sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Occasional IK crashes in 3.2.3. stable
Labels: bug,topic:core,needs testing,crash

**Godot version:**
3.2.3 (but I am 99% sure I saw that issue before that, too, but it was once or twice months ago back when I set up IK... that I haven't touched again until now)

**OS/device including version:**
Intel HD 4000 (Kaby Lake), Linux Manjaro KDE


**Issue description:**
Looks like semi-random crashes or hangs when pressing 'play IK' in editor (I had to xkill Godot once, but more often it just crashes). Happens in two very different projects on two absolutely different meshes. Moving IK target nodes to different positions in scene tree does not affect this, although it helps with !is_inside_tree() red errors popping up. (Speaking of, there should be a warning for IK setup to prevent the latter.... when the IK node is set up ahead of the target nodes...)
In one of the projects, the mesh has animations and a animtree set up. The other one doesn't.

**Steps to reproduce:**
Not really reproducible, it's like 2 out of 10 cases, sometimes it'll crash twice in a row and sometimes I'll go ten times without a crash.
I suspect some sort of use after free, based on how random it seems to be. I will try to get a stacktrace but I don't think my Godot build has symbols...

**Minimal reproduction project:**
https://github.com/Zireael07/Stealth-fps/tree/caa172a433440067ca8f890ed12297b7bc4196a8

Open the Character_ik.tscn in editor and click around on (white) IK nodes, play their IK. It's bound to crash after several attempts.
Repository: animate.css
Issue: Properly update to postCSS v8
Labels: feature request,improvement,good first issue

Recently we updated to postCSS v8 which brings lots of changes, including how to use it and its "plugins" as [dependencies in the project](https://evilmartians.com/chronicles/postcss-8-plugin-migration). Right now the building system is working but it's throwing some warn as we're not following the recommendations.

We need to fix this and get #1194 merged so everything is working nicely and in the best way possible. Help is very welcomed!
Repository: go
Issue: x/tools/gopls: improve output for subcommands with no flags
Labels: help wanted,gopls,Tools

Currently (golang/tools@63754364767c), the output of `gopls check -h` looks like this:

```
show diagnostic results for the specified file

Usage: check [flags] <filename>

Example: show the diagnostic results of this file:

  $ gopls check internal/lsp/cmd/check.go

	gopls check flags are:
```

That is, no flags are documented.  If `gopls check` actually has flags, they should probably be documented, and if not, the output should probably not mention them at all.
Repository: flutter
Issue: [iPad] Add Apple Pencil 'double-tap on the pencil' gesture support.
Labels: platform-ios,framework,engine,f: gestures,c: proposal,P3,team-ios,triaged-ios

The Apple Pencil supports a 'double-tap on the pencil' gesture. 
There is no way to react to that gesture within a Flutter application.

Related: #38135
Repository: react-native
Issue: Placeholder's TextInput breaking lines after change on Android
Labels: Issue: Author Provided Repro,Component: TextInput,Platform: Android,Needs: Issue Manager Attention

## Description
When component start, works fine. After change value from `<TextInput />` and delete it, the placeholder appears, passes 1 second and it break line.


## React Native version:
```System:
    OS: macOS 11.1
    CPU: (8) x64 Intel(R) Core(TM) i5-1038NG7 CPU @ 2.00GHz
    Memory: 102.36 MB / 16.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 15.5.0 - /usr/local/bin/node
    Yarn: 1.22.10 - /usr/local/bin/yarn
    npm: 7.3.0 - /usr/local/bin/npm
    Watchman: 4.9.0 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.10.0 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: iOS 14.3, DriverKit 20.2, macOS 11.1, tvOS 14.3, watchOS 7.2
    Android SDK:
      API Levels: 28, 29, 30
      Build Tools: 28.0.3, 29.0.2, 30.0.3
      System Images: android-28 | Google APIs Intel x86 Atom, android-28 | Google Play Intel x86 Atom, android-30 | Google APIs Intel x86 Atom
      Android NDK: Not Found
  IDEs:
    Android Studio: 4.1 AI-201.8743.12.41.6953283
    Xcode: 12.3/12C33 - /usr/bin/xcodebuild
  Languages:
    Java: 1.8.0_242-release - /usr/bin/javac
    Python: 2.7.16 - /usr/bin/python
  npmPackages:
    @react-native-community/cli: Not Found
    react: 16.13.1 => 16.13.1 
    react-native: 0.63.2 => 0.63.2 
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found
```

## Steps To Reproduce

1. Access snack and set Android
2. Type on TextInput to  disappear placeholder
2. Break placeholder

## Expected Results
Placeholder not break line after disappear

## Snack, code example, screenshot, or link to a repository:
https://snack.expo.io/z7tbAWsYc
Repository: create-react-app
Issue: command not found create-react-app 
Labels: needs triage,issue: bug report

First step -  sudo apt remove nodejs,

 sudo apt-get update

sudo apt-get install nodejs


Second step - sudo apt-get install npm

node - v


third and last step - npm install -g create-react-app

thank you.
Repository: create-react-app
Issue: zsh: not found create-react-app #
Labels: needs triage,issue: bug report

first step: npm config set prefix /usr/local

second step: sudo npm install -g create-react-app

finish resolve, thank you!
Repository: godot
Issue: Nintendo Switch Pro Controller not working on macOS
Labels: bug,platform:macos,confirmed,topic:input

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

**Godot version:** 3.2.3
**OS:** macOS 11.1, Big Sur, 
**Device:** Nintendo Switch Pro Controller

**Issue description:**
Nintendo Switch Pro Controller is not properly recognized in Godot (both wired and wireless). The controller is recognized by macOS and when tested on [www.gamepad-tester.com](https://gamepad-tester.com/) in Safari it successfully returns input. 

I tried testing the controller in the [Godot JoyPads demo](https://godotengine.org/asset-library/asset/140) and still no input is properly recognized, just like in my project. All I see are very small (static) values for the left joystick, like (0.00112..., 0.0014...), and these do not change/respond to input.

FWIW, I tried testing out all of the above with a PS4 Dual Shock and everything worked fine.


_p.s. I love Godot!_
Repository: create-react-app
Issue: npm err start react-scripts start ( create-react-app)
Labels: needs triage,issue: bug report

1 - npm install -g npm@latest to update npm because it is sometimes buggy.

2 - rm -rf node_modules to remove the existing modules.

3 - npm install to re-install the project dependencies.
Repository: PowerToys
Issue: Better error catching for PowerRename due to #8787
Labels: Issue-Bug,Planning-Consideration

The fix for #8787 was to basically comment out the message dialog.  We should have a more targeted solution.

From @yuyoyuppe's bug in #8787

## ℹ Computer information

We're treating regex syntax errors as internal errors with a messagebox asking to report a bug. That's not correct, because it's just a validation error.

Repro step:
 - start a rename with the option `Use Regular Expressions` off
 - type `*` in the `Search for:` textbox
 - select the option `Use Regular Expressions`

![image](https://user-images.githubusercontent.com/1828123/103271143-7cbe4d80-49ca-11eb-82e8-99c84b6c624b.png)
Repository: thefuck
Issue: first suggestions show `vim /bin/sh +1 &&` in front
Labels: enhancement,help wanted,hacktoberfest,HackIllinois

The Fuck 3.30 using Python 3.9.1 and ZSH 5.8

Example:
```
$ pacmn
zsh: command not found: pacmn
$ fuck
vim /bin/sh +1 && pacmn [enter/↑/↓/ctrl+c]
```

a lot of first suggestions I receive show up with `vim /bin/sh +1 &&` before them which is tasteless . How can I skip or avoid this?
Repository: TypeScript
Issue: Assertion call in optional chain should not narrow variable
Labels: Bug

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Please fill in the *entire* template below.
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**TypeScript Version:**  4.1.3

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** assert optional call

**Expected behavior:**

No narrowing of `v`.
Maybe an error indicating that assertion calls don't work with optional chaining.

**Actual behavior:**

Assertion call narrows `v`. If `strictNullChecks` is enabled, it works as expected.

<!-- Did you find other bugs that looked similar? -->
**Related Issues:**

**Code**
```ts
// @strictNullChecks: false
declare const obj: {
  assert?(v: any): asserts v;
}

declare const v: boolean;
obj.assert?.(v);
v; // should not be narrowed to 'true'
```

<details><summary><b>Compiler Options</b></summary>

```json
{
  "compilerOptions": {
    "noImplicitAny": true,
    "strictNullChecks": true,
    "strictFunctionTypes": true,
    "strictPropertyInitialization": true,
    "strictBindCallApply": true,
    "noImplicitThis": true,
    "noImplicitReturns": true,
    "alwaysStrict": true,
    "esModuleInterop": true,
    "declaration": true,
    "experimentalDecorators": true,
    "emitDecoratorMetadata": true,
    "moduleResolution": 2,
    "target": "ES2017",
    "jsx": "React",
    "module": "ESNext"
  }
}
```


</details>

**Playground Link:** [Provided](https://www.typescriptlang.org/play?strictNullChecks=false#code/CYUwxgNghgTiAEYD2A7AzgF3kgRgKwC54BvAWACh54o00QYMB+ACgDcioUBPASg9voY08VgG4KAXwoVQkWAmTos7eDiRIIITuPK48AOhp0GjfWx46x8APTX4aABZIArhGDwUSLDgQpYMJAB3EHcMJHgAcgwYZxAIoA)
Repository: go
Issue: net: UDPConn.WriteTo and UDPConn.ReadFromUDP both allocate
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel +95ce805d14 Thu Dec 31 02:24:55 2020 +0000 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN="/Users/josh/bin"
GOCACHE="/Users/josh/Library/Caches/go-build"
GOENV="/Users/josh/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/josh/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/josh"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/Users/josh/go/tip"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/Users/josh/go/tip/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="devel +95ce805d14 Thu Dec 31 02:24:55 2020 +0000"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/josh/go/tip/src/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/1t/n61cbvls5bl293bbb0zyypqw0000gn/T/go-build2869058686=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

I'd like to be able to write a program that uses UDPConn.WriteTo and UDPConn.ReadFromUDP without allocating per-packet.

This benchmark indicates one alloc per WriteTo and two allocs per ReadFromUDP.

```go
func BenchmarkWriteToReadFromUDP(b *testing.B) {
	conn, err := ListenUDP("udp4", new(UDPAddr))
	if err != nil {
		b.Fatal(err)
	}
	addr := conn.LocalAddr()
	buf := make([]byte, 8)
	b.ResetTimer()
	b.ReportAllocs()
	for i := 0; i < b.N; i++ {
		_, err := conn.WriteTo(buf, addr)
		if err != nil {
			b.Fatal(err)
		}
		_, _, err = conn.ReadFromUDP(buf)
		if err != nil {
			b.Fatal(err)
		}
	}
}
```

Two of the allocs come from constructing syscall.Sockaddrs. Maybe this is fixable, but I don't see an easy way.

The last alloc is from constructing a `*UDPAddr` to return from `ReadFromUDP`. I fear the API may make this one unavoidable.

cc @bradfitz @danderson @zx2c4
Repository: godot
Issue: Odd error messages after deleting the main scene
Labels: bug,topic:editor

**Godot version:**
3.2.3

**OS/device including version:**
Win 7

**Issue description:**
You get these error messages when you open the attached.
```
 Cannot open file 'res://Scenes/Main.tscn'.
 Failed loading resource: res://Scenes/Main.tscn. Make sure resources have been imported by opening the project in the editor at least once.
 editor/editor_data.cpp:567 - Index p_idx = 1 is out of bounds (edited_scene.size() = 1).
```

The first error makes sense as I created this by deleting a bunch of stuff including the main scene.

The second error is spurious because I'm in the editor right now.

The third error is meaningless to me as an end user.

Setting the terrain > Background scene as the "main scene" gets rid of all three, but I think only the first is a valid error to report to the user in this situation.

[SINGLE_TILEBug.zip](https://github.com/godotengine/godot/files/5758362/SINGLE_TILEBug.zip)
Repository: rust
Issue: `x.py test` should run tests for changed code first
Labels: A-testsuite,T-bootstrap,C-feature-request,A-contributor-roadblock

This is mostly just to speed up iteration time in a `{edit,compile,test}` cycle. It also matters more for doctests than normal tests, since these are the tests that are slowest. It would also be okay if this behavior were behind a non-default flag.

I gather (from @jyn514) that this is tricky because the testrunner doesn't know the right module name in all cases, but it would probably be fine to just take a stab at it, since eventually everything should still get run anyway.
Repository: pytorch
Issue: [docs] nn.modules pages should mention corresponding functional versions, e.g. for nn.Hardshrink
Labels: module: docs,module: nn,triaged,small

## 📚 Documentation

In many cases, modules show up in Google results, so for novices it may be useful for pointing them to functional version 

Also, there should be some guidance which functional version is modern / preferred: `F.hardshrink` or `tensor.hardshrink`

cc @jlin27 @mruberry @albanD @jbschlosser
Repository: godot
Issue: `SceneTree.new()` causes wrong tree to be shown in the remote view
Labels: bug,topic:core

**Godot version:**
`3.2.3.stable.custom_build.31d0f8ad8`


**OS/device including version:**
`Linux pc 4.19.0-12-amd64 #1 SMP Debian 4.19.152-1 (2020-10-18) x86_64 GNU/Linux`


**Issue description:**
When creating a new `SceneTree` with `SceneTree.new()`, the remote tree view in the editor shows the layout of the new tree instead of the singleton. This happens because of a missing check in the code that assigns the tree in the remote view.

https://github.com/godotengine/godot/blob/c43b2ab6032041269bed9c41e9d1f0d0325a5f2e/scene/main/scene_tree.cpp#L2134-L2141


**Steps to reproduce:**
1. Create a node and add the following script:
```gdscript
extends Node

var tree_a := SceneTree.new()
```
2. Run the project.
3. Check the Remote View. There will only be a root node visible and not the node with the script.


**Minimal reproduction project:**
[multi-scenetree.zip](https://github.com/godotengine/godot/files/5759067/multi-scenetree.zip)
Repository: TypeScript
Issue: Assertion call error with JSDoc '@this' tag
Labels: Bug

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Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Even if you think you've found a *bug*, please read the FAQ first, especially the Common "Bugs" That Aren't Bugs section!

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ: https://github.com/Microsoft/TypeScript/wiki/FAQ

Please fill in the *entire* template below.
-->

**TypeScript Version:**  4.2.0-dev.20210101

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** jsdoc asserts

**Expected behavior:**

No error, assertion narrows `v`.

**Actual behavior:**

`Assertions require every name in the call target to be declared with an explicit type annotation.(2775)`

`getExplicitThisType` only looks at `Signature#thisParameter`, which is not set for `@this` JSDoc tag. In JS files it needs use `getJSDocThisTag` and get the type from that tag.

<!-- Did you find other bugs that looked similar? -->
**Related Issues:** #42172

**Code**
```ts
/**
 * @this {{assert(v: any): asserts v}}
 * @param v {boolean}
 */
function foo(v) {
    this.assert(v); // error here
    v;
}
```

<details><summary><b>Compiler Options</b></summary>

```json
{
  "compilerOptions": {
    "noImplicitAny": true,
    "strictFunctionTypes": true,
    "strictPropertyInitialization": true,
    "strictBindCallApply": true,
    "noImplicitThis": true,
    "noImplicitReturns": true,
    "alwaysStrict": true,
    "esModuleInterop": true,
    "checkJs": true,
    "allowJs": true,
    "declaration": true,
    "experimentalDecorators": true,
    "emitDecoratorMetadata": true,
    "moduleResolution": 2,
    "target": "ES2017",
    "jsx": "React",
    "module": "ESNext"
  }
}
```


</details>

**Playground Link:** [Provided](https://www.typescriptlang.org/play?ts=4.2.0-dev.20210101&useJavaScript=true#code/PQKhFgCgAIWgBALgCwJYGdoG8sEN3oCmATogBQBuAXNLgHYCeAlDfkaZhQL5dSwIAHXMVwBbaBWwAjAPYyANoXq8YIYFABmAVzoBjRKhl1oGuZSbY+0aygwA6NiXIUmAbmjBg0EsRnFoyCSEVtYUrlBcQA)
Repository: rust
Issue: Promote powerpc64le-unknown-freebsd to Tier 2
Labels: T-compiler,O-freebsd,O-PowerPC,T-infra,C-feature-request

We are interested in making powerpc64 (and in the future powerpc64le) Tier 2 in Rust, to make it easier to test nightly builds in our package cluster. What would be necessary to do it?

Some other powerpc* targets (for Linux) are already Tier 2.
Repository: godot
Issue: CSharp script path not found upon adding new instance and set to the scene itself upon reloading Scene
Labels: bug,topic:editor,confirmed,topic:dotnet

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
Godot 3.2.3 stable mono

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10


**Issue description:**
<!-- What happened, and what was expected. -->

Expected: 
The newly added node should have the correct scipt with a valid path attached.

Actual result: 
The path is **always null** and upon restarting the loading of the scene will cause errors because of the scripts not being found.
Upon reloading the scene in the exitor the attached script is set to the scene containing the node


**Steps to reproduce:**
1. Download the reproduction project
2. start it 
3. click on the *Create Testobject* Button
4. click in the editor under Remote on one of the created Panels
5. look for the attached script -> script will be empty
6. stop the running project
7. reload the scene in the editor
8. look again at one of the created panels -> script now set to scene itself


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[ReproductionProject.zip](https://github.com/godotengine/godot/files/5759241/ReproductionProject.zip)

https://user-images.githubusercontent.com/58990548/103443921-f886f700-4c63-11eb-8616-6b70f767dd98.mp4
Repository: TypeScript
Issue: Assertion signature on contextual 'this'-parameter doesn't narrow and has no error
Labels: Bug

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Even if you think you've found a *bug*, please read the FAQ first, especially the Common "Bugs" That Aren't Bugs section!

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ: https://github.com/Microsoft/TypeScript/wiki/FAQ

Please fill in the *entire* template below.
-->

**TypeScript Version:**  4.2.0-dev.20210101

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** asserts this

**Expected behavior:**

Consistent behavior. Either
* `this.assert(v)` narrows `v`
* `this.assert` has an error about missing type annotation, no narrowing, `this.returnNever()` should not mark the following code as unreachable

**Actual behavior:**

No narrowing from `asserts`, no error on call expression, `never`-returning function has control flow effect.

**Code**
```ts
declare function makeContextualThisParameter<T>(cb: (this: T) => any): void;

makeContextualThisParameter<{assert(v: any): asserts v}>(function() {
    const v = Boolean();
    this.assert(v); // expected error here
    v; // or narrowing `v: true` here
});

makeContextualThisParameter<{returnNever(): never}>(function() {
    this.returnNever();
    debugger; // this is marked as unreachable
});
```


<details><summary><b>Compiler Options</b></summary>

```json
{
  "compilerOptions": {
    "noImplicitAny": true,
    "strictNullChecks": true,
    "strictFunctionTypes": true,
    "strictPropertyInitialization": true,
    "strictBindCallApply": true,
    "noImplicitThis": true,
    "noImplicitReturns": true,
    "alwaysStrict": true,
    "esModuleInterop": true,
    "declaration": true,
    "experimentalDecorators": true,
    "emitDecoratorMetadata": true,
    "moduleResolution": 2,
    "target": "ES2017",
    "jsx": "React",
    "module": "ESNext"
  }
}
```


</details>

**Playground Link:** [Provided](https://www.typescriptlang.org/play?ts=4.2.0-dev.20210101#code/CYUwxgNghgTiAEAzArgOzAFwJYHtXwFsoBrEAYTwxAA8NkoIAVACywGcAFWKAkKmADyMAfAAowAIwBc8URlZsZjAJTwAvMPhRUAT2UyAbjizAA3AChzRUhVRVa9Jgq4wefEIIDeUNmw8ZRAxltPWDffzZ4AwBfMRR0bDxRVU9zeHT4MDw2DCj1eAAhHBwIEG1kiwz4eXYAOh8-GACDZVN4AHp2+BoAB3AqYG6YGBwYeGYPEDSMgzbO+FH4VFgRgHcsVABzeAADIOqYZBAd8cnzaNbLa3JKGjoGFnYXN34BTzg6GFQAORADD2SMlQfw8sVE8UwuFQyXgqSqNTYtQ+yC+v3+MAq03SoAkyE2mw8cy6CPg7EIsFIgx88DQcCgYGYUAkpXOrSAA)
Repository: godot
Issue: History Previous & Next shortcuts does not work on macOS with Alt key
Labels: bug,platform:macos,topic:editor,topic:input

**Godot version:**
`3.2.3.stable`


**OS/device including version:**
`macOS 11.0.1`


**Issue description:**
<kbd>Alt+Left</kbd>
<kbd>Alt+Right</kbd>
...keys not works as expected in Editor window.

*Alt:* `Option`

**Steps to reproduce:**
1. Type <kbd>Alt+Left</kbd> here
<img width="169" alt="Screen Shot 2021-01-01 at 22 18 30" src="https://user-images.githubusercontent.com/16493751/103444954-49f0af80-4c7f-11eb-9a10-dfe674ed5dc9.png">

2. See the cursor that moves end of the current word.
<img width="166" alt="Screen Shot 2021-01-01 at 22 19 39" src="https://user-images.githubusercontent.com/16493751/103444963-7278a980-4c7f-11eb-80a8-6b3b604ee590.png">

My Config:

`File > History ....`

<img width="296" alt="Screen Shot 2021-01-01 at 22 16 23" src="https://user-images.githubusercontent.com/16493751/103444929-fd0cd900-4c7e-11eb-8b6b-298148292312.png">

If I click here, it works.

**Expected Behaviour**

It should return previous window from the histroy.