sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Function Key \ Media keys behavior in specific apps.
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

In certain apps, the Function keys are used as function keys. Example software development apps where function keys are used to step through the code and used as shortcut keys for debugging actions. 
Rest of the apps like games, internet browser the keys get used as media keys controlling the brightness and volume.

Please add another power toy such that user is able to control the behaviour of the function key\media key depending on which application is running. 

There are couple of MacOS apps called Fluor and FunctionFlip which does this type of functionality which can be used as a reference.

### Scenario when this would be used?

Programmers and software folks will bless this power toy ! Your team shall receive blessings of hundreds of software engineers and coders. 

### Supporting information

I think the power toys team members would love this power toy given they write code :)
Fluor is the app that I have used on macos platform. For windows there is none !
Repository: godot
Issue: OpenXR/WebXR projects hang on PICO 4 headset (Multiview extension not supported)
Labels: bug,topic:xr

### Godot version

4.1.1, 4.2.rc1

### System information

Ubuntu (Compilation), PICO4 Android (OpenXR), PICO Browser (WebXR)

### Issue description

OpenXR and WebXR both hang while starting (right after Enter VR button is pressed) on PICO 4 headset.
Samples at https://immersive-web.github.io/webxr-samples/ all work properly

### Steps to reproduce

OpenXR
1. Make project according to https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html (OpenXR) or download the project https://github.com/GodotVR/godot-xr-template.
2. Start the compiled apk in debug mode on PICO 4 headset
3. See infinite loading icon
4. Get "The App is Not Responding. Close App?" message.

WebXR
1. Make project according to https://www.snopekgames.com/tutorial/2023/how-make-vr-game-webxr-godot-4 (WebXR) or download the project https://github.com/msub2/godot-webxr-template.
2. Compile and publish the project to Godot web server.
3. Enter the resource with PICO Browser
4. Wait for Enter VR button to appear and press it
5. See infinite loading icon

### Minimal reproduction project

Either https://github.com/GodotVR/godot-xr-template
or https://github.com/msub2/godot-webxr-template
Repository: angular
Issue: Minor typo fix when searching in the new documentation website
Labels: P3,area: docs-infra

### Describe the problem that you experienced

When I try searching using the key work "stand" in the new documentation website one of the results has a minor typo
`Query for the &lt;h1&gt;` 

![image](https://github.com/angular/angular/assets/88931771/27189524-c240-458e-8000-7e350f16c809)

I looked at the network call and it appears that the api is returning the response with the typo`&lt;h1&gt;` 
In `content`, `content_camel`, `hierarchy.lvl3`
![image](https://github.com/angular/angular/assets/88931771/2ab331fa-ec02-4260-89b9-77d969b2e14d)

relavent component: `adev/shared/src/lib/components/search-dialog/search-dialog.component.html`
code section: 
`
              <!-- Level 3 -->
              @if (result.hierarchy?.lvl3) {
              <span class="adev-search-results__type adev-search-results__lvl3">
                {{ result.hierarchy?.lvl3 }}
              </span>
              }
`

api-call: 
[https://l1xwt2uj7f-3.algolianet.com/1/indexes/angular_v17/query?x-algolia-agent=Algolia%20for%20JavaScript%20(4.20.0)%3B%20Browser%20(lite)&x-algolia-api-key=dfca7ed184db27927a512e5c6668b968&x-algolia-application-id=L1XWT2UJ7F](url)

### Enter the URL of the topic with the problem

_No response_

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: go
Issue: proposal: cmd/compile: do not implicitly set `-checkptr` to 2 when `-asan` is turned on
Labels: Proposal

To implement `-asan` to detect invalid memory access to the stack object, it does not add readzones around  the stack object like the implementation of the heap object, but implicitly sets `-checkptr` to `2`, which is implemented by [CL 393315](https://go-review.googlesource.com/c/go/+/393315). In this way, all pointer operations on the stack objects will become operations on the escaped heap objects. As we've already supported ASan detection of error memory accesses to heap objects. With this trick, we can use `-asan` option to report errors on bad stack operations.

However, based on the current implementation, when `-asan` is turned on, stack objects oprated with `unsafe.Pointer` will escape to the heap, resulting in additional memory alloctions.  This will cause some issues. For example, turning on `-asan` will cause some tests to fail, see #64257. More seriously, some codes do not allow memory allocation, so `-asan` cannot be used, see #64310. 

So I'm wondering if the implementation of setting `-checkptr` to `2` is **doing more harm than good**. I would like to suggest changing this implementation and instead of setting `-checkptr` to 2, just set `-checkprt` to 1 like `-msan` and `-race` do. But this way, `-asan` cannot check for invalid memory access to stack objects. If the user wants to use `-asan` to check, they can explicitly set `-checkptr` to `2`.

Thank you.
Repository: react
Issue: [DevTools Bug]: Extension not loading for local files in Electron since 4.27.5
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

local file (index.html)

### Repro steps

Try to load the React Devtools in an Electron app (latest 27.1.2) which uses a local file to load.

Electron now properly supports loading manifest V3 extension, but there is a problem when loading a local file to the main window.
Context: https://github.com/electron/electron/issues/36545#issuecomment-1825481015

Only workaround is to programatically close the application and re-create the window.
On some systems (Windows?) it seems plenty to just load the extension twice, but on my macOS, this does not work..

I traced the commit breaking this is: https://github.com/facebook/react/pull/26492
So v4.27.4 works fine, but the next release (and onwards) 4.27.5 suffer from this issue.

### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: pytorch
Issue: DISABLED test_variant_consistency_eager_nn_functional_conv3d_cuda_complex64 (__main__.TestCommonCUDA)
Labels: triaged,module: flaky-tests,skipped,module: unknown

Platforms: linux, win, windows



This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_variant_consistency_eager_nn_functional_conv3d_cuda_complex64&suite=TestCommonCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/19042300053).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 3 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_variant_consistency_eager_nn_functional_conv3d_cuda_complex64`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `test_ops.py`
Repository: godot
Issue: Engine scaled wider than my monitor
Labels: bug,topic:editor

### Godot version

4.1

### System information

Windows 11

### Issue description

Very strange issue with my editor. I was testing a game and hit something on my bluetooth controller by mistake (Not sure if this was the cause). I don't know what happened but my editor is now way wider than my monitor so a lot or the editor is off-screen.. I don't know what to do about this. I've tried changing the size and monitor display and the editor settings and nothing helps.
I've even restarted my pc and reinstalling Godot and its still like this

![Screenshot 2023-11-27 011249](https://github.com/godotengine/godot/assets/19990350/af704fc0-3927-4723-ba4b-b166594e25ff)


### Steps to reproduce

I have no idea...
It only seems to bug out on the project I was on but I don't know of any project settings that could have done this.

### Minimal reproduction project

No idea
Repository: flutter
Issue: [iOS] TextField gets hidden by the keyboard due to out of sync animation
Labels: a: text input,platform-ios,a: animation,c: performance,team-text-input

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

This issue has been reproduced on old iphone models (tested on iphone 7 with iOS 15.7.9)

Sample code here:
https://github.com/delfme/flutter-native-text-input-repo/tree/3ef4459c0aad47b8d74d90340096e27844a18b9f




### Expected results

Bottom inset should move in sync with keyboard native animation.

### Actual results

There is a 4s animation delay, and during this time textfield is covered by the keyboard, see video from this comment (tested on iPhone 7, iOS 15.7.9) https://github.com/flutter/flutter/issues/138845#issuecomment-1825131443



### Code sample

Sample here: https://github.com/delfme/flutter-native-text-input-repo/tree/3ef4459c0aad47b8d74d90340096e27844a18b9f

### Screenshots or Video

https://private-user-images.githubusercontent.com/104349824/285357077-81533a10-15da-4fab-92f5-45c226f87f87.mp4?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTEiLCJleHAiOjE3MDEwNzgwMjksIm5iZiI6MTcwMTA3NzcyOSwicGF0aCI6Ii8xMDQzNDk4MjQvMjg1MzU3MDc3LTgxNTMzYTEwLTE1ZGEtNGZhYi05MmY1LTQ1YzIyNmY4N2Y4Ny5tcDQ_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBSVdOSllBWDRDU1ZFSDUzQSUyRjIwMjMxMTI3JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDIzMTEyN1QwOTM1MjlaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT04YTlmNjYwZTgwMzQxOGEzYzM4ZDU2NGRhZWZhM2E4NThmZjQwZWY3ZGJmYWIyZmQxMmQxNDlhYTQ4ODk1ZGM1JlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCZhY3Rvcl9pZD0wJmtleV9pZD0wJnJlcG9faWQ9MCJ9.QfIA6CA0RPwkYbDVr4bmFPHl5iGp-rAdsWz0Tz8C-Bg

### Logs

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


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel master, 3.17.0-11.0.pre.9, on macOS 12.6.5 21G531 darwin-arm64, locale en-IT)
[!] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
    ✗ cmdline-tools component is missing
      Run `path/to/sdkmanager --install "cmdline-tools;latest"`
      See https://developer.android.com/studio/command-line for more details.
    ✗ Android license status unknown.
      Run `flutter doctor --android-licenses` to accept the SDK licenses.
      See https://flutter.dev/docs/get-started/install/macos#android-setup for more details.
[✓] Xcode - develop for iOS and macOS (Xcode 14.0.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.2)
[✓] Connected device (3 available)
[✓] Network resources

```

</details>
Repository: angular
Issue: Hydration fails for dynamic lazy loaded components with esbuild
Labels: area: zones,area: server

### Command

build

### Is this a regression?

- [X] Yes, this behavior used to work in the previous version

### The previous version in which this bug was not present was

Webpack

### Description

The hydration does not detect dynamically rendered components that are lazy loaded when using esbuild, this used to work with webpack

### Minimal Reproduction

Here is a minimal reproduction repository with both a working and a broken version:
Broken (Esbuild) https://github.com/koenig-dominik/ng-hydration-regression/tree/ng17-broken
Working (Webpack) https://github.com/koenig-dominik/ng-hydration-regression/tree/ng17-working

Relevant file: https://github.com/koenig-dominik/ng-hydration-regression/blob/ng17-broken/src/app/dynamic.directive.ts

Just execute `npm run start` and see the difference of hydrated components in the console output

### Exception or Error

_No response_

### Your Environment

```text
Angular CLI: 17.0.3
Node: 18.17.1
Package Manager: npm 10.2.3
OS: win32 x64

Angular: 17.0.4
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, platform-server
... router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1700.3 (cli-only)
@angular-devkit/build-angular   17.0.3
@angular-devkit/core            17.0.3 (cli-only)
@angular-devkit/schematics      17.0.3
@angular/cli                    17.0.3
@angular/ssr                    17.0.3
@schematics/angular             17.0.3
rxjs                            7.8.1
typescript                      5.2.2
zone.js                         0.14.2
```


### Anything else relevant?

_No response_
Repository: vscode
Issue: Double-click on scrollbar creates a new file, and it should not ...
Labels: bug,file-explorer

Type: <b>Bug</b>

- At 00:14 you can see that a double-click on scrollbar triggers « New File ... » action.
- At 00:18 you can see that clicking twice on the scrollbar (without releasing the cursor) then scrolling will trigger the « New File ... » action when releasing the cursor whatever your are still on the the scrollbar or anywhere else in the editor.

This regression has been introduced by https://github.com/microsoft/vscode/issues/116676

This issue has already been mentioned but not addressed in:
https://github.com/microsoft/vscode/issues/173261 (the published fix only takes `workbench.list.scrollByPage` into account)
https://github.com/microsoft/vscode/issues/195708

And by the way please fix https://github.com/microsoft/vscode/issues/30191, it is daily painful for user with disability.

[Vidéo.webm](https://github.com/microsoft/vscode/assets/22446243/9b94d1b0-7ec0-420c-893f-697a6dac751a)

VS Code version: Code - Insiders 1.85.0-insider (055458feab40fc308fc6d70b185068138c8cf8eb, 2023-11-27T05:35:23.734Z)
OS version: Windows_NT x64 10.0.19044
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)|31.96GB (17.62GB free)|
|Process Argv|--crash-reporter-id a0d380e0-614c-4e38-9e2e-edc44c0a94b9|
|Screen Reader|no|
|VM|33%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythontb:30258533
pythonptprofiler:30281269
vshan820:30294714
vscod805cf:30301675
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
pythonvs932:30404738
py29gd2263:30784851
vsclangdf:30492506
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30618038
2i9eh265:30646982
showlangstatbar:30737417
pythonfmttext:30716741
fixshowwlkth:30771523
showindicator:30805243
pythongtdpath:30726887
i26e3531:30792625
welcomedialogc:30812479
pythonnosmt12:30779711
pythonidxpt:30768918
pythonnoceb:30776497
asynctok:30898717
dsvsc013:30777762
dsvsc014:30777825
pythonmpsinfo:30859869
dsvsc015:30821418
pythontestfixt:30866404
pythonregdiag2:30871582
pyreplss1:30879911
pythonmypyd1:30859725
pythoncet0:30859736
pythontbext0:30879054
accentitlementst:30870582
dsvsc016:30879898
dsvsc017:30880771
dsvsc018:30880772
aa_t_chat:30882232

```

</details>

<!-- generated by issue reporter -->
Repository: angular
Issue: Component with hostDirectives doesn't bind input outputs of directive when used as custom element  
Labels: area: core,area: elements,core: host directives

### Which @angular/* package(s) are the source of the bug?

core, elements

### Is this a regression?

Yes

### Description

When component with hostDirective is converted into a custom element using @angular/elements package input/outputs of hostdirective are not honoured. So there is no way to initialize these inputs/outputs which are defined in host directive.

consider you have following directive and component
```
@Directive({
  selector: '[appExampleHost]',
  standalone: true,
})
export class ExampleHostDirective implements AfterViewInit {
  @Input() hostDirectiveInput!: string;
  constructor() {}

  ngAfterViewInit() {
    console.log('printing host directive input ' + this.hostDirectiveInput);
  }
}

@Component({
  selector: 'app-host-component',
  templateUrl: './host-component.component.html',
  standalone: true,
  hostDirectives: [{
    directive: ExampleHostDirective,
    inputs: ['hostDirectiveInput: hostDirectiveInput']
  }]
})
export class HostComponentComponent  {}
```

and if you convert `HostComponentComponent` into custom element using `@angular/elements` and use it like this
```
<app-host-webcomponent hostDirectiveInput="Angular Rocks"></app-host-webcomponent>
```

the `ExampleHostDirective` will initialize but will not have input set to 'Angular Rocks'



### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-vftt8x?description=An%20angular-cli%20project%20based%20on%20@angular/animations,%20@angular/common,%20@angular/compiler,%20@angular/core,%20@angular/forms,%20@angular/platform-browser,%20@angular/platform-browser-dynamic,%20@angular/router,%20core-js,%20rxjs,%20tslib%20and%20zone.js&file=src%2Fhost-component%2Fhost-component.component.ts,src%2Fhost-component%2Fexample-host.directive.ts,src%2Fhost-component%2Fhost-component.component.html,src%2Fmain.ts,src%2Fhost-component%2Fhost-component.component.css&title=Angular%20Starter

### Please provide the exception or error you saw

```true
inputs/outputs of hostDirective doesn't bind with custom element
```


### Please provide the environment you discovered this bug in (run `ng version`)

_No response_

### Anything else?

_No response_
Repository: godot
Issue: "Open Anyway" does not work when .lmbake file is missing.
Labels: discussion,topic:editor

### Godot version

v4.2.rc1.mono.official [ad72de508]

### System information

Godot v4.2.rc1.mono - Fedora Linux 39 (Workstation Edition) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 980 Ti (nvidia; 535.129.03) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)

### Issue description

I have a scene that uses a LightmapGI node. I do not wish to store the .lmbake file in version control since it's a somewhat large binary file that can be regenerated by the engine, so I've added it to my ignores. When I try to open the scene without the .lmbake file being present, it fails and asks me to resolve the missing dependency. Clicking "Open Anyway" gives me a generic error. It would be preferable if it simply required rebaking the lighting instead of completely failing.

If I was using Perforce for my version control I could just make it only store the newest version of .lmbake files, but we can't all be using Perforce.

### Steps to reproduce

- Create a scene using a LightmapGI node.
- Bake the lighting.
- Quit Godot.
- Delete the .lmbake file.
- Reopen Godot (and the scene, if it does not automatically open).

### Minimal reproduction project

[lmbake-error-repro.zip](https://github.com/godotengine/godot/files/13472736/lmbake-error-repro.zip)
Repository: material-ui
Issue: [joy-ui][Button] Broken styles with custom button elements that return null
Labels: bug 🐛,component: button,component: ButtonGroup,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

https://codesandbox.io/p/sandbox/friendly-jennings-cmj2zw?file=%2FDemo.tsx

1. Create custom Button that conditionally returns null:

```
const A = (props) => {
  if (props.null)
    return null;
  return <Button {...props}>hi</Button>;
};
```


2. Use Button in ButtonGroup:

```
<ButtonGroup>
  <A/>
  <A/>
  <A null/>
</ButtonGroup>
```







### Current behavior 😯

The borders of the ButtonGroup are not rounded.

### Expected behavior 🤔

The borders of the ButtonGroup should be rounded.

### Context 🔦

Might be related to https://github.com/mui/material-ui/issues/39372

### Your environment 🌎

@mui/joy 5.0.0-beta.15
Repository: next.js
Issue: Incorrect code compilation/optimization in production mode
Labels: bug,TypeScript

### Link to the code that reproduces this issue

https://github.com/rzinnatullin/nextjs-compilation-bug

### To Reproduce

1. Create a next.js application with TypeScript
2. Put the code snipped (below) to any page
3. Build the application
4. Start the application in production mode

The code snippet:
```tsx
  useEffect(() => {
    interface ChildInterface {
      text: string;
    }
    interface ItemInterface {
      children?: ChildInterface[];
    }

    const children: ChildInterface[] = [];
    const item: ItemInterface = { children: children };

    const addChild = (arg: ItemInterface) => {
      arg.children?.push({ text: "text" });
    };

    // eslint-disable-next-line no-unused-vars
    const executeOnItem = (method: (v: ItemInterface[]) => void, arg: ItemInterface[]) => {
      method(arg);
    };
    executeOnItem(v => addChild(v[0]), [item]);
    console.log(children[0]?.text);
  }, []);
```

### Current vs. Expected behavior

Current behavior:
1. In the console it logs "undefined"

Expected behavior:
1. In the console it should log "text"

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Pro
Binaries:
  Node: 18.17.1
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.18
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

TypeScript (plugin, built-in types)

### Additional context

If you start the application in dev mode, then the expected behavior takes place.