sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: File Explorer Collapsed Items Focus Issue
Labels: bug,file-explorer

Clicking repeatedly on a file explorer item keeps focus on the top level item (`unicodeHighlighter`, not `browser`, except for the first time) - this works as expected:

![Code_-_Insiders_yxleKE9coG](https://github.com/microsoft/vscode/assets/2931520/574f981a-7669-400b-9fa4-d0594a5db511)

However, when VS Code loses focus after every click, the nested item gets focus, which is unexpected:

![Code_-_Insiders_hsFxO9HoKj](https://github.com/microsoft/vscode/assets/2931520/8df46bb6-12be-4b9d-add8-f9ede18bd4df)

I also observed a weird flickering when it folded and then immediately unfolded again.

I think the subfolder should only get focus if I explicitly click on it.
Repository: godot
Issue: GDExtension not load dependencies dll in Editor
Labels: bug,topic:gdextension

### Tested versions

v4.3.dev5.mono.official [89f70e98d]

### System information

Godot v4.3.dev5.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 5GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

I'm try write a gdextension, and in my gdextension dll(libgdexample.windows.template_debug.x86_64.dll), I load a dependencies dll (EthutilErpc.dll), for test,  when load_dll(EthutilErpc.dll) failed, print a error msg.
![image](https://github.com/godotengine/godot/assets/35988767/1b671332-637f-4f11-95cd-293677a436aa)

And the `gdexample.gdextension` like this:
```
[configuration]

entry_symbol = "example_library_init"
compatibility_minimum = "4.1" 

[libraries]
windows.debug.x86_64 = "libgdexample.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "libgdexample.windows.template_release.x86_64.dll"

[dependencies]
windows.x86_64 = { 
	"EthutilErpc.dll": "", 
	"ftd2xx.dll": ""
}
```

And I'm put all the dlls in my `EthutilErpcDLL` folder:
![image](https://github.com/godotengine/godot/assets/35988767/b369ffde-8f70-4bf7-8eb9-97a8ce9c04ff)

when export, everything was OK (the dependencies  dlls auto copyed and exe run correct with dll).
![image](https://github.com/godotengine/godot/assets/35988767/aa0441d2-6619-43a4-ae7a-846d46740ff1)
![image](https://github.com/godotengine/godot/assets/35988767/c6e564d4-002e-4966-ad45-eecf103f043b)


But in Editor, it can't load the `EthutilErpc.dll`:
![image](https://github.com/godotengine/godot/assets/35988767/1509bd68-284c-4a69-9e7c-b3891f915ac9)
(This error info print by)
![image](https://github.com/godotengine/godot/assets/35988767/1b671332-637f-4f11-95cd-293677a436aa)
![image](https://github.com/godotengine/godot/assets/35988767/4c95be03-d4f1-4eb9-9d7c-f1450762513f)


### Steps to reproduce

above

### Minimal reproduction project (MRP)

[demo.zip](https://github.com/godotengine/godot/files/15061448/demo.zip)


ADDITION: In Editor, if i copy EthutilErpc.dll to project root folder, it can work correct.
Repository: godot
Issue: MultiplayerSynchronizer and players sharing collider layer causes undesirable spawn location
Labels: bug,discussion,topic:physics,topic:multiplayer

### Tested versions

Reproduced in Godot 4.2.1

### System information

Windows 11 - Godot 4.2.1

### Issue description

When setting up a simple local network fps game, I discovered that if players share the same collider layer, regardless of where the first player is currently when the second player joins, the new player will appear in either a seemingly random location or on top of the last-player-to-join's head.

I believe this is due to the very first frame on the joining clients end where both players occupy the same 0, 0, 0 location before the MultiplayerSynchronizer has had a chance to position the players retrospectively. 

### Steps to reproduce

Create a simple network capible game using a MultiplayerSpawner node, a simple flat plane, and a player scene containing:
- simple pill body
- collider set to layer 1
- MultiplayerSynchronizer that is syncing the player position.

### Minimal reproduction project (MRP)

You can use https://github.com/devloglogan/MultiplayerFPSTutorial project as an example, but you need to set the player collider layer to 1 so that every player shares the same collider layer.
Repository: ui
Issue: [bug]: Overflow on select portal viewport when select items are too wide
Labels: bug

### Describe the bug

This can even be reproduced on the shadcn website:
<img width="287" alt="image" src="https://github.com/shadcn-ui/ui/assets/22563154/5dc5e8b4-2ba1-445c-b328-8e8a40a3b716">

# When not enough screen real estate

The select trigger wraps as expected. The portal doesn't

<img width="311" alt="image" src="https://github.com/shadcn-ui/ui/assets/22563154/a09b6882-4aba-4f80-8404-45b412fa8224">

# When enough screen real estate

Everything works as expected

<img width="544" alt="image" src="https://github.com/shadcn-ui/ui/assets/22563154/fd79ecd9-32ad-4dc2-87ea-712437cd160c">


### Affected component/components

select

### How to reproduce

This snippet will cause overflow with the default select implementation

```tsx
    <Select>
      <SelectTrigger>
        <SelectValue placeholder="Placeholder" />
      </SelectTrigger>
      <SelectContent>
        <SelectGroup>
          <SelectItem value="test">
            Sint eiusmod nostrud nostrud elit do eu. Exercitation aliquip nisi velit commodo
            exercitation qui ut anim. Magna nulla voluptate velit anim. Est eiusmod veniam nostrud
            reprehenderit velit tempor labore exercitation magna labore exercitation anim pariatur
            occaecat. Id duis exercitation id esse est esse sit nulla reprehenderit. Ipsum quis duis
            duis exercitation eiusmod excepteur velit.
          </SelectItem>
        </SelectGroup>
      </SelectContent>
    </Select>
```

Is fixed by changing min-w to max-w here:
<img width="840" alt="image" src="https://github.com/shadcn-ui/ui/assets/22563154/33f7761c-0089-41ff-90af-ca54314a8607">

Another solution might be to use `min-w-[var(--radix-select-trigger-width)] max-w-[100vw]`, to avoid maxing out on select trigger width for small triggers with larger portal viewports

Will submit a PR to fix this shortly

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Not relevant
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: node
Issue: ContextifyContext::PropertyDefinerCallback() never intercepts the request
Labels: vm

### Version

v22.0.0-pre

### Platform

_No response_

### Subsystem

_No response_

### What steps will reproduce the bug?

While migrating Node-ci to a new V8 interceptors Api (https://crrev.com/c/5353146, https://github.com/v8/node/pull/180) I noticed that `ContextifyContext::PropertyDefinerCallback()` never reports that it has intercepted the request.
It should have called `args.GetReturnValue()->SetUndefined();` in `define_prop_on_sandbox` instead.

Fixing this issue exposes another one - `ContextifyContext::PropertyEnumeratorCallback()` never returns symbol properties because `ctx->sandbox()->GetPropertyNames(ctx->context())` skips symbols. There's a `GetPropertyNames()` overload with a `PropertyFilter` parameter which can be configured to not skip symbols.

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

_No response_

### What do you see instead?

n/a

### Additional information

_No response_
Repository: angular
Issue: Set Signal within Image onload event fails with NG0600 error
Labels: area: core,cross-cutting: signals

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

core

### Is this a regression?

Yes

### Description

Hey y'all
I am currently trying to run tests against my image crop component. There, I have the following method:
```ts
    loadImage(file: File, fn?: () => void) {
        this._primaryAreaWidth = this.config().width;
        this._primaryAreaHeight = this.config().height;

        this._currentLoadConfig = file;

        // const src = normalizeSVG(file);

        const img = createHtmlImg(file);

        const cropEvent = { ...this.config() } as ImgCropperEvent;

        img.onload = () => {
            this._imgLoaded(img);
            this._positionImg(cropEvent, fn);
            this.isLoadedImg.set(true);
            this.cd.markForCheck();
        };
    }
```

the ` createHtmlImg` function looks like this:
```ts
function createHtmlImg(src: File): HTMLImageElement {
    const img = new Image();
    img.crossOrigin = 'anonymous';
    img.src = URL.createObjectURL(src);
    return img;
}```

The test throwing the error looks like this:
    ```ts
it('should emit ready event when image is loaded', () => {
        global.Image = jest.fn().mockImplementation(() => ({
            onerror: jest.fn(),
            src: '',
            set onload(value: () => void) {
                value();
            },
        }));

        let ready;

        spectator.output('ready').subscribe((output) => (ready = output));

        spectator.setInput(
            'image',
            new File(
                [
                    'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAgAAAAIAQMAAAD+wSzIAAAABlBMVEX///+/v7+jQ3Y5AAAADklEQVQI12P4AIX8EAgALgAD/aNpbtEAAAAASUVORK5CYII',
                ],
                'filename.png',
                { type: 'image/png' },
            ),
        );

        expect(ready).not.toBe(undefined);
    });
```

Does someone know, why the issue below happens?

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

_No response_

### Please provide the exception or error you saw

```true
ERROR RuntimeError: NG0600: Writing to signals is not allowed in a `computed` or an `effect` by default. Use `allowSignalWrites` in the `CreateEffectOptions` to enable this inside effects.
        at /Users/nicolaric/projects/akenza-ui/node_modules/@angular/core/fesm2022/core.mjs:31219:15
```


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

```true
Angular 17.3.5
```


### Anything else?

_No response_
Repository: ant-design
Issue: The filter in a table does not clear its state when closed when use filterOnClose - false
Labels: Inactive,improvement

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-paazky?file=demo.tsx)

### Steps to reproduce

1) Open the filter and select any option in the filter, but do not click OK.
2) Click anywhere behind the filter
3) Again open the filter, and see that the value wouldn't clear
4) Click the OK button to apply the filter
5) Remove the filter value and apply a filter without any selected options
6) Open the filter and select any option in the filter, but do not click OK.
7) Click anywhere behind the filter
8) Again open the filter, and see that the value is now clear

### What is expected?

That not applied changes after closing filter will be clean

### What is actually happening?

Filter clean the state only after first approve of filters

| Environment | Info |
| --- | --- |
| antd | 5.16.4 |
| React | 18.1.0 |
| System | macOS |
| Browser | any |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: (v4.2.2stable) Using "Pick Color" on a color changes all the colors with the same value (even commented ones) in the same line of code
Labels: bug,topic:gdscript,topic:editor

### Tested versions

- Tested in Godot v4.2.2stable

### System information

macOS Big Sur v11.7.10 - Godot v4.2.2stable

### Issue description

modifying a color using "Pick Color" in the editor changes the commented version in the same line of code

### Steps to reproduce

A)
      1: In script editor, create a new array with one Color
      
      var a = [Color(0.3, 0.3, 0.3, 1.0)]
      
      2: copy the color and paste it as a new element of the array in the same line
      
      var a = [Color(0.3, 0.3, 0.3, 1.0), Color(0.3, 0.3, 0.3, 1.0)]
      
      3: right click on the first "Color"
      
     var a = [Color(0.3, 0.3, 0.3, 1.0), Color(0.3, 0.3, 0.3, 1.0)]
                      ^
           right click here
      
      4: select "Pick Color" in the menu that appears
      
     var a = [Color(0.3, 0.3, 0.3, 1.0), Color(0.3, 0.3, 0.3, 1.0)]
            __________________
            | Undo
            | Redo
            | Cut
            | Copy
            | Paste
            | Select All
            | Indent
            | Unindent
            | Toggle Comment
            | Toggle Bookmark
            | Lookup Symbol
            | Pick Color <-------- select this
      
      5: Select any other color in the color picker menu that appears and it will also change the other one
      
      var a = [Color(0.5, 0.8, 0.13, 0.21), Color(0.5, 0.8, 0.13, 0.21)] <--- this one shouldn't change!


B)
      1: In script editor, create a new color
      
      var c = Color(0.3, 0.3, 0.3, 1.0)
      
      2: copy the color and paste it as a comment at the end of the line
      
      var c = Color(0.3, 0.3, 0.3, 1.0)#Color(0.3, 0.3, 0.3, 1.0)
      
      3: right click on the first "Color"
      
      var c = Color(0.3, 0.3, 0.3, 1.0)#Color(0.3, 0.3, 0.3, 1.0)
                      ^
           right click here
      
      4: select "Pick Color" in the menu that appears
      
      var c = Color(0.3, 0.3, 0.3, 1.0)#Color(0.3, 0.3, 0.3, 1.0)
            __________________
            | Undo
            | Redo
            | Cut
            | Copy
            | Paste
            | Select All
            | Indent
            | Unindent
            | Toggle Comment
            | Toggle Bookmark
            | Lookup Symbol
            | Pick Color <-------- select this
      
      5: Select any other color in the color picker menu that appears and it will also change the commented one
      
      var c = Color(0.5, 0.8, 0.13, 0.21)#Color(0.5, 0.8, 0.13, 0.21) <--- this one shouldn't change!


### Minimal reproduction project (MRP)

[colorPickerIssue.zip](https://github.com/godotengine/godot/files/15062240/colorPickerIssue.zip)
Repository: storybook
Issue: [Bug]: await calls not properly grouped in step functions (Angular 17)
Labels: bug,addon: interactions,sev:S3

### Describe the bug

When using **findBy*** in a step of a story, all following assertions are being excluded from the step and are shown as own steps.

```
export const StepBugReproduction: Story = {
  play: async ({ canvasElement, step }) => {
    const canvas = within(canvasElement);

    await step('Working step with getBy', async () => {
      const btn = canvas.getByRole('button', { name: 'Button' });
      expect(btn).toBeInTheDocument();

      await userEvent.click(btn);
    });

    await step('Not working step with findBy', async () => {
      const btn = await canvas.findByRole('button', { name: 'Button' });
      expect(btn).toBeInTheDocument();

      await userEvent.click(btn);
    });
  },
```
![Bildschirmfoto 2024-04-22 um 14 10 02](https://github.com/storybookjs/storybook/assets/47920593/76747b84-2b1f-455f-a464-8ab0f4a6cf06)

Discord thread: https://discord.com/channels/486522875931656193/1106615915321229372/1231895876335833139

### To Reproduce

https://stackblitz.com/edit/github-nc9jjn?file=src%2Fstories%2Fbutton.stories.ts

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.4.1
    CPU: (8) arm64 Apple M3
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.12.2 - ~/.nvm/versions/node/v20.12.2/bin/node
    npm: 10.5.0 - ~/.nvm/versions/node/v20.12.2/bin/npm <----- active
  Browsers:
    Chrome: 124.0.6367.60
    Safari: 17.4.1
  npmPackages:
    @storybook/addon-coverage: ^1.0.1 => 1.0.1 
    @storybook/addon-docs: ^8.0.8 => 8.0.8 
    @storybook/addon-essentials: ^8.0.8 => 8.0.8 
    @storybook/addon-interactions: ^8.0.8 => 8.0.8 
    @storybook/addon-links: ^8.0.8 => 8.0.8 
    @storybook/angular: ^8.0.8 => 8.0.8 
    @storybook/blocks: ^8.0.8 => 8.0.8 
    @storybook/test: ^8.0.8 => 8.0.8 
    @storybook/test-runner: ^0.17.0 => 0.17.0 
    chromatic: ^11.3.0 => 11.3.0 
    msw-storybook-addon: ^2.0.0 => 2.0.0 
    storybook: ^8.0.8 => 8.0.8
```


### Additional context

_No response_
Repository: next.js
Issue: not-found.jsx file in app/[lang] ignored for non-existent inner folders (with Internationalization)
Labels: bug,Internationalization (i18n)

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/nextjs-404-page-bug-internationalization-zpmm4z

### To Reproduce

1. Follow instructions on internationalization here https://nextjs.org/docs/app/building-your-application/routing/internationalization. (Move all files from /app to /app/[lang] folder).
2. Create not-found.jsx file in app/[lang] folder.
3. Access any first level url path in browser which trigger 404 : /en/ => not-found.jsx works
4. Access any "non-existent" second level url path in browser : /en/pricing/ => not-found.jsx does not work. Instead default nextjs 404 page appears.

### Current vs. Expected behavior

By default root level not-found.jsx catches all the 404 errors from non-existent inner folders. (As mentioned in [docs](https://nextjs.org/docs/app/api-reference/file-conventions/not-found)).
But after setting up internationalization by moving all files from /app to /app/[lang] folder, the not-found.jsx is not catching 404 errors from "non-existent" inner paths. It should catch them.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:21:53 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6020
Binaries:
  Node: 18.19.1
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.1.2
  eslint-config-next: 14.1.2
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Internationalization (i18n)

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Other (Deployed)

### Additional context

_No response_
Repository: excalidraw
Issue: Editing label in Firefox hides portions of the text
Labels: bug,firefox

## Versions

- Firefox: latest nightly 126.0b3 (64-bit)
- OS: MacOS sonoma 14.4.1 (23E224) (ARM)
- Excalidraw (latest today; I can't find it in the UI)

## Problem

When editing a label, when I start typing a word, the previous text from the label is hidden. Once I stop editing, I see all the text.


https://github.com/excalidraw/excalidraw/assets/1079718/f37fc0f7-f6f9-4ddf-98fb-8f6e41b2e8e3

I've been seeing this issue for roughly a month. I tried a Chromium-based browser (brave), and it doesn't have the issue.

## How to reproduce

1. Start a new private window, and ensure all extensions are disabled.
2. Create a rectangle
3. Start writing a label for it (see video)
Repository: material-ui
Issue: [joy-ui][Modal] Select Option is not accessible when placed in a Modal or Drawer because aria-hidden is set
Labels: accessibility,component: select,component: modal,package: joy-ui

### Steps to reproduce

Link to live example: https://stackblitz.com/edit/vitejs-vite-j2pkfu?file=src%2FApp.tsx

Example code:

```tsx
import { useState } from 'react';
import { Select, Option, Drawer, Button, Box } from '@mui/joy';

function App() {
  const [open, setOpen] = useState(false);

  return (
    <>
      <Button onClick={() => setOpen(true)}>Open</Button>

      <Drawer open={open} onClose={() => setOpen(false)}>
        <Box>
          <Select defaultValue="dog">
            <Option value="dog">Dog</Option>
            <Option value="cat">Cat</Option>
          </Select>
        </Box>
      </Drawer>
    </>
  );
}
```

Steps:
1. Press the "Open" button to open the Drawer.
2. Inspect the elements using dev tools.


### Current behavior

When opening the Drawer, the `ModalManager` will apply `aria-hidden="true"` to all elements in the root container (`<body>`) except for the _presentation_ container of the `Drawer` itself. Most of the time this is desired because only the the content of the Drawer should be accessible.

In my example though, I am nesting a `Select` component inside the `Drawer`. The list item menu of the `Select` (`Popper`) is placed below the `body` element and will have the `aria-hidden` attribute set to `true`:

![image](https://github.com/mui/material-ui/assets/84765/eb6ecd04-3fe4-4f08-bcd0-3a3d5dc821d5)

It seems that I am still able to use the `Select` component using the mouse and keyboard. So there seems to be no harm for the regular user, I think.

But we have noticed this bug in a playwright test using [`getByRole("option")`](https://playwright.dev/docs/api/class-page#page-get-by-role) which is strict about visibility and will not find the option because `aria-hidden` is set.

### Expected behavior

The options of the `Select` should be accessible when placed inside a modal/drawer.

Maybe:

1. `aria-hidden` should not be set to root-level containers that are part of the current modal.
2. Or: There should be some documentation on how to solve this issue otherwise.

### Context

_No response_

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
System:
    OS: Linux 5.4 Ubuntu 20.04.6 LTS (Focal Fossa)
  Binaries:
    Node: 20.9.0 - ~/.nvm/versions/node/v20.9.0/bin/node
    npm: 10.1.0 - ~/.nvm/versions/node/v20.9.0/bin/npm
    pnpm: 8.10.5 - ~/.local/share/pnpm/pnpm
  Browsers:
    Chrome: 123.0.6312.105
```
</details>


**Search keywords**: modal select aria-hidden modalmanager base-ui joy

**Search keywords**: 

**Search keywords**:
Repository: go
Issue: x/build: gotip-windows-arm64 builders stops working occasionally
Labels: Builders,NeedsFix

```
#!watchflakes
default <- builder ~ `windows-arm64` && log ~ `fatal error: out of memory`
```

https://ci.chromium.org/ui/p/golang/builders/luci.golang.ci/gotip-windows-arm64
seems all builders are offline.

cc @golang/release @thanm
Repository: ollama
Issue: Add API endpoint to see GPU hardware available
Labels: feature request

It would be helpful if there was an API endpoint to see the hardware details that the Ollama server is running on.

Especially in research/accademic computer clusters, it can be a little bit tough to ensure that the right resources are being used. Having the option to dump those details would help a ton!
Repository: ui
Issue: [bug]: When using tailwind class prefix, importing a component, which has multiple whitespaces between classes, adds a prefix to a whitespace
Labels: bug

### Describe the bug

I noticed that when using tailwind class prefix and installing a UI component, it adds a prefix to a whitespace, if the class definition had multiple whitespaces between classes, essentially adding a class of a tailwind prefix.
### Affected component/components

`AlertDialog`, `Carousel`, `Dialog`, `Sheet`

### How to reproduce

1. Setup tailwind prefix (using `tw-` for this example)
2. Do a fresh installation of a sheet component
3. `SheetOverlay` component and `right` sheet variant will have `tw-` classes.

### Codesandbox/StackBlitz link

https://codesandbox.io/p/sandbox/react-shadcn-ui-demo-967vh5

### Logs

_No response_

### System Info

```bash
-
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues