sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: `backward` implicit conversion from tuple to `torch.Tensor` results in an indexing error message
Labels: module: molly-guard,triaged,actionable,module: python frontend

### 🐛 The error message bug

Writing a custom backward pass by subclassing `torch.autograd.Function` and returning `(torch.Tensor,)` instead of the expected `torch.Tensor` as a gradient output per element received results in

```
TypeError: only integer tensors of a single element can be converted to an index
```

reported with the call stack to the `backward()` function.

This was also previously reported in [torchdiffeq](https://github.com/rtqichen/torchdiffeq/issues/147).

The issue is not that returning `(torch.Tensor,)` does not work, but that the error message is grossly misleading. I believe this error message can be tracked all the way to the implicit tensor type conversion.

**Expected behaviour**
It would seem that it would save a few people hours of debugging time if the TypeError was worded, in this specific case, differently:

```
TypeError: cannot convert an object of type tuple to torch.Tensor
```

**Example code**
```
import torch
from torch.autograd import Function

class MyFunction(Function):
	@staticmethod
	def forward(ctx, input: torch.Tensor):
		ctx.save_for_backward(input)
		return input
	
	@staticmethod
	def backward(ctx, grad_output):
		input = ctx.saved_tensors # returns (torch.Tensor,) and not torch.Tensor!
		return input * grad_output # causes the TypeError in backward pass stemming from loss.backward()
```

### Versions

```
[pip3] numpy==1.26.2
[pip3] pytorch-msssim==1.0.0
[pip3] torch==2.1.2
[pip3] torchaudio==2.1.1
[pip3] torchvision==0.16.2
[pip3] triton==2.1.0
[conda] numpy                     1.26.2                   pypi_0    pypi
[conda] pytorch-msssim            1.0.0                    pypi_0    pypi
[conda] torch                     2.1.2                    pypi_0    pypi
[conda] torchaudio                2.1.1                    pypi_0    pypi
[conda] torchvision               0.16.2                   pypi_0    pypi
[conda] triton                    2.1.0                    pypi_0    pypi
```

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: storybook
Issue: [Bug]: controlled components work in a strange way in Docs when implemented by `useArgs`
Labels: bug,has workaround,args,sev:S3

### Describe the bug

See the video in this issue.

https://github.com/Key5n/storybook-useargs-bug/issues/1#issue-2059248804

When I click the first checkbox in Docs, changes take place in the checkbox.
When I click the second checkbox, changes doesn't take place in the second checkbox, but in the first checkbox (moreover only once).

This bug happens only in Docs.
I couldn't why this bug happens.

I show the case using `useState` for controlled component as well.
The aim of this is to show you that this bug doesn't occur using `useState` in Docs.

How can I solve this bug?

If this bug has already been reported, I apologize.

### To Reproduce

1. clone this repo
    - https://github.com/Key5n/storybook-useargs-bug
3. `npm install`
4. `npm run storybook`
5. move to docs in Checkbox component and click checkbox


### System

```bash
$ npx storybook@latest info

Storybook Environment Info:

  System:
    OS: Linux 6.1 Manjaro Linux
    CPU: (16) x64 AMD Ryzen 7 5800X 8-Core Processor
    Shell: 5.9 - /usr/bin/zsh
  Binaries:
    Node: 18.18.0 - ~/.volta/tools/image/node/18.18.0/bin/node
    Yarn: 1.22.19 - ~/.volta/tools/image/yarn/1.22.19/bin/yarn
    npm: 9.8.1 - ~/.volta/tools/image/npm/9.8.1/bin/npm <----- active
    pnpm: 8.9.0 - ~/.volta/bin/pnpm
  npmPackages:
    @storybook/addon-essentials: ^7.6.6 => 7.6.6 
    @storybook/addon-interactions: ^7.6.6 => 7.6.6 
    @storybook/addon-links: ^7.6.6 => 7.6.6 
    @storybook/addon-onboarding: ^1.0.10 => 1.0.10 
    @storybook/addon-styling-webpack: ^0.0.5 => 0.0.5 
    @storybook/blocks: ^7.6.6 => 7.6.6 
    @storybook/nextjs: ^7.6.6 => 7.6.6 
    @storybook/preview-api: ^7.6.6 => 7.6.6 
    @storybook/react: ^7.6.6 => 7.6.6 
    @storybook/test: ^7.6.6 => 7.6.6 
    eslint-plugin-storybook: ^0.6.15 => 0.6.15 
    storybook: ^7.6.6 => 7.6.6 
```
```


### Additional context

I hit this bug when I follow this docs.
https://storybook.js.org/docs/writing-stories/args#setting-args-from-within-a-story
Repository: angular
Issue: Template & Template Outlet using new Control Flows
Labels: area: core,core: dynamic view creation

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

I love the new Control Flows ❤️ and after seeing how the new svelte 5 snippets work (for reference https://svelte-5-preview.vercel.app/docs/snippets) I thought it would be cool to have something similar for angular template and template outlets.

 I think this would be easier to read and to understand, especially for beginners.

### Proposed solution

```html
<!-- Template Defenition -->
@template(summary) {
    <h1>Summary Headline</h1>
}

<!-- 
    Rendering the template
    Alternatives @render / @templateOutlet
-->
@outlet(summary)
```


With Parameters, maybe like this: 
```html
@template(summary(description)) {
    <h1>Summary Headline</h1>
    <p>{{context}}</p>
}

@outlet(summary('Test Description'))
```



### Alternatives considered

Probably you can think of a better way to do this 😵‍💫
Repository: nvm
Issue: Feature Request: nvm binary
Labels: feature requests


### Feature Request: nvm binary

1. Allow install script to install to global directory ```/usr/share/nvm```
2. Create a shell script that runs the nvm command like an executable ```/usr/bin/nvm```
```sh
#!/bin/bash

export NVM_DIR="/usr/share/nvm"
[ -s "$NVM_DIR/nvm.sh" ] && \. "$NVM_DIR/nvm.sh"  # This loads nvm
[ -s "$NVM_DIR/bash_completion" ] && \. "$NVM_DIR/bash_completion"  # This loads nvm bash_completion

nvm $@
```
Repository: PowerToys
Issue: [Keyboard manager] Some way to NOT use remapped key in remapped shortcuts?
Labels: Needs-Triage

### Description of the new feature / enhancement

Documentation states that "Key remapping will be maintained even if the remapped key is used inside another shortcut." This is inconvenient when I want to remap a key but want to access its original function via shortcut just in case. 

That is, if I add key remap KeyA > KeyB, I can't do shortcut remap e.g. Shift-KeyC > KeyA because it would turn into KeyB.

I can do key remaps KeyA > KeyB, KeyC > KeyA, but sometimes there aren't enough free keys on the keyboard for that.

### Scenario when this would be used?

Example: remapping CapsLock to keyboard layout switch, Win-Space. It works fine (aside from usual Caps remapping issues).
But I also want to keep access to CapsLock via Shift-CapsLock.

That's how it works in macOS if CapsLock is set to layout switch, BTW.

### Supporting information

_No response_
Repository: PowerToys
Issue: mouse without borders鼠标位置和移动bug
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

①使用mouse without borders在两台电脑（win11系统，一台是arm win11，另一台是X64 win11）连接时，鼠标移动到其中一台电脑时，另一台电脑的鼠标会自动出现在屏幕顶部的中央，在网页全屏时鼠标在这里会显示网页缩略图影响画面。
![鼠标自动回到屏幕顶部中央](https://github.com/microsoft/PowerToys/assets/105453676/e160eb3c-a651-4c8e-a2bf-38cec9634bb7)
②一台电脑是横向另一台电脑竖向放置时（如图），鼠标移动的时候横向移动没问题但是纵向移动速度很慢。并且由于左边电脑的短边比右边电脑的长边短，鼠标从边界移动切换不同电脑时，鼠标的位置会有跳跃，猜测是软件对鼠标位置的识别不是像素位置而是鼠标在边缘位置在屏幕长度的相对位置。
![两电脑放置位置](https://github.com/microsoft/PowerToys/assets/105453676/c584026d-7111-46e6-af58-2ffdd3ef84e9)


### ✔️ Expected Behavior

①鼠标在其中一台电脑使用时，另一台电脑的鼠标不显示或者位置能够自定义以避免出现在某些影响画面的地方（比如这里出现在屏幕顶部中央会出现网页缩略图挡住页面）
②修复鼠标移速的问题。此外如果能够让鼠标的位置识别改为绝对位置为佳，比如我上面图中的一横（2560*1600）一竖（1600*2560）放置时，鼠标从左往又切换设备，比如在左边的高度是800，切换到右边时能也是800而不是2560/2=1280.

### ❌ Actual Behavior

_No response_

### Other Software

powertoys V0.76.2
Repository: godot
Issue: Error using --gdscript-docs command tool
Labels: topic:editor,needs testing

### Tested versions

- Reproducible in: 4.2 stable

### System information

Windows 10

### Issue description

Hi, I'm trying to generate the xml files of the docs for a plugin I'm developing, but when I run this command

`godot --doctool <path_to_docs_folder> --no-docbase --gdscript-docs .` (assuming I'm in the directory of the plugin, ie. `/godot_project/addons/name_of_plugin`)

I get a bunch of errors, as if the command tool was trying to run the project, but missing information. For example:

```
SCRIPT ERROR: Parse Error: Could not find type "PlayersClient" in the current scope.
          at: GDScript::reload (res://./autoloads/achievements_client.gd:114)
SCRIPT ERROR: Parse Error: Identifier "GodotPlayGameServices" not declared in the current scope.
          at: GDScript::reload (res://./autoloads/achievements_client.gd:43)
SCRIPT ERROR: Parse Error: Identifier "GodotPlayGameServices" not declared in the current scope.
          at: GDScript::reload (res://./autoloads/achievements_client.gd:44)
SCRIPT ERROR: Parse Error: Identifier "GodotPlayGameServices" not declared in the current scope.
          at: GDScript::reload (res://./autoloads/achievements_client.gd:47)
SCRIPT ERROR: Parse Error: Identifier "GodotPlayGameServices" not declared in the current scope.
          at: GDScript::reload (res://./autoloads/achievements_client.gd:48)
SCRIPT ERROR: Parse Error: Cannot infer the type of "safe_array" variable because the value doesn't have a set type.
          at: GDScript::reload (res://./autoloads/achievements_client.gd:48)
SCRIPT ERROR: Parse Error: Identifier "GodotPlayGameServices" not declared in the current scope.
          at: GDScript::reload (res://./autoloads/achievements_client.gd:55)
```

And then, the xml files are not generated.

### Steps to reproduce

- cd into plugin folder (if you are using the Minimal reproduction Project, it's `addons/GodotPlayGameServices`. If you download the plugin from the repo, it's `plugins/export_scripts_template`
- Execute command `godot --doctool <path_to_docs_folder> --no-docbase --gdscript-docs .`

### Minimal reproduction project (MRP)

You can download the repo of the plugin, I tested using this specific commit: https://github.com/Iakobs/godot-play-game-services/commit/92adb37ddff5d9dad6f6e5f9a366434445de9ed8

The classes I want to convert to xml are in the `plugin/export_scripts_template` folder.

I have also attached a zip with the godot project, there I tried executing the doctool inside the `addons/GodotPlayGameServices` folder.

[mrp.zip](https://github.com/godotengine/godot/files/13793024/mrp.zip)
Repository: vscode
Issue: Git - Incoming changes icon for git integration could be highlighted with colour/font thickness
Labels: feature-request,git

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
<img width="237" alt="Screenshot 2023-12-29 at 12 45 16" src="https://github.com/microsoft/vscode/assets/25188/b4b2a180-2b77-41b7-b9cb-01d5332946a6">


When a branch I am working on gets some incoming changes, an icon with an arrow and a number of commits is shown on the bottom bar. And I often don't notice it and keep working without pulling the changes. This sometimes leads to merge conflicts which could've been avoided had I merged the incoming changes earlier.

In contrast to this, plugin updates badges work extremely well and I hardly ever miss the blue badge (on top of the plugins icon on the right bar) inviting me to get the plugins updated.

This change is sort of a low hanging fruit – easy to implement and really helpful.
Repository: PowerToys
Issue: Feature Request - Key bind Customization for Easy Mouse Control in Mouse Without Borders
Labels: Needs-Triage

### Description of the new feature / enhancement

I propose the inclusion of a feature that allows users to assign custom key binds including mouse buttons for controlling the Easy Mouse feature. This would provide a level of customization, enabling a seamless and tailored experience.

### Scenario when this would be used?

For individuals engaged in multitasking across various devices, the ability to utilize customizable button key binds for Easy Mouse would significantly enhance productivity and ergonomics.

### Supporting information

To implement this feature, I suggest introducing a dedicated section within the PowerToys Mouse Without Borders settings. This section would facilitate the easy assignment of mouse and keyboard button binds, 

Additional Notes:
I am confident that this enhancement would contribute to the overall utility and appeal of PowerToys Mouse Without Borders. Your consideration of this request is highly appreciated.

Thank you for your time and ongoing commitment to improving the PowerToys suite.

Best regards,
Symphonic6706
Repository: PowerToys
Issue: powertoys already installed even though its not in the system
Labels: Issue-Bug,Area-Setup/Install,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

i had powertoys previously installed but i uninstalled it from control panel on windows 10. I then didn't change anything as i wanted to re-install it, but when i run the installer from github it says its already installed.


### ✔️ Expected Behavior

powertoys should reinstall as there was no change to the system

### ❌ Actual Behavior

the 0.76.2 installer is giving me this error
![image](https://github.com/microsoft/PowerToys/assets/140899904/3716d270-b4c4-4df4-93eb-619eff2ef060)

even though power toys is not in the system. cannot see it in control panel nor in windows search
![image](https://github.com/microsoft/PowerToys/assets/140899904/63305374-0803-43c4-8191-aad669769bbb)

![image](https://github.com/microsoft/PowerToys/assets/140899904/33bc271e-5d9d-4645-aa4f-4e65bd94fe8b)



### Other Software

_No response_
Repository: ant-design
Issue: Poor performance with lots of Tooltip and DropDown in version 5
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-zsdjs7)

### Steps to reproduce

in case there are many elements are wrapped in Tooltip or DropDown on the screen, the render time increases significantly. Is there any solution except for downgrading to version 4?

### What is expected?

bad performance

### What is actually happening?

good performance

| Environment | Info |
| --- | --- |
| antd | 5.12.5 |
| React | 18.1.0 |
| System | windows 10 |
| Browser | chrome 96.0.4664.93 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: cmd/compile: negative types are allowed, but will not be negative during program execution, with boundary checking
Labels: Performance,NeedsInvestigation,compiler/runtime

### Go version

go version devel go1.22-78b42a5338a Fri Dec 8 03:28:17 2023 +0000 linux/amd64

### What operating system and processor architecture are you using (`go env`)?

```shell
set GO111MODULE=auto
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\26454\AppData\Local\go-build
set GOENV=C:\Users\26454\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=D:\file\gofile\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=D:\file\gofile
set GOPRIVATE=
set GOPROXY=https://goproxy.cn,direct
set GOROOT=C:\Users\26454\.go\current
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLCHAIN=local
set GOTOOLDIR=C:\Users\26454\.go\current\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=devel go1.22-f6509cf Thu Dec 21 00:15:58 2023 +0000
set GCCGO=gccgo
set GOAMD64=v3
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=
set GOWORK=
set CGO_CFLAGS=-O2 -g
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-O2 -g
set CGO_FFLAGS=-O2 -g
set CGO_LDFLAGS=-O2 -g
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=D:\tmp\go-build1429133840=/tmp/go-build -gno-record-gcc-switches
```


### What did you do?

```go
package main

type s struct {
	str string
	i   int
}

func main() {
	var l s
	l.str = "100"
	for l.i < len(l.str) {
		switch l.str[l.i] {
		case '1':
			l.i++
		case '0':
			for i := l.i + 1; i < len(l.str); i++ {
				_ = l.str[l.i]
			}
		}
	}
}
```

### What did you expect to see?

No Boundary check.

### What did you see instead?

Have Boundary check.
Repository: storybook
Issue: [Feature Request]: Add Ember 5 support
Labels: bug,help wanted,ember

### Describe the bug

Currently, when executing `npx sb@next init` in a fresh Ember 5 project, the CLI aborts and returns the following error:

```
npm ERR! code ERESOLVE
npm ERR! ERESOLVE unable to resolve dependency tree
npm ERR! 
npm ERR! While resolving: ember-app@0.0.0
npm ERR! Found: ember-source@5.5.0
npm ERR! node_modules/ember-source
npm ERR!   dev ember-source@"~5.5.0" from the root project
npm ERR! 
npm ERR! Could not resolve dependency:
npm ERR! peer ember-source@"~3.28.1 || ^4.0.0" from @storybook/ember@8.0.0-alpha.5
npm ERR! node_modules/@storybook/ember
npm ERR!   dev @storybook/ember@"^8.0.0-alpha.5" from the root project
npm ERR! 
npm ERR! Fix the upstream dependency conflict, or retry
npm ERR! this command with --force or --legacy-peer-deps
npm ERR! to accept an incorrect (and potentially broken) dependency resolution.
npm ERR! 
npm ERR! 
npm ERR! For a full report see:
npm ERR! /Users/valentinpalkovic/.npm/_logs/2023-12-29T14_26_23_267Z-eresolve-report.txt

npm ERR! A complete log of this run can be found in: /Users/valentinpalkovic/.npm/_logs/2023-12-29T14_26_23_267Z-debug-0.log
```



### To Reproduce

1. `ember new ember-app`
2. `cd ember-app`
3. `npx sb@next init`

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.0
    CPU: (10) arm64 Apple M1 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.19.0 - ~/.nvm/versions/node/v18.19.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v16.20.0/bin/yarn
    npm: 10.2.3 - ~/.nvm/versions/node/v18.19.0/bin/npm <----- active
    pnpm: 8.11.0 - ~/.nvm/versions/node/v16.20.0/bin/pnpm
  Browsers:
    Chrome: 120.0.6099.129
    Safari: 17.0
```


### Additional context

_No response_
Repository: storybook
Issue: [Bug]: sort in controls doesn't work
Labels: bug,documentation,addon: docs,addon: controls,sev:S3

### Describe the bug

The sort option is very limited (`alpha` or `requiredFirst`) and it would be nice to see more options (like `alpha` and `requiredFirst` or any custom sort funtion).
Anyways, even with only those 2 options, it doesn't seem to work (see reporoduction link) - unsorted order is maintained even when changing the sort option.

### To Reproduce

https://stackblitz.com/edit/github-fjyc54?file=src%2Fstories%2FButton.stories.ts&preset=node

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 5.0 undefined
    CPU: (8) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
    Shell: 1.0 - /bin/jsh
  Binaries:
    Node: 18.18.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 9.4.2 - /usr/local/bin/npm <----- active
    pnpm: 8.10.5 - /usr/local/bin/pnpm
  npmPackages:
    @storybook/addon-essentials: ^8.0.0-alpha.5 => 8.0.0-alpha.5 
    @storybook/addon-interactions: ^8.0.0-alpha.5 => 8.0.0-alpha.5 
    @storybook/addon-links: ^8.0.0-alpha.5 => 8.0.0-alpha.5 
    @storybook/addon-onboarding: ^1.0.10 => 1.0.10 
    @storybook/blocks: ^8.0.0-alpha.5 => 8.0.0-alpha.5 
    @storybook/react: ^8.0.0-alpha.5 => 8.0.0-alpha.5 
    @storybook/react-vite: ^8.0.0-alpha.5 => 8.0.0-alpha.5 
    @storybook/test: ^8.0.0-alpha.5 => 8.0.0-alpha.5 
    storybook: ^8.0.0-alpha.5 => 8.0.0-alpha.5
```


### Additional context

_No response_
Repository: godot
Issue: Providing static typing to an argument throws "Cannot convert argument 2 from Object to Object"
Labels: bug,topic:gdscript

### Tested versions

- Reproducible in v4.2.1.stable.arch_linux

### System information

Godot v4.2.1.stable unknown - EndeavourOS #1 SMP PREEMPT_DYNAMIC Thu, 14 Dec 2023 03:45:42 +0000 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 3GB (nvidia; 545.29.06) - Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz (4 Threads)

### Issue description

I am attaching a function to a timer:
```gdscript
node.timer.connect("timeout", tower_shoot.bind(node, target))

# ...

func tower_shoot(node: Tower, target: CharacterBody3D) -> void:
	if !is_instance_valid(target):
		return
	print(target.get_class()) # CharacterBody3D
```
When "target" is freed, an error appears:
```
E 0:00:10:0716   emit_signalp: Error calling from signal 'timeout' to callable: 'Node3D(game.gd)::tower_shoot': Cannot convert argument 2 from Object to Object.
  <C++ Source>   core/object/object.cpp:1140 @ emit_signalp()
```
Strangely, the error goes away when *not* providing a type to `target`, and the first `if` statement handles the rest.
```gdscript
func tower_shoot(node: Tower, target) -> void: # <- removed type for "target"
	if !is_instance_valid(target):
		return # no more errors because this runs
	print(target.get_class())
```

I'm forcing static typing within GoDot, so I can't let the "target" be untyped. Is this a bug, or am I missing something?

### Steps to reproduce

```gdscript
extends Node2D

func _ready() -> void:
	$t1/Timer.connect("timeout", foo.bind($t1, $t2))

	await get_tree().create_timer(5).timeout
	$t2.queue_free() # will cause the error, but if we would've let t2 without a type, this wouldn't happen

func foo(t1: Node2D, t2: Node2D) -> void:
	print(t1, t2)
```
### Minimal reproduction project (MRP)


[godot_bug.zip](https://github.com/godotengine/godot/files/13794554/godot_bug.zip)
Repository: PowerToys
Issue: Run Shell plugin should support path completion
Labels: Needs-Triage

### Description of the new feature / enhancement

If we want to start a program with a path parameter e.g. VS Code,  we should be able to invoke PT Run, type
```
> code -r c:\project\pro
```
and then press tab or arrows until the correct project folder is selected and hit enter.

Currently, with run we either have to find the folder, and left arrow to the beginning and add 
```
> code -r c:\....
```

or ```Terminal``` and just use the terminal which supports path completion... 
 

### Scenario when this would be used?

When using almost any shell command

### Supporting information

_No response_