sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: "Lookup symbol" leads to incorrect class for subclasses
Labels: bug,topic:gdscript,topic:editor,usability

### Godot version

4.0.rc2

### System information

Win 10

### Issue description

I created a class with utility presets
```gd
class_name ActionPreset

class Type:
  static func Projectile(config):
    # Code here
```
And use it in my skills:
```
extends ActionV2

func setup_contexts():
  return DDeclaration.new([
    ActionPreset.Type.Projectile({
      # config
    })
  ])
```
However, I also have a global `Projectile` class which is declared via `class_name Projectile`
And, if you cmd+click on `Projectile` to lookup, it will open `Projectile` class code instead of `ActionPreset.Type.Projectile`

### Steps to reproduce

Create 3 files
1. Preset
```gd
class_name ActionPreset

class Type:
  static func Projectile(config):
    pass
```
2. Projectile
```
class_name Projectile

func _ready():
  pass
```
3. Action
```
func setup_contexts():
  ActionPreset.Type.Projectile({})
])
```
And cmd+click on `Projectile` in the 3rd one

### Minimal reproduction project

-
Repository: godot
Issue: Copying content outside the class description document will be invalid
Labels: bug,topic:editor,needs testing,topic:gui

### Godot version

v4.0.rc2

### System information

win11, GLES3,AMD Radeon RX 6800 XT

### Issue description

![image](https://user-images.githubusercontent.com/24956626/220799600-cda57e93-d275-4f66-85e3-c8a961715076.png)
Sometimes the content copied in a class document is the previous content.
If you copy one letter less than the beginning, 100% copy success
![image](https://user-images.githubusercontent.com/24956626/220800240-35b337b3-a274-48e2-bfac-7920debaf8a8.png)


### Steps to reproduce

-

### Minimal reproduction project

-
Repository: stable-diffusion-webui
Issue: "Override settings" is confusing and I'd prefer it to be disabled
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

I find myself frustrated by the `Override settings` feature more often than not. Often what happens is:

1. I load an infotext from PNG Info. I look at the model name and it matches something in my model list, figure "it will switch over"
2. But it doesn't because they used a pruned version of the model which is missing from my list, meaning the hash was different, so I switch the model manually with the dropdown at the top
3. But when I generate I forget that PNG Info *also* sets an override on the model hash setting, so my manual change is ignored, it fails to find the model with that exact hash, and then loads a *completely random* model that I didn't want

I'd rather just have the "Override settings" feature disabled if it's this confusing to use, I always end up deleting all the settings anyway. But the only setting that's configurable is sending the model hash, all other settings will always have overrides set

Why not instead have a checkbox list in the PNG Info tab that allows you to select which parameters detected in the infotext you'd want to send over? Would help reduce confusion on what gets overridden/changed

### Steps to reproduce the problem

(Use PNG Info like above)

### What should have happened?

N/A

### Commit where the problem happens

a2d635ad135241a0a40f67f7e1638c9c8a4ded04

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
=--deepdanbooru --xformers --opt-split-attention --listen --enable-insecure-extension-access --gradio-inpaint-tool color-sketch --allow-code --no-half-vae
```


### List of extensions

N/A

### Console logs

```Shell
N/A
```


### Additional information

_No response_
Repository: godot
Issue: GLES3 editor rendering artefact - polys not drawing
Labels: bug,topic:rendering,topic:thirdparty,topic:2d

### Godot version

3.4.1

### System information

Chrome OS

### Issue description

When I change the color or material of an object it makes the entire screen kind of like less bright and the outline of stuff disappears. I then have to quit the entire application to get it back to normal. 

### Steps to reproduce

Change the material or color of a CGSbox.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Debug with f5 never starts and caused extraneous extension activation 
Labels: bug,tasks

Type: <b>Bug</b>

1. In a TypeScript vscode extension
2. Have the `launch.json`:

```jsonc
// A launch configuration that compiles the extension and then opens it inside a new window
{
    "version": "0.1.0",
    "configurations": [
        {
            "name": "Launch Extension",
            "type": "extensionHost",
            "request": "launch",
            "runtimeExecutable": "${execPath}",
            "args": [
                "--extensionDevelopmentPath=${workspaceRoot}"
            ],
			"preLaunchTask": "npm: compile-ext",
            "sourceMaps": true
        }
    ]
}
```

3. Press `F5` to debug with `Launch extension` active


**Bug**
Debugging never starts. I see a progress bar in the debug view but even if I wait a few minutes, nothing happens. I also get a random error popup from Java

I also see a bunch of extra extensions getting activated too on `F5`, such as c++, docker, and Java

<img width="859" alt="Screenshot 2023-02-22 at 10 43 48 PM" src="https://user-images.githubusercontent.com/12821956/220823192-d9b9ed38-ffe8-4402-b791-54d68dff9bf5.png">


Removing the `preLaunchTask` allows me to debug again

The hang may be caused by a misbehaving extension but it's still odd to me that these extensions are being activated. There's also not good feedback about why debugging has not yet started. All I see is an infinite progress bar in the debug view:

<img width="641" alt="Screenshot 2023-02-22 at 10 45 21 PM" src="https://user-images.githubusercontent.com/12821956/220823204-d2ce0270-c93a-4a60-9a7a-07dff37ae90d.png">


VS Code version: Code - Insiders 1.76.0-insider (Universal) (7b6b6869e8f5b71b5e9cdbd3f590b10964f89607, 2023-02-22T05:24:36.668Z)
OS version: Darwin x64 22.3.0
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|3, 3, 3|
|Memory (System)|32.00GB (5.70GB free)|
|Process Argv|--crash-reporter-id 48781ca2-1705-4f64-9bab-325055aab55d|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: rust
Issue: `generic_const_exprs` suggestion to add bound interacts poorly with legacy const generics
Labels: A-diagnostics,T-compiler,A-const-generics,requires-nightly,F-generic_const_exprs,requires-incomplete-features

### Code

```Rust
#![allow(incomplete_features)]
#![feature(generic_const_exprs)]

use std::arch::x86_64::*;
fn uwu<const N: i32>() {
    unsafe {
        let a = _mm_setzero_ps();
        let b = _mm_setzero_ps();
        _mm_shuffle_ps(a, b, N + 1);
    }
}
```


### Current output

```Shell
error: unconstrained generic constant
 --> src/lib.rs:9:30
  |
9 |         _mm_shuffle_ps(a, b, N + 1);
  |                              ^^^^^
  |
  = help: try adding a `where` bound using this expression: `where [(); _mm_shuffle_ps]:`
```


### Desired output

```Shell
error: unconstrained generic constant
 --> src/lib.rs:9:30
  |
9 |         _mm_shuffle_ps(a, b, N + 1);
  |                              ^^^^^
  |
  = help: try adding a `where` bound using this expression: `where [(); N + 1]:`
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Anything else?

_No response_
Repository: rust
Issue: Special case overflowing literal lints to warn about `-iX::MIN`
Labels: C-enhancement,A-lints,T-compiler,L-overflowing_literals

I just found several issues where people forget that `-i32::MAX != i32::MIN`, `i32::MAX == 7fffffff` while `i32::MIN == -0x80000000`. People see that `-0x80000000` works and then mistakenly try to use `+0x80000000` which doesn't work because `i32` can't represent it. What we should actually do is detect when people try to type out `0x80000000i32` or `0x80i8`, etc, and have a lint that warns about this problem. I'm thinking the lint should suggest casting to the unsigned type and back, because the user is probably trying to do bit manipulation which has subtleties with signed integers.

#53628, #99195, #108269
Repository: TypeScript
Issue: Incorrect typescript errors produced when `declaration` and `noEmit` are both `true`
Labels: Bug,Help Wanted

- VS Code Version: 1.75.1
- OS Version: MacOS 13.1

Steps to Reproduce:

1. Create a typescript project with a single `.ts` file containing the following:
```ts
class Foo {
  private foo = 'FOO';
}

function bar(value: string) {
  class Bar extends Foo {
    bar = value;
  }

  return new Bar();
}
```
and a `tsconfig.json` with:
```json
{
  "compilerOptions": {
    "declaration": true,
    "noEmit": true,
  },
}
```
2. Run `tsc` from the command-line and observe no errors
3. Open project in VSCode and open the `.ts` file, and observe that it flags a `ts(4094)` error

It looks like when running `tsc`, the `noEmit` option "overrides" the `declaration` option and prevents the generation of declaration files, which means declaration-related errors like `ts(4094)` do not occur. VSCode appears to be ignoring the `noEmit` option in this case and incorrectly producing declaration-related errors.
Repository: rust
Issue: proc-macros should not automatically error on token groups that are "locally" syntactically correct
Labels: A-macros,T-lang,C-feature-request,needs-rfc

My limited understanding is that `TokenStreams` inputs and outputs for proc-macros have to abide to some minimal level of syntax (e.x. can't have mismatched delimiters outside of string literals), but everything else should be fair game for the proc-macro to handle (please edit the title if there is a better term for what I am describing). However, I found a case where the proc-macro system will forcibly error just because Rust doesn't support it, and it doesn't involve any special delimiters.
I am adding hexadecimal, binary, etc floating point support to my [awint](https://crates.io/crates/awint) crate and encountered this problem:
```
proc_macro_ex!(0x123.456_i256f128); // error: hexadecimal float literal is not supported
```
this is frustrating because it works if I chose some other closely related convention like `0j123.456_i256f128`.

I am titling this issue more generally because I want to make sure there are not other cases like it.
Repository: godot
Issue: ResourceFormatLoader::get_resource_type ignores ResourceFormatLoader::get_recognized_extensions 
Labels: bug,topic:core,regression

### Godot version

4.0

### System information

Windows 10

### Issue description

`ResourceFormatLoader` exposes the virtual method `get_recognized_extensions` which returns a list of file extensions that are recognized by the format loader. In Godot 3 and, according to the docs, Godot 4 as well, this function should be used by the engine to determine if a format loader can load a particular file. However, it seems that in Godot 4 `get_resource_type` is called before `get_recognized_extensions` which then causes the first `ResourceFormatLoader` to be registered for all file types. The Godot 4 internal `ResourceFormatLoader` all perform an additional check in `get_resource_type` to check the file extension. This seems redundant to me if a format loader only accepts files with 1 specific extension anyways. The old behavior makes much more sense.

### Steps to reproduce

1. Write a custom `ResourceFormatLoader` according to https://docs.godotengine.org/en/latest/contributing/development/core_and_modules/custom_resource_format_loaders.html
2. All Resources are now recognized as being of type "Resource" and loaded by the custom `ResourceFormatLoader`

### Minimal reproduction project

-
Repository: PowerToys
Issue: Keyboard Layout Popup
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Dear Team,
Thank you for such a great product. My favorite tool is Fancy Zones which is a must for large monitors. I just can`t imagine my life without it.

There is another simple feature missing in Windows. And it would make a life for us, multi-language users, easier if we'd have it.
When I switch a keyboard layout, the way to know which layout is selected is check a tiny icon in a taskbar, or to start typing (often using the wrong layout).
Do you think it is possible to implement a tool to show a current layout popup in the middle of the screen, like Ubuntu or Mac does:
![image](https://user-images.githubusercontent.com/187091/220843894-170e85b7-3a01-40f8-a234-53c079e906d5.png)
![image](https://user-images.githubusercontent.com/187091/220844370-46963bc4-9bd9-408c-b88e-d25317f9dd0a.png)




### Scenario when this would be used?

Given I'm typing text,
When I switch keyboard Layout
Then the current layout appears big in the middle of the screen.

### Supporting information

_No response_
Repository: material-ui
Issue: [Autocomplete] Adding a transition to the StyledPopper inside the Virtualization code sample causes the options to be unmounted before the transition has ended
Labels: bug 🐛,component: autocomplete

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/72j3jc?file=/demo.tsx

Steps:

1. Go to the `StyledPopper` component.
2. Change it into this code sample:
```
const StyledPopper = (props) => {
  const {children, ...otherProps} = props as PopperProps;
  return (
    <Popper {...otherProps} transition>
      {({TransitionProps}) => (
        <Grow {...TransitionProps} timeout="auto">
          {children as React.ReactElement}
        </Grow>
      )}
    </Popper>
  );
}
```
3. Add the missing imports


### Current behavior 😯

Currently, when the dropdown is closed, the text "No options" appears for a split second. The ListboxComponent gets unmounted and replaced with "No options".

### Expected behavior 🤔

The virtualized options should be showing at least until the transition ends before being unmounted.

### Context 🔦

I'm trying to virtualize my dropdown fields as they sometimes contain over a thousand options. Adding a transition to the popper causes the given issue.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Windows 10 10.0.22621
  Binaries:
    Node: 16.17.1 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 9.3.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.22621.1265.0), Chromium (110.0.1587.49)
  npmPackages:
    @emotion/react: ^11.10.5 => 11.10.5
    @emotion/styled: ^11.10.5 => 11.10.5
    @mui/base:  5.0.0-alpha.110
    @mui/core-downloads-tracker:  5.11.0
    @mui/icons-material: ^5.10.6 => 5.11.0
    @mui/material: ^5.10.12 => 5.11.0
    @mui/private-theming:  5.11.0
    @mui/styled-engine:  5.11.0
    @mui/system:  5.11.0
    @mui/types:  7.2.3
    @mui/utils:  5.11.0
    @mui/x-date-pickers: ^5.0.9 => 5.0.11
    @types/react: ^18.0.0 => 18.0.26
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    typescript: ^4.4.2 => 4.9.4
```
</details>

I am using Chrome.
Repository: stable-diffusion-webui
Issue: [Bug]: Cannot install extension from URL
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?

I always get : PermissionError: [WinError 32] The process cannot access the file because it is being used by another process

After checking in resource monitor, a git process has the lock on the tmp folder and it will not release the lock until killed manually, even after shutting down webui.

### Steps to reproduce the problem

1. Go to Extensions
2. Install any extension by URL

### What should have happened?

Extension should install

### Commit where the problem happens

0cc0ee1bcb4c24a8c9715f66cede06601bfc00c8

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

Windows

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

Google Chrome

### Command Line Arguments

```Shell
no
```


### List of extensions

no

### Console logs

```Shell
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
100%|██████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████| 20/20 [00:07<00:00,  2.51it/s]
Total progress: 100%|██████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████| 20/20 [00:07<00:00,  2.81it/s]
Error completing request
Arguments: ('', 'https://github.com/tsngo/stable-diffusion-webui-aesthetic-image-scorer') {}
Traceback (most recent call last):
  File "C:\Users\[CENSORED]\code\ai\stable-diffusion-webui\modules\call_queue.py", line 56, in f
    res = list(func(*args, **kwargs))
  File "C:\Users\[CENSORED]\code\ai\stable-diffusion-webui\modules\ui_extensions.py", line 159, in install_extension_from_url
    raise(err)
  File "C:\Users\[CENSORED]\code\ai\stable-diffusion-webui\modules\ui_extensions.py", line 149, in install_extension_from_url
    os.rename(tmpdir, target_dir)
PermissionError: [WinError 32] The process cannot access the file because it is being used by another process: 'C:\\Users\\[CENSORED]\\code\\ai\\stable-diffusion-webui\\tmp\\stable-diffusion-webui-aesthetic-image-scorer' -> 'C:\\Users\\[CENSORED]\\code\\ai\\stable-diffusion-webui\\extensions\\stable-diffusion-webui-aesthetic-image-scorer'
```


### Additional information

_No response_
Repository: flutter
Issue: Update codebase for an incoming `NULLABLE_ARGUMENT_TO_NON_NULL_TYPE`
Labels: tool,framework,P2,team-framework,triaged-framework

In [sdk/282661](https://dart-review.googlesource.com/c/sdk/+/282661), there is a new `NULLABLE_ARGUMENT_TO_NON_NULL_TYPE` warning, and the codebase should be modified before it lands.

- [ ] https://github.com/flutter/flutter/pull/121321
- [ ] https://github.com/flutter/engine/pull/39816
- [ ] https://github.com/flutter/packages/pull/3275

/cc @srawlins
Repository: terminal
Issue: AtlasEngine does not respect bellStyle for git bash
Labels: Area-Rendering,Issue-Bug,Product-Terminal,Priority-3

### Windows Terminal version

1.16.10262.0

### Windows build number

10.0.22621.1265

### Other Software

git bash (git for windows version 2.39.2.windows.1)

### Steps to reproduce

- Open git bash in Windows terminal
- Press backspace at an empty prompt

### Expected Behavior

Respect users choice of "bellStyle", in my case "none", so nothing should happen.

### Actual Behavior

Terminal flashing (like "bellStyle": "window")
Repository: godot
Issue: Parse error when `preload` resource with build-in script.
Labels: bug,topic:gdscript

### Godot version

4.0.rc3

### System information

Win11

### Issue description

I write a resource with build-in script: (`res://myresource.tres`)
```ini
[gd_resource type="Resource" load_steps=2 format=3 uid="uid://bfbb3f86bl2kv"]

[sub_resource type="GDScript" id="GDScript_408b7"]
script/source = "extends Resource

@export var prop : String
@export var prop2 : int
"

[resource]
script = SubResource("GDScript_408b7")
prop = "myvalue"
prop2 = 123
```

When I `preload` the resource, the editor will throw parse error:
```gdscript
func _ready():
	# Parse Error: Could not find script "res://myresource.tres::GDScript_408b7"
	preload("res://myresource.tres")
```

It's ok to `load` and read properties:
```gdscript
	var res = load("res://myresource.tres")
	print(res.prop) # myvalue
	print(res.prop2) # 123
```




### Steps to reproduce

check `Main.gd` below

### Minimal reproduction project

[preload_resource_script_test.zip](https://github.com/godotengine/godot/files/10811898/preload_resource_script_test.zip)
Repository: storybook
Issue: [Bug]: SB7 beta 53: A11Y Addon:  Disable parameter for story turns off A11Y Tab for all stories.
Labels: bug,needs triage

### Describe the bug

When you open story where A11Y was disable then other stories doesn't have A11Y Tab enable

### To Reproduce

1. Open story where A11Y was disable
2. Go to another story where A11Y enable

Actual: A11Y tab still hidden
Expected: A11y Tab visible

### System

```shell
Environment Info:

  System:
    OS: Windows 10 10.0.19044
    CPU: (12) x64 Intel(R) Core(TM) i7-8850H CPU @ 2.60GHz
  Binaries:
    Node: 18.12.1 - *\node_modules\.bin\node.CMD
    Yarn: 1.22.10 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 8.19.2 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 110.0.5481.104
    Edge: Spartan (44.19041.1266.0), Chromium (110.0.1587.50), ChromiumDev (111.0.1660.13)
  npmPackages:
    @storybook/addon-a11y: 7.0.0-beta.53 => 7.0.0-beta.53
    @storybook/addon-essentials: 7.0.0-beta.53 => 7.0.0-beta.53
    @storybook/web-components: 7.0.0-beta.53 => 7.0.0-beta.53
    @storybook/web-components-webpack5: 7.0.0-beta.53 => 7.0.0-beta.53
```


### Additional context

_No response_
Repository: electron
Issue: [Feature Request]: Auto focus to devtoools webcontents when a devtools breakpoint is triggered
Labels: enhancement :sparkles:

### 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 feature request that matches the one I want to file, without success.

### Problem Description

 when a devtools breakpoint is triggered,this devtools webcontents not auto focus,I need to hit dev webcontents manually
![image](https://user-images.githubusercontent.com/71307878/220864303-c63d2d76-32d4-47f0-a94c-9bc9be6e6dc2.png)


### Proposed Solution

Auto focus to devtoools webcontents when a devtools breakpoint is triggered

### Alternatives Considered

nothing

### Additional Information

_No response_