sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Can't input English punctuation with Chinese IME on Windows
Labels: bug,platform:windows,topic:input

### Godot version

4.0.6

### System information

win10 Enterprise edition

### Issue description

Input method.
In godot4.0.
Most English punctuation cannot be used in Chinese.

In godot3.5.
Can be used.

2 preview dynamic diagrams

I pressed `~! @ # $% ^ & * ()` and so on.

↓↓↓ 4.0.6

![4 0](https://user-images.githubusercontent.com/61361272/221603562-23214c1e-bc3f-4db8-8ed5-38f44490b3d3.gif)



### Steps to reproduce


↓↓↓ 3.5

![3 5](https://user-images.githubusercontent.com/61361272/221603588-3b31bd69-5366-4dec-861d-d8f6e72d12fa.gif)



### Minimal reproduction project

null


[4.0 or 3.5.zip](https://github.com/godotengine/godot/files/10839857/4.0.or.3.5.zip)



![11](https://user-images.githubusercontent.com/61361272/221602060-086c7839-b24a-4072-9ec3-00a4f4c5966a.png)

In earlier versions,
↓↓↓↓
In the above question.
Godot4.0 bate14 is normal.
Godot 4.0bate15 is invalid
Repository: godot
Issue: Chinese characters cannot be double-clicked quickly.
Labels: bug,topic:gui

### Godot version

4.0 RC6

### System information

win10 Enterprise edition

### Issue description

Should belong to the range of optimizable comfort.?

![4 0 6](https://user-images.githubusercontent.com/61361272/221604013-8a82aeee-153f-41eb-8d6c-d8f2d7d10949.gif)


### Steps to reproduce

NULL

### Minimal reproduction project

NULL
Repository: PowerToys
Issue: Request for Dynamic Desktops Feature
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

I would like to see the implementation of dynamic desktops, similar to the ones found in GNOME.

Dynamic desktops allow users to have multiple workspaces that are created as needed and removed automatically if no windows are on them. This feature would greatly enhance productivity and organization, especially for users who work with multiple applications or tasks simultaneously.

### Scenario when this would be used?

When you open the workspace list with the gesture, if I drag a window on "new desktop" this should be created automatically. If no window is on a specific desktop, it should be removed. 

### Supporting information

_No response_
Repository: storybook
Issue: [Bug]: Automigration addReact fails with `package.json` overrides
Labels: bug,help wanted,cli,sev:S3

### Describe the bug

```
Error:
npm ERR! code EOVERRIDE
npm ERR! Override for react@* conflicts with direct dependency
npm ERR! A complete log of this run can be found in:
npm ERR!     /Users/xxx/.npm/_logs/2023-02-23T13_19_13_353Z-debug-0.log
```

Summary:
The package.json has a overrides field, which defines react:

```
"overrides": {
	"react": "^18.0.0"
}
```

This hinders the addReact automigration to run and the sb upgrade script aborts. The error also leads for sb init to fail, because React is installed automatically without asking the user.

### To Reproduce

https://github.com/bitwarden/clients per @valentinpalkovic 

### System

_No response_

### Additional context

_No response_
Repository: godot
Issue: Animation player incorrectly resets control's size in a background scene
Labels: bug,topic:editor,topic:gui,topic:animation

### Godot version

v4.0.rc.custom_build [e0de3573f]

### System information

Windows 11, Vulkan

### Issue description

Control nodes get scaled up after another scene is played.

### Steps to reproduce

![test](https://user-images.githubusercontent.com/28705694/221575055-f0def11c-2e44-41d6-b8ee-3269b5d9c4f2.gif)


### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/10840044/test.zip)
Repository: next.js
Issue: [NEXT-687] Problem with edge app route handler with rewrite
Labels: Runtime

### Verify canary release

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

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.2.0: Sun Nov 28 20:28:41 PST 2021; root:xnu-8019.61.5~1/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.13.0
      npm: 8.19.3
      Yarn: N/A
      pnpm: 7.25.1
    Relevant packages:
      next: 13.2.2-canary.1
      eslint-config-next: 13.2.1
      react: 18.2.0
      react-dom: 18.2.0

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

App directory (appDir: true), Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue

https://github.com/carstenlebek/rewrite-repro

### To Reproduce

- Visit test.localhost:3000
- Get error
```
error - node_modules/.pnpm/next@13.2.2-canary.1_biqbaboplfbrettd7655fr4n2y/node_modules/next/dist/esm/server/future/route-handlers/app-route-route-handler.js (162:20) @ AppRouteRouteHandler.execute
error - Cannot destructure property 'params' of 'object null' as it is null.
```

### Describe the Bug

Rewriting a subdomain to a folder in the app directory and setting the runtime for a request handler to edge is not working.

Same reproduction works without issues in node runtime.

### Expected Behavior

Route handler should work on the edge. 

Not [destructuring](https://github.com/vercel/next.js/blob/86c81d296847c89783a62e5c931bcf86fcd18ca5/packages/next/src/server/future/route-handlers/app-route-route-handler.ts#L285) the `match` parameter and using optional chaining for `definition` and `params` in `app-route-route-handler.ts` fixed the issue and everything seems to work as expected.

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

_No response_

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

_No response_

<sub>[NEXT-687](https://linear.app/vercel/issue/NEXT-687/edge-route-handler-with-route-rewrite-not-working-when-fetched-from)</sub>
Repository: ant-design
Issue: MaxTagplaceholder cannot overide using tag for color and cant have x icon beside text value for easy removing
Labels: Inactive,unconfirmed

### Reproduction link

[https://gtshe9.csb.app/](https://gtshe9.csb.app/)

### Steps to reproduce

Click any item in select dropdown

### What is expected?

Tag should override default Tag of maxTagPlaceholder
Should have an (x) icon beside the text value for remove all

### What is actually happening?

Tag overlaps with the tag of maxTagPlaceholder
No (x) icon appears

| Environment | Info |
| --- | --- |
| antd | 5.2.1 |
| React | 18.2.0 |
| System | Mac OS Ventura 13.1 |
| Browser | Google Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Using a implicitly defined constant as array length causes the application/editor to crash
Labels: bug,needs testing,crash,topic:shaders

### Godot version

4.0 prerelease 2

### System information

Fedora Linux 37, Nvidia 4090, Vulkan 1.3, nv 525.60.11

### Issue description

When using a implicit constant as length in an array causes a crash to do failure to parse the shader syntax. This also crashes the editor when editing a shader. If the project is saved in that state this will cause the project to corrupt as it is impossible to open it without the editor crashing.

### Steps to reproduce

Create a new Godot Project and create a new GD shader. Use the following example code or equivalent in the shader:
```
const int EXPLICIT = 1;
const int IMPLICIT = EXPLICIT + 1;
int[IMPLICIT];
```
Wait for the editor to realize what you just wrote and subsequently crash.

### Minimal reproduction project

N/A
Repository: pytorch
Issue: [onnx] sort / argsort with `stable` argument specified cannot be exported to onnx
Labels: module: onnx,triaged

### 🐛 Describe the bug

When using `torch.sort(x)`, onnx export is ok. 
But with `stable` flag, onnx export fails, saying "OnnxExporterError: Unsupported: ONNX export of operator Sort, Out parameter is not supported.". Here `out` argument is actually not provided.
Similar result occurs with `torch.argsort()`.

```python
import torch
from torch import nn
import numpy as np

class Demo(torch.nn.Module):
    def __init__(self):
        super().__init__()

    def forward(self, x):
        v, inds = torch.sort(x, stable=False)
        # v, inds = torch.sort(x, stable=True)
        # inds = torch.argsort(x, stable=False)
        # inds = torch.argsort(x, stable=True)
        return inds

if __name__ == "__main__":
    input_tensor = torch.range(20, 80)
    demo = Demo()
    out = demo(input_tensor)
    torch.onnx.export(demo, input_tensor, "/tmp/debug.onnx", verbose=True,
                        input_names=['data'],
                        opset_version=11,
                        do_constant_folding=True,
                        dynamic_axes={'data':{0:'batch'}})
```

### Versions

[pip3] torch==1.13.1
Repository: godot
Issue: Godot 4.0 RC 6 - Thread pool exhausted loading resources on web using sub threads
Labels: bug,platform:web,topic:core

### Godot version

4.0.rc6

### System information

Linux Mint, Mozilla Firefox 110.0 64-bit, Chromium 110.0.5481.100

### Issue description

When loading a resource using ResourceLoader.load_threaded_request with use_sub_threads set to true on web, the thread pool is quickly exhausted, resulting in the following error message being printed to the console many of times.

```Tried to spawn a new thread, but the thread pool is exhausted.
This might result in a deadlock unless some threads eventually exit or the code explicitly breaks out to the event loop.
If you want to increase the pool size, use setting `-sPTHREAD_POOL_SIZE=...`.
If you want to throw an explicit error instead of the risk of deadlocking in those cases, use setting `-sPTHREAD_POOL_SIZE_STRICT=2`.
```

### Steps to reproduce

1. Call ResourceLoader.load_threaded_request(path_to_resource, type_hint, true)
2. Run in a web browser
3. Look at the console output

### Minimal reproduction project

[bug_report.zip](https://github.com/godotengine/godot/files/10840462/bug_report.zip)
Repository: rust
Issue: From::from call doesn't do reborrowing
Labels: A-trait-system,A-borrow-checker,T-compiler,C-bug,T-types

I tried this code:

```rust
struct NonMovable {
    x: u32,
}
struct Temp;
impl From<&mut NonMovable> for Temp {
    fn from(_: &mut NonMovable) -> Self {
        Temp
    }
}
pub fn main() {
    let r = &mut NonMovable { x: 10 };
    let _ = Temp::from(r);
    r.x = 10;
}
```

I expected to see this happen: it compiles.

Instead, this happened:
```rust
11 |     let r = &mut NonMovable { x: 10 };
   |         - move occurs because `r` has type `&mut NonMovable`, which does not implement the `Copy` trait
12 |     let _ = Temp::from(r);
   |                        - value moved here
13 |     r.x = 10;
   |     ^^^^^^^^ value used here after move
```

### Meta
`rustc --version --verbose`:
```
rustc 1.67.1 (d5a82bbd2 2023-02-07)
binary: rustc
commit-hash: d5a82bbd26e1ad8b7401f6a718a9c57c96905483
commit-date: 2023-02-07
host: x86_64-pc-windows-msvc
release: 1.67.1
LLVM version: 15.0.6
```

What's confusing about this is that if I make a simple function that takes `&mut NonMovable`, or my own `MyFrom` trait, that will do reborrowing, but `From` won't:
```rust
struct NonMovable {
    x: u32,
}
struct Temp;
pub trait MyFrom<T>: Sized {
    fn my_from(value: T) -> Self;
}
impl MyFrom<&mut NonMovable> for Temp {
    fn my_from(_: &mut NonMovable) -> Self {
        Temp
    }
}
pub fn main() {
    let r = &mut NonMovable { x: 10 };
    let _ = Temp::my_from(r);
    r.x = 10;
}
```
^ this does compile. However, as someone pointed in Discord, if I add this impl (which `From` also has), it gives the same error as the first example:
```rust
impl<T> MyFrom<T> for T {
    fn my_from(value: T) -> Self {
        value
    }
}
```

I would've expected reborrowing to work for this example, but it doesn't. If this can't be made to work because reason I don't understand, I would've expected at least a nicer error message.
Repository: flutter
Issue: Method for accessing FlutterPluginRegistry
Labels: engine,P2,a: plugins,team-engine,triaged-engine

## Use case

When developing a plugin, or writing other native code, it is sometimes necessary to access the native implementation of another plugin. A good example of this is `webview_flutter`, which has `WebViewFlutterAndroidExternalApi` (Android) and `FWFWebViewFlutterWKWebViewExternalAPI` (iOS) classed for accessing the platform WebViews associated with a given handle. Both use either the `FlutterPluginRegistry` or the `FlutterEngine`, neither of which are easily accessible from a Plugin.

## Proposal

In my mind, the simplest solution that will have the smallest impact is to add properties onto the objects that are already passed to plugins during initialization.

iOS - Add a method to `FlutterPluginRegistrar` to allow upward access to the `FlutterPluginRegistry`

Android - Add a method to `FlutterPlugin.FlutterPluginBinding` to access the `FlutterEngine`
Repository: PowerToys
Issue: FR : windows walker sort processes by last opened
Labels: Needs-Triage

### Description of the new feature / enhancement

first of all big kudos to the powertoys and windows walker teams.
I would like to request a customizable ordering for windows walker by last run process.

### Scenario when this would be used?

for windows management I have substituted alt tab with windows walker in favor of a dropdown list than visualizing all windows in a screen; sorting by last active order can streamline windows navigation.

### Supporting information

 on MacOS, the Alfred launcher allows this customization via a [workflow triggering an applescript](https://www.alfredforum.com/topic/11318-solved-how-to-load-an-applications-icon-with-applescript/#comment-59154), which sorts running apps by last active window.
Repository: PowerToys
Issue: Backward Functionality for Color Picker
Labels: Needs-Triage,Product-Color Picker

### Description of the new feature / enhancement

Requesting ability to type or paste text into the text field(s) of the Color Picker window so that colors can be looked up and displayed by entering their identifier (e.g. HEX code etc.). See highlighted field in attached screenshot.
![Capture](https://user-images.githubusercontent.com/67803189/221626076-5b41981d-c749-49b0-9f18-025d31477e5e.PNG)


### Scenario when this would be used?

While online search engines offer an easy way of doing this, I am unaware of simple offline tool that has a color look-up-by-text tool. I don't understand enough about how the PowerToys Color Picker works, but from my perspective, it seems like it could be adapted to work as an offline color look-up tool for my purposes (e.g. displaying a color and its corresponding codes when the user types its HEX or other identifier into the text field of the Color Picker window). I use the Color Picker a lot, so it would be nice to use it for all my color look up needs as well. This would keep my work consistent also, rather than relying on a different source for color information (e.g. finding colors via web browser). 

### Supporting information

_No response_
Repository: storybook
Issue: [Bug]: Addon-backgrounds background button is not available in docs mode
Labels: bug,help wanted,addon: backgrounds,sev:S3

### Describe the bug

Storybook 6:
![image](https://user-images.githubusercontent.com/1671563/221631666-01718730-1699-4336-8ac5-6022e4e9ece3.png)

Storybook 7:
![image](https://user-images.githubusercontent.com/1671563/221631834-c7c9016c-3521-4e85-a8a0-4691f09eda3d.png)


### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: godot
Issue: Godot writes a lot of temporary files to `C:\Users\<user>\AppData\Local\Godot` directory
Labels: discussion,topic:editor

### Godot version

all versions (starting at 3.5.1)

### System information

Windows 7 64 bits

### Issue description

There are a lots (I have 3867 files for now since 22/11/2022) of files in directory C:\users\<user>\AppData\Local\Godot like these:

![godot-temp-files](https://user-images.githubusercontent.com/16732089/221538630-11108d8c-077d-496a-8b1e-e7755a56029a.png)

There are used assets archives, thumbnails, and many other which are never deleted.
My concerns is the directory is in a SSD with partitions defined as "tight" as possible,considering windows temporary space usage, but having temporary space which are growing like these without management can become a more and more serious issue with time.

Files are created for all version of Godot I use (stable 3.5.1 and almost all beta/RC since 4 beta9).

### Steps to reproduce

Just use Godot editor, create project and add assets or use assets from the store.

### Minimal reproduction project

N/A
Repository: godot
Issue: Improve discoverability of opening imported 3D scenes (or creating inherited scenes from them) in the editor
Labels: enhancement,topic:editor,usability,topic:3d

### Godot version

4.0.rc6

### System information

Windows 10, GTX 980 Ti, Vulkan Forward+

### Issue description

Selecting "Open" on a gltf or fbx files brings up the advanced import window now. First of all, it's confusing, as it's still just called "Open" in the menu, but the bigger problem is that you can no longer open the file and save separate parts of the scene out as branches like you could in Godot 3.x. You can of course open these scenes as inherited scenes, but then you cannot save parts of them out as branches.

I have gltf files with ~20 assets in each, where I would like to save out each asset to it's own .tscn file, so they are easy to place in levels, but still have the model be referenced from the gltf file, but this is no longer possible.

![image](https://user-images.githubusercontent.com/4955051/221635178-9ddcff3b-e279-44f1-a34c-088e3d670688.png)

![image](https://user-images.githubusercontent.com/4955051/221635366-e73dcd9d-204b-4297-a1fa-2671987d3ce5.png)


### Steps to reproduce

Double click or right click "Open" a gltf or fbx file.

### Minimal reproduction project

NA
Repository: rust
Issue: diagnosics for expression in fn param could be improved
Labels: A-diagnostics,T-compiler

### Code

```Rust
pub fn a(a: String::from("hi")) {}

fn main() {}
```


### Current output

```Shell
error: expected type, found `"hi"`
 --> src/main.rs:1:26
  |
1 | pub fn a(a: String::from("hi")) {}
  |                          ^^^^ expected type

error: expected one of `->`, `where`, or `{`, found `)`
 --> src/main.rs:1:31
  |
1 | pub fn a(a: String::from("hi")) {}
  |                               ^ expected one of `->`, `where`, or `{`
```


### Desired output

```Shell
error: expected type, found `"hi"`
 --> src/main.rs:1:26
  |
1 | pub fn a(a: String::from("hi")) {}
  |             ^^^^^^^^^^^^^^^^^^ expected type, found Expression
```


### Rationale and extra context

perhaps we could span the entire expression?
also the second error seems a bit weird. Why do we expect a `->` or `where` when `fn a(a: Ty) {}` is technically valid?

### Other cases

_No response_

### Anything else?

_No response_

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Repository: vscode
Issue: Unnecessary '1 results' spoken after pressing CTRL+g with screen reader enabled
Labels: bug,accessibility,editor-core

Type: <b>Bug</b>  cc @isidorn 
1. Start NVDA and VS Code - ensure that accessibility support is enabled
2. Open an empty file, press CTRL_g, and listen to the screen reader output

Expected: Screen reader announces the name of the newly focused control
Actual: Before announcing the new focus there is an unnecessary announcement provided via live region which says 'one results'. Aside from the fact that it should say 'one result' this is distracting and in that particular context seems to serve no purpose.

VS Code version: Code - Insiders 1.76.0-insider (ead95b4a7014d12ddcb2dd6ddcb16e73f1e4cd67, 2023-02-24T21:55:13.530Z)
OS version: Windows_NT x64 10.0.19044
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-5200U CPU @ 2.20GHz (4 x 2195)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|15.91GB (11.55GB free)|
|Process Argv|--crash-reporter-id fd55c502-07ef-4f56-8594-165b200772c3|
|Screen Reader|yes|
|VM|0%|
</details><details><summary>Extensions (8)</summary>

Extension|Author (truncated)|Version
---|---|---
isort|ms-|2023.9.10461023
python|ms-|2023.3.10581011
vscode-pylance|ms-|2023.2.43
jupyter|ms-|2023.2.1000561009
jupyter-keymap|ms-|1.0.0
jupyter-renderers|ms-|1.0.15
vscode-jupyter-cell-tags|ms-|0.1.6
vscode-jupyter-slideshow|ms-|0.1.5


</details><details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30422396
pythontb:30258533
pythonptprofiler:30281269
vshan820:30294714
pythondataviewer:30285072
vscod805:30301674
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30404738
cppdebug:30492333
vsclangdf:30492506
c4g48928:30535728
dsvsc012:30540252
pynewext54:30618038
pylantcb52:30590116
pyindex848:30611229
nodejswelcome1:30587009
pyind779:30611226
pythonsymbol12:30651887
6233i204:30659907
pythonb192:30661256
pythonms35:30671666

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: OpenGL: Can't render armature representing hands in XR
Labels: bug,platform:android,topic:rendering,needs testing,topic:xr,topic:3d

### Godot version

4.0-rc6.0

### System information

Android, XR, GLES3, Lynx-R1

### Issue description

I have an issue with rendering Armatures representing hand that are tracked on an Android platform. This platform doesn't support Vulkan completely yet so I have to use OpenGL compatibility. The debug console is being spammed with this message when my hands should be in view:

```
02-23 17:55:52.261  4554  4611 E godot   : USER ERROR: GL ERROR: Source: OpenGL	Type: Error	ID: 2147483647	Severity: High	Message: Mismatch between shader number of views and FBO number of views
02-23 17:55:52.261  4554  4611 E godot   :    at: _gl_debug_print (drivers/gles3/rasterizer_gles3.cpp:167)
```

I can see in the logs that it does not completely support OpenGL 3.3 but OpenGL 3.2:

```
02-23 17:55:24.068  4554  4611 I godot   : OpenXR: Requested OpenGL version exceeds the maximum version this runtime has been tested on and is known to support.
02-23 17:55:24.068  4554  4611 I godot   : - desired_version  3.3.0
02-23 17:55:24.068  4554  4611 I godot   : - minApiVersionSupported  2.0.0
02-23 17:55:24.068  4554  4611 I godot   : - maxApiVersionSupported  3.2.1023
```

I've made sure that the Armatures have a basic material, checked with another object in the scene that there is no issue with the material, used another 3d model, to no effect.

The platform isn't well supported yet and is in the process of being tested (see [here](https://github.com/GodotVR/godot_openxr_loaders/pull/28) for details). Sorry for not giving more details and minimal example yet, I'll make sure I can produce one.

### Steps to reproduce

* Setup an XR project for Lynx-R1
* Add rigged hands (I've used the Valve hands from the Godot3.x OpenXR plugin)
* Play and check your hands

### Minimal reproduction project

Hands are not properly rigged but it does recreate the issue i'm seeing.
[MinimalOpenXRGodot4.zip](https://github.com/godotengine/godot/files/10863167/MinimalOpenXRGodot4.zip)