sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: `require` doesn't resolve in the global cache dir if referrer is not in DENODIR
Labels: bug,node compat

The scenario is roughly as follows:

You're using the global resolver (no node_modules dir) and you have a config file

```
// playwright.config.js (located in your project dir)
import playwrightTest from "playwright/test"; // in import map (there is no package.json)
```
Playwright (which is in the global cache dir) adds a hook that gets called right before the builtin `require`, then `requires` your config file (`require(userConfigFilePath)`).

Playwright's require hook transpiles your config file to CJS, which results in

```
// transpiled playwright.config.js ("located" in user's project dir)
const playwrightTest = require("playwright/test");
```

then calls deno's actual require function.

When deno hits `require("playwright/test");` it searches relative to the config file (but no matches), then searches in "<projectDir>/node_modules", "<projectDir>/../node_modules" (etc.) but there are no matches, because the dependency is actually in the global cache dir.

Ideally we could handle this by resolving in the global cache dir instead of in the `node_modules` dirs (which don't exist or apply).

---

Seen in https://github.com/denoland/deno/issues/16899#issuecomment-2306486683 (repro at https://github.com/jollytoad/ahx/tree/df1b391bb5adb51e879da17612570f7e7dd025f7)
Repository: material-ui
Issue: [system] Missing quotes in `InitColorSchemeScript.tsx`
Labels: docs,package: system,v6.x

### Steps to reproduce

Link to live example: https://stackblitz.com/edit/github-xk9wmf?file=src%2FApp.tsx

```jsx
import { FC } from 'react';
import InitColorSchemeScript from '@mui/material/InitColorSchemeScript';

import './style.css';

export const App: FC<{ name: string }> = ({ name }) => {
  // This injects a `<script>` tag into the DOM. Right-click and inspect the
  // site preview on the right, and look for the `<script>` tag under `<div id="app">`.
  // You should see that on the second-last line of the script, there is a bare `%s` with
  // no quotes around it. This throws a `SyntaxError` in my browser.
  return <InitColorSchemeScript attribute="[data-color-scheme=%s]" />;
};
```

Steps:
1. Right-click and inspect the site preview on the right, and look for the `<script>` tag under `<div id="app">`. You should see that on the second-last line of the script, there is a bare `%s` with no quotes around it. This throws a `SyntaxError` in my browser.


### Current behavior

_No response_

### Expected behavior

_No response_

### Context

https://github.com/mui/material-ui/blob/9f4b846be96ee18733b6bd77eba2f54b1ceb9b04/packages/mui-system/src/InitColorSchemeScript/InitColorSchemeScript.tsx#L81

needs to have quotes around `${value}`.

### Your environment

  System:
    OS: macOS 14.6.1
  Binaries:
    Node: 18.19.1 - ~/.asdf/installs/nodejs/18.19.1/bin/node
    npm: 10.2.4 - ~/.asdf/plugins/nodejs/shims/npm
    pnpm: 9.7.1 - ~/.asdf/installs/nodejs/18.19.1/bin/pnpm
  Browsers:
    Chrome: 127.0.6533.120
    Edge: Not Found
    Safari: 17.6
  npmPackages:
    @emotion/react: 11.13.3 => 11.13.3
    @emotion/styled: 11.13.0 => 11.13.0
    @mui/icons-material: 6.0.0-rc.0 => 6.0.0-rc.0
    @mui/lab: 6.0.0-beta.7 => 6.0.0-beta.7
    @mui/material: 6.0.0-rc.0 => 6.0.0-rc.0
    @mui/system: 6.0.0-rc.0 => 6.0.0-rc.0
    @mui/x-data-grid: 7.14.0 => 7.14.0
    @mui/x-date-pickers: 7.14.0 => 7.14.0
    @mui/x-tree-view: 7.14.0 => 7.14.0
    @types/react: 18.3.4 => 18.3.4
    react: 18.3.1 => 18.3.1
    react-dom: 18.3.1 => 18.3.1
    typescript: ^5.2.2 => 5.3.2

**Search keywords**: css variables, InitColorSchemeScript, %s
Repository: node
Issue: Support statement coverage
Labels: feature request,coverage,test_runner

I think the Node.js coverage reporter should include support for reporting statement coverage.

My idea is to parse the source code into an Abstract Syntax Tree (AST) using `acorn-walk`, and then use the `Statement` callback to extract statements. They could then be converted to `CoverageStatement`s, (similarly to how the `getLines` function works with lines to `CoverageLines`). 

These statements could then be mapped to ranges in the same way that lines are handled in `mapRangeToLines`.

I saw a (extremely complicated) way of doing this in <https://github.com/cenfun/monocart-coverage-reports/>, so it appears to be possible.
Repository: godot
Issue: Input.joy_connection_changed not emitted with DS5/PS5 controller
Labels: needs testing,topic:input

### Tested versions

4.3.stable

### System information

Windows 11

### Issue description

The `Input.joy_connection_changed` signal is only emitted if the PS5 controller is connected before running project. While the project runs there are no disconnect connects emitted. I don't see this happening with an Xbox 360 controller. I'm connecting the controlelr via USB (already tried different USB ports and cables).

The PS5 controller _does_ correctly send input once connected. It's just the signal that doesn't behave as expected.

### Steps to reproduce

Add code similar to
```
func _ready():
	Input.joy_connection_changed.connect(_on_changed)

func _on_changed(device, connected):
	var device_name = Input.get_joy_name(device)
	print("Gamepad %d %s (%s)" % [device, "connected" if connected else "disconnected", device_name])
```
into any node. Run the project. Plug and unplug DS5 controller and see no connect/disconnect messages.

### Minimal reproduction project (MRP)

Use the joypads demo project from https://github.com/godotengine/godot-demo-projects/tree/master/misc/joypads.
The Output window displays connect/disconnect messages
Repository: deno
Issue: Segmentation fault (core dumped) error at startup on v1.46+
Labels: bug,swc

Version: Deno v1.46.1

I'm unable to import any of the files from my project starting with v1.46. Everything worked fine in v1.45.5. 

To demonstrate, I've attached a quick screen recording below where I first attempt to start up the REPL and import a function named `alias`. It fails with a segfault error in v1.46.1. I then downgrade to v1.45.5 and attempt the same exact thing, and it imports it with no issues at all.

https://github.com/user-attachments/assets/fdf1c3d5-4458-4346-93cb-bdd74f398525
Repository: vscode
Issue: update
Labels: invalid

<!-- ⚠️⚠️ 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. -->
Repository: ollama
Issue: add LongWrtier Llama3.1 8b and  LongWrtier GLM4 9b
Labels: model request

 The LongWrtier models are good at writing long content in a single reply.I have successfully impoeted QuantFactory/LongWriter-llama3.1-8b-GGUF so it can be uploaded derectly.I tried to quantize the F32 verson in QuantPanda/LongWriter-glm4-9B-GGUF for a Q4_0 version so that I can load all layers on my GPU,but the quantization failed with "Error: quantization is only supported for F16 and F32 models", so please create a Q4_0 version and upload.
Repository: pytorch
Issue: Remove redundant copy in functional collectives
Labels: module: performance,oncall: distributed,triaged

Is it possible to remove the copy operation of the inputs in PyTorch's distributed functional collectives?
Is it not possible to do everything in-place given that inductor is going to support in-place OPS?
related discussion: https://discuss.pytorch.org/t/functional-collectives/206155/


cc @msaroufim @XilunWu @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o
Repository: tauri
Issue: [docs] What is everything that's required to load an image in V2?
Labels: type: documentation

correct me if mistaken but,
the preferred and fastest way to load an image from disk for displaying is to use [convertFileSrc()](https://v2.tauri.app/reference/javascript/api/namespacecore/#convertfilesrc)
but the documentation is outdated, referencing v1 configs that don't exist anymore:
![image](https://github.com/user-attachments/assets/599a0d75-648c-4823-b5d9-60385381e438)
https://github.com/tauri-apps/tauri/blob/dev/tooling/api/src/core.ts#L163

it would also be good to have an explicit example of what's needed for it to work.
like:
```json
{
	"app": {
		"security": {
			"csp": {
				"default-src": "'self' asset: http://asset.localhost",
				"media-src": "'self' asset: http://asset.localhost",
				"img-src": "'self' asset: http://asset.localhost"
			},
			"assetProtocol": {
				"enable": true,
				"scope": [
					"$DOWNLOAD/**"
				]
			}
		}
	}
}
```
Repository: godot
Issue: Project manager not applying custom theme correctly
Labels: bug,topic:editor

### Tested versions

Reproducible in: 4.3 dev 3 [36e943b6b] and above. - Not reproducible in 4.3 dev 2 [352434668] and below

### System information

Godot v4.3.stable.mono - Windows 10.0.19043 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3734) - AMD Ryzen 5 2600 Six-Core Processor (6 Threads)

### Issue description

The project manager UI (specifically the bit where you can scroll between projects) doesn't apply custom themes properly, instead it shows the last selected built-in theme, so if i select the default theme and then my custom theme i get:

![project manager theme - godot 4 3 stable - default theme](https://github.com/user-attachments/assets/643b7cfb-09a7-4cf5-ad65-9b9082ef5c5b)

if i select the black (OLED) theme and then my custom theme i get:

![project manager theme - godot 4 3 stable - black (OLED) theme](https://github.com/user-attachments/assets/46c51859-97ff-4879-9ee6-27709d6009a1)

if i select the Godot 2 theme and then my custom theme i get:

![project manager theme - godot 4 3 stable - Godot 2 theme](https://github.com/user-attachments/assets/8c7d3f73-fb3b-484d-8a84-8bcd4f03a40d)

</br>

so on and so forth...
As you can see this didn't happen in earlier versions like 4.2.2, where that area is consistent with the rest of the UI:

![project manager theme - godot 4 2 2 stable - custom theme](https://github.com/user-attachments/assets/5454493f-de23-402d-89d0-19d7b12a7916)

</br>

This bug seems to have been introduced in 4.3 dev 3, as 4.3 dev 2 and previous versions don't show signs of having this bug

4.3 dev 3:

![project manager theme - godot 4 3 dev 3 - default theme](https://github.com/user-attachments/assets/aad0329b-b763-46f7-87ec-e38c9d9b844d)

4.3 dev 2:

![project manager theme - godot 4 3 dev 2 - custom theme](https://github.com/user-attachments/assets/a2844254-876b-4d09-9f57-212240eeed19)






### Steps to reproduce

Create a custom theme, select the default theme and then the custom theme, open a new instance of Godot (thefore opening the project manager). You should now see that area in the UI display the default theme instead of the custom theme.

### Minimal reproduction project (MRP)

[project-manager-theme-bug.zip](https://github.com/user-attachments/files/16735383/project-manager-theme-bug.zip)
Repository: terminal
Issue: Command History (F7) is added to when selected command from the list
Labels: Product-Conhost,Issue-Bug,Area-CookedRead

### Windows Terminal version

1.20.11781.0

### Windows build number

10.0.22631.4037

### Other Software

_No response_

### Steps to reproduce

1. Open a clean command prompt - nothing in the list in F7.
2. Type in a command, e.g. "dir"
3. Type in a second different command, e.g. "dir D*"
4. Press F7 to see the command list - it will contain two commands. Select the first one from the list.
5. Press F7 to see the command list again, it will now contain three commands. This is unexpected. 

### Expected Behavior

Selecting the command from the command list was previously (in Windows 10 command prompt) the way you issued it to ensure it didn't get added to the history, thus allowing you to maintain a nice tidy command list.

### Actual Behavior

Instead it was added to the history.
Repository: godot
Issue: `RayCast3D` cannot detect collision with CSGs in `_ready()` even with `force_raycast_update()`
Labels: documentation,topic:physics

### Tested versions

v4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

`RayCast3D` cannot properly detect collision with a CSG shape when the collision checking is performed in `_ready()`, even when `force_raycast_update()` is used. Method `is_colliding()` always returns false, despite that "Debug > Visible Collision Shapes" would indicate there is a collision and the same checking performed in `_physics_process()` behaves correctly.

This issue seems similar to [another one previously mentioned](https://github.com/godotengine/godot/issues/95354) but there it was a `RayCast3D` colliding with a `StaticBody3D` and using a `force_raycast_update()` would make it work properly. Here it seems to have no effect.

### Steps to reproduce

1. Make a 3D scene.
2. Add one of the CSG shapes and set `use_collision` to true.
3. Add a `RayCast3D` and position it so that it starts off colliding with the CSG shape.
4. Add a script to the `RayCast3D` to perform some collision checking in `_ready()`. This is what I used:
```gdscript
extends RayCast3D

func _ready() -> void:
	force_raycast_update()
	print("is_colliding: " + str(is_colliding()))
	print("get_collider: " + str(get_collider()))
```
5. Run the game. The script will tell you that no collision is taking place. The output result for the script above is the following:
```
is_colliding: false
get_collider: <Object#null>
```

### Minimal reproduction project (MRP)

[raycast.zip](https://github.com/user-attachments/files/16735530/raycast.zip)
Repository: ollama
Issue: When invoked from the command line in an active conversation session, missing model for `/load` shouldn't be fatal error
Labels: bug

### What is the issue?

if you try to load a nonexistent model
```
Loading model 'nonexistent.'
Error: model "nonexistent." not found, try pulling it first
```
then quits the existing session

### OS

Linux

### GPU

AMD

### CPU

AMD

### Ollama version

0.3.6
Repository: godot
Issue: RayCast3D debug visuals jitter and lag behind since 4.3
Labels: topic:rendering,topic:physics,needs testing,regression,topic:3d

### Tested versions

v4.3.stable.mono.official [https://github.com/godotengine/godot/commit/77dcf97d82cbfe4e4615475fa52ca03da645dbd8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.5123) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)

### Issue description

When Raycast3Ds are moved, the debug shape jitters and lags behind. This happens when moved in any way. The amount depends on the FPS. The collisions seem to be unaffected.

### Steps to reproduce

Create a Raycast3D and move it along side any other type of Node3D through any means. It is apparent if the Raycast3D is the child of the other Node3D because they should move in sync.

### Minimal reproduction project (MRP)
[racyat-test.zip](https://github.com/user-attachments/files/16735643/racyat-test.zip) This project displays a RayCast3D clearly lagging behind a CSGBox. There is a static body to test if collisions are consistent with the debug shape.
Repository: neovim
Issue: "E95: Buffer already exists" when raw manpage contents piped into :Man
Labels: bug,plugin,runtime,complexity:low

### Problem

I invoke Man as a $MANPAGER from a terminal within neovim.
I do this by using [neovim-remote](https://github.com/mhinz/neovim-remote) plugin and setting `MANPAGER="nvr +'Man!' -"`
`init_pager` in `man.lua` crashes if there's already an open buffer for the man pages.

The line responsible for the error is this one:
`vim.cmd.file({ 'man://' .. fn.fnameescape(ref):lower(), mods = { silent = true } })`
It tries to rename the buffer to a name that's already taken.

Suggested solution:
Check if there's already a buffer with that name and go to that existing buffer if so. 


### Steps to reproduce

* Add [neovim-remote](https://github.com/mhinz/neovim-remote) plugin.
* Add this line to your **init.vim**: `let $MANPAGER="nvr +'Man!' -"`
* Start a terminal: `:term`
* Run `man ls`
* Go back to the terminal
* Run `man ls` again

I don't know if it's possible to use neovim's builtin remote functionality for $MANPAGER. If it is possible, then the error could be reproduced without any plugins.

### Expected behavior

Don't crash and go to the existing buffer instead

### Neovim version (nvim -v)

0.9.5

### Vim (not Nvim) behaves the same?

No Man in vim

### Operating system/version

N/A

### Terminal name/version

N/A

### $TERM environment variable

N/A

### Installation

N/A
Repository: TypeScript
Issue: `instantiateMappedTupleType` should not use array index as mapping key, at least it's not in an appropriate way
Labels: Needs Investigation

### 🔎 Search Terms

instantiateMappedTupleType

### 🕗 Version & Regression Information

- This is the behavior in every version I tried.

### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.7.0-dev.20240824#code/C4TwDgpgBA0hIGcA8AVAfFAvFA3lA2jFAJYB2UA1vAPYBmUKAugFyxQC+A3AFCiRQAxatVRQIAD2ARSAEwRQAhqRD5GGbHERJ8CYACcyAcwA0UXQdImoAOlspT5o2s5QA9K4IAiAAyfTngEY-G1tNZHRTUgBXAFsAIwg9Rm4UvmgAQSxBYW1HS2c3D3wfYMDS30jYhKTecGgAISyw3P0jB1bLU1trHQ7DRnaLfrQXdy8KqDL-ACZSgGZPZKA

### 💻 Code

```ts
type Keys<T> = { [K in keyof T]: K };
type Foo<T extends any[]> = Keys<[string, string, ...T, string]>; // ["0", "1", ...Keys<T>, number]


type A = Foo<[string]>; // ["0", "1", "0", number]
type B = Keys<[string, string, ...[string], string]>; // ["0", "1", "2", "3"]
```

### 🙁 Actual behavior

After instantiating the `Keys<[string, string, ...T, string]>` to `["0", "1", ...Keys<T>, number]` in advance, the position of `T` is lost, resulting in incorrect indexes.

### 🙂 Expected behavior

Option 1: look up real indexes during instantiating.

```ts
type Foo<T extends any[]> = Keys<[string, string, ...T, string]>; // ["0", "1", ...Keys<T>, ...Keys<[string]>]
type A = Foo<[string]>; // ["0", "1", "2", "3"]
```

Option 2: don't use indexes

```ts
type Foo<T extends any[]> = Keys<[string, string, ...T, string]>; // [number, number, ...Keys<T>, number]
type A = Foo<[string]>; // [number, number, number, number]
```

### Additional information about the issue

_No response_
Repository: godot
Issue: Editor window error spam: "scene/3d/camera.cpp:487 - Condition "p.d == 0" is true. Returned: Point2()"
Labels: bug,regression,topic:3d

### Tested versions

Tested on a both a Windows device and a separate Linux device.
Reproducible in 3.6 RC1
Not reproducible in 3.6 Beta5


### System information

Windows 10, Intel HD graphics 500; Linux, Intel HD graphics

### Issue description

If you add a camera to the 3D scene and align it to the current view with PERSPECTIVE > ALIGN TRANSFORM WITH VIEW, the editor will spam an error message whenever you mouse over the scene window.

Error message: "scene/3d/camera.cpp:487 - Condition "p.d == 0" is true. Returned: Point2()"

This appears to be a regression from 3.6 Beta 5, where I cannot reproduce it.

### Steps to reproduce

Load the repro project in 3.6 RC1 and:

1. Open the scene named "Spatial".
2. Click on the Editor Output window to make it visible.
3. Highlight the Camera node in the scene tree.
4. Mouse over the Editor scene window and confirm no error message spamming.
5. In top left of window click on "Perspective" then "Align transform with view"
6. Move mouse around and over window and observe error spamming.


### Minimal reproduction project (MRP)

[repro.zip](https://github.com/user-attachments/files/16736281/repro.zip)

3.6 Beta 5 - no issue
![3 6B5 no issue](https://github.com/user-attachments/assets/5baa742f-f8b1-45ed-b09d-fbed563a4588)

3.6 RC1 - issue
![3 6RC1 issue](https://github.com/user-attachments/assets/47207e9a-2f26-4c31-9617-da5bdd173381)
Repository: godot
Issue: UFBX importer doesn't work in-game [Godot 4.3]
Labels: needs testing,topic:import,topic:3d

### Tested versions

4.3

### System information

manjaro linux godot 4.3-stable (this doesnt matter since this "bug" is on all platforms)

### Issue description

the new ufbx importer for godot 4.3 cant import fbx files at runtime but gltf importer can 

O. some notes:
1. the engine can import gltf at runtime but not fbx
2. the engine can import both gltf and fbx in the editor
3. at runtime loading fbx file gives an unavailable error
4. even tho now with godot 4.3 we have fbx document just like gltf document but it looks like its not working/implemented yet?

O. after some tests:
i found is that it actually (kind of) imports everything correctly but all meshes are importer mesh type with no data
so.... maybe importer mesh doesn't work in-game??

im currently looking at the source code to check whats going on with that
i have a small experience with c++ and i'd love to help (since this matters alot to me)

### Steps to reproduce

just try the MRP i gave
run the project and it wont show anything (even tho im trying to load fbx with fbxDocument just like gltfDocument)

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/16736371/MRP.zip)
Repository: TypeScript
Issue: Boolean narrowed to true only when generic type is explicitly provided while it shouldn't
Labels: Needs More Info

### 🔎 Search Terms

specify type narrow union

### 🕗 Version & Regression Information

All versions I checked and nothing in FAQ that seems related

### ⏯ Playground Link

https://www.typescriptlang.org/play/?#code/LAKA9GCqDOCmAEAXAFggbgQwE4EsMDsBjBA-Ae0Q0RzPyTPgDMytilkdokBPABwUQMARghz5MuAogA08WGlh0UZAK4BzZPByJ4Ad1UAbACbwKqLLs4IR8QmQl58iUIj4IAkuOyPEAHjGmKjoAKgB88AC88AAUAJSR4cEA3KCgdvjQOswMUb7BcgAeiIpGXGRCAFawhIih0eUVAFzwwbHNng5SvgDeANoAClp0ANaw3GSMLQC67V6STnkDU6EAvuER4fgqBgYAhCkg6ZnwQtiR8HmFxfil8H2DAaPjk8Ez8B3eXQTcq3W6za0AQl4FsdvtUodaMcxIxYFgsLATFFTlhot0MM1smihM1EFgVLAVrEiQcIPByRTKVSAHoAflAZKOOhRzR6DLAVIx7zmPjZ4A5VIpOO5nQWQjIZAMsAIoVJAopazl8DW8AAdOr2bYoVkJazuprKcLxZLpfglWtNXiCVouGJilheAjiiYMFwAETGqUEN0QiAAUQKvAMOEI2gM3Hg0H4ocYEZQCDUijhIfgvGwGAAtmltYUgyHtOcUXzKVyPvM-PqQILycKy7zPabZaBKRaQGs0Vysd1hVbCcTYkl4P6AErDgDyw4NFLpmqZTF1F0rZMNuPxsHNoXZ5F07CoSDXINgiK4ghOCA9Eq9+DdsgLnCG9sdsGd8Fd8DdvZ9IHZAbzocQ4aRtGOCxuwCZJrghCpumGbzlgJxnAQJjZNmGQ6LAgbBv+ABMhbYMWFKljyXSVtWJyzKKfgNjKBwtpubZ1OimISgRNbNNRZqgO23argSRIkkOYD6FgwzQL6YC-lhYYRlG1QgXGqDwIm+DJlBaZYJmcEIfBSG2K6Oi9q+XAcahxwYX+2gAMx4VgrGvhRnwLKR1a1sRYqXo2tEKvR3GdhK2K8SQxkeQQ-EDoJwmieyABCIX4NEvbxBgBjQAwkViSAQA

### 💻 Code

```ts
// Use the variance annotation to force this type to be invariant, even though it would otherwise be covariant
type Invariant<in out T> = () => T;

const foo = <T extends object>(obj: T): Invariant<{[P in keyof T]: Invariant<T[P]>}> => null!;
const bar = <T extends {[P in keyof T]: Invariant<any>}>(w: T): T => null!;

const inferred = bar({a: foo({b: true})}); // true is boolean as expected

// Explicitly specify the generic param
const explicit = bar<{
    a: Invariant<{
        b: Invariant<boolean>;
    }>
}>({a: foo({b: true})}); // narrowed to true instead of boolean and errors
```


### 🙁 Actual behavior

Narrows to `true`

### 🙂 Expected behavior

Should stay `boolean`

### Additional information about the issue

Doing `as boolean` works...
Repository: ui
Issue: [feat]: Drag n Drop
Labels: area: request

### Feature description

I would like to request a new component: Drag and Drop.

### Affected component/components

N/A

### Additional Context

Add a drag and drop lists which might be helpful in todo lists.

Similar to React DND

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs