sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Vulkan Mobile: Video memory leakage when viewport resizes with a WorldEnvironment and glow enabled
Labels: bug,topic:rendering,topic:3d,performance

### Godot version

v4.0.3.stable.official.5222a99f5

### System information

Windows 11, Vulkan API 1.2.175 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GT 730

### Issue description

There's a memory leakage when running a simple scene with a WorldEnvironment and glow enabled, when the Viewport changes it's size, when I go to the Video Memory debugger monitor, the memory usage increases rapidly every time I resize the Viewport, but only when the glow effect is enabled. The memory usage can go beyond 1 GiB easily, before slowing the whole computer down and forcing me to close the running scene.

![image](https://github.com/godotengine/godot/assets/43936806/1afa145d-e5fa-4b4f-83d6-c617a00c0378)


### Steps to reproduce

1. Create a simple 3D scene with a Camera3D, a MeshInstance3D and a WorldEnvironment with glow enabled;
2. In the project's settings, change the window stretch mode and aspect so that the base Viewport changes size according to the window (viewport mode aspect expand, for example);
3. Run the scene and keep resizing the window and watch the Video Memory debugger monitor (be careful in this part, the memory usage can go crazy and can easily freeze the entire computer).

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/11523375/test.zip)
Repository: TypeScript
Issue: Types intersected with string literal or 'unique symbol' error on computed property name declaration but only if it's abstract.
Labels: Bug,Help Wanted

# Bug Report

In the following code:
```ts
declare const aStringLiteral: 'string literal';

declare const aUniqueSymbol: unique symbol;

interface Whatever { p: any }

declare const objectWithToString: Whatever & typeof aStringLiteral;

declare const objectWithToPrimitiveSymbol: Whatever & typeof aUniqueSymbol;
```
`objectWithToString` and `objectWithToPrimitiveSymbol` are indeed of type string literal and 'unique symbol' respectively.
So this expectedly works
```ts
class TestClass {
  [objectWithToString]() {} // works 🎉
  [objectWithToPrimitiveSymbol]() {} // works 🎉
}
```
But this fails, and the error message says the types aren't, even though they are.
```ts
abstract class TestAbstractClass {
  // Error: A computed property name in a method overload must refer to an expression whose type is a literal type or a 'unique symbol' type.(1168)
  abstract [objectWithToString](): void; // but IT IS a string literal type 🐛

  // Error: A computed property name in a method overload must refer to an expression whose type is a literal type or a 'unique symbol' type.(1168)
  abstract [objectWithToPrimitiveSymbol](): void; // but IT IS a 'unique symbol' 🐛
}
```

### 🔎 Search Terms

computed property abstract string literal type unique symbol

### 🕗 Version & Regression Information

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?#code/CYUwxgNghgTiAEYD2A7AzgF3lAyhmAligOYAyBGIMUEAXPAOSaEnwQVU0MDcAsAFADQkWAmTosUAKooCARwCuIHAE8AtgCMkdeAtmKEadVoh9B-IpRgAzKGAQB1ABZRKANyrwA3vAAO9KBQVeABfASFwaDhEVEx4JA0AK3AMBwonABUkPBZiemdXEA8YeAAyeAwVXxAka2wcojIOalNw-mEosVisBOSwVPSsgAVCNQoCD1VNbXyXd09yyura7Bl5JSmTMzaBETQ0eAyQTABhaH3vAXh4AG1elLSMTOz8RoBdAAoASm8Q+AB6f7wADuSBgAGsDoAeDcAkftXW73fqPZ4jAhjDATZTGbSfH5eP6AkFgyHwWECMLmKAaZh2LB7A5HTAAQWp+FpZygFy88MJAFEYDAwfQmTE1L4FJRgH5BdUYJV4CgoGoEERsPBlU8kFKkMUIEgoFK1Ao4nBrJ4MEhsCh4CAAB6+OD7AioEFOJBoBBLFUHKBsZo0CpVBBgtUMPTrQzYiAMQPVAB0HwAjImAGwADi+8KpNP6CKSD0GL1yuPobiQBGA3ABQI0EvgAEkMg2cGrmI0-VYA174IBeDcA2Dtta58gVC+Ai5BiiUgKUOpCy+WK5XwVW+jVu7W6-WG41YU3my2BG32x1oZ3W4Fuj2x71q9idiDX+IlX1h-RKeBGabR68J5PpzP8Nc2Zsrmdz5kihaouimKbDi3yluWlbVvAtZYI2zahuGBgflGMb9uSAhAA)

### 💻 Code

In the description

### 🙁 Actual behavior

Works for non-abstract methods but fails for abstract methods.

### 🙂 Expected behavior

Should work for both kind of methods.
Repository: godot
Issue: Jitter when import blend file as Vehicle
Labels: topic:physics,needs testing,topic:3d

### Godot version

v4.1.dev2.official [668cf3c66]

### System information

window10 64bit

### Issue description

When I import a blend file as a Vehicle, it jitter.
![GIF 2023-5-21 9-43-53](https://github.com/godotengine/godot/assets/35988767/0fbf13ed-8d92-4511-9ccf-5286184881df)


### Steps to reproduce

Pleanse run the reproduction project (Need blender)

### Minimal reproduction project

[VehicleTest.zip](https://github.com/godotengine/godot/files/11523485/VehicleTest.zip)
Repository: vscode
Issue: Git - implement shelve feature
Labels: feature-request,git

<!-- ⚠️⚠️ 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. -->

There is an old feature request
https://github.com/Microsoft/vscode/issues/54243

Git stash ain't a convinient thing: I want to access shelved files in any branch within an explorer view, could compare diffs with any branch. I really miss this thing from IntellijIdea
Repository: next.js
Issue: [NEXT-1274] 'use client' not working in coffeescript files
Labels: linear: next

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 20.3.0: Thu Jan 21 00:06:51 PST 2021; root:xnu-7195.81.3~1/RELEASE_ARM64_T8101
    Binaries:
      Node: 18.16.0
      npm: 9.5.1
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.4-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
```


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

App directory (appDir: true)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/Cottin/bug_next13coffee

### To Reproduce

`npm run dev` and opening [http://localhost:3000/](http://localhost:3000/) shows error when `page.tsx` renders `ClientComp1.coffee`:

        - error Error: Event handlers cannot be passed to Client Component props.
          <div onClick={function} children=...>

Commenting out `<ClientComp1 />` and commenting in `<ClientComp2 />` in `page.tsx` shows that the same component in `ClientComp2.js` is recognized for it's `'use client'` and works as expected.

Commenting in `<ClientComp3 />` in `page.tsx` shows that the component in `ClientComp3.coffee` has the same problems as `ClientComp1.coffee` even though it has the embeded javascript of `ClientComp2.js`.

Commenting in `<ClientComp4 />` in `page.tsx` (and commenting out 1 and 3) shows that the CoffeeScript component works when you remove the `onClick={onClick}` since then it's not using any client side functionality.

[Link to verify the CoffeeScript compiler output of `'use client'` to js](https://coffeescript.org/#try:'use%20client'%0A%0Aexport%20default%20ClientComp1%20%3D%20()%20-%3E%0A%0A%09onClick%20%3D%20()%20-%3E%0A%09%09console.log('click')%0A%0A%09%3Cdiv%3E%0A%09%09%3Cdiv%20onClick%3D%7BonClick%7D%3EClientComp1%3C%2Fdiv%3E%0A%09%3C%2Fdiv%3E%0A) 

### Describe the Bug

'use client' at the top of coffeescript files is not recognized and thus you cannot use client side functionality in `.coffee` files such as `onClick={...}`.

[Link to verify the CoffeeScript compiler output of `'use client'` to js](https://coffeescript.org/#try:'use%20client'%0A%0Aexport%20default%20ClientComp1%20%3D%20()%20-%3E%0A%0A%09onClick%20%3D%20()%20-%3E%0A%09%09console.log('click')%0A%0A%09%3Cdiv%3E%0A%09%09%3Cdiv%20onClick%3D%7BonClick%7D%3EClientComp1%3C%2Fdiv%3E%0A%09%3C%2Fdiv%3E%0A) 

### Expected Behavior

That the `'use client'` in a `.coffee` file would let it use `onClick={...}` without throwing an error.

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

_No response_

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

_No response_

<sub>[NEXT-1274](https://linear.app/vercel/issue/NEXT-1274/use-client-not-working-in-coffeescript-files)</sub>
Repository: rust
Issue: Wrong diagnostic for rayon trait bound requirements
Labels: A-diagnostics,T-compiler

### Code

```Rust
use rayon::prelude::IntoParallelIterator;

struct A<T> {
    a: Vec<T>,
}

impl<T> A<T> {
    fn foo(self) {
        let x = self.a
            .into_par_iter()
            .map(|_| 1)
            .sum();
        println!("{x}");
    }
}


playground: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=4cc9dae2833d21d973e5656b384dddac
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0599]: the method `into_par_iter` exists for struct `Vec<T>`, but its trait bounds were not satisfied
  --> src/lib.rs:10:14
   |
9  |           let x = self.a
   |  _________________-
10 | |             .into_par_iter()
   | |             -^^^^^^^^^^^^^ method cannot be called on `Vec<T>` due to unsatisfied trait bounds
   | |_____________|
   | 
   |
   = note: the following trait bounds were not satisfied:
           `[T]: Sized`
           which is required by `[T]: IntoParallelIterator`
           `[T]: ParallelIterator`
           which is required by `[T]: IntoParallelIterator`

warning: unused import: `rayon::prelude::IntoParallelIterator`
 --> src/lib.rs:1:5
  |
1 | use rayon::prelude::IntoParallelIterator;
  |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default

For more information about this error, try `rustc --explain E0599`.
warning: `playground` (lib) generated 1 warning
error: could not compile `playground` due to previous error; 1 warning emitted
```


### Desired output

With code like

```rust
trait Trait {
    fn frobnicate(self);
}

impl<T: Send> Trait for Vec<T> {
    fn frobnicate(self) {}
}

struct A<T>(Vec<T>);
    
impl<T> A<T> {
    fn foo(self) { self.0.frobnicate() }
}
```

It outputs:

```shell
   Compiling playground v0.0.1 (/playground)
error[E0599]: the method `frobnicate` exists for struct `Vec<T>`, but its trait bounds were not satisfied
  --> src/lib.rs:12:27
   |
12 |     fn foo(self) { self.0.frobnicate() }
   |                           ^^^^^^^^^^
  --> /rustc/84c898d65adf2f39a5a98507f1fe0ce10a2b8dbc/library/alloc/src/vec/mod.rs:400:1
   |
   = note: doesn't satisfy `Vec<T>: Trait`
   |
note: trait bound `T: Send` was not satisfied
  --> src/lib.rs:5:9
   |
5  | impl<T: Send> Trait for Vec<T> {
   |         ^^^^  -----     ------
   |         |
   |         unsatisfied trait bound introduced here

For more information about this error, try `rustc --explain E0599`.
error: could not compile `playground` due to previous error
```


### Rationale and extra context

There's nothing in the former error message that indicates that bounding `T: Send` is actually the correct answer.

### Other cases

_No response_

### Anything else?

_No response_
Repository: electron
Issue: Electron > multitouch > call a different function
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

hi
I develop touch applications on very large screens, from 1 meter to 6 meters long. We can have several users simultaneously on the same screen. We have 2 zones on the screen, zone 1 and zone 2. one user per zone.
I need to be able to propose to each user to click simultaneously on the button and launch a different function.
Currently I detect the click of each user but I can't launch different actions. There is always a click that works and the second one that is blocked.
![image](https://github.com/electron/electron/assets/7911454/3ccc9bd0-c708-4508-8aa9-6ecb07023063)


### Proposed Solution

I want to have two independent zones with a single electron player.

### Alternatives Considered

an alternative would be to launch 2 different electron applications and display them in a software that separates the display from the screen. but this solution is not optimal.

### Additional Information

_No response_
Repository: ant-design
Issue: Antd5 Table 组件在存在scroll 属性时，每次强制刷新页面时表头渲染会出现白屏的情况；以及空数据下表头宽度突变！
Labels: Inactive,unconfirmed

### Reproduction link

[https://github.com/xinbo97/AntdIssue/tree/master](https://github.com/xinbo97/AntdIssue/tree/master)

### Steps to reproduce

1、进入master分支启动项目后，当Table组件出现后，强制刷新页面；
2、会发现在有数据的情况下，表头的渲染会出现短暂的白屏；
3、会发现在空数据的情况下，表头单元格会出现宽度突变， 表身部分会出现一道横线并且转瞬即逝；
4、建议打开开发者工具中 performance 分栏进行录制查看此两个bug

### What is expected?

1、有数据条件下表头渲染不会出现白屏；
2、空数据条件下表头宽度不突变，并且表身不会出现横线

### What is actually happening?

1、有数据的情况下，表头的渲染会出现短暂的白屏；
2、空数据的情况下，表头单元格会出现宽度突变， 表身部分会出现一道横线并且转瞬即逝；

| Environment | Info |
| --- | --- |
| antd | 5.5.0 |
| React | react18.x |
| System | macOS 12.6 (21G115) |
| Browser | chrome 107.0.5304.110（正式版本） (arm64) |

---
注意，这种情况只在强制刷新页面时会复现

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: create-react-app
Issue: Some typescript features not supported
Labels: needs triage,issue: bug report

### Describe the bug

Typescript is not parsed correctly in some cases. CRA is suggesting adding babel plugins, which is not possible without eject (?)

### Did you try recovering your dependencies?

Tested on a fresh CRA install, so no.

### Which terms did you search for in User Guide?

(Write your answer here if relevant.)

### Environment

Environment Info:

  current version of create-react-app: 5.0.1
  running from ~~~\npm\node_modules\create-react-app

  System:
    OS: Windows 10 10.0.19045
    CPU: (16) x64 AMD Ryzen 7 3800X 8-Core Processor
  Binaries:
    Node: 16.16.0 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 8.11.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.19041.1266.0), Chromium (113.0.1774.50)
    Internet Explorer: 11.0.19041.1566
  npmPackages:
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    react-scripts: 5.0.1 => 5.0.1
  npmGlobalPackages:
    create-react-app: Not Found

### Steps to reproduce

1. Install fresh version of CRA
2. Run `npx create-react-app ts-test --template typescript`
3. Insert following code into App.tsx

    class Foo {
      declare x: number
    }

### Expected behavior

The code is valid Typescript and compiles in TS playground, I would expect CRA to build it as well, without having to eject and edit config.

### Actual behavior

Error:

    ERROR in ./src/App.tsx
    Module build failed (from ./node_modules/babel-loader/lib/index.js):
    SyntaxError: ~~~\ts-test\src\App.tsx: TypeScript 'declare' fields must first be transformed by @babel/plugin-transform-typescript.
    If you have already enabled that plugin (or '@babel/preset-typescript'), make sure that it runs before any plugin related to additional class features:
    - @babel/plugin-proposal-class-properties
    - @babel/plugin-proposal-private-methods
    - @babel/plugin-proposal-decorators
      4 |
      5 | class Foo {
    > 6 |   declare x: number
        |   ^^^^^^^^^^^^^^^^^
      7 | }
      8 |

### Reproducible demo

As mentioned above, it fails on a fresh CRA project.
Repository: vscode
Issue: Terminal panel layout wrong at certain sizes
Labels: bug,workbench-views

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Does this issue occur when all extensions are disabled?: Theoretically yes, but there aren't enough things in the bar by default

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- VS Code Version: 1.78.1, 1.79.0-insider
- OS Version: Linux x64 5.19.0-40-generic

Steps to Reproduce:

1. Resize the VSCode window to be roughly 1128px wide, with the left pane open to minimum width and the terminal open (to any height, including full dock)
2. `cd` to any directory (mine was called `frontend`, but others should work)
3. Observe that the terminal close button clips out of the side of the window

![image](https://github.com/microsoft/vscode/assets/16487249/97200a85-a6c9-478c-b198-e0583352f4d9)

Extensions enabled: Gitlens (as it adds an item to the terminal pane) and Rust-analyzer (to generate two problems, to pad out the pane header)

Shell: Xonsh
Repository: storybook
Issue: [Bug]: Build fails on Vercel after update to v7 (React + Vite)
Labels: bug,needs triage

### Describe the bug

Continuing this discussion #22409 
After upgrading from Storybook v6 to v7 the build fails in Vercel with the following error:

<img width="1878" alt="image" src="https://github.com/storybookjs/storybook/assets/38511917/efb4647c-83a5-4524-b5f7-0c0faa5bd5c0">

As mentioned in the attached issue, I've already tried with [v7.0.12](https://github.com/storybookjs/storybook/releases/tag/v7.0.12), [v7.1.0-alpha.12](https://github.com/storybookjs/storybook/releases/tag/v7.1.0-alpha.12), and also with the latest alpha [v7.1.0-alphat.20](https://github.com/storybookjs/storybook/releases/tag/v7.1.0-alpha.20)

### To Reproduce

Try deploying a React+Vite Storybook project to Vercel.



### System

```shell
Environment Info:

  System:
    OS: macOS 13.3.1
    CPU: (10) arm64 Apple M1 Pro
  Binaries:
    Node: 18.14.2 - ~/.nvm/versions/node/v18.14.2/bin/node
    npm: 9.5.0 - ~/.nvm/versions/node/v18.14.2/bin/npm
  Browsers:
    Firefox: 112.0.1
    Safari: 16.4
  npmPackages:
    @storybook/addon-essentials: 7.1.0-alpha.20 => 7.1.0-alpha.20 
    @storybook/addon-interactions: 7.1.0-alpha.20 => 7.1.0-alpha.20 
    @storybook/addon-links: 7.1.0-alpha.20 => 7.1.0-alpha.20 
    @storybook/addon-styling: 1.0.8 => 1.0.8 
    @storybook/blocks: 7.1.0-alpha.20 => 7.1.0-alpha.20 
    @storybook/react: 7.1.0-alpha.20 => 7.1.0-alpha.20 
    @storybook/react-vite: 7.1.0-alpha.20 => 7.1.0-alpha.20 
    @storybook/testing-library: 0.1.0 => 0.1.0
```


### Additional context

The repo when I'm trying this is public so you can see the setup in [this Github repo](https://github.com/IgnacioNMiranda/vite-component-library-template/blob/chore/update-deps/package.json) for more detailed insight.
Repository: godot
Issue: 3D Meshinstance's 'viewport texture' albedo preview/in-game preview got garbled looking after switching to other tab/view/model preview windows
Labels: bug,topic:rendering,topic:editor

### Godot version

4.1 dev2

### System information

Win10, 64bit 

### Issue description

When using  'viewport texture'  in 3D Meshinstance, albedo preview/in-game preview got garbled looking when switching to other tab/view/model preview windows, only displayed wrongly, like GPU memory was corrupted.

Though this problem has no impact on in-game/actual game display. In editor it could be restored by changing shading to any option other than current setting.

### Steps to reproduce

1. Open the project with 4.1 beta dev2 binary.
2. Open level0.tscn, you could see a big 3D plane 'GroundPlane' with brownish texture.
3. Open 'test_tank01.tscn' in assets/models/tanks/ folder.
4. Switch back to level0.tscn view, the big 3D plane named 'GroundPlane' turned to white color.
5. Open up 3D plane's inspector tab, open Geometry -> Material overrides -> Shading -> Set shading to unshaded/per pixel, it should restore back to proper brownish texture.

### Minimal reproduction project

[GodotBattlecity.zip](https://github.com/godotengine/godot/files/11524658/GodotBattlecity.zip)
Repository: godot
Issue: Editor crashes when typing letter 'L' or 'l' in node search dialog when trying to add sub-node with right-click  'Add Child Node' option
Labels: bug,platform:windows,topic:editor,needs testing,crash

### Godot version

4.1 dev2

### System information

Win10, 64bit 

### Issue description

The editor crashe when you type 'L' or 'l' as the first letter of the search/auto-completion dialog, when you try to add sub-node with Mouse Right-Click + 'Add Child Node' on exist node 

### Steps to reproduce

1. Open any scene
2. Add a node3d
3. Right-Click on it and choose 'Add Child Node' option
4. Type a 'L' or 'l' letter as the first letter of node name search/autocompletion text
5. Editor crashes to desktop

### Minimal reproduction project

N/A
Repository: excalidraw
Issue: [Feature Request] Add an option to add a "Drew with excalidraw" watermark on exported PNGs
Labels: discussion

Because a lot of people asks me where these diagrams come from I think a togglable option with a watermark added on-top of PNGs would be better for letting people discover the platform