sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Full screen window switches screen to primary after minimizing when borderless on multi monitor setup.
Labels: bug,topic:core,topic:porting

### Godot version

v4.1.1.stable.official.bd6af8e0e

### System information

Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GT 540M- Intel Core i7-2670QM CPU @ 2.20GHz (8 Threads)

### Issue description

Resizing the root window to full screen size after it was minimized can cause it to switch monitors from secondary to primary on multi monitor setup when root.borderless is true.

Note that on the reproduction video the smaller screen is the primary one.

https://github.com/godotengine/godot/assets/84321760/2247eeb5-ba7e-4581-9676-5ab27a5d2625



### Steps to reproduce

0. Use the minimal reproduction project.
1. Run the project on a secondary screen in multi monitor setup.
2. Defocus the window so that the code minimizes it.
3. Refocus the window by clicking it on the task bar, the code will resize it to full screen again.
4. Note that the window appears on the primary screen while it was on the secondary one before.
5. Try repeating the test without the `root.borderless = true` statement.
6. Note that the window keeps it screen between minimizes this time.

### Minimal reproduction project

[Wrong-Screen-With-Borderless-Test-4.1.1.zip](https://github.com/godotengine/godot/files/12136466/Wrong-Screen-With-Borderless-Test-4.1.1.zip)
Repository: godot
Issue: Popped out code/shader editor only accepts some inputs when main editor is minimized
Labels: bug,topic:editor,topic:input

### Godot version

4.1.1.stable

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3598) - AMD Ryzen 9 3950X 16-Core Processor (32 Threads)

### Issue description

After popping out a code or shader editor window and minimizing the main editor window but not the code editor window, most keyboard inputs into the focused editor window are disabled (at least in a multimonitor system, I have not tested it in a single monitor setup but it does happen when both editors are on the same monitor).  Backspace appears to work, and control functions (undo, redo, etc) appear to work, but space and other letter inputs do not add the specified character where the cursor is.  The text editor cursor can still be moved in this case both with mouse and arrow keys and page up/down, but the mouse cursor does not change from the standard cursor to the text editor cursor when this happens.

This behavior is certainly unexpected to me, and while it can be managed by simply never minimizing the Godot editor and only swapping between the two windows, is very unintuitive.

### Steps to reproduce

Open a new project.  
Create a shader or script so that you have something to edit in the editor.
Pop out the code editor.
With the code editor not minimized, minimize the main Godot editor.
Give the code editor window focus.
Note how only partial keyboard input works and the mouse cursor does not show the text edit cursor when mousing over the editor. 

### Minimal reproduction project

N/A
Repository: vscode
Issue: Open selected tab via extension API
Labels: feature-request,api,workbench-tabs

<!-- ⚠️⚠️ 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. -->
Currently, we have an API to close a tab with `vscode.window.tabGroups.close(tab)`

https://github.com/microsoft/vscode/blob/5e0c49cc9ece55017822d18720990be105412760/src/vs/workbench/api/common/extHostEditorTabs.ts#L250

Could be useful to also have a `select`/`makeActive` method on either
A) `ExtHostEditorTabs` to remain consistent with `close`
or 
B) `ExtHostEditorTabGroup` as it's each TabGroup's responsibility to have its own active tab (as far as I can see).

---

A potential use case is described in this discussion https://github.com/microsoft/vscode-discussions/discussions/683 where a tab needs to be selected before running commands like `workbench.action.closeEditorsToTheLeft`

I'll be happy to draft a PR if the feature is approved.

cc @lramos15
Repository: next.js
Issue: NextRouter not mounting on pages with 'experimental-runtime' on windows
Labels: bug,Navigation,Runtime

### 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 Home
      Node: 20.5.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.12-canary.0
      eslint-config-next: 13.4.12
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Middleware / Edge (API routes, runtime), Routing (next/router, next/navigation, next/link)

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

https://github.com/Ethernalll/nextjsbug

### To Reproduce

Clone the provided repository on Windows 10
Run `npm i`
Run `npm run dev` or `npm run build` and `npm run start`
Go to localhost:3000
-> Internal server error
Expected Logs:
```shell
[Error: NextRouter was not mounted. https://nextjs.org/docs/messages/next-router-not-mounted]
[Error: NextRouter was not mounted. https://nextjs.org/docs/messages/next-router-not-mounted]
``` 


### Describe the Bug

When using `next/router` in an SSR environment running on the edge in Windows 10, the router fails to mount and causes an "Internal server error" message in the browser. Not reproducible in WSL or native Linux.

### Expected Behavior

the router mounts and the page loads.

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

Chrome 114.0.5735.248

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

next start, next dev
Repository: rust
Issue: HRTBs with two lifetimes: implementation is not general enough when impl uses lifetime bound
Labels: A-lifetimes,T-compiler,C-bug,A-higher-ranked

I tried this code:

```rust
fn foo<'a, 'b: 'a>(_arg: &'a &'b i32) {}

trait Trait<T> {
    fn method(&self, arg: T);
}

impl<'a, 'b> Trait<&'a &'b i32> for ()
where
    'b: 'a, // `main` compiles if this line is commented out
{
    fn method(&self, arg: &'a &'b i32) {
        foo(arg);
    }
}

fn works_fine1<'a, 'b>(arg: &'a &'b i32) { foo(arg) }
fn works_fine2<T: for<'a, 'b> FnMut(&'a &'b i32)>(_arg: T) {}
fn fails<T: for<'a, 'b> Trait<&'a &'b i32>>(_arg: T) {}

fn main() {
    works_fine1(&&0);
    works_fine2(|x| foo(x));
    fails(());
}
```

([Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=3effce777661a0511ca3fcbe04df8464))

I expected the program to compile and run without errors because `'b: 'a` irregardless of explicitly adding that bound (as shown by calling `foo`).

Instead, this compilation error occurred:

```
error: implementation of `Trait` is not general enough
  --> src/main.rs:23:5
   |
23 |     fails(());
   |     ^^^^^^^^^ implementation of `Trait` is not general enough
   |
   = note: `()` must implement `Trait<&'0 &'1 i32>`, for any two lifetimes `'0` and `'1`...
   = note: ...but it actually implements `Trait<&&'2 i32>`, for some specific lifetime `'2`
```

Minimal example:

```rust
trait Trait<T> {}
impl<'a, 'b: 'a> Trait<&'a &'b i32> for () {}

fn fails<T: for<'a, 'b> Trait<&'a &'b i32>>(_arg: T) {}

fn main() {
    fails(());
}
```

([Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=0323086629a47f2dca976a7dedad76ca))

The minimal example will compile if we replace:

```diff
-impl<'a, 'b: 'a> Trait<&'a &'b i32> for () {}
+impl<'a, 'b> Trait<&'a &'b i32> for () {}
```

### Meta

`rustc --version --verbose`:
```
rustc 1.73.0-nightly (0308df23e 2023-07-21)
binary: rustc
commit-hash: 0308df23e621e783e31a27ca5beaa01b9df60d4a
commit-date: 2023-07-21
host: x86_64-unknown-freebsd
release: 1.73.0-nightly
LLVM version: 16.0.5
```

### See also

See also: [Why can’t I use lifetime bounds in HRTBs?](https://users.rust-lang.org/t/why-cant-i-use-lifetime-bounds-in-hrtbs/97277?u=jbe) on URLO.

I ran into that problem in a [PR #1048 for `regex`](https://github.com/rust-lang/regex/pull/1048#issuecomment-1645247390) where it wasn't trivial to [work around](https://github.com/rust-lang/regex/pull/1048#issuecomment-1646559423). See also [comment below](https://github.com/rust-lang/rust/issues/113967#issuecomment-1646645757) in that matter.
Repository: terminal
Issue: [megathread] Cursor shapes in WT UI / conhost UI / VT
Labels: Product-Meta,Needs-Tag-Fix,Issue-Scenario

# Description of the new feature/enhancement

There are so many of them, and all the sets are slightly different:

WT:
![image](https://github.com/microsoft/terminal/assets/11453922/99e55654-de4f-4fbf-a225-f033a4c6d034)

Conhost:
![image](https://github.com/microsoft/terminal/assets/11453922/eea4731e-8b9e-4e9d-88ac-773e1c383dce)

[VT](https://learn.microsoft.com/en-us/windows/console/console-virtual-terminal-sequences#cursor-shape):
![image](https://github.com/microsoft/terminal/assets/11453922/978fb0e3-e55b-4ab8-9878-85365a88701d)

---------
There are quite a few inconsistencies:

1. Terminology:
   - vintage / legacy
   - underscore / underline
   - bar / vertical bar
   - solid box / filled box / block
2. UI order.
3. Feature set: conhost does not have "double underscore"
4. VT access: "vintage", "double underscore" and "empty box" are not exposed and cannot be set programmatically.
5. UI access: non-blinking versions are not exposed.
6. API behavior:
   - [SetConsoleCursorInfo](https://learn.microsoft.com/en-us/windows/console/setconsolecursorinfo) resets cursor to "legacy" in conhost if the size is different from the initial one, but not in WT (I understand why, but still).

I'm not saying that all those are bugs that should be fixed, but perhaps the situation could be improved.


----

_maintainer tracking space_



```[tasklist]
### Tasks
- [ ] #7827
- [ ] #7382 
- [ ] #1379 
```
Repository: neovim
Issue: LSP: "path mapping" support (for e.g. docker containers)
Labels: enhancement,lsp

### Problem

Hello,

First of all thank you for your work.
NeoVim is a perfect piece of the software.

I have migrated to NeoVim couple days ago and have found a interesting missing feature related to LSP.

So, I'm in my work using docker a lot and its a main interface to run all my projects on local machine.

For now I'm trying to start ruby language server ruby-lsp in docker container.
I also found how to contigure neovim lsp client to start server properly in docker.
But the issue that the paths of project on my machine and in docker completely different.

Like locally I have paths like `/Users/simonoff/Works/my-rails-project` but in docker container its all the time the same for all projects - `/app`

I have found that emacs-lsp have ability for set path for source path locally and destination path inside container.
Would be great to have similar ability there.

### Expected behavior

I be able to set an options for client like `virtual_root` or something like this and it internally build a paths related to such virtual root path instead or real roo_path.
Repository: godot
Issue: FileDialog with File System chosen for Access has a far too large minimum width.
Labels: bug,topic:gui

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Sun Jun  4 18:26:12 UTC 2023 - Vulkan (Compatibility) - AMD Radeon RX 570 Series (polaris10, LLVM 15.0.7, DRM 3.52, 6.3.5-2-MANJARO) () - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

### Issue description

When adding a FileDialog node to a scene and changing the Access type to File System the minimum width jumps up substantially. For Resources or User Data it is either 275 or 392 depending on the File Mode chosen, but as soon as it is changed to File System it jumps up to either 1341 or 1458. Which for any resolution around 720p or under will make it potentially wider than the screen.

### Steps to reproduce

Step 1: Add FileDialog node to scene.
Step 2: Change Access type in inspector to File System
Step 3: Observe how wide the FileDialog becomes and how any attempts to lower the x size are futile.

### Minimal reproduction project

N/A
Repository: next.js
Issue: Next js app directory version Bootstrap implement failure.
Labels: examples

### Verify canary release

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

### Provide environment information

```bash
Nextjs 13 app directory version doesn't import bootstrap. Bootstrap css working but bootstrap js doesn't work.
```


### Which example does this report relate to?

Bootstrap 

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

_No response_

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

_No response_

### Describe the Bug

I tried a lot bootstrap implemention way. https://stackoverflow.com/questions/76089345/where-to-import-bootstrap-js-file-in-next-js-13-using-new-app-directory/76745107#76745107

### Expected Behavior

Bootstrap working 

### To Reproduce

...
Repository: next.js
Issue: Images are not displayed when using examples/app-dir-i18n-routing
Labels: examples

### 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 Home Single Language
    Binaries:
      Node: 16.20.0
      npm: N/A
      Yarn: N/A
      pnpm: 8.6.7
    Relevant Packages:
      next: 13.4.12-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.8.4
    Next.js Config:
      output: N/A
```


### Which example does this report relate to?

app-dir-i18n-routing

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

Google Chrome Version 115.0.5790.102 (Official Build) (64-bit)

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

Vercel

### Describe the Bug

In my personal project, chauhan.org.in tried to set up Localization by following the example i18n-routing and official docs.
The localization works perfectly but the images stored in /public are not displayed.

Code in page.tsx:
`<Image
        className="w-full h-full relative object-cover dark:brightness-50"
        src="/public/GEKKO.png"
        alt="any"
        fill
      />`

Error:
![image not displayed](https://github.com/vercel/next.js/assets/48860013/b87d8f8e-423d-4346-97a8-fe9c02a6418d)

VS Code Screenshot for file structure and code:
![Screenshot 2023-07-23 002649](https://github.com/vercel/next.js/assets/48860013/09fffcb4-203e-495b-8ca6-f33d436b5e77)


### Expected Behavior

The images should be displayed properly!

### To Reproduce

pnpm create next-app --example app-dir-i18n-routing i18n-app
edit the file page.tsx
pnpm run dev
Repository: svelte
Issue: transition property on any element breaks navigation scroll preservation
Labels: transition/animation

### Describe the bug

When navigating _from_ a page that has a `transition` defined on any component, scroll preservation of a previously visited site is broken, and the scroll is "all over the place" (depending on browser and kind of navigation [e.g. to anchor tag]). This only occurs if the element with the `transition` property is unmounted during the navigation. If the `transition` property was defined on e.g. a navbar that is in a parent layout between the navigated pages, the bug will not occur.

This came up as an issue here: https://github.com/themesberg/flowbite-svelte/issues/950

### Reproduction

https://stackblitz.com/edit/sveltejs-kit-template-default-atnnds

Please scroll down until you find the test buttons and wait for hydration on first load (scroll position will not show as `undefined`) :)

#### Simple example

Any element with a transition:
```svelte
<div transition:fade></div>
```

Even if the transition is empty (null):
```svelte
<script>
  const null_trans = () => null
</script>
<div transition:null_trans></div>
```

(Examples taken from @jjagielka)

### Logs

```shell
n.a.
```


### System Info

```shell
This is the StackBlitz instance:

System:
    OS: Linux 5.0 undefined
    CPU: (8) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
    Memory: 0 Bytes / 0 Bytes
    Shell: 1.0 - /bin/jsh
  Binaries:
    Node: 16.20.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 9.4.2 - /usr/local/bin/npm
    pnpm: 8.6.3 - /usr/local/bin/pnpm
  npmPackages:
    svelte: ^4.0.4 => 4.0.4
```


### Severity

annoyance
Repository: godot
Issue: FileDialog confirmation button text can't be changed when in folder mode.
Labels: discussion,documentation,topic:gui

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

When a FileDialog node is in the "Open Folder" file mode, the "OK Button Text" property can't be changed. Any changes dissapear when toggling its visibility on or after saving while the popup is visible.


### Steps to reproduce

1- Make a new project.
2- Add a FileDialog node.
3- Change the "File Mode" property to "Open Folder".
4- Change the "OK Button Text" property to anything but the default value.
5- The text will revert to the default value if:
- You save while the node is visible.
- You make the node visible.

### Minimal reproduction project

N/A
Repository: next.js
Issue: Error handling on App Router don't pass cause in Error options
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 22.3.0: Thu Jan  5 20:49:43 PST 2023; root:xnu-8792.81.2~2/RELEASE_ARM64_T8103
    Binaries:
      Node: 18.16.0
      npm: 9.7.2
      Yarn: 1.22.19
      pnpm: 8.5.1
    Relevant Packages:
      next: 13.4.12
      eslint-config-next: 13.4.12
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: standalone
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App Router

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

https://github.com/7oRR3s97/nextjs-error-handling-issue

### To Reproduce

<img width="517" alt="Captura de Tela 2023-07-22 às 19 59 36" src="https://github.com/vercel/next.js/assets/33327004/cbae7a93-b94a-4063-8d14-6a700816ce8c">
Just check the error.tsx log that shows cause is not passed to the component error props.

### Describe the Bug

When throw new Error with cause this cause is not passed to error route (error.tsx), just the message can be retrieved

### Expected Behavior

The error props of the error route (error.tsx) should receive every parameter contained in the Error constructor.

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

_No response_

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

_No response_
Repository: material-ui
Issue: [TextField] Without id raise warnings with Next.js App Router
Labels: docs,external dependency,waiting for 👍,component: text field,package: utils,nextjs

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Here is the repository to reproduce the problem: https://github.com/tippfelher/nextjs13-app-dir-mui-textfield

```jsx
import TextField from '@mui/material/TextField';

export default function Home() {
  return <TextField />;
}
```

### Current behavior 😯

> Warning: Prop id' did not match. Server: ": R219mcq:" Client: ": Ral6pj9:"

client and server generate random ids for the textfield which (obviously) never match and cause said error:

![image](https://github.com/mui/material-ui/assets/49718037/80528e34-fa77-4af4-b33e-d00c3ff3ce57)

### Expected behavior 🤔

Client and server generate the same id, and no warnings.
Repository: yt-dlp
Issue: TikTok Live server disconnects when downloading streams
Labels: site-bug

-
Repository: godot
Issue: Unicode parsing error (Linux)
Labels: bug,topic:core,needs testing

### Godot version

4.1.1 - .NET (with C# support)

### System information

Linux Ubuntu 20.04 - Godot Engine 4.1.1 - .NET (with C# support)

### Issue description

I've installed all the pre-requisites including C#, .NET 6.0 and Mono. I didn't touch a single configuration on the engine, but the fresh installation when creating any new project throws this output (without having to build):

```
Godot Engine v4.1.1.stable.mono.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
● modules/gltf/register_types.cpp:73 - Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
--- Debug adapter server started ---
--- GDScript language server started ---
● Unicode parsing error, some characters were replaced with ï¿½ (U+FFFD): Invalid UTF-8 leading byte (82)
● Unicode parsing error, some characters were replaced with ï¿½ (U+FFFD): Invalid UTF-8 leading byte (82)
● Unicode parsing error, some characters were replaced with ï¿½ (U+FFFD): Invalid UTF-8 continuation byte (f1 ... 3 ...)
● Unicode parsing error, some characters were replaced with ï¿½ (U+FFFD): Invalid UTF-8 leading byte (88)
● Unicode parsing error, some characters were replaced with ï¿½ (U+FFFD): Invalid UTF-8 continuation byte (cc ... 30 ...)
● Unicode parsing error, some characters were replaced with ï¿½ (U+FFFD): Invalid UTF-8 leading byte (86)
● Unicode parsing error, some characters were replaced with ï¿½ (U+FFFD): Invalid UTF-8 leading byte (86)
● Unicode parsing error, some characters were replaced with ï¿½ (U+FFFD): Invalid UTF-8 continuation byte (f7 ... d ...)
```

I can use the engine and build the project, but I can't figure out why this errors are appearing.

### Steps to reproduce

1. Install Godot Engine 4.1.1 - .NET (C# support) from [here](https://godotengine.org/download/linux/).
2. Create a new project (any type)
3. Check the Output console

### Minimal reproduction project

Project with only `icon.svg`, `icon.svg.import` and `project.godot`

```tres
; project.godot
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="Test"
config/features=PackedStringArray("4.1", "Forward Plus")
config/icon="res://icon.svg"

[dotnet]

project/assembly_name="Test"
```
Repository: PowerToys
Issue: Activate window single-click. Bring to foreground double-click 
Labels: Needs-Triage

### Description of the new feature / enhancement

I want to activate a window without bringing it to foreground.


### Scenario when this would be used?

For example I have a full screen browser window, and a note-taking app in front. I want to be able to copy text from the browser without the note-taking app losing focus. I would then double-click the browser to bring it to foreground.

Currently, I have to search in the taskbar again to find my note-taking app once I have copied the text.


### Supporting information

_No response_