sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Organize Imports should group package.json `imports` with local path ones
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ 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. -->
I would like the `Organize Imports` action to group Node.js' package.json `imports`, which are prefixed with `#`, after regular node_modules packages

## Current Behaviour
```ts
import { } from "package";
import { } from "#file2.js";
import { } from "./file.js";
```
Organizes to:
```ts
import { } from "#file2.js";
import { } from "package";
import { } from "./file.js";
```

## Requested Behaviour
I think it would make more sense if the local imports were grouped after the `package` import (I don't have any preference over the order of `./file.js` and `#file2.js` themselves), e.g.:
```ts
import { } from "package";
import { } from "#file2.js";
import { } from "./file.js";
```
Repository: flutter
Issue: Allow `MenuAnchor` created menus to traverse the submenu via keyboard.
Labels: a: text input,framework,a: desktop,f: focus,P1,customer: quake (g3),workaround available,team-design,triaged-design

Currently, if you create a menu using `MenuAnchor`, and you tab to the button, you can activate it, but you can't traverse to the submenu using the keyboard.  This is because the submenu is in the overlay, and the button isn't handling the key events.

I'm not quite sure what the fix for this is, because it may be that the button itself has to add a shortcut for the arrow and tab keys to get to the submenu. Or maybe it just needs to focus the first item in the submenu when activated.
Repository: flutter
Issue: [Android] Add spell check devicelab test with custom IME
Labels: a: text input,platform-android,framework,P3,team-android,triaged-android

The Android spell check devicelab test is currently [flaky](https://github.com/flutter/flutter/issues/113710) because Gboard learns the misspelled words used in the test due to the [federated learning](https://support.google.com/assistant/answer/11140942#federated_learning&zippy=%2Cfederated-learning) technique it uses. In order to fix the flakiness, a custom IME should be created and used in the test with the `adb shell ime` command to select it.
Repository: flutter
Issue: [iOS] Show spell check toolbar when caret touches misspelled word
Labels: a: text input,platform-ios,framework,P3,team-ios,triaged-ios

On iOS, a spell check toolbar containing suggestions for misspelled words should show when the caret moves to touch a misspelled word (and only if it is misspelled). Thus, to follow the behavior of iOS, the ~~Cupertino style~~ spell check suggestions toolbar should show when the caret moves to touch a word, and disappear when the caret moves away.

Fixing this depends on https://github.com/flutter/flutter/issues/119537. Part of https://github.com/flutter/flutter/issues/34688.
Repository: TypeScript
Issue: Generic with default type incorrectly constraint suggestions in code completion
Labels: Suggestion,Domain: Completion Lists,Experience Enhancement

# Bug Report
When I have a function with generic constraints with a default value, IDEs' code completion only suggests the default value, despite accepting all constraint values.

https://user-images.githubusercontent.com/12190482/215557275-265d803c-9e1a-431b-896a-b0b670bbfafd.mov

### 🔎 Search Terms

Generic with default type

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about `Generic with default type`

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=5.0.0-dev.20230127#code/C4TwDgpgBA8mwEsD2A7AzlAvFA5AQxygB9cAjQknAYxwChbRIoAlCNAVwBtgAeAFSgQAHsAgoAJhjiJUaAHxYoA4aIkZ8hAPxRgAJ3bQAXFABmeTmggBueuIhVOeXdBPsUVGSlNuq-QSLFJWHhkdEUNOQAKJwBzTWM+AEpjVg5ufjl6KllgKGc03OxXd0icHESgA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
type Options = 'a' | 'b' | 'c'

type Result<T extends Options> = T extends 'a' ? true : false;

declare function func<T extends Options = 'a'>(arg?: T): Result<T>

const result = func('') // Code completion only suggests 'a'
```

### 🙁 Actual behavior

IDEs' code completion only suggests the default value.

### 🙂 Expected behavior

IDEs' code completion should suggest all constraint values.
Repository: godot
Issue: Editor CPU usage ramps up when unfocused or minimized
Labels: bug,platform:macos,topic:editor,performance

### Godot version

v4.0.beta16.mono.official [518b9e580]

### System information

macOS Ventura 13.1 (22C65), Apple M1 Max 32 GB

### Issue description

Godot Editor seems to ramp up CPU usage when unfocused or minimized. However this only happens if the editor fills the entire view of your monitor. The behavior doesn't seem to occur if the editor isn't fully expanded. I've noticed that the CPU usage is even greater when the editor is minimized.

I've attached a screen recording of the minimizing and unfocusing behavior.

https://user-images.githubusercontent.com/25725379/215562500-01aebe9a-2d5b-45dc-9e8a-9361b28f6e0e.mov



### Steps to reproduce

In order to reproduce, create a fresh project and open the editor. Begin monitoring CPU usage during editor's focused and unfocused states as well as minimized states.

### Minimal reproduction project

Reproduction of issue just requires a new project with no changes.
Repository: tauri
Issue: [bug] Links with target=_blank and shell::open do not work from AppImage on Linux
Labels: type: bug,priority: 2 medium,platform: Linux,status: needs triage

### Describe the bug

When running a Tauri app on Linux using an AppImage, target=_blank links do not work, and shell::open does not work either.

### Reproduction

Minimal reproduction repo: https://github.com/0rvar/tauri-appimage-repro

Create a link with target=_blank, or use shell::open with an URL. Then run the tauri app as an AppImage. It will silently fail to open the link when clicked, and silently fail to open the browser with the URL from shell::open.

### Expected behavior

The browser should open with the URL

### Platform and versions

Linux, AppImage. See reproduction repo above

### Stack trace

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Telemetry service has methods ending in `2` such s `publicLog2`
Labels: debt,telemetry

That should not be the case, I would assume the ones ending in `2` to eventually replace the others?

https://github.com/microsoft/vscode/blob/b8e257b1260bab9b5f1bef970d1b177413b99865/src/vs/platform/telemetry/common/telemetry.ts#L33-L42

https://github.com/microsoft/vscode/blob/b8e257b1260bab9b5f1bef970d1b177413b99865/src/vs/platform/telemetry/common/telemetry.ts#L44-L49
Repository: flutter
Issue: [web] Lazy load font fallback data for the CanvasKit renderer
Labels: a: typography,a: size,platform-web,perf: app size,e: web_canvaskit,P2,team-web,triaged-web

As a continuation to https://github.com/flutter/flutter/issues/113898, let's implement lazy loading of the font fallback data.

The font fallback data is located here: https://github.com/flutter/engine/blob/main/lib/web_ui/lib/src/engine/canvaskit/font_fallback_data.dart
Repository: godot
Issue: GDScript 2.0: Inheritance is not working for return type for method overriding
Labels: discussion,topic:gdscript

### Godot version

v4.0.beta16.official [518b9e580]

### System information

Linux

### Issue description

The following code supposed to work as `BReturn` extends `AReturn`. But I get error that `ClassB.foo`'s function signature doesn't match with the parent and expects only `AReturn` as return type. 

```
class AReturn:
	pass

class BReturn extends AReturn:
	pass

class ClassA:
	func foo() -> AReturn:
		return AReturn.new()

class ClassB extends ClassA:
	func foo() -> BReturn:
		return BReturn.new()
```

### Steps to reproduce

Try out the above code

### Minimal reproduction project

N/A
Repository: godot
Issue: TileMap editor is slow with large tilemaps
Labels: bug,topic:editor,confirmed,topic:2d,performance

### Godot version

4.0 beta 16

### System information

Linux Min 19

### Issue description

Currently developing a 2d open world game and have encountered problems using Tilemaps.
When editing a large map the editor lags, freezes and crashes all the time. Its completly unsuable.

Running the game workd flawless, but the problem occurs when editing the level in editor.

Is the tilemap editor not supposed to be able to edit large maps? 





### Steps to reproduce
edit: 
Create a tilemap with 800 x 800 tiles.

### Minimal reproduction project

[minimal.zip](https://github.com/godotengine/godot/files/10539289/minimal.zip)
Repository: flutter
Issue: flutter attach commands are misleading
Labels: tool,has reproducible steps,P3,found in release: 3.7,found in release: 3.8,team-tool,triaged-tool

## Steps to Reproduce

<!-- Please tell us exactly how to reproduce the problem you are running into. -->

1. Run flutter app in Xcode 
2. Run `flutter attach` 
3. Input `q` to quit the attach

You should see a list of commands like:
```
Flutter run key commands.
r Hot reload. 🔥🔥🔥
R Hot restart.
h List all available interactive commands.
d Detach (terminate "flutter run" but leave application running).
c Clear the screen
q Quit (terminate the application on the device).
```

After clicking `q`, the flutter app continues to run. I believe that's intended behavior. If that's the case, the `q` command description is inaccurate since it's really just detaching and not terminating.

## Logs

<details>
<summary>Logs</summary>

```
[!] Flutter (Channel master, 3.7.0-30.0.pre.8, on macOS 13.2 22D49 darwin-arm64, locale en)
    • Flutter version 3.7.0-30.0.pre.8 on channel master at xxx
    ! Upstream repository xxx is not a standard remote.
      Set environment variable "FLUTTER_GIT_URL" to xxx to dismiss this error.
    • Framework revision 530c3f2d13 (9 hours ago), 2023-01-30 10:19:14 +0000
    • Engine revision a7bb0e4108
    • Dart version 3.0.0 (build 3.0.0-179.0.dev)
    • DevTools version 2.20.1
    • If those were intentional, you can disregard the above warnings; however it is recommended to use "git" directly
      to perform update checks and upgrades.

[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
    • Android SDK at xxx
    • Platform android-33, build-tools 33.0.0
    • ANDROID_SDK_ROOT = xxx
    • Java binary at: /Applications/Android Studio.app/Contents/jre/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.13+0-b1751.21-8125866)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 14.2)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 14C18
    • CocoaPods version 1.11.3

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2021.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.13+0-b1751.21-8125866)

[✓] VS Code (version 1.74.3)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.58.0

[✓] Connected device (4 available)
   xxx

[✓] HTTP Host Availability
    • All required HTTP hosts are available
```

</details>
Repository: godot
Issue: Documentation generated by GDScript documentation comments disappears
Labels: bug,topic:gdscript,topic:editor,high priority

### Godot version

4.0 beta16

### System information

Manjaro Linux using i3, Foward+

### Issue description

Lets's say you have a script using documentation comments, it will have it's own Documentation page generated in the editor.
![image](https://user-images.githubusercontent.com/13070158/215578975-9e727870-a123-433e-b057-e3f580ff3416.png)

If you close the editor, then open the editor again, work on another, unrelated script and save it, close the editor and open it again, the documentation page for your first script will be gone.
![image](https://user-images.githubusercontent.com/13070158/215579087-701d3b52-01ec-42fe-90d7-acf6bc6d7bcf.png)

Searching for it will also give no results:
![image](https://user-images.githubusercontent.com/13070158/215579343-f74982f9-c3ca-4570-8df7-8ed71a500080.png)

Then to get the documentation generated again, you have to open the first script, make some change to it and save it. The old trick of commenting/uncommenting any line and saving also works.



### Steps to reproduce

- Create any documentation comments for any script
- Open its documentation
- Close the project and open again
- Do some change to any other script and save
- Close the project and open again
- The generated documentation for your first script will be gone, and if your search help for it it will have disappeared.

### Minimal reproduction project

[gdscript_documentation_comments.zip](https://github.com/godotengine/godot/files/10539348/gdscript_documentation_comments.zip)
Repository: flutter
Issue: Rename dill files in Flutter's Dart SDK 
Labels: tool,c: proposal,P2,team-tool,triaged-tool

The dill filenames in the packaged Dart SDK that is shipped externally have recently changed (see https://github.com/dart-lang/sdk/issues/50700). Flutter generates its own Dart SDK, and is therefore responsible for the naming of the files in that SDK. However, it would be nice to have the naming used by Flutter match that of the externally shipped Dart SDK. 

`flutter_tools` is using the old naming strategy [here](https://github.com/flutter/flutter/blob/92df6b4bc06516151c838666d302dd1e4f4a590e/packages/flutter_tools/lib/src/artifacts.dart#L231-L236). New naming strategy described [here](https://github.com/dart-lang/sdk/issues/50700).

FYI @christopherfujino 
Also adding @nshahan @annagrin if more context is needed
Repository: TypeScript
Issue: Extract to function uses overly generic return  type
Labels: Suggestion,Needs Proposal

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms
- refactor
- extract function
<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information

5.0.0-dev.20230130


### 💻 Repo

```ts
function foo(a: string | undefined): void { }

foo('a' + 'b')
```

Select `'a' + 'b'` and run `extract to function`

### 🙁 Actual behavior
The resulting function has a return type of `string | undefined`


```ts
function foo(a: string | undefined): void { }

foo(newFunction())

function newFunction(): string | undefined {
    return 'a' + 'b';
}
```

This prevents easily re-using this function in other locations

### 🙂 Expected behavior
The function should have a return type of `string`
Repository: flutter
Issue: CupertinoListSection should have a sliver equivalent
Labels: c: new feature,framework,f: scrolling,f: cupertino,perf: speed,P3,team-design,triaged-design

CupertinoListSection is not a scrolling widget, and can contain a lot of items. Users can currently place it inside of a scrolling widget, but may find performance issues since it is not lazy loading. Having a sliver equivalent would cover this case for a performant UI.

May require the currently in-progress [SliverDecoration](https://github.com/flutter/flutter/issues/107498) to create the decoration around the section in the cupertino style.
Repository: go
Issue: x/oauth2/google/internal/externalaccount: TestAWSCredential_ShouldCallMetadataEndpointWhenNoRegion failures
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "golang.org/x/oauth2/google/internal/externalaccount" && test == "TestAWSCredential_ShouldCallMetadataEndpointWhenNoRegion"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/aa8a86c74a5738458af008521245329fe5c5dd67)):

    --- FAIL: TestAWSCredential_ShouldCallMetadataEndpointWhenNoRegion (0.00s)
        aws_test.go:1247: retrieveSubjectToken() failed: Put "http://127.0.0.1:65436/latest/api/token": dial tcp 127.0.0.1:65436: connect: connection reset by peer


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: material-ui
Issue: [Select] Options change size slightly after opened. 
Labels: bug 🐛,component: select,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/yzgs66?file=/demo.tsx

Steps:
This one is simple to test, you can see it in the Documentation Demo
1. Open link
2. Open the select
3. keep your eyes on the text as the options render in


### Current behavior 😯

When opening the select, the options render in, and then a split second after  there is a change to styling that is condensing the options list vertically a few pixels. 

### Expected behavior 🤔

The options list should remain the same size after opening

### Context 🔦

I noticed this in our project, and thought it was a rouge style but found it to be in the documentation as well. 

Tested on Firefox and chrome



### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: godot
Issue: Trackpad gestures in the 2D workspace are different from that of the standard conventions
Labels: bug,platform:windows,topic:editor,confirmed,usability,topic:2d

- *Production edit: Related to https://github.com/godotengine/godot-proposals/discussions/11582.*

### Godot version

Godot 4 Beta 16 mono

### System information

Windows 10, Laptop with a trackpad

### Issue description

The 2D workspace uses trackpad gestures that differ from that of the standard conventions when trying to perform the following two actions:
- To perform a scroll, the user has to pinch the trackpad with two fingers instead of sliding it.
- To perform a zoom, the user has to slide the touchpad with two fingers instead of pinching it.

These differences in gestures can lead to a lot of confusion, especially when switching between the 2D workspace and applications/components that do follow the conventions (like the code editor). 

Here is an example when pinching the trackpad in both the 2D workspace and the script editor:  
![Godot_v4 0-beta16_mono_win64_iEcASlbH3n](https://user-images.githubusercontent.com/54854679/215594140-39ee6fc1-8cb9-4981-9a83-a59c6b746caa.gif)


### Steps to reproduce

Perform the pinch/slide trackpad gesture in both the 2D workspace as well as the code editor.

### Minimal reproduction project

N/A
Repository: flutter
Issue: Make keyboard testing more user-friendly when physical keys are missing
Labels: a: text input,a: desktop,P2,team-text-input,triaged-text-input

Users often want to test keys that are not directly available on a US keyboard, such as the `Zoom In` key or the `+` key. When the user uses these keys, like

```
await tester.sendKeyDownEvent(LogicalKeyboardKey.zoomIn);
```

The current testing framework throws an exception:

> LogicalKeyboardKey#4cf4c(keyId: "0x10000050d", keyLabel: "Zoom In", debugName: "Zoom In") not found in android physical key map.

This error is frustrating since it does not tell the user how to fix their testing code, despite that their demand feels valid.

 The workaround is to send an arbitrary existing physical key, such as

```
await tester.sendKeyDownEvent(LogicalKeyboardKey.zoomIn, physicalKey: PhysicalKeyboardKey.plus);
```

(Ideally we should allow arbitrary dummy physical key, such as `PhysicalKeyboardKey(0x123456)`, but a real physical key is required to generate the raw key data, which we should really deprecate soon.) The physical key does not matter since none of the code should use this key anyway (it's a key that is not present on a keyboard!)

However, Flutter should be smart enough to solve this for the user.

We should either suggest this workaround in the error message, or probably just forge a dummy physical key for the user in such cases. Or if we have more time, we probably want to design a testing utility class that handle mapping automatically, so that the user does not have to provide physical keys and characters at all.
Repository: go
Issue: cmd/compile: PGO compiler diagnostics
Labels: NeedsInvestigation,compiler/runtime

Today, the compiler has some limited diagnostics of behavior with PGO using the `-d=pgoinline=1` flag. These are really just ad-hoc logging points. We want more robust diagnostics, for reasons @josharian lays out well in https://github.com/golang/go/issues/55022#issuecomment-1246155126:

> The more opaque the toolchain and its inputs are, the harder it is to (a) write safety checks that detect performance problems before they make it to production and (b) diagnose performance issues after they make it to production.

Plus (c) of making it easier for us to investigate compilers issues filed here.

Our current thinking for initial work here is to provide more complete/structured output of _all_ optimization decisions, rather than just "decisions due to PGO", because the latter is ambiguous. e.g., if we decide to do an inline because of PGO and that affects the non-PGO heuristics further up the call tree, does that count as a "PGO" decision.

cc @cherrymui @aclements
Repository: go
Issue: x/website/internal/gitfs: TestGerrit failures
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "golang.org/x/website/internal/gitfs" && test == "TestGerrit"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/24d71887d9139dd16ae02d07766125da10c71576)):

    --- FAIL: TestGerrit (0.26s)
        git_test.go:19: handshake: 500 Internal Server Error
    
            <!DOCTYPE html>
            <html lang=en>
              <meta charset=utf-8>
              <meta name=viewport content="initial-scale=1, minimum-scale=1, width=device-width">
              <title>Error 500 (Internal Server Error)!!1</title>
              <style>
                *{margin:0;padding:0}html,code{font:15px/22px arial,sans-serif}html{background:#fff;color:#222;padding:15px}body{margin:7% auto 0;max-width:390px;min-height:180px;padding:30px 0 15px}* > body{background:url(//www.google.com/images/errors/robot.png) 100% 5px no-repeat;padding-right:205px}p{margin:11px 0 22px;overflow:hidden}ins{color:#777;text-decoration:none}a img{border:0}@media screen and (max-width:772px){body{background:none;margin-top:0;max-width:none;padding-right:0}}#logo{background:url(//www.google.com/images/logos/errorpage/error_logo-150x54.png) no-repeat;margin-left:-5px}@media only screen and (min-resolution:192dpi){#logo{background:url(//www.google.com/images/logos/errorpage/error_logo-150x54-2x.png) no-repeat 0% 0%/100% 100%;-moz-border-image:url(//www.google.com/images/logos/errorpage/error_logo-150x54-2x.png) 0}}@media only screen and (-webkit-min-device-pixel-ratio:2){#logo{background:url(//www.google.com/images/logos/errorpage/error_logo-150x54-2x.png) no-repeat;-webkit-background-size:100% 100%}}#logo{display:inline-block;height:54px;width:150px}
    ...
    // license that can be found in the LICENSE file.
    
    package main
    
    import "fmt"
    
    func greeting() {
    	println(1)
    	fmt.Println("hello, git32 ")
    }


— [watchflakes](https://go.dev/wiki/Watchflakes)