sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Godot 4 Alpha 14 crashes with large TileMaps when the tiles have collision
Labels: bug,topic:core,topic:physics,crash,topic:2d

### Godot version

v4.0.alpha14.official.106b68050

### System information

Windows11, Vulkan, RTX 3060 Mobile, 516.94

### Issue description

Apologies in advance if this has been mentioned already but I couldn't find any mentions of it.
When attempting to fill a large (4200 x 1200) TileMap using 16px tiles through code , Godot 4.0 crashes without any output message.
Removing the collision shape from the tile set tile makes it so the TileMap gets filled successfully and there's no crash.

When making a build, this can be seen in the console after the game crashes:
![ZDqwhQBiM3](https://user-images.githubusercontent.com/37281623/187006415-9ea2cb9d-9641-4cea-a1cf-3586cc51ce15.png)
It's the same for the Godot 3.5 build.

I'm not even sure if this is a bug or not since it might just be Godot not being able to handle so many collision shapes.



### Steps to reproduce

1 - Create a project in Godot 4 Alpha 14 or Godot 3.5
2 - Create a TileMap and assign a tile set to it, adding collision to the tile.
3 - Create some level generation code that fills up the TileMap's cells (ex: 4200 x 1200) or use the one attached.
4 - Run the scene.
5 - After a while, Godot crashes the game without an error message.
[Scripts.zip](https://github.com/godotengine/godot/files/9436971/Scripts.zip)

### Minimal reproduction project

[TileMapTest4.zip](https://github.com/godotengine/godot/files/9436972/TileMapTest4.zip)
[TileMapTest35.zip](https://github.com/godotengine/godot/files/9436977/TileMapTest35.zip)
Repository: godot
Issue: Godot 4 alpha 14 crashes on shader compilation and project loading (100% reproducible)
Labels: bug,topic:shaders

### Godot version

4.0.alpha14.official.106b68050

### System information

Windows 10
AMD Ryzen 3800X
64GB RAM
nVidia RTX 3080Ti
nVidia Game Ready Driver 516.40
Vulkan

### Issue description

Godot freezes right after extending a spatial shader code with enough varying flat global variables.

### Steps to reproduce

The problem is 100% reproducible by adding the following Shader to a simple cube in a brand new Vulkan project:

```
shader_type spatial;

uniform sampler2DArray sampler1;
uniform sampler2DArray sampler2;
uniform sampler2DArray sampler3;
uniform sampler2DArray sampler4;
uniform sampler2DArray sampler5;

const int A = 32;
const int B = A - 1;

varying flat vec3 VECTOR1;
varying flat mat4 MATRIX1;
varying flat mat4 MATRIX2;
varying flat mat3 MATRIX3;
varying flat mat3 MATRIX4;
varying flat mat3 MATRIX5;
varying flat mat3 MATRIX6;
varying flat mat3 MATRIX7;
varying flat mat3 MATRIX8;

void vertex() {
	VECTOR1 = vec3(0.0);
	MATRIX1 = mat4(1.0);
	MATRIX1 = mat4(1.0);
	MATRIX1 = mat4(1.0);
	MATRIX1 = mat4(1.0);
	MATRIX1 = mat4(1.0);
}

void fragment() {
}
```

Console log output while running with --debug (it crashes without the --debug option as well):

```
Godot Engine v4.0.alpha14.official.106b68050 - https://godotengine.org
Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3080 Ti

Editing project: C:/Dev/Godot4/VulkanCrashOnShader

Godot Engine v4.0.alpha14.official.106b68050 - https://godotengine.org
ERROR: Condition "!windows.has(p_window)" is true.
   at: window_resize (drivers/vulkan/vulkan_context.cpp:1479)
Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3080 Ti

WARNING: FBX file import is enabled, but no FBX2glTF path is configured. FBX files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:92)
ERROR: Condition "err" is true. Returning: ERR_CANT_CREATE
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2140)
ERROR: Condition "err" is true. Returning: ERR_CANT_CREATE
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2140)
ERROR: Vulkan: Did not create swapchain successfully.
   at: (drivers/vulkan/vulkan_context.cpp:2063)
ERROR: Condition "err" is true. Returning: ERR_CANT_CREATE
   at: swap_buffers (drivers/vulkan/vulkan_context.cpp:2140)
```

The above log was on project loading. If I get this error while editing the shader, then the last error message repeats very rapidly and the whole Godot freezes until manually killed.

### Minimal reproduction project

[Minimal project to reproduce](https://1drv.ms/u/s!AqEgz8G_d8TSh9txV_7RapPPw2n_HQ?e=8YBV6Q), it contains only a single cube. It should freeze right on loading the project. Sometimes it gets into the UI from the splash screen, but the cube does not show up.
Repository: react
Issue: Bug: react-hooks/exhaustive-deps false positive when use function with generic type variable in useEffect
Labels: Type: Bug,Status: Unconfirmed,Component: ESLint Rules

<!--
  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
-->

React version: 18.2.0

## Steps To Reproduce

1. use function with generic type in useEffect

code example:
```ts
function useBug<T>(val: T) {
  const ref = useRef<T>(val)

  const fn = () => {
    const temp: T = ref.current // <-- if remove the generic type will be ok
  }

  useEffect(() => {
    fn()
  }, []) // <-- ESLint error: React Hook useEffect has a missing dependency: 'fn'.
}
```

package version:
```
npmPackages:
    @typescript-eslint/eslint-plugin: ^5.35.1 => 5.35.1 
    @typescript-eslint/parser: ^5.35.1 => 5.35.1 
    @typescript-eslint/scope-manager:  5.35.1 
    @typescript-eslint/type-utils:  5.35.1 
    @typescript-eslint/types:  5.35.1 
    @typescript-eslint/typescript-estree:  5.35.1 
    @typescript-eslint/utils:  5.35.1 
    @typescript-eslint/visitor-keys:  5.35.1 
    eslint: ^8.23.0 => 8.23.0 
    eslint-plugin-react-hooks: ^4.6.0 => 4.6.0 
```

relevant: [#20395](https://github.com/facebook/react/issues/20395)

<!--
  Your bug will get fixed much faster if we can run your code and it doesn't
  have dependencies other than React. Issues without reproduction steps or
  code examples may be immediately closed as not actionable.
-->



<!--
  Please provide a CodeSandbox (https://codesandbox.io/s/new), a link to a
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  problem. You may provide a screenshot of the application if you think it is
  relevant to your bug report. Here are some tips for providing a minimal
  example: https://stackoverflow.com/help/mcve.
-->

## The current behavior
```
React Hook useEffect has a missing dependency: 'fn'. Either include it or remove the dependency array.
```

## The expected behavior

No missing dependencies reported.
Repository: vscode
Issue: Notebook API: Support Language Providers for Notebook Output Cells
Labels: feature-request,notebook-output

<!-- ⚠️⚠️ 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. -->
Please reinstate support for `SemanticTokenProvider` and `DocumentLinkProvider` for JSON Notebook output cells.

In May 2022 these providers worked in an [XPath Notebook](https://marketplace.visualstudio.com/items?itemName=deltaxml.xpath-notebook) as expected on a JSON output cell when the output cell was rendering the result of an executed XPath expression  that included XML nodes - see screenshot from May 2022:

![json-output](https://user-images.githubusercontent.com/2734234/187019446-e440484b-6044-4cad-ab53-908d421049d2.png)

Each XPath node in the result was represented as an XPath location with special syntax-highlighting. The highlighted XPath location functioned as a document-link. Clicking on this would select the corresponding node in the XML document open in VS Code.

Here's the code used to register the providers:
```javascript
vscode.languages.registerDocumentSemanticTokensProvider({ language: 'json', notebookType: 'xbook' }, new XpathResultTokenProvider(), XpathResultTokenProvider.getLegend()),
vscode.languages.registerDocumentLinkProvider({ language: 'json', notebookType: 'xbook' }, new LinkProvider()),
```

A VS Code update some time after May 2022 caused language providers for JSON output cells to no longer work. There is now no special syntax-highlighting and a ctrl-click on the XPath location has no effect.

Please consider reinstating support for this feature in VS Code. For info, this is [issue #10](https://github.com/DeltaXML/vscode-xpath-notebook/issues/10) as submitted on the XPath Notebook repository.

I'm submitting this as a feature request rather than a bug report because it's possible that the (output cell) language provider feature that this Notebook extension exploits was not intentional.
Repository: PowerToys
Issue: Improving alt+tab window switcher
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

### New feature on powertoys which improves Windows Alt+Tab window switcher. 
The goal is to have a simple list of runnings apps (icon and description) instead of mosaic of apps, which can be a bit confused when there are so many apps running.
If it could be customizable, much better.
There can be 2 options IMO:
1. Replacing default Alt+Tab behavior with a new PowerToys feature, something like "Contexts" on MacOS or like "Switcheroo" on Windows.
2. Modify "Window Walker" plugin for PowerToys Run, adding apps icons and a new feature which can show all running apps typing activation command + enter.

### Scenario when this would be used?

Default W11 feature sometimes can be confused when there are so many apps running.
With a simple up/down navigation list should be easier to find the app im looking for.
"Window Walker" plugin for PowerToys Run is a nice feature, but can be ever better.

### Supporting information

_No response_
Repository: vscode
Issue: Notebook API:  Interactive Renderers + Delay Loading
Labels: feature-request,notebook-output

Type: <b>Bug</b>

1. Create a large notebook with interactive renderers
2. The interactive renderers comminicate to each other via the controller
3. Renders are dependent on other renders rendering

In short is there any way to ensure that a renderer renders immediatly and not when it scrolls into view?

VS Code version: Code 1.70.2 (e4503b30fc78200f846c62cf8091b76ff5547662, 2022-08-16T05:35:13.448Z)
OS version: Windows_NT x64 10.0.22622
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|31.73GB (17.50GB free)|
|Process Argv|--crash-reporter-id a83dedad-9d73-4b69-bed1-720569ed07e6|
|Screen Reader|no|
|VM|0%|
</details>Extensions: none
<!-- generated by issue reporter -->
Repository: storybook
Issue: React Component types are not inferred properly from declaration file
Labels: bug,has workaround,typescript,argtypes

**Describe the bug**
A clear and concise description of what the bug is.
I have a Yarn monorepo and trying to import components into `Button.stories.tsx`.
If I import the transpiled from `import { Button, ButtonProps } from '@newline-ds/react';` the Storybook page does not show me any control, while if I import `import { Button, ButtonProps } from '@newline-ds/react/src/Button';` it works as expected.

Any clue why it this happening, and how I can work with the transpiled react package?
 
**To Reproduce**
The repo is open here and the specific file is here: https://github.com/konsalex/enterprise-design-system-course/blob/l4-3/packages/storybook/stories/Button.stories.tsx

To reproduce clone the repo, run `yarn` and then `yarn workspace @newline-ds/react build` `yarn workspace @newline-ds/storybook storybook` 

**System**
```
Environment Info:

  System:
    OS: macOS 12.4
    CPU: (16) x64 Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz
  Binaries:
    Node: 16.15.0 - ~/.nvm/versions/node/v16.15.0/bin/node
    Yarn: 3.2.1 - ~/.nvm/versions/node/v16.15.0/bin/yarn
    npm: 8.5.5 - ~/.nvm/versions/node/v16.15.0/bin/npm
  Browsers:
    Chrome: 104.0.5112.101
    Firefox: 103.0.2
    Safari: 15.5
```
Repository: flutter
Issue: [Windows] Use `SystemMouseCursors.basic` for buttons
Labels: c: new feature,framework,a: fidelity,platform-windows,c: proposal,a: desktop,a: mouse,P2,team-windows,triaged-windows

<!-- Thank you for using Flutter!

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     or consider asking a question on Stack Overflow:
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     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
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## Use case

<!--
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     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe the alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
-->

Improve user experience and to make apps feel belongs to the platform.

## Proposal

<!--
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     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
-->
Use ![image](https://user-images.githubusercontent.com/60868965/187024084-4f1207ce-a0e5-42b9-bc37-2747a9321b74.png) instead of ![image](https://user-images.githubusercontent.com/60868965/187024236-b44e927f-e7df-4fa8-8b6d-a4cc766cb56d.png) 

From the Microsoft UX guide, it is stated that the use of hand pointer (`SystemMouseCursors.click`) is for UI element that have weak affordance.

> Text and graphics links use a hand or "link select" pointer (a hand with the index finger pointing screen shot of hand with index finger pointing ) because of their weak affordance. While links may have other visual clues to indicate that they are links (such as underlines and special placement), displaying the hand pointer on hover is the definitive indication of a link.
> 
> **To avoid confusion, it is imperative not to use the hand pointer for other purposes.** For example, command buttons already have a strong affordance, so they don't need a hand pointer. The hand pointer must mean "this target is a link" and nothing else.

[[Source]](https://docs.microsoft.com/en-us/windows/win32/uxguide/inter-mouse)

Currently in Flutter, the pointer changed to hand pointer over buttons, ListTile, DropdownButton etc. It is fine on the web, but in Windows, it feels off as if the app is made for web but 'exported' to Windows (like electron).

Current workaround is to check is the app is running on which platform, and select the correct cursor via `MouseRegion` widget, but it is more productive to let Flutter handle this.
Repository: godot
Issue: Godot 3.5 Black screen when Create/Open new project
Labels: bug,platform:windows,topic:rendering,topic:editor,needs testing,crash

### Godot version

3.5.0.stable.mono

### System information

Windows 11,GLES3,GeForce 310M

### Issue description

Godot 3.5 is not stable specially in these cases
* using OpenGl ES3.0
* 3d project
You will see black screen and sometimes system halts if you create or open a project.
Temporary solution is cleaning all godot files in folder C:\Users\***\AppData\Roaming\Godot, problem will disappear for few times then appears again.
Why we consider this is bug?
Godot 3.4.5 opens all projects without any problem (2d or 3d, ES2.0 or ES3.0)

We think this problem has relation with [#64041](https://github.com/godotengine/godot/issues/64041)


### Steps to reproduce

It happens randomly, and we can't decide specific steps to reproduce this bug

### Minimal reproduction project

_No response_
Repository: vscode
Issue: Cursor no longer selects entire tab (accessibility issue)
Labels: bug,accessibility,editor-rendering,regression


Type: <b>Bug</b>

Placing the cursor over a tab character no longer selects the entire tab but only on "column".

For example, say I have tab size 4 and a solid block cursor the behavior before this version was:

[####] where # means the cursor block covered 4 columns.

[#___] now only the first column is selected/highlighted (the _ are to demonstrate spaces).

As a blind programmer not fully using a screen reader yet, this was very useful for me that the block cursor was selecting all "columns", it was very clear that the character was a tab.

Pinging  @isidorn as requested on gitter Microsoft/vscode-a11y

VS Code version: Code 1.70.2 (e4503b30fc78200f846c62cf8091b76ff5547662, 2022-08-16T05:36:25.715Z)
OS version: Linux x64 4.19.0-21-amd64
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz (8 x 3654)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|0, 0, 0|
|Memory (System)|15.60GB (8.29GB free)|
|Process Argv|. --crash-reporter-id 9968ffc9-987e-4313-bff4-7ee39d8eff8b|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|undefined|
|XDG_CURRENT_DESKTOP|undefined|
|XDG_SESSION_DESKTOP|undefined|
|XDG_SESSION_TYPE|tty|
</details><details><summary>Extensions (17)</summary>

Extension|Author (truncated)|Version
---|---|---
rails-db-schema|aki|0.2.5
elm-ls-vscode|elm|2.4.1
go|gol|0.35.2
vscode-test-explorer|hbe|2.21.1
elixir-ls|Jak|0.11.0
language-gettext|mro|0.2.0
csharp|ms-|1.25.0
python|ms-|2022.12.1
vscode-pylance|ms-|2022.8.40
jupyter|ms-|2022.7.1102252217
jupyter-keymap|ms-|1.0.0
jupyter-renderers|ms-|1.0.9
test-adapter-converter|ms-|0.1.6
phoenix|pho|0.1.1
ruby|reb|0.28.1
svelte-vscode|sve|105.21.0
vscode-ruby|win|0.28.0


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
wslgetstarted:30449410
cppdebug:30492333
pylanb8912:30545647
vsclangdf:30486550
c4g48928:30535728
hb751961:30553087
dsvsc012cf:30540253
azure-dev_surveyone:30548225
2144e591:30553903

```

</details>

<!-- generated by issue reporter -->
Repository: rust
Issue: uninhabited enum variants still block auto trait implementation
Labels: T-lang,F-never_type

```rust
#![feature(never_type)]

use std::rc::Rc;

// struct that is neither send nor constructable
struct NotSend {
    no_construct: !,
    no_send: Rc<()>,
}

// struct that is both send and constructable
struct IsSend;

// is not send even though the non-send variant can never be constructed
enum AlsoNotSend {
    CanBeConstructed(IsSend), // is send
    CannotBeConstructed(NotSend), // is not send
}

fn takes_send<T: Send>() {}

fn main() {
    takes_send::<IsSend>();
    // ^^ compiles fine!
    
    // takes_send::<AlsoNotSend>();
    // ^^ does not compile!
    
    // takes_send::<Result<u8, (!, Rc<()>)>>();
    // ^^ also affects this case!
}
```

another example can be found [here](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=aa3eef5b14ff9a743116981cbb027584)
Repository: flutter
Issue: Add support Vala for linux 
Labels: c: new feature,platform-linux,c: proposal,a: desktop,P3,team-linux,triaged-linux

It would be very nice to be able to create apps and plugins for linux with [Vala](https://vala.dev/). C/C++ is very good, but the entry threshold is very high.
Repository: rust
Issue: Missing bit operation optimization on wasm target
Labels: A-LLVM,I-slow,T-compiler,O-wasm

Given the code:
```rs
pub fn color(value: u8) -> u8 {
    match value & 0x3 {
        0x0 => 0,
        0x1 => 1,
        0x2 => 2,
        _ => unsafe { std::hint::unreachable_unchecked() },
    }
}
```
I'd expect it to generate trivial code like it does on x86-64:
```
example::color:
        mov     eax, edi
        and     al, 3
        ret
```
However, on `wasm32-unknown-unknown` target, it generates a full jump table:
```
example::color:
        i32.const       0
        local.set       1
        block           
        block           
        block           
        local.get       0
        i32.const       3
        i32.and 
        br_table        {2, 0, 1, 2}
        end_block
        i32.const       1
        return
        end_block
        i32.const       2
        local.set       1
        end_block
        local.get       1
        end_function
```

And if I cover the `0x3` case like this:
```rs
pub fn color(value: u8) -> u8 {
    match value & 0x3 {
        0x0 => 0,
        0x1 => 1,
        0x2 => 2,
        0x3 => 3,
        _ => unsafe { std::hint::unreachable_unchecked() },
    }
}
```
it removes the jump table, but generates what appears to be way more code than necessary - there should still be just a single `and`:
```
example::color:
        i32.const       16777986
        local.get       0
        i32.const       3
        i32.shl 
        i32.const       24
        i32.and 
        i32.const       16
        i32.xor 
        i32.shr_u
        end_function
```

Godbolt demo of case 1: https://godbolt.org/z/4x1qG1EMb
Godbolt demo of case 2: https://godbolt.org/z/h4Pvndd9d

I'm guessing this is related to lack of `u8` instructions in wasm, but the generated code shouldn't be this bad, right...?
Repository: three.js
Issue: HTMLMesh checkbox not interactive
Labels: Addons

<!-- Ignoring this template may result in your bug report getting deleted -->

When a boolean value is added to lil-gui, its rendered correctly by HTMLMesh, however, clicking on checkbox in mesh does not toggle the value.

[Repeat case](https://jsfiddle.net/jmnpqsuh/2/)
![image](https://user-images.githubusercontent.com/25032599/187038943-1311cedb-53b2-4762-b67d-fee42a73947d.png)

**Platform:**

 - Device: Desktop
 - OS: Windows
 - Browser: Edge
 - Three.js version: r142