jiebi/CodeConvo huggingface dataset:
Code change:
<!-- Do Not Delete This! bugreporttemplate --<!-- Please read our Rules of Conduct: --<!-- Read our guide about submitting issues: --<!-- Search existing issues to avoid creating duplicates. --<!-- Test using the latest Insiders build to see if your issue has already been fixed: --<!-- Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. --<!-- Launch with to check. --<!-- If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. --<!-- Issues caused by an extension need to be reported directly to the extension publisher. The 'Help Report Issue' dialog can assist with this. --- VS Code Version: Version: 1.93.0-insider (user setup) Commit: Date: 2024-09-04T13:13:15.344Z Electron: 30.4.0 ElectronBuildId: Chromium: 124.0.6367.243 20.15.1 V8: 12.4.254.20-electron.0 OS: Windows_NT x64 10.0. OS Version: Windows 11 Insiders Steps to Reproduce: in the first paragraph doesn't appear to be a link, which I was surprised about: ! I hover over it, I see it's supposed to be a link, but clicking on it does nothing: ! The other docs links at the bottom of the playground appear correctly as links and do open when I click on them: !
This seems related to the bookmark issue we had in the release notes. The other bookmark links in the interactive playground don't work either.
Fixed the toc links. Need another fix for the documentation link too (which use command uris)
The Editor Playground is not showing at all anymore in the latest insiders. When selecting the Editor Playground menu item, a black editor comes up.
hm working from oss builds. Insiders, it seems like the error is:
Actually unrelated. Seems like a duplicate of and fixed by

Related discussion:
text: const isServerless = platform.isWeb && !accessor.get(IWorkbenchEnvironmentService).remoteAuthority; return ` ## Interactive Editor Playground <del> The core editor in VS Code is packed with features.  This page highlights a number of them and lets you interactively try them out through the use of a number of embedded editors.  For full details on the editor features for VS Code and more head over to our [documentation](command:workbench.action.openDocumentationUrl). </del> <ins> The core editor in VS Code is packed with features.  This page highlights a number of them and lets you interactively try them out through the use of a number of embedded editors.  For full details on the editor features for VS Code and more head over to our [documentation](https://code.visualstudio.com/docs). </ins> * [Multi-cursor Editing](#multi-cursor-editing) - block selection, select all occurrences, add additional cursors and more. * [IntelliSense](#intellisense) - get code assistance and parameter suggestions for your code and external modules.
Code change:
<!-- Do Not Delete This! bugreporttemplate --<!-- Please read our Rules of Conduct: --<!-- Read our guide about submitting issues: --<!-- Search existing issues to avoid creating duplicates. --<!-- Test using the latest Insiders build to see if your issue has already been fixed: --<!-- Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. --<!-- Launch with to check. --<!-- If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. --<!-- Issues caused by an extension need to be reported directly to the extension publisher. The 'Help Report Issue' dialog can assist with this. --- VS Code Version: Version: 1.93.0-insider (user setup) Commit: Date: 2024-09-04T13:13:15.344Z Electron: 30.4.0 ElectronBuildId: Chromium: 124.0.6367.243 20.15.1 V8: 12.4.254.20-electron.0 OS: Windows_NT x64 10.0. OS Version: Windows 11 Insiders Steps to Reproduce: in the first paragraph doesn't appear to be a link, which I was surprised about: ! I hover over it, I see it's supposed to be a link, but clicking on it does nothing: ! The other docs links at the bottom of the playground appear correctly as links and do open when I click on them: !
This seems related to the bookmark issue we had in the release notes. The other bookmark links in the interactive playground don't work either.
Fixed the toc links. Need another fix for the documentation link too (which use command uris)
The Editor Playground is not showing at all anymore in the latest insiders. When selecting the Editor Playground menu item, a black editor comes up.
hm working from oss builds. Insiders, it seems like the error is:
Actually unrelated. Seems like a duplicate of and fixed by

Related discussion:
text: const content = model.main; if (!input.resource.path.endsWith('.md')) { <del> safeInnerHtml(this.content, content); </del> <ins> safeInnerHtml(this.content, content, { ALLOW_UNKNOWN_PROTOCOLS: true }); </ins> this.updateSizeClasses(); this.decorateContent();
Code change:
<!-- Do Not Delete This! bugreporttemplate --<!-- Please read our Rules of Conduct: --<!-- Read our guide about submitting issues: --<!-- Search existing issues to avoid creating duplicates. --<!-- Test using the latest Insiders build to see if your issue has already been fixed: --<!-- Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. --<!-- Launch with to check. --<!-- If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. --<!-- Issues caused by an extension need to be reported directly to the extension publisher. The 'Help Report Issue' dialog can assist with this. --- VS Code Version: Version: 1.93.0-insider (user setup) Commit: Date: 2024-09-04T13:13:15.344Z Electron: 30.4.0 ElectronBuildId: Chromium: 124.0.6367.243 20.15.1 V8: 12.4.254.20-electron.0 OS: Windows_NT x64 10.0. OS Version: Windows 11 Insiders Steps to Reproduce: in the first paragraph doesn't appear to be a link, which I was surprised about: ! I hover over it, I see it's supposed to be a link, but clicking on it does nothing: ! The other docs links at the bottom of the playground appear correctly as links and do open when I click on them: !
This seems related to the bookmark issue we had in the release notes. The other bookmark links in the interactive playground don't work either.
Fixed the toc links. Need another fix for the documentation link too (which use command uris)
The Editor Playground is not showing at all anymore in the latest insiders. When selecting the Editor Playground menu item, a black editor comes up.
hm working from oss builds. Insiders, it seems like the error is:
Actually unrelated. Seems like a duplicate of and fixed by

Related discussion:
text: const innerContent = document.createElement('div'); innerContent.classList.add('walkThroughContent'); // only for markdown files const markdown = this.expandMacros(content); <del> safeInnerHtml(innerContent, markdown); </del> <ins> safeInnerHtml(innerContent, markdown, { ALLOW_UNKNOWN_PROTOCOLS: true }); </ins> this.content.appendChild(innerContent); model.snippets.forEach((snippet, i) => {
Code change:
When using vscode through a , if I switch profiles and then open an existing project (ctrl+r, left click), the url then updates with some url parameters (). The window loaded with that payload doesn't work correctly. For example, code search only works on the already opened files, and not the entire folder. A workaround is to remove the payload from the url. Version: 1.93.1 Commit: User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X ) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/128.0.0.0 Safari/537.36 Embedder: <!-- generated by web issue reporter --

Related discussion:
text: import { ServicesAccessor } from '../../../../editor/browser/editorExtensions.js'; import { Schemas } from '../../../../base/common/network.js'; import { ITextEditorOptions } from '../../../../platform/editor/common/editor.js'; <del> import { IUserDataProfileService } from '../../userDataProfile/common/userDataProfile.js'; </del> import { coalesce } from '../../../../base/common/arrays.js'; import { mainWindow, isAuxiliaryWindow } from '../../../../base/browser/window.js'; import { isIOS, isMacintosh } from '../../../../base/common/platform.js';
Code change:
When using vscode through a , if I switch profiles and then open an existing project (ctrl+r, left click), the url then updates with some url parameters (). The window loaded with that payload doesn't work correctly. For example, code search only works on the already opened files, and not the entire folder. A workaround is to remove the payload from the url. Version: 1.93.1 Commit: User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X ) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/128.0.0.0 Safari/537.36 Embedder: <!-- generated by web issue reporter --

Related discussion:
text: @ILogService private readonly logService: ILogService, @IDialogService private readonly dialogService: IDialogService, @IWorkspaceContextService private readonly contextService: IWorkspaceContextService, <del> @IUserDataProfileService private readonly userDataProfileService: IUserDataProfileService, </del> @IUserDataProfilesService private readonly userDataProfilesService: IUserDataProfilesService, ) { super();
Code change:
When using vscode through a , if I switch profiles and then open an existing project (ctrl+r, left click), the url then updates with some url parameters (). The window loaded with that payload doesn't work correctly. For example, code search only works on the already opened files, and not the entire folder. A workaround is to remove the payload from the url. Version: 1.93.1 Commit: User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X ) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/128.0.0.0 Safari/537.36 Embedder: <!-- generated by web issue reporter --

Related discussion:
text: } } <del> const newWindowProfile = (options?.forceProfile </del> <ins> const newWindowProfile = options?.forceProfile </ins> ? this.userDataProfilesService.profiles.find(profile => profile.name === options?.forceProfile) <del> : undefined) ?? this.userDataProfileService.currentProfile; if (!newWindowProfile.isDefault) { </del> <ins> : undefined; if (newWindowProfile && !newWindowProfile.isDefault) { </ins> newPayload.push(['profile', newWindowProfile.name]); }
Code change:
terminal I -notice double microphone icons I do not have the voice extension installed. ! fyi
Caused by:
looks the most relevant
Why does the terminal have its own execute menu?
Is it possible to clean up the parallel execute menu and submit actions? I'm unclear whether I can just move the voice actions to or you need a new parallel menu for terminal customizations.
I did the first one, seems to work, but please clean up the terminal-specific stuff if possible
Can you be more specific?
so I do have a lot of special code for terminal in using stuff like , which maybe now is obsolete? Did something change to consolidate inline chat in terminal?
This isn't actionable without more info. Terminal chat still has a separate widget implementation, it extends inline chat and shares a lot of code, but must be separate as it's not a monaco content widget for example.
Yeah I did a quick attempt to remove my terminal specific code but restored it, as it still seemed to be needed.
That was directed at the terminal widget stuff- it has its own execute menu and execute action, and I only looked briefly but it seemed like it was doing the same thing as the base chat submit action. TerminalChatWidget uses InlineChatWidget which uses the normal ChatWidget, I'd expect that the execute toolbar can be the same regardless of whether it shows up in an editor or a terminal.
did all that stuff so she might be able to comment better than me.
When I last investigated this, , the chat widget's submit action was dependent on an editor, which we don't have in terminal chat, and was defined in a place where the was not accessible. I can look into doing this now though as it seems the code has changed since then.

Related discussion:
text: type VoiceChatSessionContext = 'view' | 'inline' | 'terminal' | 'quick' | 'editor'; const VoiceChatSessionContexts: VoiceChatSessionContext[] = ['view', 'inline', 'terminal', 'quick', 'editor']; <del> const TerminalChatExecute = MenuId.for('terminalChatInput'); // unfortunately, terminal decided to go with their own menu (https://github.com/microsoft/vscode/issues/208789) </del> // Global Context Keys (set on global context key service) const CanVoiceChat = ContextKeyExpr.and(CONTEXT_CHAT_ENABLED, HasSpeechProvider); const FocusInChatInput = ContextKeyExpr.or(CTX_INLINE_CHAT_FOCUSED, CONTEXT_IN_CHAT_INPUT);
Code change:
terminal I -notice double microphone icons I do not have the voice extension installed. ! fyi
Caused by:
looks the most relevant
Why does the terminal have its own execute menu?
Is it possible to clean up the parallel execute menu and submit actions? I'm unclear whether I can just move the voice actions to or you need a new parallel menu for terminal customizations.
I did the first one, seems to work, but please clean up the terminal-specific stuff if possible
Can you be more specific?
so I do have a lot of special code for terminal in using stuff like , which maybe now is obsolete? Did something change to consolidate inline chat in terminal?
This isn't actionable without more info. Terminal chat still has a separate widget implementation, it extends inline chat and shares a lot of code, but must be separate as it's not a monaco content widget for example.
Yeah I did a quick attempt to remove my terminal specific code but restored it, as it still seemed to be needed.
That was directed at the terminal widget stuff- it has its own execute menu and execute action, and I only looked briefly but it seemed like it was doing the same thing as the base chat submit action. TerminalChatWidget uses InlineChatWidget which uses the normal ChatWidget, I'd expect that the execute toolbar can be the same regardless of whether it shows up in an editor or a terminal.
did all that stuff so she might be able to comment better than me.
When I last investigated this, , the chat widget's submit action was dependent on an editor, which we don't have in terminal chat, and was defined in a place where the was not accessible. I can look into doing this now though as it seems the code has changed since then.

Related discussion:
text: ), group: 'navigation', order: -1 <del> }, { id: TerminalChatExecute, when: ContextKeyExpr.and( HasSpeechProvider, ScopedChatSynthesisInProgress.negate(),	// hide when text to speech is in progress AnyScopedVoiceChatInProgress?.negate(),	// hide when voice chat is in progress ), group: 'navigation', order: -1 </del> }] }); }
Code change:
terminal I -notice double microphone icons I do not have the voice extension installed. ! fyi
Caused by:
looks the most relevant
Why does the terminal have its own execute menu?
Is it possible to clean up the parallel execute menu and submit actions? I'm unclear whether I can just move the voice actions to or you need a new parallel menu for terminal customizations.
I did the first one, seems to work, but please clean up the terminal-specific stuff if possible
Can you be more specific?
so I do have a lot of special code for terminal in using stuff like , which maybe now is obsolete? Did something change to consolidate inline chat in terminal?
This isn't actionable without more info. Terminal chat still has a separate widget implementation, it extends inline chat and shares a lot of code, but must be separate as it's not a monaco content widget for example.
Yeah I did a quick attempt to remove my terminal specific code but restored it, as it still seemed to be needed.
That was directed at the terminal widget stuff- it has its own execute menu and execute action, and I only looked briefly but it seemed like it was doing the same thing as the base chat submit action. TerminalChatWidget uses InlineChatWidget which uses the normal ChatWidget, I'd expect that the execute toolbar can be the same regardless of whether it shows up in an editor or a terminal.
did all that stuff so she might be able to comment better than me.
When I last investigated this, , the chat widget's submit action was dependent on an editor, which we don't have in terminal chat, and was defined in a place where the was not accessible. I can look into doing this now though as it seems the code has changed since then.

Related discussion:
text: when: AnyScopedVoiceChatInProgress, group: 'navigation', order: -1 <del> }, { id: TerminalChatExecute, when: AnyScopedVoiceChatInProgress, group: 'navigation', order: -1 </del> }] }); }
Code change:
terminal I -notice double microphone icons I do not have the voice extension installed. ! fyi
Caused by:
looks the most relevant
Why does the terminal have its own execute menu?
Is it possible to clean up the parallel execute menu and submit actions? I'm unclear whether I can just move the voice actions to or you need a new parallel menu for terminal customizations.
I did the first one, seems to work, but please clean up the terminal-specific stuff if possible
Can you be more specific?
so I do have a lot of special code for terminal in using stuff like , which maybe now is obsolete? Did something change to consolidate inline chat in terminal?
This isn't actionable without more info. Terminal chat still has a separate widget implementation, it extends inline chat and shares a lot of code, but must be separate as it's not a monaco content widget for example.
Yeah I did a quick attempt to remove my terminal specific code but restored it, as it still seemed to be needed.
That was directed at the terminal widget stuff- it has its own execute menu and execute action, and I only looked briefly but it seemed like it was doing the same thing as the base chat submit action. TerminalChatWidget uses InlineChatWidget which uses the normal ChatWidget, I'd expect that the execute toolbar can be the same regardless of whether it shows up in an editor or a terminal.
did all that stuff so she might be able to comment better than me.
When I last investigated this, , the chat widget's submit action was dependent on an editor, which we don't have in terminal chat, and was defined in a place where the was not accessible. I can look into doing this now though as it seems the code has changed since then.

Related discussion:
text: group: 'navigation', order: -1 }, <del> { id: TerminalChatExecute, when: ScopedChatSynthesisInProgress, group: 'navigation', order: -1 } </del> ] }); }
Code change:
terminal I -notice double microphone icons I do not have the voice extension installed. ! fyi
Caused by:
looks the most relevant
Why does the terminal have its own execute menu?
Is it possible to clean up the parallel execute menu and submit actions? I'm unclear whether I can just move the voice actions to or you need a new parallel menu for terminal customizations.
I did the first one, seems to work, but please clean up the terminal-specific stuff if possible
Can you be more specific?
so I do have a lot of special code for terminal in using stuff like , which maybe now is obsolete? Did something change to consolidate inline chat in terminal?
This isn't actionable without more info. Terminal chat still has a separate widget implementation, it extends inline chat and shares a lot of code, but must be separate as it's not a monaco content widget for example.
Yeah I did a quick attempt to remove my terminal specific code but restored it, as it still seemed to be needed.
That was directed at the terminal widget stuff- it has its own execute menu and execute action, and I only looked briefly but it seemed like it was doing the same thing as the base chat submit action. TerminalChatWidget uses InlineChatWidget which uses the normal ChatWidget, I'd expect that the execute toolbar can be the same regardless of whether it shows up in an editor or a terminal.
did all that stuff so she might be able to comment better than me.
When I last investigated this, , the chat widget's submit action was dependent on an editor, which we don't have in terminal chat, and was defined in a place where the was not accessible. I can look into doing this now though as it seems the code has changed since then.

Related discussion:
text: when: HasSpeechProvider.negate(), group: 'navigation', order: -1 <del> }, { id: TerminalChatExecute, when: HasSpeechProvider.negate(), group: 'navigation', order: -1 </del> }] }); }
Code change:
<!-- Please search existing issues to avoid creating duplicates. --- Version: 1.94.0-insider (user setup) Commit: OS: Windows_NT x64 10.0. Jupyter Extension version (available under the Extensions sidebar): v2024.9. (pre-release) Python Extension version (available under the Extensions sidebar): v2024.15. (pre-release) First part of the video: cursor in a markdown cell, somewhere in the visible area of the screen out of the cell to double click somewhere in the visible area of the screen to highlight text (either same line or not) Cell scrolls to the top so I can't see what I'm trying to highlight (the text is highlighted as intended though) Second part of the video: cursor in markdown cell, somewhere in the NOT visible area of the screen out of the cell to double click somewhere in the visible area of the screen to highlight text Cell scrolls to the previously placed cursor area (which is great if I'm single-clicking into the cell, but in this case, it feels glitchy to me)
I have the same issue!

Related discussion:
text: import { IConfigurationService } from '../../../../../platform/configuration/common/configuration.js'; import { IContextKeyService } from '../../../../../platform/contextkey/common/contextkey.js'; import { IListService, IWorkbenchListOptions, WorkbenchList } from '../../../../../platform/list/browser/listService.js'; <del> import { CursorAtBoundary, ICellViewModel, CellEditState, CellFocusMode, ICellOutputViewModel, CellRevealType, CellRevealRangeType, CursorAtLineBoundary, INotebookViewZoneChangeAccessor } from '../notebookBrowser.js'; </del> <ins> import { CursorAtBoundary, ICellViewModel, CellEditState, ICellOutputViewModel, CellRevealType, CellRevealRangeType, CursorAtLineBoundary, INotebookViewZoneChangeAccessor } from '../notebookBrowser.js'; </ins> import { CellViewModel, NotebookViewModel } from '../viewModel/notebookViewModelImpl.js'; import { diff, NOTEBOOK_EDITOR_CURSOR_BOUNDARY, CellKind, SelectionStateType, NOTEBOOK_EDITOR_CURSOR_LINE_BOUNDARY } from '../../common/notebookCommon.js'; import { ICellRange, cellRangesToIndexes, reduceCellRanges, cellRangesEqual } from '../../common/notebookRange.js';
Code change:
<!-- Please search existing issues to avoid creating duplicates. --- Version: 1.94.0-insider (user setup) Commit: OS: Windows_NT x64 10.0. Jupyter Extension version (available under the Extensions sidebar): v2024.9. (pre-release) Python Extension version (available under the Extensions sidebar): v2024.15. (pre-release) First part of the video: cursor in a markdown cell, somewhere in the visible area of the screen out of the cell to double click somewhere in the visible area of the screen to highlight text (either same line or not) Cell scrolls to the top so I can't see what I'm trying to highlight (the text is highlighted as intended though) Second part of the video: cursor in markdown cell, somewhere in the NOT visible area of the screen out of the cell to double click somewhere in the visible area of the screen to highlight text Cell scrolls to the previously placed cursor area (which is great if I'm single-clicking into the cell, but in this case, it feels glitchy to me)
I have the same issue!

Related discussion:
text: notebookEditorCursorAtBoundaryContext.set('none'); })); <del> this._localDisposableStore.add(this.view.onMouseDblClick(() => { const focus = this.getFocusedElements()[0]; if (focus && focus.cellKind === CellKind.Markup && !focus.isInputCollapsed && !this._viewModel?.options.isReadOnly) { // scroll the cell into view if out of viewport const focusedCellIndex = this._getViewIndexUpperBound(focus); if (focusedCellIndex >= 0) { this._revealInViewWithMinimalScrolling(focusedCellIndex); } focus.updateEditState(CellEditState.Editing, 'dbclick'); focus.focusMode = CellFocusMode.Editor; } })); </del> // update visibleRanges const updateVisibleRanges = () => { if (!this.view.length) {