sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: "Cannot find module" after "cleaning" build
Labels: Needs Investigation

*TS Template added by @mjbvz*

**TypeScript Version**: 4.5.5


---

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- VS Code Version: 1.63.2
- OS Version: Windows 10

Steps to Reproduce:

1. Clone https://github.com/Avansai/next-multilingual
2. Do an `npm install`
  - in the project root
  - in the `/example` directory
3. Open Vscode, and open any file that depends on `next-multilingual` file in the `example` folder - for example, open `/example/pages/index.tsx`
4. You notice that the imports `from 'next-multilingual'` are functioning correctly (no syntax error)
5. The example folder depends on the parent build, which will build files in the `/lib` of the repo - this is where `next-multilingual` points do since in `/example/package.json it's set to: 
```
"dependencies": {
    "next-multilingual": "file:.."
  }
```
6. At the root of the project, run `npm run build` - this will delete the `/lib` directory before recreating the new files (this ensure that no unused file remains in the build directory)
7. As soon as the `rm -Rf /lib` is run from the previous command to clean the build directory, VsCode become "lost" and all `next-mutlilingual` dependencies are highlighted as errors with: `Cannot find module 'next-multilingual' or its corresponding type declarations.ts(2307)`
8. If I restart VsCode, everything works again
Repository: godot
Issue: Using System.TimeZoneInfo will crash in simulator (as will other native calls)
Labels: bug,platform:ios,topic:porting,topic:dotnet

### Godot version

3.4.2 (Mono)

### System information

OSX 10.15 (Catalina), XCode 11.6

### Issue description

This is very similar to #40767 - in fact I can trigger it with the same test project. Making any native calls seem to crash with an `EntryPointNotFoundException`. This seems to be worse than the previous issue which only crashed on device builds, but now crashes on the simulator too.

Any native call seems to trigger this (including the other existing ones from #40757 and #40633).

As an example, you can use can call dateTime.ToUniversalTime(), which will make a call to `System.TimeZoneInfo.xamarin_timezone_get_data` and crash with the following exception:

```
System.EntryPointNotFoundException: xamarin_timezone_get_data assembly:<unknown assembly> type:<unknown type> member:(null)
  at (wrapper managed-to-native) System.TimeZoneInfo.xamarin_timezone_get_data(string,uint&)
  at System.TimeZoneInfo.GetMonoTouchData (System.String name, System.Boolean throw_on_error) [0x00002] in <11afb9645ddb4e8fae4163490ca47a50>:0 
  at System.TimeZoneInfo.CreateLocal () [0x00000] in <11afb9645ddb4e8fae4163490ca47a50>:0 
  at System.TimeZoneInfo.get_Local () [0x00009] in <11afb9645ddb4e8fae4163490ca47a50>:0 
  at System.TimeZoneInfo.ConvertTimeToUtc (System.DateTime dateTime, System.TimeZoneInfoOptions flags) [0x00000] in <11afb9645ddb4e8fae4163490ca47a50>:0 
  at System.DateTime.ToUniversalTime () [0x00000] in <11afb9645ddb4e8fae4163490ca47a50>:0
```

I can fix this with linker flags as suggested in https://github.com/godotengine/godot/issues/40757#issuecomment-841852062, i.e. by passing in `-Wl,-u,_xamarin_timezone_get_data,-u,_xamarin_timezone_get_local_name` but I was under the impression that was fixed by https://github.com/godotengine/godot/pull/49248. Is this a regression or have I misunderstood the fix?

It's going to be very fiddly if I need to manually test the project and find all the native calls manually.

### Steps to reproduce

```
new DateTime().ToUniversalTime();
```

### Minimal reproduction project

[Test-MonoDateIOS.zip](https://github.com/godotengine/godot/files/8121174/Test-MonoDateIOS.zip)
Repository: pytorch
Issue: Add detection of interned submodule of externed module in PackageExporter
Labels: triaged,module: deploy

### 🚀 The feature, motivation and pitch

Currently it's possible that a package could extern `package_a` and it can include `package_a.some_module`. Specifically this would happen if the user did something along the lines of 
```
packageExporter.extern("package_a")
packageExporter.intern("**")
packageExporter.save_source_string("import package_a.some_module")
```
instead of 
```
packageExporter.extern("package_a.**")
packageExporter.intern("**")
packageExporter.save_source_string("import package_a.some_module")
```
Unfortunately, this error only gets detected while we import a package with PackageImporter. To make things easier on the user, let's detect this on the saving pass for PackageExporter. 

### Alternatives

_No response_

### Additional context

_No response_

cc @wconstab
Repository: vscode
Issue: Layout picker isn't accessible
Labels: bug,accessibility,quick-pick

Testing #143581

* use screen reader mode
* run F1 > Customize Layout
* the checked state of Side Bar Position and Panel Alignment aren't read out


<img width="1105" alt="Screen Shot 2022-02-23 at 09 16 55" src="https://user-images.githubusercontent.com/1794099/155282766-27bf411a-75b7-43f3-a3a0-22aa62ce32e1.png">
Repository: vscode
Issue: Selecting a part in the layout picker should highlight it
Labels: feature-request,layout

Testing #143581

I believe this was already mentioned in https://github.com/microsoft/vscode/issues/137633 and I see great value in that. Eg the icons for status bar and panel are very similar. It would be great help to highlight said parts when their knob is selected. 

/cc @misolori
Repository: PowerToys
Issue: Include / exclude Specific Folders for program plugin
Labels: Help Wanted,Good first issue,Product-PowerToys Run,Run-Results (Programs),Run-Plugin

### Description of the new feature / enhancement

I like the possibility to add explicitly folders to be scanned for files that shall then be displayed on the top of the results.
Currently all files are scanned and the scanned destinations can not be controlled.

Have a look at [Executor.dk](https://executor.dk/) for example: xou can configure in settings which files shall be listed (locations and filter)


### Scenario when this would be used?

I have a specific folder with Favorites shortcuts: these are the files I want to be returned on the top of the list.
I use a lot of Portable Applications that are not listed as programs but that I want to launch quickly.
For these I create shortcuts and put them under a Favorites/Apps folder.

### Supporting information

_No response_
Repository: godot
Issue: C# TcpClient Constructor throws SocketException (0x80004005)
Labels: bug,topic:network,topic:dotnet

### Godot version

3.4.2.stable mono

### System information

Windows 10 Home 21H2, OS Build 19044.1566, Windows Feature Experience Pack 120.2212.4170.0

### Issue description

I recently had to move back to Windows 10/11 from Ubuntu but my project runs into an Exception when initializing a new TcpClient Object from System.Net.Sockets, this worked flawlessly on Ubuntu:

`TcpClient client = new TcpClient("127.0.1.1", <any_port>);`

throws:

Unhandled Exception:
System.Net.Sockets.SocketException (0x80004005): The operation completed successfully.

  at System.Net.Sockets.TcpClient..ctor (System.String hostname, System.Int32 port) [0x0006d] in <5307bcb359e140d4b454b70b3ff646a0>:0
  at scene_login._Ready () [0x0009d] in <path_to_cs_file>.cs:31

Error Output without catching:

E 0:00:03.591   System.Net.Sockets.TcpClient..ctor(System.String , Int32 ): System.Net.Sockets.SocketException: The operation completed successfully.

  <C++ Error>   Unhandled exception
  <C++ Source>  :0 @ System.Net.Sockets.TcpClient..ctor(System.String , Int32 )()
  <Stack Trace> :0 @ System.Net.Sockets.TcpClient..ctor(System.String , Int32 )()
                Spatial.cs:16 @ void Spatial._Ready()()


I tried running the project on two different systems, one running Windows 10 with above described specifications, one running Windows 11.
My server project can be initialized and listen, only the TcpClient object initialization in the client project fails.
I also checked whether creating a TcpClient object works outside of Godot and it does without a problem. Minimalistic Test:


```
using System;
using System.Net.Sockets;

namespace testnamespace{

class Tester{
static void Main(string[] args) {
         var a = new TcpClient("127.0.0.1", 3245);
         Console.ReadKey();
      }
}
}
```


Is there something obvious I am overlooking? Thanks.

### Steps to reproduce

Initializing a TcpClient object using the constructor consisting of host address string and port.

### Minimal reproduction project

[error.zip](https://github.com/godotengine/godot/files/8123844/error.zip)
Repository: ant-design
Issue: Textarea 多调用了一次 onChange
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-bnopzr?file=/index.js)

### Steps to reproduce
在结尾使用中文输入法继续输入”哈哈“

### What is expected?
不会打印： ’123456789哈哈‘  （跟原生行为一致）

### What is actually happening?
会多打印一次 

| Environment | Info |
|---|---|
| antd | undefined |
| React | all |
| System | All |
| Browser | All |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: [Mouse Utilities] Crosshairs: Don't end lines on monitor
Labels: Idea-Enhancement,Help Wanted,Product-Mouse Utilities

### Description of the new feature / enhancement

The lines of Crosshairs are shown on all monitors.

### Now
![image](https://user-images.githubusercontent.com/61519853/155316544-4d446932-e07d-441f-a6ad-637a36bf4366.png)

### Suggestion
![image](https://user-images.githubusercontent.com/61519853/155316724-259d6e4d-30a3-4a46-80fc-bf213a81f523.png)


### Scenario when this would be used?

When mouse isn't on the monitor your are looking at.

Maybe we can add a arrow at the end of the lines to indicate in which direction the user has to follow the line to find the cursor.

### Supporting information

_No response_
Repository: deno
Issue: TextEncoder is slow
Labels: bug,perf

https://twitter.com/jarredsumner/status/1496455856224972808
https://github.com/denoland/deno/blob/ee27b9dd7e8ef311c6bfaa3264f7b9908a784a24/core/bindings.rs#L920-L936 

Please add some `cargo bench` benchmarks.
Repository: react-native
Issue: TextInput multiline is jumpy and flaky when pressing new line
Labels: Component: TextInput,Needs: Triage :mag:

### Description

When you set `mutline` to `true` and enter/delete new lines, the scrolling is really flaky. Notice that this app was instantiated with `npx react-native init myapp --template react-native-template-typescript`

*Android*

https://user-images.githubusercontent.com/21032419/155330305-e22acaae-0e77-422b-af85-c565f0e81073.mov

*iOS*

https://user-images.githubusercontent.com/21032419/155330662-c1bd6d24-d02a-4c6d-a6d4-8ce2010537cf.mov


### Version

0.67.2

### Output of `npx react-native info`

```
info Fetching system and libraries information...
System:
    OS: macOS 11.6
    CPU: (8) x64 Intel(R) Core(TM) i7-6820HQ CPU @ 2.70GHz
    Memory: 72.38 MB / 16.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 16.13.0 - ~/.nvm/versions/node/v16.13.0/bin/node
    Yarn: 1.22.17 - ~/projects/samalapit/sellers/mobile-app/node_modules/.bin/yarn
    npm: 8.1.0 - ~/.nvm/versions/node/v16.13.0/bin/npm
    Watchman: 2021.12.06.00 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.11.2 - /Users/aprilmintacpineda/.rvm/gems/ruby-3.0.2/bin/pod
  SDKs:
    iOS SDK:
      Platforms: DriverKit 21.2, iOS 15.2, macOS 12.1, tvOS 15.2, watchOS 8.3
    Android SDK: Not Found
  IDEs:
    Android Studio: 2020.3 AI-203.7717.56.2031.7935034
    Xcode: 13.2.1/13C100 - /usr/bin/xcodebuild
  Languages:
    Java: 11.0.11 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 17.0.2 => 17.0.2 
    react-native: 0.67.2 => 0.67.2 
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found
```

### Steps to reproduce

```ts
import { TextInput } from 'react-native';
```

```ts
<TextInput
  style={{
    borderWidth: 1,
    borderColor: '#000'
  }}
  multiline
/>
```

Adding `scrollEnabled={false}` will somehow fix the issue but:

- it's not viable if you need the scrolling to be enabled.
- It only fixes it for iOS, Android will still have a problem especially when delete new lines fast as seen in the video above.

### Snack, code example, screenshot, or link to a repository

_No response_
Repository: storybook
Issue: Allow setting a custom tab as default.
Labels: feature request,needs triage

I included our adobe xd mockup into our storybook through a [thirdparty library](https://storybook.js.org/addons/@geometricpanda/storybook-addon-iframe), which allows to display an iFrame in a new tab.

![image](https://user-images.githubusercontent.com/27848057/155334509-d02e2cbe-9abe-4ec5-a2a6-4c51f803366c.png)

With the `viewMode` parameter someone is already able to set the default Tab for a Story. Unfortunately it is limited to 'story' or 'docs'.

As of @storybook\csf\dist\story.d.ts:
```typescript
export declare type ViewMode = 'story' | 'docs' ;
export declare type StoryContextForLoaders<TFramework extends AnyFramework = AnyFramework, TArgs = Args> = StoryContextForEnhancers<TFramework, TArgs> & Required<StoryContextUpdate<TArgs>> & {
    hooks: unknown;
    viewMode: ViewMode;
    originalStoryFn: StoryFn<TFramework>;
};
```

Simply adding 'iframe' doesn't seem to solve the Issue for me, neither does hiding story and docs through:
```typescript
  previewTabs: { 
      canvas: { hidden: true },  
      'storybook/docs/panel': {hidden: true},  
  },
```
Repository: vscode
Issue: Refactor preview: not all checkboxes should be tabstops
Labels: feature-request,ux,accessibility,workspace-edit

Focus on the refactor preview view.
Press tab (wanting to focus on the apply / discard)
Instead focus is moved on all the checkboxes. You have to press tab a lot 🐛 

I suggest to use the same strategy as the breakpoints view.
Tab does not move focus to the checkboxes.
And make sure that your role of your tree items is checkbox (`TreeAccessibilityProvider` has this built in to choose roles)
Repository: flutter
Issue: [Proposal] Add Command to terminate emulators
Labels: c: new feature,tool,c: proposal,P3,team-tool,triaged-tool

Hi Flutter community, could we please have a command like **flutter emulators --terminate Pixel-5-AVD** to help us close the emulator and terminating any background processes associated with it.
Repository: godot
Issue: `Input::is_action_just_pressed` has problematic behaviour
Labels: discussion,topic:input

### Godot version

4.0.dev (c55aa03c436fb40f9a42128397b69872d85fb237)

### System information

irrelevant

### Issue description

`Input::is_action_just_pressed` samples the current state of the action at the moment it is called.  This appears to be a fairly useless concept: the use of `Input::is_action_just_pressed` over `Input::is_action_pressed` means that the action is supposed to act as a trigger, rather than a switch.  But then it is important to know whether the action was pressed in the current (physics) frame; that it was also released has no relevance, and cancelling the trigger because of it is wrong.

(Similar reasoning shows that `Input::is_action_pressed` should return the proportion of the last frame for which the key was pressed instead of a Boolean.  This case is however less important, especially if the frame rate is high enough.  The same goes for `Input::get_vector` etc.  The platform interfaces tend to stamp input events with their time in at least millisecond resolution.  These timestamps could be used for an implementation and are probably also handy as a member of `InputEvent`.  )

### Steps to reproduce

Create a `CharacterBody3D` and add a script, which should load a template that uses `Input.is_action_just_pressed` as a jump trigger.  Assign a key to the action and observe that the trigger is honoured only some of the time.  If you have trouble pressing and releasing the key quickly enough, you can lower the physics frame rate, or assign scroll wheel up/down, which is pressed and released simultaneously.  (See also #36322.)

While this demonstrates the issue, the code in the `CharacterBody3D` template is suboptimal also because the jump cannot be retriggered and held while airborne.  A more proper solution would be along the lines of

```gdscript
var jump_next : bool = false

func _unhandled_input(event):
    if event.is_action_pressed("move_up"):
        jump_next = true

    elif event.is_action_released("move_up") and not is_on_floor():
        jump_next = false

func _process_physics(delta):
    if jump_next and is_on_floor():
        jump()
```

### Minimal reproduction project

_No response_
Repository: godot
Issue: `Shift + Alt + Q` does not quit to project if you are editing a text field
Labels: bug,discussion,platform:macos,topic:editor,topic:gui

### Godot version

v3.4.3.rc1.official [894b6d504]

### System information

Mac OSX (Intel 2019)

### Issue description

When writing a module or tool script it's quite common to have to restart the editor.

I usually use `Shift + Alt + Q` to perform this and the flow is quite fast, however if you are editing any kind of text field then the latin character `Œ` will be printed instead.

Since I don't think anyone will ever want to actually type this character into a text box, it makes a bit more sense to always quit to project list when we see this keybinding.

### Steps to reproduce

1. Open script editor
2. Press `Alt + Shift + Q`

Alternately
1. Click on any text box (`LIneEdit`)
2. Press `Alt + Shift + Q`


### Minimal reproduction project

N/A
Repository: godot
Issue: GUI: HSeparator and VSeparator names don't match their behavior
Labels: discussion,topic:gui

### Godot version

3.4.2 Stable

### System information

macOS 12.1 (21C52)

### Issue description

It’s pretty simple. Look at the image to understand. Both icons have been swapped. Just need to be swapped to fix.

EDIT: To clear up confusion about this ticket, what was meant here is that **V**Separator was expected to be a Divider that is used in a **V**ertical list layout. Same for HSeparator. Confusing that **V**Separator is used in **H**orizontal list layout.

<img width="113" alt="image" src="https://user-images.githubusercontent.com/890553/155364191-5655ab32-70e1-4ed6-a766-c4210e452ebe.png">


### Steps to reproduce

1. Insert a VSeparator
2. Insert a HSeparator
3. Notice the icons have been swapped

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Support flavors for Windows
Labels: c: new feature,tool,platform-windows,a: desktop,P3,team-windows,triaged-windows

Steps to reproduce:
- Create new Flutter project on Windows
- Go to windows/CMakeLists.txt and replace
```
set(BINARY_NAME "tesee1")
```
with
```
set(APPLICATION_TYPE 0)
add_compile_definitions(IS_EXLOADER=${APPLICATION_TYPE})

if(APPLICATION_TYPE)
  set(BINARY_NAME "tesee1")
else()
  set(BINARY_NAME "example2")
endif()
```
- Start application(clean build folder if you've compiled app before)

**For some reason flutter creates .exe file with filename example2 but tries to start tesee1**
![image](https://user-images.githubusercontent.com/63228361/155365272-0c0216fe-ae74-4f2e-bcd2-1904d2642822.png)

Flutter version: 2.10.2 from stable channel
Repository: next.js
Issue: Hash change re-renders the entire app, _app, page and components involved
Labels: bug,Navigation

### Verify canary release

- [X] I verified that the issue exists in Next.js canary release

### Provide environment information

Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.3.0: Wed Jan  5 21:37:58 PST 2022; root:xnu-8019.80.24~20/RELEASE_X86_64
    Binaries:
      Node: 16.13.0
      npm: 8.1.0
      Yarn: 3.2.0
      pnpm: N/A
    Relevant packages:
      next: 12.1.0
      react: 18.0.0-rc.0
      react-dom: 18.0.0-rc.0

### What browser are you using? (if relevant)

Chrome 101.0.4899.0 same in FF and Safari

### How are you deploying your application? (if relevant)

next dev, next start

### Describe the Bug

Navigation to anchors should not cause any re-render; however, changing the hash through NextJs building blocks Link and Router does cause a re-render.

Re-rendering an entire app from _app and the respective page with the page's content can get quite substantial. 

E.g., in our case, MDX and quite large React components get re-rendered. On the other hand, the re-rendering leads us to identify a hard-to-track problem in loading MDX components, but this is off-topic to the current issue.

Looking at the sources, it seems the function of the router does not lead to a state change, which causes a re-rendering because the operations target Html primitives primarily. Logging the hashChangeStart and hashChangeComplete events seems something is causing a re-render afterward; maybe a new page-props object gets created, but this is just a vague assumption. 

Another thing we see is when triggering an identical hash change several times using NextJs Link and Router primitives; the re-rendering occurs multiple times, one for each interaction. In this case, the browser history seems to be intact; a second click on the same link does not cause a push of another state to browser history; the browser's back button works; in any case, a re-render of the app gets executed.

### Expected Behavior

Do not perform re-rendering if it is not needed.

### To Reproduce

The sources of the reproducer are here. https://github.com/gurkerl83/NextJs-Hash-Bug

1. Clone the repo
2. Install dependencies
- yarn
3. Run development respectively production
- yarn dev
- yarn start
4. Follow the instructions in the apps index page and see the console / http://localhost:3000

The link to the deployed version
https://next-js-hash-bug.vercel.app

Thx!