sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: ConfigFile saving floats with low precision and unable to handle floats > 1e+06
Labels: bug,topic:core

### Godot version

v4.2.dev.custom_build [2048fe5df]

### System information

Godot v4.2.dev (2048fe5df) - Gentoo 2.14 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (RADV NAVI23) () - AMD Ryzen 5 5600 6-Core Processor (12 Threads)

### Issue description

There is an issue with the way `ConfigFile` encodes floating-point values. The low encoding precision is limited to the 6 biggest numbers, and since Godot's floating-point number is 32 bits, its `ConfigFile` encoding should fail at a minimum of 1e+14.

### Examples
* 123456.0 gets encoded as "123456.0," and parsed to 123456.0, but the number 1234567.0 will be encoded as "1.23457e+06," and parsed to 1234570.0, which is wrong.

* 11111111111111.0, gets encoded as "1.11111e+13," and parsed to 11111100000000.0.

### Proposed Fix
I suggest to only encode floats greater than 1e+14 in scientific notation, and to keep 14 digits of precision when doing so, while omitting trailing 0's. Otherwise, standard notation should be used.

### Note
This is potentially a good issue to receive the label "good first issue."

### Steps to reproduce

```gdscript
extends Node2D

func _ready():
	var cfg = ConfigFile.new()
	cfg.set_value("section", "key", 1000001.0)
	# The issue only occurs when parsing encoded text,
	# such as with `parse()` or `load()`
	cfg.parse(cfg.encode_to_text())
	assert(cfg.get_value("section", "key") == 1000001.0)
```

### Minimal reproduction project

[godot.zip](https://github.com/godotengine/godot/files/12735143/godot.zip)
Repository: rust
Issue: Missing format literal in output of derive macro puts the string literal within the derive attribute
Labels: A-diagnostics,A-macros,T-compiler,A-suggestion-diagnostics,D-invalid-suggestion,A-proc-macros

### Code

```Rust
// derive macro
#[proc_macro_derive(bare_println)]
pub fn derive_bare_println(_: proc_macro::TokenStream) -> proc_macro::TokenStream {
    quote::quote! {
        fn bare_println(text: impl ::std::fmt::Display) {
            println!(text);
        }
    }
    .into()
}

// usage
#[derive(bare_println)]
struct Foo;
```


### Current output

```Shell
error: format argument must be a string literal
  --> users/src/main.rs:19:14
   |
   |     #[derive(macros::bare_println)]
   |              ^^^^^^^^^^^^^^^^^^^^
   |
   = note: this error originates in the derive macro `macros::bare_println` (in Nightly builds, run 
with -Z macro-backtrace for more info)
help: you might be missing a string literal to format with
   |
   |     #[derive("{}", macros::bare_println)]
   |              +++++
```


### Desired output

Not sure, but the compiler should not suggest to add a literal `"{}"` to the list of arguments to `derive`

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Repository: flutter
Issue: [go_router] Add transition per navigation
Labels: c: new feature,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I want to make a transition between 2 pages that only occur for those 2 particular pages only.

I have a splash screen and then I navigate to my main screen, which is a `StatefulShellRoute`. I want to fade out from the splash screen into the main screen. Under the current API I can only do this if I add a `pageBuilder` to the main page, which means the main page will have this transition for all the other navigations in the app, not only for the splash screen as I want to.

### Proposal

Allow us to define a transition for each `go` or `push` command. This transition can provide 2 children, the outgoing and the incoming widgets that we are navigating from->to.
Repository: PowerToys
Issue: "Bug report tool" Adding a progress bar or even a dialog
Labels: Idea-Enhancement,Needs-Triage,Area-Bug Report Tool

### Description of the new feature / enhancement

Users can now easily check the status of the Bug Report Tool within the system tray.

Previously, when clicking on "Power Toys" and then selecting the Bug Report Tool, users had no way of knowing if the tool was running or not. Additionally, the execution of the tool took approximately 54 seconds, leading users to believe it was stuck.

With this enhancement:

Visual Indicator: A visual indicator in the system tray will now display whether the Bug Report Tool is running or not, providing users with real-time status feedback.

Execution Status: Users will no longer be left wondering if the tool is stuck during its 54-second execution. Clear progress or completion notifications will be provided, ensuring a more user-friendly experience.

### Scenario when this would be used?

This enhancement would be useful in scenarios where users rely on the Bug Report Tool for reporting issues or problems with the software or system. Here are a few scenarios where this feature could be particularly valuable:

Software Troubleshooting: When users encounter a problem with a software application, they often use the Bug Report Tool to report the issue to developers. With the visual indicator and status updates, they can confirm that the tool is actively working on their report, reducing uncertainty.

Long-Running Processes: If the Bug Report Tool takes a significant amount of time (e.g., 54 seconds) to complete its execution, users might think it's stuck or not working. The status feedback ensures they know it's functioning correctly and can wait for its completion.

System Monitoring: In scenarios where users want to monitor system health or resource usage, they can use the Bug Report Tool to collect data. Having a status indicator helps them confirm that the tool is actively collecting the necessary information.

User Experience Improvement: This enhancement improves the overall user experience by reducing frustration and uncertainty. Users are more likely to use the Bug Report Tool confidently, which can lead to more comprehensive issue reporting and faster bug resolution.

Efficient Reporting: Users may have multiple tasks to complete, and knowing that the Bug Report Tool is running in the background allows them to continue with other work without constantly checking whether it's working.

In essence, this feature would be used to streamline the bug reporting and system monitoring process, ensuring that users have a better understanding of the tool's status and can use it more effectively in various scenarios.

### Supporting information

_No response_
Repository: PowerToys
Issue: [Text Extractor] Table mode not keeps table layout
Labels: Issue-Bug,Product-Text Extractor

### Microsoft PowerToys version

0.74.0

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

TextExtractor

### Steps to reproduce

The table mode not keeps the correct table layout.

### ✔️ Expected Behavior

The table layout is correct.

### ❌ Actual Behavior

The column are not respected if the first cell is empty.

![image](https://github.com/microsoft/PowerToys/assets/61519853/3fce17df-b4ed-4950-b05d-9514463e6c25)


### Other Software

_No response_
Repository: PowerToys
Issue: [Text Extractor] Question: Is it expected to show the bar on all monitors?
Labels: Idea-Enhancement,Product-Text Extractor

### Description of the new feature / enhancement

Is it expected to show the Text Extractor menu bar on all monitors instead the one with the mouse?

### Scenario when this would be used?

./.

### Supporting information

_No response_
Repository: PowerToys
Issue: [Text Extractor] Support multi-monitor scanning
Labels: Idea-Enhancement,Needs-Triage,Product-Text Extractor

### Description of the new feature / enhancement

Support for scanning text across multiple monitors in one step. Currently the scanning area ends on the monitor border.

### Scenario when this would be used?

When a window is placed across multiple monitors.

### Supporting information

_No response_
Repository: PowerToys
Issue: [Text Extractor] Menu bar mode button improvement
Labels: Idea-Enhancement,Area-User Interface,Needs-Triage,Product-Text Extractor

### Description of the new feature / enhancement

The mode buttons in the menu bar supports multi-selection which makes no sense.
![image](https://github.com/microsoft/PowerToys/assets/61519853/72ea5ae1-5972-4ecc-a819-0fdaa7fc338c)

I suggest the following improvements:
1. Make the buttons liken toggle switches that only one of it can be selected.
2. Add a third button for the default mode and select it on opening the window. (As I think the default is "multi-line mode" a simple "text left aligned" symbol makes sense.)

### Scenario when this would be used?

To make the interface more clear.

### Supporting information

_No response_
Repository: deno
Issue: New test output capture handling
Labels: cli,refactor,lsp,testing

`deno test` and other means to run tests (such as the LSP) run tests off the main thread. For `deno test` we write test progress information from the main thread. To ensure that output from test threads does not interleave with this progress info, we capture the output in the thread, and transfer the output to the main thread to correctly interleave the output with the tests. We do similar capture for the test integration in the LSP, to enable showing output specific to the test in the LSP test panel.

Right now, this integration internally is not great, especially in parallel tests. Test output from all tests arrives to the main thread untagged by what test / test step outputted this information. This means that currently, when using `--parallel` we sometimes incorrectly associate an output to a given test or step. This also occurs for parallel `t.step()` calls within a test.

I propose we internally tag all output with the following information:

```rs
struct OutputMetadata {
  origin: Url, // the test origin
  test_id: Option<usize>, // if we are in the context of an individual test, the test id. none if in global scope
  step_id: Vec<usize>, // if we are in the context of one or more test steps (to support parallel steps), the step id that are executing as this output was emitted
}
```

This then allows us to associate test output with a specific test.

This would help with association of outputs in the LSP test stuff. This would likely mean we'd have to rewrite some of the output interleaving code to properly take into account parallel execution. Likely this means that when using `--parallel`, we would not interleave output at all and instead output the captured stdio only in error cases. The same would apply for parallel step cases, with the further restriction that if there is output that applies to multiple steps, we would output this only for the parent test, not for the individual steps (probably).

This has the additional benefit of simplifying some synchronization code in the test threads, which I think will be able to save us about 50% of the current remaining overhead on that thread.

I have a path to implement the collection aspect here (that I think is performant), but I will likely need some help on designing the new heuristics and outputs in the pretty reporter, and the wiring into LSP.
Repository: ant-design
Issue: Single select
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/ji-ben-shi-yong-antd-4-21-7-forked-gnp4cy?file=/demo.js)

### Steps to reproduce

Just add maskCloasobale prop like similiar to Drawer so if we use open prop using custom state then we must need to make false that state onclick outside of select area

### What is expected?

Just add maskCloasobale prop like similiar to Drawer so if we use open prop using custom state then we must need to make false that state onclick outside of select area

### What is actually happening?

now i want ashyncronous option for that  i have added for that i have added option add functinality inside select dropdownrendrer prop itself  so i have used custom state to kepp open select dropdown but its not getting closed on click outside.

| Environment | Info |
| --- | --- |
| antd | 5.0.1 |
| React | react tsx |
| System | window 11 |
| Browser | chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: [FancyZones] Multiple Zone Activation by Keyboard
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Edit: Might be a dupe of https://github.com/microsoft/PowerToys/issues/27000 ? seems similar/sameish?

So, I just discovered the 'Override Windows Snap' feature and with 'Relative Position' on, it's probably one of the most insanely amazing desktop UI features I've EVER seen/used (and I started computing on a Commodore 64)

The only down side is not being able to use it to activate multiple zones. My main screen is a Neo G9 (5120x1440 49" SuperUltraWide, along with two 24" above it, a 24" to the left and two vertical 24" on the right) and I have my main screen split into 1/3rds, however I often will have my code editor on the left 2/3rds with a terminal/ref docs/whatever on the right 1/3rd.

I'd really like to be able to use a modifier to expand the window. Say I have a window in the first/left-most 1/3 zone and then hold a modifier key and press right, it should expand to fill the zone to the right, then doing it again should expand it to the 3rd zone (essentially being maximized)

It would also be great to be able to use a modifier to override the override and get the standard functionality back. This seems to work for some scenarios, eg. win+shift+right/left aren't overridden and move a window to different screens as normal, win+shift+down minimizes, win+shift+up I would expect to maximize maybe but it just moves the window up like 1-2pixels? win+ctrl+up maximizes which is good, win+ctrl+down minimizes which is good, win+ctrl+left/right switches virtual desktops which I suppose is fine but I'd prefer this to be the modifier for what I requested above..

The only thing missing is Win+left + win+right which make the window 1/2 of the screen docked left or right, which in my situation, while not often used, is nice to have a super quick alternative to the usual 1/3rds. 

Perhaps win+shift should work like win+left/right did w/out override as you can still move a window across screens this way and win+ctrl should activate the next zone in the direction you press (at least if it's on the same screen or you have 'allow zones to span multiple monitors' enabled)

Not entirely sure that's the best shortcut implementation for everyone though it seems like the best for me - of course, being able to configure different shortcuts or overrides would be killer - heck, even the ability to configure custom keys for this feature instead of overriding the windows one might be great, like, if a shortcut for this was available otherwise besides the override option I would've made great use of it.

### Scenario when this would be used?

When adjusting windows in fancy zones; in order to activate multiple zones, I'm required to use the mouse which now that I'm able to move/adjust windows across zones with the keyboard will be a huge frustration.

### Supporting information

_No response_
Repository: storybook
Issue: [Bug]: array args stored in url get converted to object on page refresh
Labels: bug,needs triage

### Describe the bug

if an arg of type 'object' is set as an array, once the page refreshes it turns to object. 

### To Reproduce

https://codesandbox.io/p/sandbox/wispy-fog-6mmzj5?file=%2Fsrc%2FButton%2FButtonLegacy.stories.tsx%3A13%2C20

1. Go to the link
2. run `npm run start` in the terminal window
3. go to the *Reproduced bug* story
4. In controls update the buttons config by adding this object (you can either paste it using raw, or just click around to create it):
```
[ 
  {
    "label": "some label"
  }
]
```
5. Once the button displays, click reload on the storybook iframe preview
6. An error like the following should be displayed.
![Screenshot 2023-09-27 at 10 56 00](https://github.com/storybookjs/storybook/assets/49940885/4b4cfc5c-b5ce-40f6-aea3-76cbf1416dae)

7. check the buttonsConfig property in the controls to see that from array it became a js object


### System

```bash
macOS
```


### Additional context

I suspect it's the controls being stored in the query parameters of the url that gets interpreted as an object. Maybe the url should store some more info?
Repository: tensorflow
Issue: tensorrt==8.5.3.1 from [and-cuda] not available in Python 3.11
Labels: stat:awaiting tensorflower,type:build/install,subtype: ubuntu/linux,comp:gpu:tensorrt,TF2.14

### Issue type

Build/Install

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

2.14.0

### Custom code

No

### OS platform and distribution

Ubuntu 22.04


### Python version

3.11


### Current behavior?

tensorrt==8.5.3.1, a pinned dependency in TensorFlow[and-cuda], is only available up to Python 3.10 and therefore fails installing with Python 3.11

### Standalone code to reproduce the issue

```shell
Installation issue
`pip install "tensorflow[and-cuda]>=2.14.0"` with Python 3.11+
```


### Relevant log output

```shell
ERROR: Could not find a version that satisfies the requirement tensorrt==8.5.3.1; extra == "and-cuda" (from tensorflow[and-cuda]) (from versions: 0.0.1.dev5, 0.0.1, 8.6.1, 8.6.1.post1, 9.0.0.post11.dev1, 9.0.0.post12.dev1, 9.0.1.post11.dev4, 9.0.1.post12.dev4)
ERROR: No matching distribution found for tensorrt==8.5.3.1; extra == "and-cuda"
```
```
Repository: next.js
Issue: Custom Error page Does not work with statusCodes other than 500
Labels: bug,Navigation,Pages Router

### Link to the code that reproduces this issue

https://github.com/dsdevries/custom-503-error-page-bug

### To Reproduce

1. build the application
2. start the production build (next start)
3. navigate to the root.
4. Click on either of the links (getInitialProps or getServerSideProps)
5. refresh the page

### Current vs. Expected behavior

Expected behaviour:
When navigating to the page, you should see a 503 page.
After refreshing the page,  the server renders the 503 page with the correct status code and the client should not rerender.

Actual behaviour:
When navigating to the page, you see a 503 page.
After refreshing the page,  the server renders the 503 page with the correct status code.
Then the client throws an error called "internal server error"
The client reneders the page but as a 500 error page.
The client then also throws a hydration error because the dom is rendered differently.


### Verify canary release

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

### Provide environment information

```bash
Operating system:
MacOS 13.5.2

Binaries:
Node 19
NPM 9 or Yarn

Libraries:
NextJS 12 and 13
```


### Which area(s) are affected? (Select all that apply)

Data fetching (gS(S)P, getInitialProps), Routing (next/router, next/navigation, next/link)

### Additional context

Note, in the example the error is thrown in a getServerSideProps, but the same behaviour also applies for getInitialProps.
In our actual codebase we actually use getInitialProps.
Repository: vscode
Issue: Support extension contributed icons in the icon picker
Labels: feature-request,icons-widget

<!-- ⚠️⚠️ 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. -->
I would like to be able to add a custom icon for my terminal

For example:
![image](https://github.com/microsoft/vscode/assets/43917187/66f82a40-71d4-4ada-9d6a-f9a608ef6815)
It would be helpful if I could add my own icon here
![image](https://github.com/microsoft/vscode/assets/43917187/048d7645-82bd-4b57-9354-ffd44637b9b4)
Repository: godot
Issue: Condition "!function" is true. Returning: Variant()
Labels: bug,topic:gdscript

### Godot version

4.1.1

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

This is a bit of a weird one, I was able to narrow it down to a minimal reproduction, but I'm not sure how much light I can shed on the root cause.

Essentially the issue seems to be that the following errors are called when connecting a signal with a lambda that has the potential to perform some await/async processing, but is not guaranteed to do so. Additionally the error only seems to occur in the specific scenario where the connected function fires an event, and this event is awaited after emitting the first event.

Error 1:
```
E 0:00:02:0114   chess_board.gd:61 @ <anonymous lambda>(): Condition "!function" is true. Returning: Variant()
  <C++ Source>   modules/gdscript/gdscript_function.cpp:227 @ resume()
  <Stack Trace>  chess_board.gd:61 @ <anonymous lambda>()
                 chess_board.gd:65 @ emit()
                 chess_board.gd:55 @ _ready()
                 chess_board.gd:-445121824 @ emit()
                 chess_board.gd:61 @ <anonymous lambda>()
                 chess_board.gd:-445122272 @ <anonymous lambda>()
```

Error 2:
```
E 0:00:02:0114   chess_board.gd:61 @ <anonymous lambda>(): Attempt to disconnect a nonexistent connection from 'ChessBoard:<Node2D#28923921554>'. Signal: 'complete', callable: 'GDScriptFunctionState::_signal_callback'.
  <C++ Error>    Condition "!s->slot_map.has(*p_callable.get_base_comparator())" is true. Returning: false
  <C++ Source>   core/object/object.cpp:1355 @ _disconnect()
  <Stack Trace>  chess_board.gd:61 @ <anonymous lambda>()
                 chess_board.gd:-445122272 @ <anonymous lambda>()
```

# Expected Behaviour:

Code from below minimal reproduction should run without error (event if the second await call never returns)

# Actual Behaviour:

Code raises the above error under the debug section

### Steps to reproduce

1. Copy below code into a new script file in any godot project
2. Attach to a node in a given scene
3. Run the scene
4. Check for error logs under the debug console:
![image](https://github.com/godotengine/godot/assets/49212921/a392feba-8186-410e-8f30-576d06271749)


### Minimal reproduction project

```
signal base(async:bool)
signal complete()

var a_complete:bool = true

func _ready():
	connect_sig(func(async:bool):
		if async:
			await(get_tree().create_timer(0.5).timeout))
	
	await(emit([true]))

	await(emit([false]))

func connect_sig(fn:Callable):
	base.connect(func(id: int, args:Array):
		await(fn.callv(args))
		complete.emit(id)
	)

func emit(args:Array):
	base.emit(0, args)
	await(complete)
```
Repository: PowerToys
Issue: Add cursor position of pixel to Color Picker
Labels: Idea-Enhancement,Needs-Triage,Product-Color Picker,Needs-Team-Response

### Description of the new feature / enhancement

Could you please add the position of the pixel under the RGB indicator provided by the Color Picker ? There are some few apps, very light, that make it so well : Pixie Nattyware, Image Pixel Reader and others...
A simple frame with R, G, B codes
plus X, Y, eq. cursor position on the screen

Thanks in advance.

### Scenario when this would be used?

Very often needed under photo programs (both photo process, paint editing and printing), I use to start Color Picker by typing Win+Maj+C...

### Supporting information

Here is, on Microsoft project, an issue about how to obtain cursor position : 
https://learn.microsoft.com/fr-fr/dotnet/api/system.windows.forms.cursor.position?view=windowsdesktop-7.0