sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: awesome-mac
Issue: 🎉 Add BatFi
Labels: addition

### 🪩 Provide a link to the proposed addition

https://micropixels.software/apps/batfi
https://github.com/rurza/BatFi
https://micropixels.gumroad.com/l/batfi

### 😳 Explain why it should be added

Battery management tool, alternative to Aldente, pay-what-you-want for personal use, better visuals that aldente (at least more aligned to default battery menubar entry).

### 📖 Additional context

<img width="318" alt="Screenshot 2024-05-24 at 22 59 10" src="https://github.com/jaywcjlove/awesome-mac/assets/125208381/8116fec8-1c57-4190-ac1c-e290e7676911">


### 🧨 Issue Checklist

- [X] I have checked for other similar issues
- [X] I have explained why this change is important
- [X] I have added necessary documentation (if appropriate)
Repository: godot
Issue: FreeBSD build needs /usr/local/include in include path
Labels: discussion,platform:linuxbsd,topic:buildsystem

### Tested versions

- Reproducible on current master

### System information

FreeBSD

### Issue description

FreeBSD needs /usr/local/include in the include path. It is only a minor annoyance when compiling, but I think just adding /usr/local/include should work on all Linux / BSD builds and is necessary on most BSD builds.

I fixed it on my system with:
```
--- a/SConstruct
+++ b/SConstruct
@@ -440,7 +440,7 @@ Help(opts.GenerateHelpText(env))

 # add default include paths

-env.Prepend(CPPPATH=["#"])
+env.Prepend(CPPPATH=["#", "/usr/local/include"])

 # configure ENV for platform
 env.platform_exporters = platform_exporters
```

However I am unfamiliar with SConstruct and don't know if this is Best Practice.

### Steps to reproduce

```
scons p=linuxbsd
```

### Minimal reproduction project (MRP)

.
Repository: flutter
Issue: [google_maps] warning on the web when adding a map id
Labels: p: maps,platform-web,package,has reproducible steps,P2,team-web,triaged-web,found in release: 3.22,found in release: 3.23

### Steps to reproduce

 - fork flutter/packages and run the example of flutter_google_maps package
 - add a cloudMapId to the map click example (the cloud map id has errors and is unusable)

Warning:

```
Google Maps JavaScript API: A Map's styles property cannot be set when a mapId is present. When a mapId is present, Map styles are controlled via the cloud console. Please see documentation at
```

### Expected results

no warning

### Actual results

```
Google Maps JavaScript API: A Map's styles property cannot be set when a mapId is present. When a mapId is present, Map styles are controlled via the cloud console. Please see documentation at
```

### Code sample

<details open><summary>Code sample</summary>

```dart
GoogleMap(
      onMapCreated: onMapCreated,
      initialCameraPosition: _kInitialPosition,
      onTap: (LatLng pos) {
        setState(() {
          _lastTap = pos;
        });
      },
      onLongPress: (LatLng pos) {
        setState(() {
          _lastLongPress = pos;
        });
      },
      cloudMapId: 'YOUR ID HERE',
    )
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

example  (main): flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.22.1, on Microsoft Windows [Version 10.0.22631.3593], locale en-BE)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop Windows apps (Visual Studio Build Tools 2019 16.11.32)
[√] Android Studio (version 2023.1)
[√] VS Code (version 1.89.1)
[√] Connected device (3 available)
[√] Network resources

• No issues found!
Repository: godot
Issue: Hexagon Tileset 2D don't use regular hexagon
Labels: enhancement,discussion,documentation,topic:2d

### Tested versions

- v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 32.0.15.5585) - 11th Gen Intel(R) Core(TM) i7-11700KF @ 3.60GHz (16 Threads)

### Issue description

Seems all the grid with hexagon are not regular ones mathematically, since the outline touch the border on two faces.
To illustrate, the difference beetween this one (regular)

![Regular_1](https://github.com/godotengine/godot/assets/23432929/7eaf301c-4bab-4a4e-a1ae-b32622e3db4e)

and this one (not regular)

![NotRegular_1](https://github.com/godotengine/godot/assets/23432929/49524d6c-25b0-4141-9811-4c6c09378dc7)

is subtle, but that means distance on extremity are not the same on the second case (and could lead to wrong AStar ?)

Inside Godot TileSet, we use not regular one :

![image](https://github.com/godotengine/godot/assets/23432929/f7ff6813-f86a-4fce-b69b-8a94c9b0b531)

![image](https://github.com/godotengine/godot/assets/23432929/67c98741-106b-4bab-881e-2f84a0d67906)


### Steps to reproduce

1. Import a tileset with regular hexagon
2. See difference

### Minimal reproduction project (MRP)

[Chara_TopDown_Hexagon.zip](https://github.com/godotengine/godot/files/15439974/Chara_TopDown_Hexagon.zip)
Repository: ui
Issue: [bug]: Breadcrumb resposive example has bugs
Labels: bug

### Describe the bug

Breadcrumb responsive example using `<DropdownMenu />`, and `<Drawer />` has some errors.

1.  There is a hard coded number when slicing array values:

          ` {items.slice(1, -2).map((item, index) => (
                                <DropdownMenuItem key={index}>
                                  <Link href={item.href ? item.href : "#"}>
                                    {item.label}
                                  </Link>
                                </DropdownMenuItem>
                              ))}` 

should be 
                    
                    ` {items.slice(1, -ITEMS_TO_DISPLAY + 1).map((item, index) => (
                      <DropdownMenuItem key={index}>
                        <Link href={item.href ? item.href : "#"}>
                          {item.label}
                        </Link>
                      </DropdownMenuItem>
                    ))}`

3. `<BreadcrumbSeparator />` inside `BreadcrumbItem` causes hydration issue since it is `<li>` inside another `<li>`


          `<BreadcrumbItem key={index}>
                      {item.href ? (
                        <>
                          <BreadcrumbLink
                            asChild
                            className="max-w-20 truncate md:max-w-none"
                          >
                            <Link href={item.href}>{item.label}</Link>
                          </BreadcrumbLink>
                          <BreadcrumbSeparator />
                        </>
                      ) : (
                        <BreadcrumbPage className="max-w-20 truncate md:max-w-none">
                          {item.label}
                        </BreadcrumbPage>
                      )}
                    </BreadcrumbItem>`

### Affected component/components

Breadcrumb

### How to reproduce

1. Default code example has error

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
-
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: TypeScript
Issue: JSDoc `@private` on constructor without parameters is omitted in declaration files
Labels: Bug

### 🔎 Search Terms

jsdoc private constructor

### 🕗 Version & Regression Information

- This is the behavior in every version I tried back through TS 3.8 where JSDoc support was added, and I reviewed the FAQ for entries about JSDoc


### ⏯ Playground Link

https://www.typescriptlang.org/play/?target=99&module=1&ts=5.5.0-beta&ssl=8&ssc=10&pln=1&pc=1&filetype=js#code/MYGwhgzhAEBiD29oG8BQ0PQPQCofs2h2gAEAHAJwEsA3MAFwFMDMcsXph4A7CeigK7B68CgAoAlCgC+qWam6MA7nESSgA

### 💻 Code

```js
// foo.js
class Foo {
    /**
     * @private
     */
    constructor() {}
}

new Foo()
// Constructor of class 'Foo' is private and only accessible within the class declaration.(2673)
```


### 🙁 Actual behavior

Emits the declaration file:
```ts
declare class Foo {
}
```

### 🙂 Expected behavior

Should emit the declaration file:
```ts
declare class Foo {
    /**
     * @private
     */
    private constructor();
}
```

### Additional information about the issue

I ran into this as it was requested that TypeDoc add a new JSDoc tag to work around this issue. This seems wrong since the declaration file doesn't accurately describe the types within the file, but it's also very unfortunate that it results in the loss of any documentation added to the constructor.

https://github.com/TypeStrong/typedoc/issues/2577
Repository: vscode
Issue: Group button actions for inline chat at the bottom
Labels: under-discussion,inline-chat

I recently added a custom "apply and rerun" button for fixTestFailure, but it's a bit ugly when displayed alongside an edit. It would be nice if it were displayed with the default buttons along the bottom.

![image](https://github.com/microsoft/vscode/assets/2230985/ed5b83f6-403c-4cd8-93aa-304048f1adee)
Repository: flutter
Issue: device_doctor should detect macOS devicelab bots with high disk usage and recover
Labels: team-infra,P2,triaged-infra

In https://github.com/flutter/flutter/issues/148876 it was discovered that--over time--our macOS devicelab bots fill up available disk space, mostly in `/Users/swarming/Library/Containers/com.apple.CoreDevice.CoreDeviceService/Data/Library/Caches/AppInstallationBinaryDeltas` because of cached versions of the Flutter applications we install during testing.

In addition, the swarming service has a threshold for available disk space (something like no greater than 80% of available disk space may be used), and once this threshold is passed the bot will be auto-quarantined.

The [device_doctor](https://github.com/flutter/cocoon/tree/main/cipd_packages/device_doctor) already is able to run certain device diagnostics and, if the bot or phone is found to be in a bad state, attempt to recover. We should add a check for available disk space (we should have a threshold less Swarming's 80%) and if disk usage exceeds this threshold, delete all files under `/Users/swarming/Library/Containers/com.apple.CoreDevice.CoreDeviceService/Data/Library/Caches/AppInstallationBinaryDeltas`.

We should *not* delete this cache after *every* run, as it would likely increase overall build time.
Repository: godot
Issue: Animation Player as root node of a scene + adding it into another scene but renaming it breaks it
Labels: needs testing,topic:animation

### Tested versions

- Reproducible in: 4.2.2 stable

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 Threads)

### Issue description

Creating an animation player as the root of a scene and adding it into another scene but renamed will create an error of get_node: Node not found.

If its already fixed in other version nice otherwise a possible way to fix this would be to change this:
![image](https://github.com/godotengine/godot/assets/1879422/4f30ade4-45f0-4933-af71-5e37723aec35)
Into this:
![image](https://github.com/godotengine/godot/assets/1879422/91d1b764-9a20-43d1-a511-01eee6953ee7)

So having the node path start with "." when the animation player is the root of the scene and adding "root_node = NodePath("./")" under the node definition. After doing this somehow, it stays like that even after resaving.

### Steps to reproduce

1. Create a new scene using other node -> animation player
2. Create an animation and set it to autoplay on load
3. Save it
4. Create another scene
5. Add the scene create at 1 and rename it
6. Load the scene

### Minimal reproduction project (MRP)

Not project dependent but here it is anyway

[AnimationPlayerRootNodeBug.zip](https://github.com/godotengine/godot/files/15440542/AnimationPlayerRootNodeBug.zip)
Repository: material-ui
Issue: [docs-infra] Remove all ES6 transpilation features
Labels: performance,scope: docs-infra

### Summary

The docs transform modern JavaScript features for old browsers, but it's not necessary. 

https://pagespeed.web.dev/analysis?url=https%3A%2F%2Fmaster--material-ui.netlify.app%2F

<img width="933" alt="SCR-20240508-qkhd" src="https://github.com/mui/material-ui/assets/3165635/c89cffa0-be0a-482c-9531-bc39c99756a5">

Lighthouse uses `Cannot call a class as a function` to detect https://babeljs.io/docs/babel-plugin-transform-classes https://github.com/GoogleChrome/lighthouse/blob/369979f498bd6560127e10476edffb264d4fa3b9/core/audits/byte-efficiency/legacy-javascript.js#L301C22-L301C55. 

Seeing this on https://master--material-ui.netlify.app/ is wrong:

<img width="500" alt="SCR-20240508-tytg" src="https://github.com/mui/material-ui/assets/3165635/93f5b337-b64b-4a4f-b048-a0cf21575561">

We should at minimum go into loose mode: https://github.com/vercel/next.js/blob/5ff2731c589692ed86379f876a38e1ca46f5761e/packages/next/src/build/babel/preset.ts#L161.

### Examples

As you can see from https://codesandbox.io/p/sandbox/loving-goodall-f5p6nl?file=%2Fsrc%2Fcomponents%2FApp.js%3A13%2C26 the loose mode already has a good bundle size reduction impact.

### Motivation

A better docs experience. Upstream dependency with Next.js https://github.com/vercel/next.js/issues/65540. Moving to SWC could be enough otherwise.

**Search keywords**: -
Repository: vscode
Issue: Improve nb webview selection search perf
Labels: debt,notebook-find

see: https://github.com/microsoft/vscode/blob/main/src/vs/workbench/contrib/notebook/browser/notebookEditorWidget.ts#L2516

```ts
// TODO: @Yoyokrazy -- selective webview warmup to improve perf (not in accessiblility mode, and not doing full nb search)
let findCells: ICellViewModel[] = [];
if (cellSelections) {
	const selectedRanges = cellSelections.map(range => this.viewModel?.validateRange(range));
	for (const range of selectedRanges.filter(range => !!range)) {
		for (let i = range.start; i < range.end; i++) {
			findCells.push(this.viewModel.viewCells[i]);
		}
	}
} else {
	findCells = this.viewModel.viewCells;
}

const requests = [];
for (let i = 0; i < findCells.length; i++) {
	if (findCells[i].cellKind === CellKind.Markup && !this._webview!.markupPreviewMapping.has(findCells[i].id)) {
		requests.push(this.createMarkupPreview(findCells[i]));
	}
}
```
Repository: vscode
Issue: Add enum to let users tune find in cell selection behavior
Labels: feature-request,notebook-find

              With this check, it automatically searches in selected cells by default whenever there is multi selection. I'm not sure yet if this should be a setting or not in the future.

_Originally posted by @rebornix in https://github.com/microsoft/vscode/pull/213409#discussion_r1614018756_

3 field enum should easily be able to mimic the editor setting. autoFindInSelection
Repository: flutter
Issue: canRequestFocus is a duplicate parameter on TextField
Labels: a: text input,framework,f: material design,c: proposal,P3,team-text-input,triaged-text-input

### Use case

Instead of TextField.canRequestFocus, people should use TextField.focusNode.canRequestFocus. The parameter should be removed to avoid the complexity that comes with this duplication.

### Proposal

Deprecate TextField.canRequestFocus. Cases that use it, such as DropdownMenu, should migrate to focusNode.canRequestFocus.

### History

TextField.canRequestFocus was added in https://github.com/flutter/flutter/pull/117504 as an oversight (see https://github.com/flutter/flutter/issues/130011#issuecomment-1624420263).

I attempted to fix this with https://github.com/flutter/flutter/pull/132273, but I ran into Google test failures that I wasn't sure how to fix.
Repository: PowerToys
Issue: Advanced paste with VPN split tunneling 
Labels: Issue-Bug,Product-Advanced Paste

### Microsoft PowerToys version

0.81.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Advanced Paste

### Steps to reproduce

Use a VPN with split tunneling exception enabled for the exe 

### ✔️ Expected Behavior

I wanna be able to use this feature while I have my VPN on. Is there any other files I have to add to the split tunneling exception? I'm using NordVPN 

### ❌ Actual Behavior

OpenAI request failed with status code: -1

### Other Software

_No response_
Repository: rust
Issue: use osc 8 hyperlinks to link to the reference for lints when they are printed
Labels: A-diagnostics,T-compiler,-Zterminal-urls

### Code

```Rust
struct Foo;
```


### Current output

```Shell
⣿
Standard Error

   Compiling playground v0.0.1 (/playground)
warning: struct `Foo` is never constructed
 --> src/lib.rs:1:8
  |
1 | struct Foo;
  |        ^^^
  |
  = note: `#[warn(dead_code)]` on by default

warning: `playground` (lib) generated 1 warning
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.33s
```


### Desired output

```Shell
same as above, but with the `#[warn(dead_code)]` part being an [osc 8](https://gist.github.com/egmontkob/eb114294efbcd5adb1944c9f3cb5feda) hyperlink to <https://doc.rust-lang.org/rustc/lints/listing/warn-by-default.html#dead-code>.
```


### Rationale and extra context

cargo already does something similar, see https://github.com/rust-lang/cargo/blob/a8d72c675ee52dd57f0d8f2bae6655913c15b2fb/src/cargo/core/compiler/job_queue/mod.rs#L830

something similar could also be done for numbered error messages.

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.80.0-nightly (9cdfe285c 2024-05-22)
binary: rustc
commit-hash: 9cdfe285ca724c801dc9f78d22b24ea69b787f26
commit-date: 2024-05-22
host: x86_64-unknown-linux-gnu
release: 1.80.0-nightly
LLVM version: 18.1.6
```


### Anything else?

_No response_
Repository: PowerToys
Issue: Auto-hide mouse when crosshairs are enabled toggle option.
Labels: Needs-Triage

### Description of the new feature / enhancement

Adding a toggle for hiding mouse cursor when crosshairs are active.

### Scenario when this would be used?

 
![Screenshot (3)](https://github.com/microsoft/PowerToys/assets/154643277/861a52c4-6610-44c0-a4d5-a1fbe3cb883a)


### Supporting information

_No response_
Repository: react
Issue: [React 19] React 19 runs extra effects when elements are reordered
Labels: Type: Bug,React 19

## Summary

When React elements with stable keys are reordered with no other prop changes, React 19 re-runs their effects even though dependencies have not changed. This did not occur in React 18. In addition, this only happens for some of the elements, and not others. As far as we can tell, when reordering an earlier element to be later, the earlier element's effects are run, and the later element's are not. When reordering a later element to be earlier, no effects are run. In React 18, no effects are run in either case.

The below code sandboxes swap the keys of two elements to simulate re-ordering. When the keys are swapped, the first element's effects run but the second's do not. In React 18, no effects are run.

We think React 18's behavior is correct: since no dependencies have changed and the component is not being unmounted and remounted, it should not call any effects.

Note that this only happens in strict mode. Without strict mode, no effects are run.

**Steps:**
* Open sandbox and open console.
* After initial load, clear the js console.
* Click the swap button.

Note that the effects run for the first element, but not the second.

* [React 19 Sandbox](https://codesandbox.io/p/sandbox/rough-worker-xfptmg?file=%2Fsrc%2FApp.js%3A1%2C1-24%2C1)
* [React 18 Sandbox](https://codesandbox.io/p/sandbox/rough-worker-forked-y6jht6?file=%2Fsrc%2FApp.js%3A24%2C1)

It appears this changed between the last 18.3 canary, and the first 19 canary:
* Not working - [19.0.0-canary-2b036d3f1-20240327](https://www.npmjs.com/package/react/v/19.0.0-canary-2b036d3f1-20240327)
* Working - [18.3.0-canary-c3048aab4-20240326](https://www.npmjs.com/package/react/v/18.3.0-canary-c3048aab4-20240326)

## Context

We noticed this in our tests while upgrading React Aria to React 19. However, it does not only occur in tests, it also occurs in development builds in browser. Specifically, we are seeing this in our drag and drop implementation, where users can drag to reorder elements in a list. The extra effects are causing our code to emit additional events compared with React 18.

cc. @LFDanLu @snowystinger
Repository: pytorch
Issue: [feature][cudagraph] API to clear a bad recording
Labels: triaged,module: cuda graphs,oncall: pt2,module: compiled autograd

### 🚀 The feature, motivation and pitch

The memory addresses used by the saved activations of autograd nodes may fluctuate in the first few warmups (haven't dug into exactly why). This results in the inputs to the compiled autograd graph to have different memory addresses at first, even for an already compiled graph. After 2-3 runs, the addresses seem to stablilize: P1373783029 (search for `comparing compiled autograd inputs data_ptr`)

This seems to cause problems for the cudagraph manager since the memory addresses of the inputs during the warm up run are different than the ones in the recording run, resulting in a lot of inputs being marked as non static and copies. See same logs, 81/182 inputs are being copied each iteration, despite nearly all of them having static addresses from run to run.

### Alternatives

_No response_

### Additional context

_No response_

cc @mcarilli @ezyang @eellison @peterbell10 @msaroufim @bdhirsh @anijain2305 @chauhang @BoyuanFeng
Repository: excalidraw
Issue: excalidraw with qutebrowser
Labels: filesystem

Hi, I'm using excalidraw with the qutebrowser 2.5.4, everything work well except the "open->load from file" function or "save to". can't open the file or save file in the qutebrowser.

https://github.com/excalidraw/excalidraw/assets/7332357/b39ac235-9719-4b0a-96a0-692b12f83ef3

 Any suggestion may help. Thanks in advance!