sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Inlay hints for type parameters on type arguments
Labels: Suggestion,Awaiting More Feedback

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hi, can we support ts generic for **editor.inlayHints**  ?
I love this feature with a shortcut , but it seem missing ts support .
thanks

---

actually
![image](https://github.com/microsoft/vscode/assets/24865815/cffb3dc5-1c39-41dd-b8bd-ec7df0bf2dcf)

---

expected result (photoshoped) 

![image](https://github.com/microsoft/vscode/assets/24865815/c57e6363-c4c2-4f99-8826-b1c9e99dcbe5)
Repository: TypeScript
Issue: Go-to-definition on interfaces shadowed by namespaces opens a selection dialog instead of going to the interface, when used as one.
Labels: Suggestion,Awaiting More Feedback

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- VS Code Version: 1.81.1
- OS Version: 13.4.1 (c)

**Steps to Reproduce:**

1. `npm install openai`
2. `import OpenAI from 'openai'; type Foo = OpenAI.Chat.Completion`
3. cmd-click on "Completion"
4. observe a dialog pop up, offering you the interface `Completion` or the namespace `Completion`

**Desired behavior:**

Jump directly to the definition of the interface `Completion`, since that is how it's being used there. 

**Context:**

Libraries like [stripe](https://github.com/stripe/stripe-node) and [openai](https://github.com/openai/openai-node) use the pattern of shadowing interfaces with namespaces when describing large JSON objects generated from their OpenAPI specs. 

This was a tradeoff made because the alternatives are worse: you'd otherwise have to generate long, Java-like names (eg; `ChatCompletionChoiceMessageFunctionCall`), try to come up with minimal names (which could easily clash with future objects, causing backwards-compatibility issues), move all sub-objects into other files (which'd quickly get unreadable), or define all objects inline (which makes it difficult-to-impossible to directly reference object types whose parents are nullable/optional, members of unions, etc).
Repository: next.js
Issue: Unexpected behavior for overlapping routes in minimal mode
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:21:34 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T8112
    Binaries:
      Node: 16.14.0
      npm: 9.6.7
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.20-canary.14
      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) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/raymsa41/test-routing

### To Reproduce

Install dependencies:
npm install

Build:
npm run build

Run the server in "regular mode":
npm run start:normal

open http://localhost:3000/internal/fakepage

The route rendering the page is the root catch-all.

Run the server in "minimal mode":
npm run start:vercel

open http://localhost:3000/internal/fakepage

The route rendering the page is the "internal page"

### Describe the Bug

There seems to be a difference in the behavior between the "minimal mode" and the "regular mode" for overlapping routes using server-side rendering.

For overlapping routes, we have a catch-all route using fallback 'blocking' and a route in a subpath using a catch-all with fallback false.



### Expected Behavior

The expected behavior is that the subpath route should only render the list of urls set by the getStaticPaths, and when entering an url (which targets the subpath) that is not in the getStaticPaths, the request should be rendered by the root catch-all route.

This behavior is correctly being observed in the "regular mode" but is failing in the "minimal mode"

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: axios
Issue: Match ES2022 Error `cause` property on AxiosError
Labels: priority::medium

### Describe the bug

When trying to assign `AxiosError.cause` to `unknown` I get the following error, which does not happen with a normal `Error` class.

```
TS2739: Type  {}  is missing the following properties from type  Error :  name, message 
```

### To Reproduce

Passing in `ErrorOptions` to a helper function we can recreate the issue. Currently I will need to add `// @ts-ignore` to get around this issue.

### Code snippet

```js
export const setCauseError = (
  error: AxiosError,
  options?: ErrorOptions
): Error => {
  if (options?.cause) {
    error.cause = options.cause
  }
  return error
}
```


### Expected behavior

No TS error should be emitted to my IDE/type checking.

### Axios Version

1.5.0

### Adapter Version

n/a

### Browser

n/a

### Browser Version

n/a

### Node.js Version

18.16.0

### OS

macOS 13.5.1

### Additional Library Versions

```bash
typescript 5.1.6
```


### Additional context/Screenshots

With `Error`:

<img width="720" alt="Screenshot 2023-08-31 at 1 37 08 PM" src="https://github.com/axios/axios/assets/525506/3c3a32a9-432c-4274-bd7a-0a8e0e5142d0">

With `unknown`:

<img width="401" alt="Screenshot 2023-08-31 at 1 37 39 PM" src="https://github.com/axios/axios/assets/525506/3e829416-5b89-4c58-91a9-0eb49ed2583d">
Repository: deno
Issue: KV: honor consistency for KV connect
Labels: feat,ext/kv
Repository: flutter
Issue: [Impeller] `impeller_debug` always on in Flutter debug and profile modes.
Labels: P2,e: impeller,team-engine,triaged-engine

This introduces overhead due to pipelines for checkerboarding and such as well as emitting validation logs. This does **not** currently enable Vulkan validation via layers though.

The action item here is to investigate if the overhead reasonable or whether it needs to be trimmed down somehow.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Styles CSV folders so you could accordion from different lists.  
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Allow multiple named Styles CSV folders so you could accordion from different lists. i.e. user names csv's- Photos.csv, Surreal.csv or whatever.


### Proposed workflow

1. Go to .... Styles
2. Press .... left click
3. ... open folder from accordion, select styles, ability to select other folders for other styles to add.
4. apply or save style- like you could before.


### Additional information

Be pretty useful.
Repository: ant-design
Issue: 【动效优化】Menu、Select 等组件使用动态移动的背景色块
Labels: 💄 Design,Inactive,🧶 Low Priority

### What problem does this feature solve?

目前都是 hover 直接改变当前元素背景色属性，实现简单但是不够现代、舒适和美观

https://github.com/ant-design/ant-design/assets/29084441/be12387f-d141-4c07-98e6-30b4247555f3

### What does the proposed API look like?

类似于 Vercel 顶部菜单的移动的背景色块，虽然不太好实现，但是非常舒适

https://github.com/ant-design/ant-design/assets/29084441/9bef4de9-34bb-4ca9-be02-366a2206c553

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Feature Request]: Control over the sequence for the Restart sampler
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Basically, for the Restart sampler, it usually works by keeping the sampler you'd like (The compatible ones) and you choose a sequence, you can write it yourself. Usually goes like this:

[6,4,0.12,0.98]

That's a working sequence. 

This is also a working sequence:

[16,4,24,58]

Sequence can also be chained

[16,4,24,58], [4,2,0.1,0.54]

And the numbers signify

[Number of steps per restarts, number of restarts, tmin, tmax]

This sampler handler is freakin awesome because it allows the generation to automatically go back a multiple times in steps to self-correct. And usually allows for better or more complex generations. Based on the sequence !

And, with fine control, we can sometimes have custom sequences that perform absolute masterpieces. And it's a shame that we have no control over that on WEBUI 😢

### Proposed workflow

The "Restart" sampler could be a drop down like hiresfix or refiner, and once it drops down, there can be a text box for the sequence, and a compatible sampler to choose. Also, restart requires "Karras" as stated in the documentation. 

That's one solution for it ? But that'd be freakin awesome..

### Additional information

_No response_
Repository: flutter
Issue: [web] Default bootstrapping logic should not wait for `load` event
Labels: platform-web,c: proposal,P2,perf: startup,team-web,triaged-web

The default code that we insert in index.html when bootstrapping a flutter app is as follows:
```
    window.addEventListener('load', function (ev) {
      // Download main.dart.js
      _flutter.loader.loadEntrypoint({
        onEntrypointLoaded: function (engineInitializer) {
          engineInitializer.initializeEngine().then(function (appRunner) {
            appRunner.runApp();
          });
        }
      });
    });
```
This, however, is not good because it means that actually initializing the engine is blocked on *all* asynchronous scripts and resources on the page. As an example, I loaded the skwasm Material 3 demo here: https://flutterweb-wasm--skwasm-1s3iqgbs.web.app/

Taking a perf profile I saw the following waterfall:
![image](https://github.com/flutter/flutter/assets/26911996/0830e680-387b-4c2c-b6b9-1049f44e187d)
As can be seen from the trace, the highlighted "Google Tag Manager" request (which is just analytics that could otherwise be completely asynchronous) is blocking the window load event, and engine initialization doesn't start until that is completely resolved. I went ahead and did a devtools local override of the code in `index.html` to listen to the `DOMContentLoaded` event instead, and the waterfall is much healthier:

![image](https://github.com/flutter/flutter/assets/26911996/2ffb03e0-6694-43a4-8246-9d510d3ce478)

I think instead of waiting on `DOMContentLoaded`, the only thing we actually care about here specifically is that the `flutter.js` script is loaded, so I think we should just explicitly wait on that event rather than tying it to a browser load event.
Repository: terminal
Issue: Spurious ";1_" printed to screen when clicking on Terminal in a Hyper-V basic session
Labels: Help Wanted,Area-Input,Issue-Bug,Product-Terminal

This has been happening for quite a while, and I bet there's a pretty simple explanation.

It might happen when you activate the Hyper-V `vmconnect` window.

Admittedly, I can't reproduce it on the Windows Evaluation VM with 1.17 to grab a screenshot, but it has happened to me enough times that I know it's lurking in there.

---

> 1. Start a VM running Windows 11+
> 2. Connect to it in Virtual Machine Connection, rejecting the enhanced session prompt
> 3. Launch Terminal
> 4. Focus on something other than the VMC window.
> 5. Click on the Terminal window within the VMC window.
> 6. Observe `;1_` is typed.
Repository: material-ui
Issue: [examples] Updating the Link component example for the Next.js App Router
Labels: examples,nextjs

### Duplicates

- [x] I have searched the existing issues

### Related page

https://github.com/mui/material-ui/blob/v5.14.7/examples/material-ui-nextjs-pages-router-ts/src/Link.tsx

### Kind of issue

Missing information

### Issue description

I thought that if I change the lines of code related to usePathname (due to the update in Next version 13) it will work,
```
...
import { usePathname } from 'next/navigation'
...

...
  const nextPathname = usePathname()
  const pathname = typeof href === 'string' ? href : href.pathname
  const className = clsx(classNameProps, {
    [activeClassName]: nextPathname === pathname && activeClassName,
  })
...

```

but I get 3 errors in the browser:

First 2 error messages:

> Unhandled Runtime Error
> Error: Hydration failed because the initial UI does not match what was rendered on the server.
> 
> Warning: Expected server HTML to contain a matching `<a>` in `<a>`.
> 
> See more info here: https://nextjs.org/docs/messages/react-hydration-error

Third error message:

> Unhandled Runtime Error
> Error: There was an error while hydrating. Because the error happened outside of a Suspense boundary, the entire root will switch to client rendering.

### Context 🔦

It would be great if someone could update the example to work in the latest version.
Repository: electron
Issue: [Bug]: css writing-mode property crashes the page when the enablePreferredSizeMode is set to true.
Labels: platform/windows,bug :beetle:,status/confirmed,has-repro-gist,component/webcontents,26-x-y,27-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [x] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

26.1.0

### What operating system are you using?

Windows

### Operating System Version

Windows 11 22H2

### What arch are you using?

x64

### Last Known Working Electron version

25.8.0

### Expected Behavior

I expected the page to load without problems.

### Actual Behavior

When the page (using one custom file protocol) loads with the css writing-mode property set to vertical-lr the page only displays white and crashes the devtools.

### Testcase Gist URL

https://gist.github.com/NathH24/fe67fb7f042a23fae72d38b59cb47d1e

### Additional Information

I did the test application and I noticed that the bug only occurs when the enablePreferredSizeMode property is set to true (in my project this value was set to true only in a child window) but the bug does not occur on electron 25.
Repository: PowerToys
Issue: Move window to a lower Z-Order
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Add a way (may be a keyboard shortcut) to move windows that are forced in foreground to a lower Z-Order.

### Scenario when this would be used?

When an application isn't responding, the dialog window used to send diagnostic to Microsoft is opened in foreground.
Move that window at the bottom of all other windows.

### Supporting information

_No response_
Repository: flutter
Issue: Create a dart:ui test harness that talks to Skia gold directly.
Labels: a: tests,P2,c: tech-debt,team-engine,triaged-engine
Repository: pytorch
Issue: FSDP always puts parameters to fp32 when loading state_dict, even if state_dict has bf16 params
Labels: oncall: distributed

### 🐛 Describe the bug

In cases where a non-FSDP trained model is loaded with FSDP and the state_dict to load is bf16, loading into FSDP sharded_state_dict will make the parameters to fp32.

In my particular case, I am converting LLaMA weights to PyTorch FSDP format for FSDP training, but the checkpoint I'm working with is in bf16.

This could cause issues in cases where users want to benchmark numerical equivalence.

### Versions

main

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu
Repository: godot
Issue: RefCounted objects with outstanding active await functions can be destroyed
Labels: bug,topic:core,topic:gdscript

### Godot version

4.1.1

### System information

Windows 10

### Issue description

Outstanding async connections don't seem to affect the RefCounted's reference count, so they can be collected even if such connections still exist.

### Steps to reproduce

Construct a node with this script and watch the print output:

```gdscript
extends Node

class Test extends RefCounted:
    func _notification(what: int) -> void:
        if what == NOTIFICATION_PREDELETE:
            print("deleting test object!!!!!!!!!!!!!!")
    func trigger_timer():
        print("waiting for timer")
        await Engine.get_main_loop().create_timer(1.0).timeout
        print("and it's done")

func test_timer():
    var timer = Test.new()
    timer.trigger_timer()

func _ready() -> void:
    test_timer()
```

### Minimal reproduction project

[AsyncTest.zip](https://github.com/godotengine/godot/files/12491081/AsyncTest.zip)
Repository: godot
Issue: Alt+Tabbing in exclusive fullscreen mode sometimes makes Alt stuck
Labels: bug,platform:windows,topic:porting,topic:input

### Godot version

4.2 dev3

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

The bug is surprisingly difficult to trigger purposefully, but I get it by accident very often. Basically, when you use Alt+Tab to switch window, the Alt sometimes gets stuck and will be pressed until you press and release it again. Seems to only happen in exclusive fullscreen mode.

### Steps to reproduce

1. Set window mode to exclusive fullscreen
2. Start the project
3. Alt Tab a few times
4. Notice that Alt is pressed even if you don't press it

### Minimal reproduction project

```GDScript
extends Node	

func _ready() -> void:
	get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN

func _process(delta: float) -> void:
	print(Input.is_key_pressed(KEY_ALT))
```
Repository: PowerToys
Issue: Mouse without Borders pause/resume hotkey (and other non-standard keys)
Labels: Product-Mouse Without Borders

### Description of the new feature / enhancement

Mouse without Borders needs a Pause/Resume function hotkey.

### Scenario when this would be used?

Even if my 2 PC is in the same network, for example, if I enter the conference room with a laptop, I sometimes want to pause Mouse without Borders.


### Supporting information

_No response_
Repository: godot
Issue: MeshTexture Clips through
Labels: bug,topic:gui

### Godot version

Godot_v4.1-stable_win64

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz (12 Threads)

### Issue description

There are several issues when using **MeshTexture** as an icon in a **TextureRect**.

After assigning texture as an icon, the editor preview does not update until the visibility of the Texture rect on the texture  is changed
The icon is completely misaligned

![image](https://github.com/godotengine/godot/assets/120058545/f90e730d-196a-4e65-a0ef-045217e8e8c5)


PD: This is the first time I have participated on Github. I found a similar problem with **button** on the following topic and commented on It. I am not sure If opening a new bug report like this makes sense or not. Would love to know! 

Here is the mentioned issue
https://github.com/godotengine/godot/issues/63801

### Steps to reproduce

1. Add button
2. Assign a MeshTexture as an icon

### Minimal reproduction project
Added MRP for Godot 4.1 and 4.1.1
(https://drive.google.com/drive/folders/1xXbmx1jqUgsLpFWOBNeAJOqdnY-qhkZ7?usp=sharing)
Repository: rust
Issue: Inconsistent "captures lifetime" behavior between fn and impl Fn
Labels: A-lifetimes,T-compiler,A-impl-trait,C-bug

```rust
trait IsInstance<'v> {
    fn is_instance() -> bool;
}

fn this_works<'v, T: IsInstance<'v>>() -> fn() -> bool {
    T::is_instance
}

fn this_works_too<'v, T: IsInstance<'v>>() -> impl Fn() -> bool {
    this_works::<T>()
}

fn even_this_works<'v, T: IsInstance<'v>>() -> impl Fn() -> bool {
    || T::is_instance()
}

fn this_doesnt_work<'v, T: IsInstance<'v>>() -> impl Fn() -> bool {
    T::is_instance
}
```

These functions seem to have the same behavior in regards of lifetime capture: none of them need to capture the lifetime.

First three functions work, but four function doesn't.

This is not consistent, and diagnostics is not very helpful.

rustc 1.73.0-nightly (32303b219 2023-07-29)

[Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=fdbca1bf55d8ea46ae657caa269fe256)
Repository: godot
Issue: Main editor window steals focus when using debugging keyboard shortcuts in the script editor
Labels: discussion,topic:editor,usability

### Godot version

4.1.1.stable

### System information

MacOS 13.4, M2 Pro

### Issue description

When developing on MacOS with the 3D editor in one Space and the script editor in another, the editor will steal focus whenever you use one of the debug keyboard shortcuts. This appears to happen because the debug interface is in the 3D editor and not the script editor, but it's extremely inconvenient as it makes it hard to follow the flow of your code while stepping through lines.

Expected behavior: The script editor should remain in-focus when using debug related keyboard shortcuts, or at least there should be some form of debug UI controls in the script editor itself.


https://github.com/godotengine/godot/assets/87160837/a41bfd76-b323-4cc1-aff2-fc9840dcdbf8

### Steps to reproduce

1. Create two spaces, one containing the 3D editor UI and one containing the script editor UI
2. Create a breakpoint in the code
3. Launch the game and hit the breakpoint
4. Attempt to step through using (FN) + F10 or continue with (FN) + F12
5. Observe that the space forcefully switches back to the 3D editor

### Minimal reproduction project

N/A