,FeatureRequest

It seems like go.dev/tour remembers modification in the playground from the past.
When visiting the pages again, it presents modified versions until the user clicks the "Reset" button.
This can be confusing. Consider to add a visual sign when presented code is a modified version.
(e.g. Reset button gets activated only when the code is dirty, etc)
Repository: storybook
Issue: [Bug]: Page reloading in cycles after upgrading to storybook 7 with webpack 5
Labels: bug,needs reproduction,web-components,needs triage

### Describe the bug

Page reloading in cycles after upgrading to storybook 7 with webpack 5

https://github.com/storybookjs/storybook/assets/8790510/99c6345f-8c8d-4148-980d-30b810a37e7e



### To Reproduce

It a private repo. 

But I have the following configs. 

main.js
```js
  framework: {
    name: '@storybook/web-components-webpack5',
    options: {
      fastRefresh: true,
      builder: { lazyCompilation: true },
    },
  },
  features: {
    postcss: false,
    /* Code splitting flag; load stories on-demand */
    storyStoreV7: true,
    /* Builds stories.json to help with on-demand loading */
    buildStoriesJson: true,
  },
  docs: {
    autodocs: true, // see below for alternatives
    defaultName: 'Docs', // set to change the name of generated docs entries
  },
  ```
  
  package.json
  
  ```json
  "@etchteam/storybook-addon-status": "^4.2.4",
    "@spectrum-css/component-builder": "^4.0.9",
    "@storybook/addon-a11y": "^7.0.12",
    "@storybook/addon-actions": "^7.0.12",
    "@storybook/addon-console": "^1.2.3",
    "@storybook/addon-docs": "^7.0.12",
    "@storybook/addon-essentials": "^7.0.12",
    "@storybook/api": "^7.0.12",
    "@storybook/client-api": "^7.0.12",
    "@storybook/components": "^7.0.12",
    "@storybook/core-events": "^7.0.12",
    "@storybook/manager-api": "^7.0.12",
    "@storybook/preview-api": "^7.0.12",
    "@storybook/theming": "^7.0.12",
    "@storybook/web-components-webpack5": "^7.0.12",
    "storybook": "^7.0.12",
    "lit": "^2.7.4",
    "lit-html": "^2.7.4",
    "style-loader": "3.3.3",
    "webpack": "^5.83.1"
 ```


### Additional context

_No response_
Repository: next.js
Issue: HMR does not work when conflicting routes between App and Pages Router are resolved
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Mon Dec 19 20:43:09 PST 2022; root:xnu-8020.240.18~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.16.0
      npm: 8.11.0
      Yarn: 1.22.17
      pnpm: 7.0.0
    Relevant packages:
      next: 13.4.4-canary.4
      eslint-config-next: 13.4.2
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/uncurated-tests/hmr-bug-repro

### To Reproduce

1. Use both `pages` and `app`
2. Create a conflicting route in `app` when `next dev` is still running
3. Remove conflicting route in `pages`
4. HMR doesn't update

![CleanShot 2023-05-23 at 17 23 40](https://github.com/vercel/next.js/assets/28986134/d513300e-e5ce-42ef-aadc-777040fc6a88)


### Describe the Bug

HMR does not work when conflicting routes between App and Pages Router are resolved – the error message persists

### Expected Behavior

HMR automatically updates when conflicting routes between App and Pages Router are resolved

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Textual Inversion training not working anymore (AssertionError)
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?

On the 20th of May at around 22h I did a TI training. Since then, I can't train any TI anymore. It always quits with an AssertionError.
I didn't set anything unusual or different then ever. It just won't work anymore.

### Steps to reproduce the problem

1. Train a TI

### What should have happened?

The TI should be trained.

### Commit where the problem happens

Version: v1.2.1 Commit hash: 89f9faa63388756314e8a1d96cf86bf5e0663045

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

Windows

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

Mozilla Firefox

### Command Line Arguments

```Shell
--xformers --api --administrator --opt-split-attention --theme=dark
```


### List of extensions

![Zwischenablagebild](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/122026301/b0da3001-1579-4b6c-aac0-a6d5d352ca7a)


### Console logs

```Shell
Loading weights [1a189f0be6] from I:\Super SD 2.0\stable-diffusion-webui\models\Stable-diffusion\SD v1.5\v1-5-pruned_(7.17GB).safetensors
Loading VAE weights specified in settings: I:\Super SD 2.0\stable-diffusion-webui\models\VAE\vae-ft-mse-840000-ema-pruned.safetensors
Applying xformers cross attention optimization.
Weights loaded in 1.5s (load weights from disk: 0.4s, apply weights to model: 0.4s, load VAE: 0.1s, move model to device: 0.5s).
Training at rate of 0.001 until step 200
Preparing dataset...
100%|██████████████████████████████████████████████████████████████████████████████████| 29/29 [00:06<00:00,  4.65it/s]
No saved optimizer exists in checkpoint
  0%|                                                                                            | 0/1 [00:00<?, ?it/s]Traceback (most recent call last):
  File "I:\Super SD 2.0\stable-diffusion-webui\modules\textual_inversion\textual_inversion.py", line 522, in train_embedding
    scaler.step(optimizer)
  File "I:\Super SD 2.0\stable-diffusion-webui\venv\lib\site-packages\torch\cuda\amp\grad_scaler.py", line 339, in step
    assert len(optimizer_state["found_inf_per_device"]) > 0, "No inf checks were recorded for this optimizer."
AssertionError: No inf checks were recorded for this optimizer.

Applying xformers cross attention optimization.
```


### Additional information

_No response_
Repository: flutter
Issue: add restartApp() method
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

There is no canonical way to restart a flutter app in production. This is useful as part of a state clearing routine. There are multiple methods, but they all have drawbacks, and none of them are canonical

Why:

- Useful for integration testing
- Customer care troubleshooting
- Allow user to get fresh state without uninstalling app
- Auto reset app state if there is a crash loop on launch

Proposal:

- add a `restartApp()` method to go with `runApp()`

Functionality:

- relaunches the flutter instance with fresh state
- does not reset stored state (shared_preferences, sqlite, etc)
- does not quit the native app


Community suggestions:

- use runApp() again -> no-op in testing
- send SIGUSR2 -> doesn't work in prod
- swap a GlobalKey on top level widget -> doesn't work for all DI systems
- `flutter_phoenix` -> GlobalKey method

Ethos argument:

This is a primitive action that should be dependable, reliable, and opinionated

Community feedback in support:

- https://twitter.com/peteralexbizjak/status/1660962150288965632
- https://twitter.com/wamweaaa/status/1660894603321516034
- https://twitter.com/mwhmyers/status/1661040773461319681
- https://twitter.com/yasinilhan/status/1661079434881802241
Repository: vscode
Issue: Merge editor commands should use accessible descriptor 
Labels: feature-request,accessibility,merge-editor

For screen reader users, positional descriptors like `left & right` aren't meaningful. 

When I suggested we instead distinguish between the editors with `current & incoming`, Henning said that we cannot because the changes could also be `stashed`. He suggested we go with `input 1 & 2` to align with the other commands.

Thinking more about this, IMO, it would be worth having separate commands so we can give them more descriptive titles. LMK what you think @hediet.
![Screenshot 2023-05-23 at 12 21 19 PM](https://github.com/microsoft/vscode/assets/29464607/dbb8a522-883e-4741-aa02-7565e9bbb2c8)

Part of https://github.com/microsoft/vscode/issues/180729
Repository: vscode
Issue: accepting a merge in the merge editor should be accessible via keybinding/command
Labels: feature-request,accessibility,merge-editor

1. Open the merge editor
2. Navigate to the result editor (no way to do so via keyboard, tracked in #183245)
3. There is a `Complete Merge` button, but it is not actionable via keyboard

Part of #180729
Repository: vscode
Issue: In merge editor, I cannot access the result editor via command/keyboard
Labels: feature-request,accessibility,merge-editor

1. Open the merge editor
2. Navigate to the result editor via keyboard 🐛 not possible

Henning mentioned that we could have a command that lets you toggle between the editors, which would accomplish this. 

Part of #180729