sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [material-ui][Dialog] Tabindex usage
Labels: accessibility,component: dialog,status: waiting for author,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

![image](https://github.com/mui/material-ui/assets/36570905/4f2ba918-2899-4966-92a2-ee922072a6d9)
![image](https://github.com/mui/material-ui/assets/36570905/cfc1a701-64b8-4e93-9c0e-a9d7520f2303)
You are not using dialog as html element but you probably broke something here...
With tabindex I'm not allowed to something like selecting text in tooltip. If I delete tabIndex in devtool I can select text from tooltip.

### Current behavior 😯

_No response_

### Expected behavior 🤔

_No response_

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: TypeScript
Issue: Ignore non-ts/js files in move to file refactor
Labels: Bug

### 🔍 Search Terms

move to file, has unknown extension.

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

In `getMoveToRefactoringFileSuggestions`, changes to use `tryGetExtensionFromPath` to filter candidate files to move to. And ignore the unknown file extension. It would be nice if it could fall back or switch to using `SourceFile.scriptKind` and `SourceFile.isDeclarationFile`, but ignoring unknown extensions for at least the candidates should be fine.

### 📃 Motivating Example

The "Move to file" refactor currently errors if the program contains any source files with a file extension unknown to TypeScript. 
Is it possible to remove this restriction? The error is because the `getMoveToRefactoringFileSuggestions` method uses the `extensionFromPath` function to find candidates from all the files in the program. If any typescript plugin provides external files with non-ts/js file extension, This will result in a `Debug.assert` error. For example, https://github.com/mrmckeb/typescript-plugin-css-modules/issues/241

Most of the other language service features don't have this restriction. At least it won't error whenever one external file is in the program. It would be nice if this feature could work with other file extensions. And even allow this feature to be used in other language servers that wrap typescript language service. 

### 💻 Use Cases

- What do you want to use this for?
Using the move to file refactor in projects where a typescript plugin adds a custom module, like vue and svelte. 

- Workarounds I can think of
The TypeScript plugins monkey patch `program.getSourceFiles` before calling the `getMoveToRefactoringFileSuggestions` and restoring it afterwards.
Repository: godot
Issue: Problem with scene tabs
Labels: bug,topic:editor

### Tested versions

v3.6.beta3.official [21ab700f2]

### System information

w10 64

### Issue description

When you click (right mouse button) on an empty space in the scene tab area you are offered the options "New scene" and "Save all scenes".
The problem:
If you click on an area with a scene after clicking on an area without a scene, the action offered in the menu is not updated. That information should now offer other options but still offers the "New Scene" and "Save All Scenes" options.

To correct it, click with the left mouse button.

This does not happen in reverse, if you initially click on a scene tab and then click again on an empty space, the options offered are the correct ones depending on the area you clicked on.

Watch this video.
Initially I click on an empty area, then I click on a scene tab, as you can see, the options remain the same when I click on a scene tab.


https://github.com/godotengine/godot/assets/19652075/cc5e370c-cff9-4d0a-bec8-3dd6c0ccdb4e



### Steps to reproduce

See the video.

### Minimal reproduction project (MRP)

No necessary
Repository: PowerToys
Issue: Integration of Direct Command Execution in PowerToys Run
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

### Objective: Enhance PowerToys Run to allow direct execution of PowerToys-specific commands.

### Details:

- Introduce a feature in PowerToys Run that recognizes and executes internal commands of other PowerToys utilities.
- For instance, a user can input a command like “awake inf” directly into PowerToys Run to trigger the corresponding action in the Awake utility.
- This integration should support all existing and future PowerToys utilities, creating a more seamless and integrated user experience.
- The feature should intelligently parse the command input to distinguish between general system-wide commands and specific PowerToys commands.

### Scenario when this would be used?

## User Experience:

- A user wants to quickly activate a PowerToy utility without navigating through menus or using the mouse.
- For example, a user working on a lengthy task might want to prevent their computer from going to sleep. Instead of opening settings or the Awake utility separately, they can simply press a shortcut to bring up PowerToys Run, type “awake inf”, and press enter. This immediately activates the Awake utility with infinite mode.
- This feature enhances productivity by reducing the time and steps required to activate various PowerToys features. It's particularly useful for power users and professionals who rely on keyboard shortcuts and quick command inputs for efficiency.

## Potential Impact and Benefits
- Streamlines the workflow for PowerToys users, offering a more cohesive and integrated experience.
- Encourages the use of PowerToys utilities by making them more accessible and easier to activate.

### Supporting information

_No response_
Repository: material-ui
Issue: [Autocomplete] highlighted index doesn't get reset if options length is unchanged
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://stackblitz.com/edit/react-taee4w?file=Demo.tsx

Steps:

1. With empty input box, use kb arrows to select 3rd option and hit Enter
2. Press arrow down and observe which option is highlighted


### Current behavior 😯

4th option is highlighted

### Expected behavior 🤔

1st option should be highlighted

### Context 🔦

If you remove `limit` from `createFilterOptions`, it works as expected. Likely connected to the deps array of `syncHighlightedIndex` which includes `filteredOptions.length`

### Your environment 🌎

_No response_
Repository: storybook
Issue: [Bug]: 
Labels: bug,builder-vite

### Describe the bug

This path is written to death. Can this path be configured?

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: transformers
Issue: ImageToTextPipeline does not support InstructBlip Models
Labels: Good Second Issue,Feature request

### System Info


- `transformers` version: 4.36.0.dev0
- Platform: Linux-generic-x86_64
- Python version: 3.8.12
- Huggingface_hub version: 0.19.4
- Safetensors version: 0.4.1
- Accelerate version: not installed
- Accelerate config: not found
- PyTorch version (GPU?): 1.10.0a0+0aef44c (True)
- Tensorflow version (GPU?): not installed (NA)
- Flax version (CPU?/GPU?/TPU?): not installed (NA)
- Jax version: not installed
- JaxLib version: not installed
- Using GPU in script?: yes
- Using distributed or parallel set-up in script?: no

### Who can help?

@Narsil @amyeroberts

### Information

- [X] The official example scripts
- [ ] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

processor = InstructBlipProcessor.from_pretrained("Salesforce/instructblip-flan-t5-xl")
pipe = pipeline("image-to-text", model="Salesforce/instructblip-flan-t5-xl", processor=processor.image_processor, tokenizer=processor.tokenizer, device=0)
prompt = "describe te following image"
url = "http://images.cocodataset.org/val2017/000000039769.jpg"
image = Image.open(requests.get(url, stream=True).raw)

pipe(images=image, prompt=prompt)

### Expected behavior

returns a textual description of the image. 
Instead, I get an error: 
`TypeError: ones_like(): argument 'input' (position 1) must be Tensor, not NoneType`

I suspect this is caused by the `ImageToTextPipeline.preprocess()`, where we should ave custom behaviour for InstructBlip models to process the image and text in one go: `inputs = processor(images=image, text=prompt, return_tensors="pt")`
Repository: deno
Issue: [BUG]: Fetch throw "http2 error: stream error received: refused stream before processing any application logic"
Labels: bug,ext/fetch

Version: Deno 1.38.5

This is an example that when you run it throw the error `TypeError: error sending request for url (https://resa.es/en/residences/madrid/erasmo/): http2 error: stream error received: refused stream before processing any application logic`. If you try to fetch that url individually it works but when you run the script a lot of pages failed.

`Total: 177/621, skipped: 444`

### .env
```env
SITEMAP="https://resa.es/sitemap.xml"
```

### main.ts

```ts
import { load as loadEnv } from "https://deno.land/std@0.208.0/dotenv/mod.ts";

import Sitemapper from "npm:sitemapper";

await loadEnv({ export: true });

const Website = new Sitemapper({
  url: Deno.env.get("SITEMAP"),
  timeout: 15000,
});

try {
  const { sites } = await Website.fetch();

  const report: Array<boolean> = (
    await Promise.all(
      sites.map(async (url) => {
        try {
          await (await fetch(url)).text();
          return true;
        } catch (error) {
          console.error(error);
          return false;
        }
      })
    )
  ).filter(Boolean);

  const urls = sites.length;
  const total = report.length;

  console.log(`Total: ${total}/${urls}, skipped: ${urls - total}`);
} catch (error) {
  console.error(error);
}
```

EDIT: I updated the code with a minimal reproduction
Repository: kubernetes
Issue: return a bookmark event with bookmarkafterresourceversion immediately to reduce WatchList time cost
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

the resource version of the bookmark event returned by watchlist maybe larger than bookmarkafterresourceversion. which means there need more 1 ~ 1.25s to return even the event with bookmarkresourceversion already received in cacher.

### What did you expect to happen?

return a bookmark event with bookmarkafterresourceversion immediately when to sendWatchCacheEvent in cacheWatcher if the resource version already not elder than bookmarkafterresourceversion.
DON‘T wait another cycle of bookmark timer.

### How can we reproduce it (as minimally and precisely as possible)?

https://github.com/kubernetes/kubernetes/blob/master/staging/src/k8s.io/apiserver/pkg/storage/cacher/cacher.go#L899
there is a bookmark timer triggered every 1 ~ 1.25s.
https://github.com/kubernetes/kubernetes/blob/master/staging/src/k8s.io/apiserver/pkg/storage/cacher/cache_watcher.go#L527-L529
```golang
if event.ResourceVersion > resourceVersion || (event.Type == watch.Bookmark && event.ResourceVersion == resourceVersion && !c.wasBookmarkAfterRvSent()) {
    c.sendWatchCacheEvent(event)
}
```
the resourceversion passed to process function is just bookmarkafterresourversion.
consider the following scenario

1. bookmark event come at t1 with resourceversion < bookmarkresourceversion, no action
2. normal event come at t2 with resourceversion = bookmarkresourceversion, no action
3. normal event come at t3 with resourceversion > bookmarkresourceversion, then the event will be send to client
4. bookmark event come at t4 with resourceversion > bookmarkresourceversion, then the bookmark will be set with an special annotation and return to client

t4 - t1 = 1s ~ 1.25s

the final bookmark event can be send back to client at t1. this will reduce one bookmark timer cycle for watchlist request in some scenario. In extreme cases, this time factor may lead to a timeout for the watchlist request.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# master branch
```

</details>


### Cloud provider

<details>
none
</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: PowerToys
Issue: Keyboard sharing does not work anymore
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.76.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

I have a MS Surface Laptop and a LEnovo Thinkpad, both runnning the latest Powertoys,both on W11. Mouse sharing, clipboard sharing works perfectly, but keyboard sharing only works from the Lenovo. If I use my keyboard on my Surface, it keeps typing there, nothing appears on the Lenovo. This sued to wrk well, but since a few weeks it stopped. I did try to run as Admin, run MwB as a sevice. Same results. If I click Refresh connections, the issue remains

### ✔️ Expected Behavior

I do expect that I can use the keyboard from both laptops, sharing them.

### ❌ Actual Behavior

Only the keyvboard from my L:enovo machine is shared. the Surface keyboard only works locally.

### Other Software

_No response_
Repository: godot
Issue: Multiplayer synchronization of (sub-)resource properties only outputs errors
Labels: bug,discussion,documentation,topic:multiplayer

### Tested versions

MRP tested with:
- v4.2.1.stable.official [b09f793f5]

First noticed on:
- v4.2.0 via Steam

### System information

Godot v4.2.1.stable - Debian GNU/Linux trixie/sid trixie - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

Configuring a `MultiplayerSynchronizer` to sync eg. `.:transform.x` will cause the server to constantly output errors when a client joins.

If the sync mode is set to "Always", one gets two errors repeated forever:

```
E 0:00:18:0222   get_state: Property '.:transform.x' not found.
  <C++ Error>    Condition "!valid" is true. Returning: ERR_INVALID_DATA
  <C++ Source>   modules/multiplayer/multiplayer_synchronizer.cpp:167 @ get_state()
E 0:00:18:0222   _send_sync: Unable to retrieve sync state.
  <C++ Error>    Condition "err != OK" is true. Continuing.
  <C++ Source>   modules/multiplayer/scene_replication_interface.cpp:829 @ _send_sync()
```

Or if the sync mode is set to "On change", then only the first ("Property ... not found") is output forever.  (The second error may occur if the value changes, I haven't tested)

AIUI this should be possible since https://github.com/godotengine/godot/pull/79479, as mentioned in the [4.2 announcement](https://godotengine.org/article/godot-4-2-arrives-in-style/#multiplayer-and-networking), and I was keen to use this in my current project, but maybe I'm missing or not misunderstanding something?


### Steps to reproduce

1. Create 2D scene
2. Add `MultiplayerSynchronizer` (the root path should default to `..` -> the base Node2D)

![Screenshot_20231212_143326](https://github.com/godotengine/godot/assets/441188/ca0c8576-fb4a-449c-a3bc-cd780ec5665b)

3. Add replication property from the path `:transform.x`

![Screenshot_20231212_143429](https://github.com/godotengine/godot/assets/441188/c589f816-f3f8-4a0e-ae90-a0e9f43b367f)

4. Add simple local networking and buttons to host/join

```gdscript
extends Node2D

func _on_host_button_pressed() -> void:
	var peer := ENetMultiplayerPeer.new()
	peer.create_server(13337)
	multiplayer.multiplayer_peer = peer
	$Networking.hide()

func _on_join_btton_pressed() -> void:
	var peer := ENetMultiplayerPeer.new()
	peer.create_client("localhost", 13337)
	multiplayer.multiplayer_peer = peer
	$Networking.hide()

```

5. Start two instances
6. Host in one instance, join in the second
7. :warning: Errors!

![Screenshot_20231212_143710](https://github.com/godotengine/godot/assets/441188/b22248d6-68b1-4ed2-9f3d-c2995b2c7ef7)


### Minimal reproduction project (MRP)

A single scene which should demonstrate: [sync-sub-properties_scene.zip](https://github.com/godotengine/godot/files/13648747/sync-sub-properties_scene.zip)
Repository: rust
Issue: An nbsp isn’t treated as whitespace but instead throws an error
Labels: A-parser,T-compiler,D-papercut,D-verbose

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
let [insert nbsp] a = 10;
```

I expected to see this happen: The nbsp is treated as a normal whitespace character.

Instead, this happened: Multiple errors are thrown:
```
Unicode character ' ' (No-Break Space) looks like ' ' (Space), but it is not: ` ` (rustc)
Syntax Error: expected expression, item or let statement (rust-analyzer)
unknown start of token: \u{a0} (rustc)
```

### Meta

`rustc --version --verbose`:
```
rustc 1.74.0 (79e9716c9 2023-11-13)
binary: rustc
commit-hash: 79e9716c980570bfd1f666e3b16ac583f0168962
commit-date: 2023-11-13
host: aarch64-apple-darwin
release: 1.74.0
LLVM version: 17.0.4
```

If this is intentional, why are you doing it? What are the benefits?
Repository: stable-diffusion-webui
Issue: [Feature Request]:  Fullscreen Preview control fading/disable.
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 ?

I want a 100% control element free Fullscreen view, the branch Live preview in full page image viewer, makes this almost possible.

### Proposed workflow

1. Go to options
2. Press radio button for enable/disable/fade of Fullscreen Preview control elements.
3. Enjoy the 100% "art only" Fullscreen preview as a screensaver/wall art.


### Additional information

https://i.imgur.com/dxxGzKX.jpg elements circled in red need to fade automatically after a short duration or be on a radio selection.
Repository: neovim
Issue: `nvim_buf_call` errors when returning a table with function values
Labels: bug,api,has:workaround,lua

### Problem

In HiPhish/rainbow-delimiters.nvim#73 we noticed that `vim.api.nvim_buf_call` errors when returning a table with function values.

This showed up while using `nvim_buf_call` to make sure that buffer updates were done in the correct buffer, and it doesn't cause problems when we return e.g. strings or tables with no function values, but when returning a table with function values we get an error. (This code will be changed, but this still seems to be a neovim issue.)

### Steps to reproduce

`nvim --clean`

`:lua vim.api.nvim_buf_call(0, function() return {a = function() return 'x' end} end)`

gives the error:

```
E5108: Error executing lua [string ":lua"]:1: Cannot convert given lua type
stack traceback:
	[C]: in function 'nvim_buf_call'
	[string ":lua"]:1: in main chunk
```

### Expected behavior

We should be able to return a table containing function values, so it should behave more like the following, which doesn't cause an error:

`nvim --clean`

`:lua vim.api.nvim_buf_call(0, function() return {a = 'x'} end)`

### Neovim version (nvim -v)

NVIM v0.10.0-dev-1721+g01b91deec-Homebrew

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

macOS 14.1.1

### Terminal name/version

wezterm 20231030-074559-75909682

### $TERM environment variable

wezterm

### Installation

homebrew
Repository: flutter
Issue: Async onKeyEvent callback in FocusNode
Labels: framework,c: proposal,f: focus,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

Is it possible to make the onKeyEvent asynchronous? In my application, I need to fetch data from the clipboard to determine whether the callback should handle it. For example: 

```
      onKeyEvent: (node, event) async {    
        final data = await Clipboard.getData();
        if (data != null) {
          // do something
          return KeyEventResult.handled;
        }
        return KeyEventResult.ignored;
      },
```

### Proposal

Make the onKeyEvent callback async.
Repository: vscode
Issue: Multi diff editor doesn't run save participants
Labels: bug,multi-diff-editor

* configure format on save
* open a multi diff editor
* make changes & save
* 🐛 the save participants, like formatting, aren't run
Repository: godot
Issue: GDextension C++ scene add a autoload has effect with other scripts.
Labels: needs testing,topic:gdextension

### Tested versions

Since 4.1 to current 4.2.1

### System information

Godot v4.2.1.stable - openSUSE Tumbleweed 20231208 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (RADV NAVI23) () - AMD Ryzen 7 5700G with Radeon Graphics (16 Threads)

### Issue description

Note: Every node I made it in GDextension C++
After adding a scene to autoloads, some other scenes/nodes have a weird behavior. In this case, I have a scene: Level01 made in GDextension and has the node Music (audioStream...) and set it to autoplay true. Even if I set this, Keeps playing:
`
if (Engine::get_singleton()->is_editor_hint())
    set_process_mode(Node::ProcessMode::PROCESS_MODE_DISABLED);
`
Or my Player (also made in GDextension), the camera does not follow the player.
`
* Player (CharacterBody2d or 3d)
* * ...
* * ... Pivot (Node2d or 3d)
* * *  SpringArm // If is 3D
* * * * Camera
`

Also I have a scene transition (also made in GDextensions) if I disable it in the Autoloads options, still visible.

### Steps to reproduce

If I create a node with GDextension C++, then add it to a scene, save it, like:
```cpp
// StoreConfigs.h
...
// StoreConfigs.cpp
if (Engine::get_singleton()->is_editor_hint()) // Tried in the Constructor or _read function, still the same
    set_process_mode(Node::ProcessMode::PROCESS_MODE_DISABLED);
...
// Compile, I use CMake to compile, my Flags:
-fno-gnu-unique -fno-exceptions -fPIC -g -Wwrite-strings -m64 -march=x86-64 
-O2 -fvisibility=hidden -m64 -fvisibility=hidden  
-fPIC -DHOT_RELOAD_ENABLED -DLINUX_ENABLED -DUNIX_ENABLED -DDEBUG_ENABLED -DDEBUG_METHODS_ENABLED -DNDEBUG -fcoroutines -pthread


// Then in Godot, Create a new Scene > Other Node > StoreConfigs > Save the Scene
// Then Project > Project Settings > Autoload and Add the StoreConfigs Scene.
```

### Minimal reproduction project (MRP)

Could be posible with a started project, just add a scene with the steps that I listed and happens.