sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Keyboard Map
Labels: keyboard-layout

Type: <b>Bug</b>

Using Microsoft Digital Keyboard 3000

Cap Num 2 shows "  Shift  key to left or enter shows @ 



VS Code version: Code 1.85.1 (0ee08df0cf4527e40edc9aa28f4b5bd38bbff2b2, 2023-12-13T09:49:37.021Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 x 4200)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|63.95GB (49.23GB free)|
|Process Argv|--crash-reporter-id 044a1515-688b-47b9-94ee-0861ea6f954d|
|Screen Reader|yes|
|VM|0%|
</details><details><summary>Extensions (4)</summary>

Extension|Author (truncated)|Version
---|---|---
remotehub|Git|0.62.0
vscode-dotnet-runtime|ms-|2.0.0
azure-repos|ms-|0.38.0
remote-repositories|ms-|0.40.0


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
vshan820:30294714
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
py29gd2263:30899288
vsclangdf:30486550
c4g48928:30535728
azure-dev_surveyone:30548225
89544117:30613380
pythongtdpath:30769146
i26e3531:30792625
welcomedialog:30910333
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30928863
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
pythontbext0:30879054
accentitlementsc:30887149
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
aa_t_chat:30882232
cp7184t3:30927821

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: Threaded function is unusual slow under some conditions
Labels: topic:core,topic:rendering,documentation,performance

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (NVIDIA; 31.0.15.4633) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads)

### Issue description

I tried to use `ImageTexture.create_from_image` in a thread and was surprised that the performance is around 10x slower than when being used in the main thread.

If the line `self._load_progress = float(idx) / 2000.0 * 100.0` is removed or commented out, the threaded performance drops to 30x slower.

Might be related to https://github.com/godotengine/godot/issues/36793.

### Steps to reproduce

Just run the attached project.
Results are printed to log.

### Minimal reproduction project (MRP)

[MTSlow.zip](https://github.com/godotengine/godot/files/13834580/MTSlow.zip)
Repository: godot
Issue: Changing a typed array of custom resources in the editor while running a scene changes the array's type and breaks c#
Labels: bug,topic:editor,topic:dotnet

### Tested versions

- Reproducible in v4.2.1.stable.mono.official [b09f793f5]



### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.4592) - Intel(R) Core(TM) i9-10850K CPU @ 3.60GHz (20 Threads)

### Issue description

![Godot_v4 2 1-stable_mono_win64_bELoJE9ey9](https://github.com/godotengine/godot/assets/918483/f7f461e6-a2ab-4cab-a1b9-91cfd60aef96)
![Godot_v4 2 1-stable_mono_win64_XhemOmLCk8](https://github.com/godotengine/godot/assets/918483/3ec5cab0-6c4c-44a5-81f9-dad503d43796)

After setting custom resources I don't expect the type of the underlying array to change.

### Steps to reproduce

1. Run the scene
2. Edit the exported Custom Resources

### Minimal reproduction project (MRP)

[ArrayEncodedObjectAsIdMRP.zip](https://github.com/godotengine/godot/files/13834649/ArrayEncodedObjectAsIdMRP.zip)
Repository: godot
Issue: `AnimatedSprite2D` drops initial frames when it plays on a long frame
Labels: documentation,topic:animation

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Ubuntu 20.04 LTS

### Issue description

AnimatedSprite2D drops the first few frames when it is added to the tree and plays an animation in the same frame, where the frame takes a long time.

For example, if the game runs at 60FPS (0.016s), AnimatedSprite2D plays at 30FPS (0.03s), and the frame the animation is played on takes 0.11s, then the first three animated frames are dropped.

The MRP makes it seem like playing the animation at application-launch is the cause, but this can be repro'd with the following code for `node_2d.gd`'s `_ready()` too.
``` gdscript
func _ready():
	print("_ready; waiting one second")
	$AnimatedSprite2D.queue_free()
	await get_tree().create_timer(1).timeout

	print("creating scene")
	animated_sprite = AnimatedSprite2D.new()
	animated_sprite.centered = false
	animated_sprite.frame_changed.connect(_on_animated_sprite_2d_frame_changed)
	animated_sprite.sprite_frames = load("res://new_sprite_frames.tres")

	print("adding scene to tree")
	add_child(animated_sprite)

	print("playing")
	animated_sprite.play()

	print("stalling this frame")
	var rng = RandomNumberGenerator.new()
	var counter : float = 0.0
	for i in 1000000:
		counter += rng.randf_range(-10.0, 10.0)
	print(counter)
	print("done stalling this frame")
```

I think it's okay to drop animation-frames if later frames take a long time, but it could seem jarring visually to see the animation start partially within the animation.

### Steps to reproduce

Run the MRP and stop it immediately.  Scroll up in the console window and notice that the first few frames were dropped.  You may need to start/stop it a few times.
```
_process 0.112396
AnimatedSprite2D frame changed 1
AnimatedSprite2D frame changed 2
AnimatedSprite2D frame changed 3
```

### Minimal reproduction project (MRP)

[droppedframesbug.zip](https://github.com/godotengine/godot/files/13834835/droppedframesbug.zip)
Repository: vscode
Issue: Changing selection of just after text insertion messes up the undo stack [jsx]
Labels: bug,undo-redo

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- VS Code Version: 1.85.0
- OS Version: latest macos

Hi! I made an extension code that helps me moving the cursor into desired location after code changes are made by some other extension. See the code below, which:

1. Runs `editor.emmet.action.wrapWithAbbreviation` to make a simple edit (also can use `.edit()` directly)
2. Changes active cursor selection

Steps to Reproduce:

```ts
// wait for text edit, change selection
const disposable = vscode.workspace.onDidChangeTextDocument(async ({ document, contentChanges }) => {
    if (document.uri !== activeEditor.document.uri) return
    const pos = contentChanges[0]!.range.start.translate(0, 4)
    activeEditor.selection = new vscode.Selection(pos, pos)
    disposable.dispose()
})
// do text edit
void vscode.commands.executeCommand('editor.emmet.action.wrapWithAbbreviation', {
    abbreviation: 'div',
})
```

Testing editor text Ijsx language mode):

```
<div>Status</div>
```

1. Select `<div>Status</div>`
2. Run the following code
3. Do undo (ctrl+z)
4. **Actual** vs **Expected**: Notice additional `div` appears after `<div>Status</div>` resulting in having `<div>Status</div>div` instead of `<div>Status</div>` in the editor after undo action. If you comment the api code above `// do text edit`, this bug doesn't happen and additional text doesn't appear.
 
There are a couple of other scenarios where I change the selection after text insertion and this appearing text after undo action is super annoying, would be great if someone post a workaround for this. Thanks.


As I remember it wasn't happening a few updates before, but I'm not sure and I don't think it matters.
Repository: material-ui
Issue: [CSP] "style-src" MUITabs and some other component have inline styles not nonced by the CreateEmotionCache
Labels: component: tabs,package: material-ui

### Steps to reproduce

Link to live example: https://github.com/Mateo-P/nonce-problem.git

Steps:
1  cp `.env.example` to `.env`
2. `yarn install`
3. `yarn run dev`
4. open the browser console (firefox is more descriptive in this case)

### Current behavior
<img width="755" alt="Screenshot 2024-01-04 at 16 47 39" src="https://github.com/mui/material-ui/assets/58700246/4b275ac3-15c8-430f-8f03-a03774b98183">

![Screenshot 2024-01-04 at 17 01 40](https://github.com/mui/material-ui/assets/58700246/8f7304c9-fd8e-4d99-b99b-546536838ce0)


### Expected behavior
not showing the error on console browser. 

- remove inline style as most of the MUI components
- make it compatible with nonce assignment when creating the EmotionCache


### Context

we are using remixjs+MUI and want to add _CSP-Headers_ following these guides:
 [CSP-guide](https://mui.com/material-ui/guides/content-security-policy/#how-does-one-implement-csp)
 [remix-Styling](https://github.com/mui/material-ui/blob/master/examples/material-ui-remix-ts/app/entry.server.tsx)

 we added the nonce-value to the cache on `CreateEmotionCache.tsx`:
 
 it works with most of the components and all `sx's` but we have found that some components including `MUITabs` have a default `style=""` which is not handled by the CSP nonce config followed in the documentation 

on [MUITabs](https://mui.com/material-ui/react-tabs/) docs by inspecting the component on the browser the default `style="overflow:hidden;margin-bottom:0"` is shown.
### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
System:
    OS: macOS 14.0
  Binaries:
    Node: 18.16.1 - /usr/local/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 9.6.6 - /opt/homebrew/bin/npm
  Browsers:
    Chrome: 120.0.6099.129
    Firefox: 
    Safari: 17.0
  npmPackages:
    @emotion/react: 11.11.3 => 11.11.1 
    @emotion/styled: 11.11.0 => 11.11.0 
    @mui/base: 5.0.0-beta.29 => 5.0.0-beta.27 
    @mui/core-downloads-tracker:  5.15.0 
    @mui/material: 5.15.2 => 5.15.0 
    @mui/private-theming:  5.15.0 
    @mui/styled-engine:  5.15.0 
    @mui/system:  5.15.0 
    @mui/types:  7.2.11 
    @mui/utils:  5.15.0 
    @mui/x-data-grid:  6.18.4 
    @mui/x-data-grid-pro: 6.18.6 => 6.18.4 
    @mui/x-license-pro: 6.10.2 => 6.10.2 
    @types/react: 18.2.46 => 18.2.45 
    react: 18.2.0 => 18.2.0 
    react-dom: 18.2.0 => 18.2.0 
    typescript: 5.3.3 => 5.3.3
```
</details>


**Search keywords**: nonce csp inline styles MUITabs style="overflow:hidden;margin-bottom:0"
Repository: vscode
Issue: `onDidChangeTabs` fires before `vscode.window.activeTextEditor` has been updated
Labels: bug,api

1. In an extension, listen for `vscode.window.tabGroups.onDidChangeTabs`
2. Switch between editor tabs in a single editor group

**Bug**
When the event is fired, if I check `vscode.window.activeTextEditor` I see that the active editor is still for the previous tab. It seems like `visibleTextEditors` is correctly updated

Here I've just switched from `x2.ts` to `x.ts` and have paused on the call to `onDidChangeTabs`

![Image](https://github.com/microsoft/vscode/assets/12821956/0fe74a66-cb9a-41bd-a763-850ce9b91447)
Repository: vscode
Issue: Cache the list of files for "Go to file" / "Quick open" / "Search files by name"
Labels: feature-request,search

<!-- ⚠️⚠️ 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. -->

Not sure what's the official name for this feature. The file picker that is bound to Ctrl+P.

Right now, it seems that the file picker does a `ripgrep` search every time to get the list of files in the repo — on my machine, it takes about 2 seconds. I have 100k files in the repo. I'm using Windows 10.

This is similar to the speed of `git ls-files -o` ("list files including untracked"), so it's probably not ripgrep's fault.

The repository changes very rarely and so caching the list of files would help a lot. I don't know if Windows supports folder watching, but if it does, the cache could be updated in realtime.
Repository: go
Issue: cmd/go: `go test` and `go generate` add the wrong `go` to `$PATH` when the `go` command is run from the cross-compiled `bin` subdirectory
Labels: NeedsFix,GoCommand

### Go version

dfb2e4265bf7654001c77925dfbbb9c38c0d1a95

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

```shell
N/A
```


### What did you do?

In a discussion with @matloob about #62114, I remembered the `$PATH` environment logic that I added to `go test` and `go generate` for https://github.com/golang/go/issues/51473#issuecomment-1098305878.

### What did you expect to see?

If the `go` command is being run from `$GOROOT/bin/$GOOS_$GOARCH`, as may be the case in multi-arch Go installations, the `$PATH` setting used for `go generate` and `go test` should include that path.

Compare:
- #62119

### What did you see instead?

The `$PATH` setting includes only `$GOROOT/bin`:
https://cs.opensource.google/go/go/+/master:src/cmd/go/internal/base/env.go;l=41-45;drc=dfb2e4265bf7654001c77925dfbbb9c38c0d1a95

And the path used for looking up the current `go` command also checks only `$GOROOT/bin`:
https://cs.opensource.google/go/go/+/master:src/cmd/go/internal/generate/generate.go;l=490;drc=dfb2e4265bf7654001c77925dfbbb9c38c0d1a95
Repository: godot
Issue: Inconsistent Android export size when exporting with selected resource without closing the editor
Labels: bug,platform:android,topic:editor,topic:export

### Tested versions

- Reproducible in: 4.2.1.stable, 3.5.3.stable

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.4633) - 12th Gen Intel(R) Core(TM) i3-12100F (8 Threads)

### Issue description

The size of android export sometimes doesn't decrease if less resources is exported, when the editor is not restarted.
Demo: https://youtu.be/6z1-njZmBCo

Basically, on second export, the file size should be smaller because no resources is exported, but in this case it doesn't. And then when i close the editor, reopening it, and exporting the project again (third export), the file size now properly changes (decreased 2MB).
![image](https://github.com/godotengine/godot/assets/64251396/95eb522f-37a4-416a-ae2f-6bb3f0d96832)
On the above example, the difference might be small, but on projects with larger assets (like huge PNG), the difference can be big.

---


![image](https://github.com/godotengine/godot/assets/64251396/40b5210b-71d2-4082-82b3-598252f1b149)
This example (using Godot 3.5.3), the bugtest4 file is the one export that should've decreased the file size, and bugtest5 is the one that did properly decrease in size (7MB difference).

Probably a gradle daemon thing but i don't know exactly. The second export after opening the editor is always faster than the first though

### Steps to reproduce

- Open a godot project that is ready to be exported to android
- Check "Use Gradle Build" (for my own test, i choose Min SDK 19 and Target SDK 33, i don't know if it matters)
- Go to Project > Export, make sure on Resources tab, the Export mode is "Export all resources in project"
- Export the project, save it with a memorable name, then check the file size, **but don't close the godot editor**
- Now still on the export menu, on Resources tab, switch Export mode to "Export selected resources (with dependencies)", but don't choose any resources
- Export the project, save it with a different name, then check the file size. It should be **similiar** with the previous one.
- Close the project, reopen the project.
- Go to Project > Export, make sure on Resources tab, the Export mode is still "Export selected resources (with dependencies)", still not choosing any resources
- Export the project, save it with a different name, then check the file size. It should be way **different** from the previous one, even without changing any settings

These steps can be repeated several times, but there's some sort of inconsistency to it. Somehow the bug just isn't there.

### Minimal reproduction project (MRP)

[godot4-3d-snapdragon-bug.zip](https://github.com/godotengine/godot/files/13836011/godot4-3d-snapdragon-bug.zip)

But it's recommended to use bigger project that has huge assets so the file size change can be observed more clearly,
like this one: https://github.com/etherealxx/Godot-Third-Person-Controller-Mobile
Repository: vscode
Issue: Cannot reliably get editors associated with diff editor tab
Labels: bug,api,diff-editor

Similar to https://github.com/microsoft/vscode/issues/15513#issuecomment-1245693792 I believe 

I am trying to find the text editor for the active tab. If the active tab is a diff editor, I do not believe I can do this reliably. Consider this case:

1. Open two copies of the same diff editor in two editor groups (here I am comparing `x2.ts` with `x.ts` and have opened the diff twice)

![Image](https://github.com/microsoft/vscode/assets/12821956/900cb692-09fa-4b83-9a09-f7cfc46bd967)


2. Now click into the output window so that the active editor  (`vscode.window.activeTextEditor`) changes to the output editor (

At this point, `vscode.window.tabGroups.activeTabGroup.activeTab` is still for the diff editor tab. I now want to find a text editor from either side of that diff editor tab. This can either be the the original or modified editor. However I cannot find a way to get this

The main issue is that the original and modified editor instances in `visibleTextEditors` have `viewColumn === undefined` since they are inside of diff editors. I can filter down the editor candidates by comparing the text editor uris to `activeTab.input.modified` and `activeTab.input.origial`, however in my example case you still end up with an editor from each of the two diff tabs in the two editor groups. I can't find any other metadata that lets me know which editor to pick
Repository: vscode
Issue: Add an option to specify the extension that provides references
Labels: feature-request,editor-symbols

The setting `editor.defaultFoldingRangeProvider` allows a user to select a preferred language server extension for this one specific feature. There's another common one that can create clashes: reference providers. For example, if there are 2 extensions for C++, the one that is less accurate may end up adding bad references.

As a solution, perhaps settings could be added, which would be `null` for all or a string as an extension id. This is identical functionality to `editor.defaultFoldingRangeProvider`, but for references instead of a folding range.

* `editor.defaultDeclarationProvider`
* `editor.defaultDefinitionProvider`
* `editor.defaultImplementationProvider`
* `editor.defaultReferencesProvider`
* `editor.defaultTypeDefinitionProvider`

Here's an example of JSON settings to illustrate how useful this could be.

```json
{
	"editor.defaultReferencesProvider": "publisher.favoriteGeneralExtension",
	"[cpp]": {
		"editor.defaultReferencesProvider": "publisher.favoriteCppExtension"
	},
	"[python]": {
		"editor.defaultReferencesProvider": "publisher.favoritePythonExtension"
	}
}
```
Repository: pytorch
Issue: multiple output support of jit mobile model?
Labels: oncall: mobile

### 🚀 The feature, motivation and pitch

The 'forward' function takes a vector of IValue as input, but only returns one IValue, which means it can handle models that has multiple inputs but not multiple outputs. Pls refer to https://github.com/pytorch/pytorch/blob/main/torch/csrc/jit/mobile/module.h#L76
Would like to get support for multiple outputs as well.

### Alternatives

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Centering the program and file titles on the window tops
Labels: Product-Tweak UI Design,Needs-Triage

### Description of the new feature / enhancement

In Windows 10 (pro), _all the file names/titles appeared on the top are aligned to the left by default in an opened program and File Explorer_, unlike in Windows 8.1 (in the mid/center). Adding a tweak for that will be a nice and useful feature!

![1](https://github.com/microsoft/PowerToys/assets/24434613/c1a40ff0-82dc-447a-88fe-53acdc93f7ef)

### Scenario when this would be used?

On big screens its pretty difficult to follow the file names/titles, aligned to left, except the Menu items.

### Supporting information

_No response_
Repository: go
Issue: cmd/gofmt: inconsistent behavior on removing unnecessary type names with -s arg
Labels: Suggested,NeedsFix,FixPending

### Go version

go version go1.21.5 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/fishy/.cache/go-build'
GOENV='/home/fishy/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/fishy/.gopath/pkg/mod'
GONOPROXY='omitted'
GONOSUMDB='omitted'
GOOS='linux'
GOPATH='/home/fishy/.gopath'
GOPRIVATE='omitted'
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/lib/go-1.21'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/lib/go-1.21/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.5'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/fishy/test/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build1401412523=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

`main.go`:
```go
package main

import (
	"fmt"
)

type Data struct {
	Foo int
}

type Response struct {
	Item  []*Data
	Items [][]*Data
}

var s = Response{
	Item: []*Data{
		&Data{
			Foo: 1,
		},
	},
	Items: [][]*Data{
		{
			&Data{
				Foo: 2,
			},
			&Data{
				Foo: 3,
			},
		},
	},
}

func main() {
	fmt.Println(s)
}
```
`gofmt -s -d main.go` will only suggest removing `&Data` from `Item`, but not from `Items`:
```diff
$ gofmt -s -d main.go
diff main.go.orig main.go
--- main.go.orig
+++ main.go
@@ -15,7 +15,7 @@
 
 var s = Response{
        Item: []*Data{
-               &Data{
+               {
                        Foo: 1,
                },
        },
```

But removing both are perfectly fine: https://go.dev/play/p/pEfXLBwuwL1

### What did you see happen?

`gofmt -s` is inconsistent as it fail to suggest the same thing when it's under two or more layers of slices.

### What did you expect to see?

`gofmt -s` being consistent.