sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Don't select inlay hint UI when it's next to a selected variable or have a parameter to enable that
Labels: bug,inlay-hints

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: Any that has inlay hints, 1.68.1
- OS Version: Windows or others

Steps to Reproduce:

1. My repro is with the C/C++, 1.10.0 (pre-release), pending release later today, but you might be able to use another language.

When a language returns an inlay hint like "|variable" then double-click selection of the variable in VS Code causes the inlay hint to appear selected, which doesn't repro in VS 2022 for the same scenario. The code that sets the position is shared with VS, so we prefer to keep it the same currently.

I don't know what other effect happens from the selection, other than it looks strange.

![image](https://user-images.githubusercontent.com/19859882/174670697-059e77f3-543f-4956-8c05-f77f2856267b.png)
Repository: material-ui
Issue: [Dialog] Focus lost when opening a dialog from a menu using the keyboard 
Labels: accessibility,component: dialog

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

Using a keyboard, opening up a dialog from the menu and then closing it , the focus returns to the top of the page and doesn't remain on the menu

### Expected behavior 🤔

Using a keyboard, opening up a dialog from the menu and then close it, the focus remains on the menu

### Steps to reproduce 🕹

Steps:

1. User  goes to https://codesandbox.io/s/gifted-phoebe-lsk3m6?file=/src/Test.js in Chrome, Firefox or Edge
2. Using a keyboard only, open up the dialog from the menu and then close it
3. Observe now where the focus is



### Context 🔦

This fails accessibility as the user's focus returns to  the top of the page

### Your environment 🌎

  System:
    @emotion/styled: ^11.6.0 => 11.6.0
    @mui/base:  5.0.0-alpha.59
    @mui/icons-material: ^5.2.1 => 5.2.1
    @mui/lab: ^5.0.0-alpha.59 => 5.0.0-alpha.59
    @mui/material: ^5.2.3 => 5.2.3
    @mui/private-theming:  5.2.3
    @mui/styled-engine:  5.2.0
    @mui/system:  5.2.3
    @mui/types:  7.1.0
    @mui/utils:  5.2.3
    @types/react:  16.9.51
    react: ^17.0.2 => 17.0.2
    react-dom: ^17.0.2 => 17.0.2
Repository: pytorch
Issue: Write lint for isGreen
Labels: module: ci,triaged

group workflows together to avoid using an allow list/regex in isGreen method

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: pytorch
Issue: Modify update-viable-strict GHA to use internal version of checkout
Labels: module: ci,triaged

I previously encountered an error regarding workflow permissions (linked [here](https://github.com/pytorch/pytorch-canary/runs/6921418059?check_suite_focus=true)) which was temporarily resolved by using `actions/checkout@v2` instead of our internal version of checking out pytorch, which would be more reliable. 

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: rust
Issue: rustdoc: defer creation of sidebar in source view
Labels: T-rustdoc,A-rustdoc-ui

In source view, there is a sidebar created by JS, but it is hidden by default. Right now, the contents of the sidebar (one DOM node per file in all crates in the documentation) are built at page load time. For `std`, that's 1,200+ elements. Instead, we should build those DOM nodes when the sidebar is expanded; or at page load time if the `source-sidebar-show` setting is enabled.
Repository: godot
Issue: SpatialMaterial "shadow to opacity" multiplied incorrectly by ambient light color and energy
Labels: bug,topic:rendering,topic:3d

### Godot version

3.5 RC4

### System information

Linux Mint 20.2; GTX 1660Ti; GLES3; Nvidia 470.103.01

### Issue description

With the "Shadow to Opacity" SpatialMaterial flag set, the opacity is multiplied by the ambient light color and energy. Shadows are only opaque if illuminated by ambient light. In a scene with less/no ambient light, the shadowed areas are translucent or invisible.

All other forms of light subtract from the material's alpha, whether the light casts shadows or not. The docs recommend this setting for displaying shadows over invisible surfaces for augmented reality. However, working as it does, you can only fill those shadows by flooding the scene's shading with bright ambient light. That doesn't seem right...?

The behavior I expected goes about like this:

```
shader_type spatial;

void light() {
	DIFFUSE_LIGHT = vec3(0.0);
	ALPHA = 1.0 - ATTENUATION.z;
}
```

### Steps to reproduce

1. Cast a shadow onto a SpatialMaterial with the flag "Shadow to Opacity"
2. Remove sky contribution to ambient lighting
3. Set ambient light to black and/or no energy; shadow is not visible
4. Set ambient light to white and energy = 1.0; shadow is fully visible, scene shading is washed out

### Minimal reproduction project

[shadow_opacity.zip](https://github.com/godotengine/godot/files/8943972/shadow_opacity.zip)
Repository: vscode
Issue: Debugger: Variables inspector should not unselect when releasing filter
Labels: debug,polish

<!-- ⚠️⚠️ 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. -->

In a long list of variables it's sometimes helpful to drill down on a variable name in order to quickly inspect a certain variable.

Using the filter feature of the Variables view, it's easy to do that. However, while the filter is active, it's not possible to inspect a structured object variables content. And then, when you release the filter, the previously selected variable becomes unselected – making it hard to find the variable back again in the long list of variables:

![Variable inspector should not unselect](https://user-images.githubusercontent.com/9283914/174688782-a006cecf-206c-4124-9aa0-b9941c4b3231.gif)

I propose to either not apply the filter to structured objects' members in Variables inspector or to refrain from unselecting a previously made selection when the filter is released.
Repository: vscode
Issue: Add setting editor.inlayHint.defaultFontSizePercentage
Labels: feature-request,inlay-hints

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
The font size of inlay hints for VS 2022 is 80% of the editor font size, so our C++ extension would prefer a editor.inlayHint.defaultFontSizePercentage setting (or whatever alternative naming), so that our extension could set the default font size for inlay hints to be 80% of the editor.fontSize (for the [cpp] language only). Our current workaround is to set editor.inlayHint.fontSize to 11 for [cpp], but that potentially has the unwanted effect if the user changes their editor.fontSize away from 15.

The editor.codeLensFontSize appears to set the default to a hardcoded 90%.

UPDATE: The 11 font size seems slightly too small and it sounds like the VS UI is still in flux, so we may go with a 12 font or 90% instead, which would match the 90% for editor.codeLensFontSize -- so maybe we'd be satisfied if the existing editor.inlayHint.fontSize matched the 90% default like the editor.codeLensFontSize.
Repository: PowerToys
Issue: Show CPU and Memory usage on apps
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

Shows CPU performance and memory usage on an always on top little window, and the processes that is taking a lot of place.

### Scenario when this would be used?

When you want to optimise your system performances for creativity like making videos or using image editors, or just for gaming.

### Supporting information

_No response_
Repository: godot
Issue: Allow passing transforms to `EditorInterface.make_mesh_previews()`
Labels: enhancement,topic:editor,topic:plugin,topic:3d

### Godot version

3.4.4

### System information

Windows 11, GTX 1070Ti

### Issue description

Based on Mesh Library [previews generating](https://github.com/godotengine/godot/blob/78944fef820b7df87ca73d89169e68639ceef8e9/editor/plugins/mesh_library_editor_plugin.cpp#L181-L202) can pass transforms to `make_mesh_previews` with 3 input arguments but it is not possible in [GDScript](https://docs.godotengine.org/en/stable/classes/class_editorinterface.html#class-editorinterface-method-make-mesh-previews).

### Steps to reproduce

- Use `EditorInterface.make_mesh_previews` which just has 2 input arguments.

### Minimal reproduction project

_No response_
Repository: rust
Issue: Tracking Issue for `Iterator::next_chunk`
Labels: T-libs-api,C-tracking-issue,A-autovectorization

Feature gate: `#![feature(iter_next_chunk)]`

This is a tracking issue for the `.next_chunk()` method on iterators which allows you to advance the iterator `N` elements and return an array `[T; N]`

### Public API

```rust
use core::array;

trait Iterator {
    type Item;
    
    fn next_chunk<const N: usize>(&mut self,) -> Result<[Self::Item; N], array::IntoIter<Self::Item, N>>
    where
        Self: Sized;
}
```

### Steps / History

- [x] Implementation:
  - #93700
  - #98553
  - #103166
  - #111781
  - #126879
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

### Unresolved Questions

- Naming: other options include `next_array()` or `next_array_chunk()`.
- Should we also add `next_chunk_back` to `DoubleEndedIterator`?
- How should we handle `N = 0`?
Repository: tauri
Issue: macOS Distribution
Labels: platform: macOS

Sparked by https://github.com/tauri-apps/tauri-docs/issues/691, related to https://github.com/tauri-apps/tauri/issues/1731 and https://github.com/tauri-apps/tauri/issues/3055

I'm mainly using this issue to keep track of my thoughts because this is going to be a long ride...

## Package Creation

You must have your app in a .ipa (iPad, iOS, some cross-compiled macOS) or a .pkg (macOS) format prior to upload. There's a reference to a .dmg, but I'm not 100% sure if this is supported or not.

- Need to know the best way to achieve this
- Currently wondering if `xcodebuild -exportArchive` achieves this

## Upload Application to App Store Connect

Ways to upload:

- `xcrun notarytool`, I believe this is the current preferred way for Xcode 13 and later (https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution/customizing_the_notarization_workflow#3087734)
- `xcrun altool` I believe this is what to use prior to Xcode 13 (https://developer.apple.com/forums/thread/64041)
- Transporter, GUI app in the Mac App Store (https://apps.apple.com/gb/app/transporter/id1450874784?mt=12)

---

## Additional References

https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution/customizing_the_notarization_workflow/customizing_the_xcode_archive_process

CC @nothingismagick @lucasfernog
Repository: node
Issue: Move stream development out from core
Labels: stream

Now that https://github.com/nodejs/readable-stream is up to date with the latest node version I would like to bring up the discussion of moving development of stream out of core in a similar way we currently do with undici.
Repository: godot
Issue: Saving a Resource with a Callable causes crashing on load
Labels: bug,topic:core

### Godot version

4.0 alpha 10

### System information

Kubuntu 20.04

### Issue description

In my game I want items to have custom functionality. To achieve this, I assign lambda functions to it's variables:
```gdscript
var item_templates: Dictionary = {
	"Test Item": {
		'use': func(): print('Test')
	}
}
func create(name)->Item:
	var item = Item.new()
	item.use = item_templates[name].use
	return item
func _ready():
	items.append(create("Test Item"))
```

Then I save the `items` array to a resource file. It's content looks like this:
```
[gd_resource type="Resource" load_steps=2 format=3]

[ext_resource type="Script" path="res://SaveFile.gd" id="1_sq5fb"]

[resource]
script = ExtResource( "1_sq5fb" )
item_data = [Object(RefCounted,"script":Resource( "res://Item.gd" ),"use":)
]
```

The `use` field is empty, which causes this error, when I attempt to load the file:

`load_data: res://saves/save.tres:7 - Parse Error: Expected value, got ')'.`

Is it even possible to save a Callable?

### Steps to reproduce

Above

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Re-mapping of keys gets jumbled when multiple keyboard languages are used.
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Priority-2

### Microsoft PowerToys version

0.59.0

### Running as admin

- [X] Yes

### Area(s) with issue?

General

### Steps to reproduce

Remap a few keys with keyboard set to ENG
Remap the same keys to different keys with keyboard set to SWE
Now the mappings are jumbled. Even keys that were not selected have new and wrong mappings.

### ✔️ Expected Behavior

Being able to have key mappings for each keyboard language (one for THAI, one for ENG, one for SWE, etc)

or (not as useful) having the same hardware key mapped to the same hardware key regardless of keyboard language selected.

### ❌ Actual Behavior

Key mappings lost, jumbled and changed when multiple keyboard languages are used.

### Other Software

_No response_
Repository: angular
Issue: Consuming library built with angular 13 in application throws this error : An import path cannot end with a '.tsx' extension.
Labels: area: compiler,P3

### Command (mark with an `x`)

- [ ] new
- [x] build
- [ ] serve
- [ ] test
- [ ] e2e
- [ ] generate
- [ ] add
- [ ] update
- [ ] lint
- [ ] extract-i18n
- [ ] run
- [ ] config
- [ ] help
- [ ] version
- [ ] doc

### Is this a regression?

Yes, the previous angular version(12) does not have this issue

### Description

When an Angular component ts file is replaced with .tsx file, library is building fine but  building application with this library fails with error "error TS2691: An import path cannot end with a '.tsx' extension."

Am I missing anything here?

## 🔬 Minimal Reproduction

Reproduction:

Example application representing the issue:
https://github.com/kishore5a8/angular13_library_issue_tsx

Create a new Angular workspace 
Create a new Angular library
Change library file extension from .ts to .tsx (might need to enable jsx in tsconfig.json)
Consume this library in application. 
Build library (ng build sampleLib)
Build application(ng build sampleApp) and observe the issue.


## 🔥 Exception or Error

./src/main.ts - Error: Module build failed (from ./node_modules/@ngtools/webpack/src/ivy/index.js):
Error: Cannot resolve type entity i1.SampleLibComponent to symbol
    at D:\MyData\MCD\Examples\Angular_13\sampleApp\node_modules\@ngtools\webpack\src\ivy\loader.js:81:18
    at processTicksAndRejections (internal/process/task_queues.js:97:5)

Error: dist/sample-lib/lib/sample-lib.module.d.ts:2:21 - error TS2691: An import path cannot end with a '.tsx' extension. Consider importing './sample-lib.component.js' instead.

2 import * as i1 from "./sample-lib.component.tsx";
                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~

## 🌍 Your Environment

Angular CLI: 13.3.8
Node: 12.22.10
Package Manager: npm 6.14.16
OS: win32 x64

Angular: 13.3.11
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1303.8
@angular-devkit/build-angular   13.3.8
@angular-devkit/core            13.3.8
@angular-devkit/schematics      13.3.8
@angular/cli                    13.3.8
@schematics/angular             13.3.8
ng-packagr                      13.3.1
rxjs                            7.5.5
typescript                      4.6.4

**Anything else relevant?**

It used to work fine till angular 12. I mean, used view engine to build the library and application used to build fine with ivy compiler also.
![Capture](https://user-images.githubusercontent.com/39525926/174789044-e08a4524-d232-457a-91fb-5d9509669781.PNG)
Repository: godot
Issue: Can't ctrl+click one-character variable name to go to definition in a function call (fixed in `master`)
Labels: bug,topic:gdscript,topic:editor

### Godot version

v3.4.4.stable.official [419e713a2]

### System information

Windows 10

### Issue description

I am unable to jump to the variable definition by ctrl-clicking the variable name when it is 1) part of a function call and 2) one character long.

### Steps to reproduce

Given the code:
```gdscript
var i


# some code later
print(i) # ctrl-click here
```
Ctrl-clicking the `i` in `print(i)` does nothing.

### Minimal reproduction project

_No response_
Repository: rust
Issue: Current handling of Unix close() can lead to silent data loss
Labels: T-libs-api,C-bug,A-io

While working on #98209 , I went searching for where close() is called.  I found it in std/src/os/fd/owned.rs:

```
impl Drop for OwnedFd {
    #[inline]
    fn drop(&mut self) {
        unsafe {
            // Note that errors are ignored when closing a file descriptor. The
            // reason for this is that if an error occurs we don't actually know if
            // the file descriptor was closed or not, and if we retried (for
            // something like EINTR), we might close another valid file descriptor
            // opened after we closed ours.
            let _ = libc::close(self.fd);
        }
    }
}
```

The Linux close(2) manpage states:

```
       A  careful programmer will check the return value of close(), since it is quite possi‐
       ble that errors on a previous write(2)  operation  are  reported  only  on  the  final
       close()  that  releases  the open file description.  Failing to check the return value
       when closing a file may lead to silent loss of data.  This can especially be  observed
       with NFS and with disk quota.

       Note,  however,  that  a  failure  return  should be used only for diagnostic purposes
       (i.e., a warning to the application that there may still be I/O pending or  there  may
       have been failed I/O) or remedial purposes (e.g., writing the file once more or creat‐
       ing a backup).

       Retrying the close() after a failure return is the wrong thing to do, since  this  may
```

Anyhow, checking the return value of close(2) is necessary in a number of cases.  But here we have a conundrum, because what can we possibly do with a failure of close(2) inside a Drop impl?

1. Ignore it as now
2. Panic
3. More complex options (eg, allow the caller to register a close-failure callback with the underlying File/whatever object)

These all have their pros and cons.  But aren't we looking for something more like this?

`fn close(self) -> io::Result<()>`

In fact, a `Close` trait could define this function and it could be implemented on files, pipes, sockets, etc.  

### Meta

`rustc --version --verbose`:
```
rustc 1.56.1 (59eed8a2a 2021-11-01)
binary: rustc
commit-hash: 59eed8a2aac0230a8b53e89d4e99d55912ba6b35
commit-date: 2021-11-01
host: x86_64-unknown-linux-gnu
release: 1.56.1
LLVM version: 13.0.0
```


</details>
Repository: PowerToys
Issue: FancyZones - Resize splits to effect both windows.
Labels: Idea-Enhancement,FancyZones-Layouts,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

If I do a 50/50 split monitor layout (two windows side by side on ultra wide monitor) when I go to resize both windows by dragging the vertical center line, it only resizes one of the windows.  I then have to resize the other window manually as a second step.  If I used Windows Snap instead, this feature works. 

### Scenario when this would be used?

Makes it faster so I don't have to manually resize both windows.   Yes I can do this with Snap, but FancyZones overrides the Snap features.  

### Supporting information

_No response_
Repository: rust
Issue: Intra-doc links don't work inside deprecated notes
Labels: T-rustdoc,A-attributes,C-bug,A-intra-doc-links,L-deprecated

I tried this code:

```rust
#[deprecated = "Replaced by [`Client::login_token`]"]
pub async fn login_with_token(
    // ...
```

I expected to see this happen: `cargo doc` producing a deprecation note with a link

Instead, this happened: No link in the docs, just verbatim square brackets around `Client::login_token`

I also tried with ``[`Client::login_token`](Self::login_token)``, but that just produced a broken link.

### Meta

`rustc --version --verbose`:
```
rustc 1.63.0-nightly (cacc75c82 2022-06-16)
binary: rustc
commit-hash: cacc75c82ebe15cf63d31034fcf7f1016cddf0e2
commit-date: 2022-06-16
host: x86_64-unknown-linux-gnu
release: 1.63.0-nightly
LLVM version: 14.0.5
```

@rustbot labels: +T-rustdoc
Repository: material-ui
Issue: Don's mutate the theme object in ThemeProvider.
Labels: bug 🐛,customization: theme

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

ThemeProvider try adding a property `Symbol( mui.nested )` to the original theme object.

https://github.com/mui/material-ui/blob/7c75acec84879d013ae8e68ff319baf9fef1045e/packages/mui-private-theming/src/ThemeProvider/ThemeProvider.js#L58

It causes error while using some state management libraries, such a Recoil, to manage theme objects, because the libraries may freeze objects they are handling, then Error `Object is not extensible` will be thrown.

On the other hand, changing origin object will also cause other side effects.

### Expected behavior 🤔

Don't change the original object.

### Steps to reproduce 🕹

Steps:

1.
2.
3.
4.


### 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>