sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Add support to show the extension name from which inline suggestion is displayed in hover UI
Labels: feature-request,inline-completions

<!-- ⚠️⚠️ 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. -->
Creating issue based on discussion here
https://github.com/microsoft/vscode-discussions/discussions/1056


Currently there is no clean way to show the users from which extension the inline suggestion comes from when users scroll through the list of inline suggestions from hover UI using next/previous buttons. 

https://github.com/microsoft/vscode-discussions/assets/5292461/9e418053-0b95-4dc3-849f-be9d2be86697

In the above screen recording the first suggestion comes from copilot and the second suggestion is coming from Ansible Lightspeed extension.

For the inline suggestion displayed in editor it will good to display the name of the extension in the hover UI.

The issue here https://github.com/microsoft/vscode/issues/169336#issue-1499224373 describes removing `Open GitHub Copilot` from hover UI however this can be replaced with the name of the extension from which the inline suggestion is came from.
Repository: vscode
Issue: Automatic References CodeLens
Labels: under-discussion,code-lens,editor-symbols

<!-- ⚠️⚠️ 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. -->
Option to automatically provide references CodeLens for members using the References provider.

## Motivation

- Extensions currently have to manually provide references CodeLens, and it would make sense if VSCode could do it automatically, as the extensions already provide a References provider, so it feels a bit like duplicating work.
- Some extensions (such as Dart), currently lack References CodeLens, but provide a References Provider.

## Implementation

Allow extensions to provide a range when `ReferencesProvider`.

![Views](https://komarev.com/ghpvc/?username=r-microsoft-vscode-issues-205561&label=Views:)
Repository: PowerToys
Issue: [Image Resizer] "Remove metadata that does not affect rendering" does not removing image caption, title etc.
Labels: Issue-Bug,Product-Image Resizer,Needs-Triage

### Microsoft PowerToys version

0.78.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Image Resizer

### Steps to reproduce

1. Procure images with caption and title metadata.
2. Enable "Remove metadata.." option in Power Toys > Image Resizer settings
3. Resize images using Power Toys Image Resizer
4. ???
5. Metadata still present on images

### ✔️ Expected Behavior

Metadata such as subject, title... to be removed

### ❌ Actual Behavior

Metadata was not removed

### Other Software

_No response_
Repository: vscode
Issue: Multi file diff editor: Last focused editor is not remembered
Labels: bug,multi-diff-editor

When switching back, focus is lost:

![Image](https://github.com/microsoft/vscode/assets/2931520/6b074d52-d040-4cd7-bd8e-d5b24ab5a833)
Repository: opencv
Issue: bmp file returning None instead of np array
Labels: feature,priority: low,category: imgcodecs

### System Information

OpenCV python version: 4.9.0.80
Operating System / Platform: Debian GNU/Linux 10 (buster) (docker image continuumio/miniconda3:4.10.3)
Python version: 3.9.18

### Detailed description

I have a bmp file that I am able to view in windows with the photo viewer, but that I can't open with `cv2.imread`. There is no error log because it doesn't fail, it just returns None rather than a np.array. 

### Steps to reproduce

This will assume that you have the bmp I am using called `bad.bmp` github doesn't accept BMP filetypes so I will find another way to upload it. 

```python
import cv2
import numpy as np
im_arr=cv2.imread('bad.bmp')
assert isinstance(im_arr,np.ndarray)
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: PowerToys
Issue: Mouse Utilities do not display on shared screen/window during Skype video call
Labels: Issue-Bug,Needs-Triage,Product-Mouse Utilities

### Microsoft PowerToys version

0.78.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

1. start a Skype call
2. share a screen or a window
3. use any of "Find my mouse", "Mouse Highlighter", or "Mouse Pointer Crosshairs" to make it easier for audience to see the current mouse location

### ✔️ Expected Behavior

Mouse utilities that perform "mouse location highlighting" will display on Skype shared screens/windows

### ❌ Actual Behavior

audience cannot see "mouse location highlighting" on Skype shared screens/windows

Note that this is like #19825, but now this issue is that instead of the Mouse Utilities causing the whole shared screen to become greyed out for the audience, the Mouse Utilities themselves are not displayed in the audience's view.

### Other Software

Skype for Windows (I have not repo'd this on Skype for Desktop)
Edge Version 121.0.2277.128 (Official build) (64-bit)
[PowerToysReport_2024-02-19-17-34-30.zip](https://github.com/microsoft/PowerToys/files/14335411/PowerToysReport_2024-02-19-17-34-30.zip)
Repository: godot
Issue: OpenXR crash on linux. Same project working fine in android build.
Labels: bug,platform:linuxbsd,topic:xr,crash

### Tested versions

4.2.1-stable

### System information

Arch Linux. Nvidia RTX 4090 and Quest 3

### Issue description

When running the debug preview of a scene, the game crashes on linux with this error

```
Godot Engine v4.2.1.stable.custom_build.b09f793f5 - https://godotengine.org
OpenXR: Running on OpenXR runtime:  SteamVR/OpenXR   2.3.5
OpenXR: XrGraphicsRequirementsVulkan2KHR:
 - minApiVersionSupported:  1.0.0
 - maxApiVersionSupported:  1.2.0
Vulkan API 1.3.260 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 4090

ERROR: OpenXR: Unsupported toplevel path /user/eyes_ext
   at: is_top_level_path_supported (modules/openxr/openxr_api.cpp:200)
ERROR: OpenXR: Unsupported interaction profile /interaction_profiles/ext/eye_gaze_interaction
   at: is_interaction_profile_supported (modules/openxr/openxr_api.cpp:220)
ERROR: Attempt to register extension class 'OpenXREditorExportPlugin', which appears to be already registered.
   at: _register_extension_class_internal (core/extension/gdextension.cpp:386)
ERROR: Attempt to register extension class 'OpenXREditorExportPlugin', which appears to be already registered.
   at: _register_extension_class_internal (core/extension/gdextension.cpp:386)
ERROR: Unimplemented yet
   at: _register_extension_class_internal (core/extension/gdextension.cpp:394)
ERROR: Attempt to register extension class 'OpenXREditorExportPlugin', which appears to be already registered.
   at: _register_extension_class_internal (core/extension/gdextension.cpp:386)
ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
   at: propagate_notification (scene/main/node.cpp:2236)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.1.stable.custom_build (b09f793f564a6c95dc76acc654b390e68441bd01)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x3c770) [0x71f5e4b46770] (??:0)
[2] /home/benbot/.local/share/Steam/steamapps/common/SteamVR/bin/linux64/vrclient.so(+0x2431f8) [0x71f5d16431f8] (??:0)
[3] /home/benbot/.local/share/Steam/steamapps/common/SteamVR/bin/linux64/vrclient.so(+0x1b63da) [0x71f5d15b63da] (??:0)
[4] /home/benbot/.local/share/Steam/steamapps/common/SteamVR/bin/linux64/vrclient.so(+0x254ec9) [0x71f5d1654ec9] (??:0)
[5] /usr/lib/libc.so.6(+0x8b55a) [0x71f5e4b9555a] (??:0)
[6] /usr/lib/libc.so.6(+0x108a3c) [0x71f5e4c12a3c] (??:0)
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

Create an empty scene with a vr viewport, an xr origin, and an xr camera.

Try previewing the scene on PC.

### Minimal reproduction project (MRP)

N/A.

Happens right out of the box for me.
Repository: godot
Issue: Shader menu keeps closing with every change.
Labels: bug,topic:editor,topic:shaders

### Tested versions

4.2.1

### System information

Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF

### Issue description

Shader menu keeps closing on any change, check the video to see.
I'd expect the menu would stay open.

I did not label this just for visual shader since I don't know if there's some way to add stuff to this menu from gdshader too (?) so keeping it shader related in general.

Link: https://youtu.be/AlxfhCcsRAs (only first 10 seconds of the video are relevant, I then added gdshader just to show there's nothing else but I don't know if there can be only for clarity)

### Steps to reproduce

Add a visual shader to a shader material and try changing some of its properties or use the MRP where it's all set up already. Follow the video below for better understanding.

Link: https://youtu.be/AlxfhCcsRAs (only first 10 seconds of the video are relevant, I then added gdshader just to show there's nothing else but I don't know if there can be only for clarity)

### Minimal reproduction project (MRP)

[ShaderMenuClosesMRP.zip](https://github.com/godotengine/godot/files/14335713/ShaderMenuClosesMRP.zip)
Repository: godot
Issue: When previewing a camera in the editor, the audio listener fails to move with it.
Labels: bug,topic:editor,topic:audio,topic:3d

### Tested versions

Reproducible in: Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.2824) - Intel(R) Core(TM) i9-14900KF (32 Threads), went back to Godot 4.0-stable and the issue is present there too.

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.2824) - Intel(R) Core(TM) i9-14900KF (32 Threads)

### Issue description

When you open the sample project in the editor, there is a player object with a camera and looping audio sample attached. The player object rotates around the origin, above a plane (purely there to visualize the movement) by using a @tool script. What you expect is to hear the sound moving with the player when the 3D view of the editor is stationary (which does happen) but when you select the camera attached to the player and use preview, the sound should be constant as you are now moving with the sound. That does not happen.

### Steps to reproduce

1. Open the sample project.
2. Make sure the 3D view is selected.
3. Select the Camera object in the scene (there's one attached to the Player).
4. Select the "Preview" option in the editor view to preview how the scene looks from the selected camera.
5. Now you expect the sound to be a constant but instead it still seems to circle the view (probably because the audio listener is stationary somewhere instead of moving with the camera).

### Minimal reproduction project (MRP)

[audiolistener-preview.zip](https://github.com/godotengine/godot/files/14335858/audiolistener-preview.zip)
Repository: youtube-dl
Issue: motherless.com HTTP Error 403: Forbidden 
Labels: broken-IE

## Checklist


- [x] I'm reporting a broken site support
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [x] I've searched the bugtracker for similar issues including closed ones

```
youtube-dl --version
2021.12.17
```

## Verbose log

```
youtube-dl -vF --no-check-certificate https://motherless.com/02FB80C
[debug] System config: []
[debug] User config: []
[debug] Custom config: []
[debug] Command-line args: [u'-vF', u'--no-check-certificate', u'https://motherless.com/02FB80C']
[debug] Encodings: locale UTF-8, fs utf-8, out UTF-8, pref UTF-8
[debug] youtube-dl version 2021.12.17
[debug] Python 2.7.18 (CPython x86_64 64bit) - Darwin-22.5.0-x86_64-i386-64bit - OpenSSL 1.0.2u  20 Dec 2019
[debug] exe versions: ffmpeg 6.0, ffprobe 6.0, rtmpdump 2.4
[debug] Proxy map: {}
[Motherless] 02FB80C: Downloading webpage
ERROR: Unable to download webpage: HTTP Error 403: Forbidden (caused by HTTPError()); please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; see  https://yt-dl.org/update  on how to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/youtube_dl-2021.12.17-py2.7.egg/youtube_dl/extractor/common.py", line 678, in _request_webpage
    return self._downloader.urlopen(url_or_request)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/youtube_dl-2021.12.17-py2.7.egg/youtube_dl/YoutubeDL.py", line 2461, in urlopen
    return self._opener.open(req, timeout=self._socket_timeout)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/urllib2.py", line 435, in open
    response = meth(req, response)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/urllib2.py", line 548, in http_response
    'http', request, response, code, msg, hdrs)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/urllib2.py", line 473, in error
    return self._call_chain(*args)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/urllib2.py", line 407, in _call_chain
    result = func(*args)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/urllib2.py", line 556, in http_error_default
    raise HTTPError(req.get_full_url(), code, msg, hdrs, fp)
```


## Description

- get this error: HTTP Error 403: Forbidden 
- this was working yesterday so I suspect something changed on the site
- able to play videos on browser
Repository: three.js
Issue: PositionalAudio doesnt work on VisionOS in VR
Labels: Browser Issue

### Description

PositionlAudio is not working on vision OS (simulator) when entering VR

### Reproduction steps

1. Open webaudio-orientation example and [add the VR button](https://github.com/needle-tools/three.js/commit/1064ee0fb487b2b0e208b5b1d6578473c6e4b137)
2. Start server
3. Open in Safari on VisionOS or Simulator (make sure you have WebXR flags enabled)
4. Click Play - note audio is starting
5. Click Enter VR button - note audio is not playing


### Code

https://github.com/needle-tools/three.js/commit/1064ee0fb487b2b0e208b5b1d6578473c6e4b137

### Live example

https://uploads.needle.tools/bugreports/threejs%20positional%20audio/examples/webaudio_orientation

### Screenshots

_No response_

### Version

160

### Device

Headset

### Browser

Safari

### OS

_No response_
Repository: PowerToys
Issue: Adjustable 'Peek' popup window size
Labels: Idea-Enhancement,Needs-Triage,Product-Peek

### Description of the new feature / enhancement

I really like the 'peek' feature, but most of the time the popup is too big (esp. if previewing tiny text files).
It'd really be helpful to have the option of adjusting the width / height of the 'peek' popup window (maybe also the font-size of code too. Or maybe you already can?)

### Scenario when this would be used?

When I'm looking through files in a folder, most of the time the popup covers up the folder I'm looking at. I have to close it just to be able to change folders. (I do appreciate the 'close on blur' feature, which I've turned on).

### Supporting information

It seems like if you click into a text preview window, you can no longer close it or navigate through files with the keyboard for a bit - Alt-F4 won't close it; escape won't close it, arrow keys don't switch files even when previewing something else (is this a bug?) - which makes the size of the popup window a bit more annoying.
Repository: rust
Issue: Redundant import leaks prelude import
Labels: A-diagnostics,T-compiler

### Code

```Rust
use std::convert::TryFrom;

pub trait Foo<T>: TryFrom<T> {}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
warning: the item `TryFrom` is imported redundantly
   --> src/lib.rs:1:5
    |
1   | use std::convert::TryFrom;
    |     ^^^^^^^^^^^^^^^^^^^^^
    |
   ::: /playground/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/std/src/prelude/mod.rs:129:13
    |
129 |     pub use core::prelude::rust_2021::*;
    |             ------------------------ the item `TryFrom` is already defined here
    |
    = note: `#[warn(unused_imports)]` on by default
```


### Desired output

```Shell
Compiling playground v0.0.1 (/playground)
warning: the item `TryFrom` is imported redundantly
   --> src/lib.rs:1:5
    |
1   | use std::convert::TryFrom;
    |     ^^^^^^^^^^^^^^^^^^^^^
    |
    = note: `TryFrom` is imported in the 2021 edition prelude
    = note: `#[warn(unused_imports)]` on by default
```


### Rationale and extra context

The `pub use core::prelude::rust_2021::*;` import is a compiler detail. The user did not write that line so it's confusing to display it to them.

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.78.0-nightly (2bf78d12d 2024-02-18)
binary: rustc
commit-hash: 2bf78d12d33ae02d10010309a0d85dd04e7cff72
commit-date: 2024-02-18
host: x86_64-unknown-linux-gnu
release: 1.78.0-nightly
LLVM version: 18.1.0
```


### Anything else?

https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=cafa3c0983d012f7430097f0fbd32e4f
Repository: neovim
Issue: take right_align virtual text into account when side scrolling
Labels: enhancement,complexity:high,marks

### Problem

When using `:set nowrap` with a `right_align`ed virt_text extmark, the virt text remains right aligned to the window regardless of the text on that line such that text entered becomes occluded by the virtual text as side scrolling takes place.

related: 
https://github.com/neovim/neovim/issues/23775
https://github.com/neovim/neovim/issues/14050

### Steps to reproduce

```
nvim --clean
:set nowrap
:lua ns_id = vim.api.nvim_create_namespace("foo")
:lua vim.api.nvim_buf_set_extmark(0, ns_id, 0, 0, { virt_text={{'gg', 'String'}}, virt_text_pos='right_align'})
```
Then enter text until the cursor reaches the virtual text and side scrolling begins. Observe that the entered text is occluded by the virtual text and only when the cursor reaches the end of window, does side scrolling begin.

### Expected behavior

The side scrolling to begin as the entered text reaches the virtual text so that the virtual text doesn't occlude the text.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-2398+gcc15ba212

### Vim (not Nvim) behaves the same?

no, using extmarks

### Operating system/version

Linux archlinux 6.7.4-arch1-1

### Terminal name/version

kitty 0.31.0

### $TERM environment variable

tmux-256color

### Installation

build from repo
Repository: pytorch
Issue: `torch.put_along_dim` and `torch.put_along_dim_` like `np.put_along_axis`
Labels: feature,triaged,module: numpy,actionable,module: python frontend

### 🚀 The feature, motivation and pitch

Much like `torch.take_along_dim` was added as a wrapper around `torch.gather` with broadcasting logic in #52833 to match `np.take_along_axis`, it would be nice to have wrappers around `torch.scatter_` and `torch.scatter` that "are designed to work with [...] [f]unctions that return indices along a dimension, like [`torch.argmax()`](https://pytorch.org/docs/stable/generated/torch.argmax.html#torch.argmax) and [`torch.argsort()`](https://pytorch.org/docs/stable/generated/torch.argsort.html#torch.argsort)," as the [documentation for `take_along_dim`](https://pytorch.org/docs/stable/generated/torch.take_along_dim.html) indicates.

### Alternatives

_No response_

### Additional context

_No response_

cc @mruberry @rgommers @albanD
Repository: vscode
Issue: Cannot read properties of undefined (reading 'substring')
Labels: error-telemetry,inline-completions

```javascript
TypeError: Cannot read properties of undefined (reading 'substring')
at b in src/vs/editor/contrib/inlineCompletions/browser/inlineCompletionsModel.ts:495:23
at substringPos in src/vs/editor/contrib/inlineCompletions/browser/inlineCompletionsModel.ts:480:28
at $f9 in src/vs/editor/contrib/inlineCompletions/browser/inlineCompletionsModel.ts:226:32
at i.v in src/vs/base/common/observableInternal/derived.ts:265:22
at i.get in src/vs/base/common/observableInternal/derived.ts:242:10
at i.reportChanges in src/vs/base/common/observableInternal/base.ts:186:8
at h.endUpdate in src/vs/base/common/observableInternal/autorun.ts:229:9
at i.endUpdate in src/vs/base/common/observableInternal/derived.ts:322:7
at c.finish in src/vs/base/common/observableInternal/base.ts:350:13
at m in src/vs/base/common/observableInternal/base.ts:284:6
at l.value in out/vs/workbench/workbench.desktop.main.js:777:335
at o.y in src/vs/base/common/event.ts:1127:13
at o.z in src/vs/base/common/event.ts:1138:9
at o.fire in src/vs/base/common/event.ts:1162:9
at l.value in src/vs/editor/browser/widget/codeEditorWidget.ts:1720:38
at o.y in src/vs/base/common/event.ts:1127:13
at o.fire in src/vs/base/common/event.ts:1158:9
at E.s in src/vs/editor/common/viewModelEventDispatcher.ts:64:18
at E.endEmitViewEvents in src/vs/editor/common/viewModelEventDispatcher.ts:109:8
at f.S in src/vs/editor/common/viewModel/viewModelImpl.ts:1106:26
at f.setCursorStates in src/vs/editor/common/viewModel/viewModelImpl.ts:1001:15
at A.runCoreEditorCommand in src/vs/editor/browser/coreCommands.ts:392:41
at L.moveTo in src/vs/editor/browser/view/viewController.ts:224:33
at L.dispatchMouse in src/vs/editor/browser/view/viewController.ts:207:11
at i.G in src/vs/editor/browser/controller/mouseHandler.ts:610:24
at i.start in src/vs/editor/browser/controller/mouseHandler.ts:485:8
at m.G in src/vs/editor/browser/controller/mouseHandler.ts:327:29
at <anonymous> in src/vs/editor/browser/controller/mouseHandler.ts:130:83
at callback in src/vs/editor/browser/editorDom.ts:165:4
```
[Go to Errors Site](https://errors.code.visualstudio.com/card?ch=00124e9e5830e3efc897db71c781899f8a676295&bH=e3e73d09-0620-383a-df47-6aea4d5baf82)
Repository: vscode
Issue: Are InlineCompletionsProvider handleDidPartiallyAcceptCompletionItem and handleDidShowCompletionItem experimental features expected to be moved out of proposed?
Labels: feature-request,inline-completions

<!-- ⚠️⚠️ 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. -->

The new additions to `InlineCompletionsProvider` (https://github.com/microsoft/vscode/blob/main/src/vscode-dts/vscode.proposed.inlineCompletionsAdditions.d.ts#L42-#L56) to track partial accepts and if a completion item was shown seem pretty useful for improving accounting and metrics for completions providers. Since they have been part of *vscode.proposed.d.ts* for a while now, is there a timeline in place to move them out of experimental status? I'm trying to build out tracking for partial accepts, and having this visibility as a part of the extension API would be much nicer to have.