sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Add the possibility to import Types from global loaded Librarys
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

 import types global 

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

In browser environemnt you often need to load librarys, wich are developed as ESM modules ans with ESM types globaly, cause they are only delivered as CJS, for example typescript, see: https://github.com/microsoft/TypeScript/issues/57010

There should be a way, so I can import typescript and use it, without loading the library (like import type), but there should be no error if I use instances from the import.

for example at the moment it is like this:

     import type ts form 'typescript'
     const a = ts.SyntaxKind.TaggedTemplateExpression

will error cause the import is only imported as type

maybe something like this:

     import global type ts form 'typescript'
     const a = ts.SyntaxKind.TaggedTemplateExpression

or 

     import global ts form 'typescript'
     const a = ts.SyntaxKind.TaggedTemplateExpression

would be possible?
Repository: flutter
Issue: [Impeller] texelFetch: There was a compiler error: Only simple shader sampling is supported.
Labels: c: new feature,engine,c: proposal,P3,e: impeller,team-engine,triaged-engine

### Proposal

support `texelFetch` in GLSL shaders

### Use case

A lot of really cool shaders use `texelFetch`: https://www.shadertoy.com/view/WtfyDj

But when I try to use it, I get this error: `"There was a compiler error: Only simple shader sampling is supported."`

`texelFetch` is really useful for simulations. How hard would it be for Flutter to add support?
Repository: flutter
Issue: frontend_server_dart: No such file on 3.16.6
Labels: tool,P2,team-tool,triaged-tool

### Steps to reproduce

Following a Flutter upgrade from 3.16.5 to 3.16.6, running `flutter clean` and then my project with `flutter run --flavor dev --t main_dev.dart` resulted in an error.


### Expected results

- build the app correctly 

### Actual results

- The project is not running 



### Logs

<details open><summary>Logs</summary>

```console
Launching lib/main_dev.dart on sdk gphone64 arm64 in debug mode...
../../../../../flutter/bin/cache/dart-sdk/bin/snapshots/frontend_server.dart.snapshot: Error: Error when reading '../../../../../flutter/bin/cache/dart-sdk/bin/snapshots/frontend_server.dart.snapshot':
No such file or directory
the Dart compiler exited unexpectedly.
the Dart compiler exited unexpectedly.
Running Gradle task 'assembleDevDebug'...    ```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[✓] Xcode - develop for iOS and macOS (Xcode 15.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.3)
[✓] IntelliJ IDEA Community Edition (version 2023.2.3)
[✓] VS Code (version 1.85.1)
[✓] Connected device (5 available)
[✓] Network resources

! Doctor found issues in 1 category.
```

</details>
Repository: PowerToys
Issue: Caps Lock unintentionally activates and types letter 'C' after remapping keys with Keyboard Manager
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

After opening PowerToys and enabling the Keyboard Manager utility, I remapped the following keys:

- Caps Lock -> Enter
- Ctrl (right) -> Caps Lock

However, after applying these changes, I am experiencing an issue where the Caps Lock is being activated unintentionally and the letter 'C' is being typed without my input.


### ✔️ Expected Behavior

I expect the remapped keys to function as follows without unintended side effects:

### ❌ Actual Behavior

The keyboard frequently activates Caps Lock on its own and starts typing the letter 'C'. This happens without any interaction from me and seems to be a random occurrence.
Notably, when I exit PowerToys, the issue ceases to occur, but it reappears upon reopening PowerToys. This suggests that the bug is indeed caused by PowerToys.

Restarting the computer may temporarily resolve the issue, but after some time, the problem with the letter 'C' being typed unexpectedly may reoccur.


### Other Software

_No response_
Repository: material-ui
Issue: [docs-infra] Improve Base UI API docs
Labels: scope: docs-infra

From https://github.com/mui/material-ui/pull/40396


1. The titles of the different pages are the same. https://mui.com/base-ui/react-input/ vs. https://mui.com/base-ui/react-input/components-api/ vs. https://mui.com/base-ui/react-input/hooks-api/. This is confusing when you are looking at the results on Google. See the ones that feel much better when searching for "Slider getAriaLabel"

<img src="https://github.com/mui/material-ui/assets/3165635/d5dfac90-9646-490b-9056-cfb487dde29d" width="400">

<img src="https://github.com/mui/material-ui/assets/3165635/a3a6e686-201e-4ebf-9850-fa76dd576474" width="400">

2. The TOCs don't sync correctly. It works in https://mui.com/material-ui/api/accordion/ but doesn't in https://mui.com/base-ui/react-switch/components-api/ (40px scroll offset bug and nested layer not synced)
3. We have translations we shouldn't have, e.g., https://github.com/mui/material-ui/blob/48251abb01cac73ee9924feb804286f97c2e45ff/docs/translations/translations.json#L305
4. we can hardly implement URL redirections when we rename components because these are anchor links. We will need to invest in an anchor redirect logic.
Repository: material-ui
Issue: [docs-infra] Improve docs API SEO
Labels: enhancement,scope: docs-infra

From https://github.com/mui/material-ui/pull/40396

I wonder if it would make sense to format more the HTML of the API pages, with h4, h3 so Google can more easily return relevant search results.

<img src="https://github.com/mui/material-ui/assets/3165635/934cd842-8713-4cac-93fe-e858e8220f57" width="509">

I have tried searching for the description of props on Google, can't really find helpful results. Maybe it's not a common workflow though, I don't recall ever trying this in the past as a user.

**Search keywords**:
Repository: rust
Issue: Rustc fails to compile project with PGO
Labels: A-LLVM,T-compiler,C-bug

I tried to optimize the Zen project (source code details are below) with PGO with [cargo-pgo](https://github.com/Kobzol/cargo-pgo). 

I expected to see this happen:

The project compiles with instrumentation PGO successfully.

Instead, this happened:

During the compilation, I get the following error: https://gist.github.com/zamazan4ik/176517dd1d5bb7dc07c92e13016dfd8d . Switching C/C++ compilers or using nightly instead of stable does not help - the error remains the same.

In https://github.com/Kobzol/cargo-pgo/issues/44 was found that the error remains if we use raw Rustc compiler with proper PGO flags instead of `cargo-pgo`.

### Meta

`rustc --version --verbose`:
```
rustc 1.75.0 (82e1608df 2023-12-21)
binary: rustc
commit-hash: 82e1608dfa6e0b5569232559e3d385fea5a93112
commit-date: 2023-12-21
host: x86_64-unknown-linux-gnu
release: 1.75.0
LLVM version: 17.0.6
```

`rustc +nightly --version --verbose`:
```
rustc 1.77.0-nightly (a2d9d73e6 2024-01-10)
binary: rustc
commit-hash: a2d9d73e608f1b24eba840c4fd2d68dbe3b65e01
commit-date: 2024-01-10
host: x86_64-unknown-linux-gnu
release: 1.77.0-nightly
LLVM version: 17.0.6
```

Zen version: `master` branch, `6bd9c0138c6c514246f7dfe9ec389f97f42eeed6` commit. Project repo: https://github.com/gorules/zen

If you need additional information about the ticket - feel free to ping me, I will try my best to help with resolving the issue.
Repository: PowerToys
Issue: Integrate paste-as-text with clipboard history (win+v) UX
Labels: Idea-Enhancement,Needs-Triage,Product-Advanced Paste

### Description of the new feature / enhancement

Today, I can apply paste-as-text only the current clipboard value.
I would like to be able to do it for any clipboard history (win+r) value, with a keyboard shortcut.

### Scenario when this would be used?

When I want to paste-as-text a value from the clipboard history using a keyboard only.

### Supporting information

_No response_
Repository: tauri
Issue: [feat] upstream nix requirements to nixpkgs
Labels: help wanted,type: feature request,platform: Nix/NixOS

### Describe the problem

Not sure if this is a bug or a feature, it's borderline imo.

Basically what I expect is that when i use the `cargo-tauri` derivation from `nixpkgs` that i don't also have to copy and paste a bunch of additional prerequisites from the tauri docs in order to get things half working.

I say half working because I'm still running into bugs with `cargo-tauri`, especially on mac, one of which i already pushed a fix for https://github.com/NixOS/nixpkgs/pull/279771#event-11446551011

I also see that one of the dependencies, `webkitgtk` is marked as broken in `nixpkgs` on mac, but listed as a dependency on the tauri docs. I understand the nix docs say nixos rather than `nix` but it's pretty common use case for people working on linux/mac to be using nix rather than committing to a full nixos setup.

Additionally, I noticed that the prerequisites in the docs only work for a `nix develop` style shell, they don't work for `nix run`, say if I wanted to lift some standard tauri tasks into a package, the instructions don't cover that. This is because the additional steps of setting up the library etc. are limited to a `shellHook`.

Further, the prerequisites are missing required steps in the `shellHook`. We found that when tauri is built via nix there is a need to disable webkit compositing mode like `export WEBKIT_DISABLE_COMPOSITING_MODE=1` in the `shellHook`. This seems to be some known tribal knowledge, as it appears in snippets from other people such as https://github.com/tauri-apps/tauri/issues/8535 but it's not listed in the prerequisites in the docs.

There are other issues like https://github.com/tauri-apps/tauri/issues/8535 that I expect are probably not issues with tauri itself, but some additional work that needs to be done on the nix side. At the moment it isn't clear where to put or discuss such a fix, would it just result in more documented boilerplate? or is there a way to codify it?

Stepping back a bit, I feel like the meta issue is that fixes to issues are being pushed into the tauri docs (or not) rather than some derivation that is directly maintainable and reusable downstream.

### Describe the solution you'd like

Tauri maintains the derivation in `nixpkgs` with the same dependencies that it outlines in the documentation, so then there are no manual steps for consumers.

### Alternatives considered

Another alternative would be that tauri maintains their own nix code separate to nixpkgs, such as an overlay or flake.

This would be fine too, the main problem to solve is to lift dependencies and other issues from docs and into nix-compatible code somewhere.

### Additional context

_No response_
Repository: go
Issue: proposal: runtime: print columns (not just lines) in panic messages
Labels: Proposal,compiler/runtime

### Proposal Details

**background:**
Whenever you try to dereference a nil pointer in Go, you get a helpful panic message that includes the line number that the attempted dereference occurred.   
Sometimes however the expression where the dereference occurs has multiple access points and it can sometimes be hard to know which of them is the nil pointer.    
If you have an expression like;
```go
_ = person.product
```
and that leads to a panic, it is reasonable to assume that `product` is the nil pointer.
But in an expression like;
```go
_ = person.product.country.location.Name
```
each one of `person`, `product`, `country` or `location` could have been the nil pointer. 
It would be helpful if in such circumstances the panic message included the column/offset number as well so that you can know which field(access point) is nil.    

Here is a small program that illustrates the issue; https://go.dev/play/p/2dhrd3_SUCs . 

I've wanted something like this for a number of years and always felt like maybe it is too hard to implement. I've already encountered the need for it twice already this year; so I thought it wouldn't hurt to ask.


**proposal:**
Instead of reporting panic error messages like this:
```
panic: runtime error: invalid memory address or nil pointer dereference
main.main()
	/tmp/main.go:22 +0x1a
```
We could report them like this:
```
panic: runtime error: invalid memory address or nil pointer dereference
main.main()
	/tmp/main.go:22:18 +0x1a
```
Notice the `18`. ie, the message would contain `filename:line:column`.  For the definition of `column`(or byte offset), see; https://github.com/golang/go/commit/2a5cf48f91c0a59eeb01b97ca6afaca311324206

This proposal is similar in spirit to https://github.com/golang/go/issues/30116 and https://github.com/golang/go/issues/10324 which were proposed in the past and implemented. Although I'm not sure how feasible to implement this one would be.
Repository: godot
Issue: GL_INVALID_ENUM with Android emulator
Labels: bug,platform:android,topic:rendering

### Tested versions

v3.5.3.stable.official [6c814135b]

### System information

Windows 10 Godot 3.5.3.stable

### Issue description

I found the following warning when running the app in the Android emulator:

"W 0:00:00.321   gl_check_errors: GL_INVALID_ENUM: An unacceptable value is specified for an enumerated argument.
  <C++ Source>  drivers/gles3/rasterizer_gles3.cpp:448 @ gl_check_errors()"

I didn't have this warning when tested with real device. It appears only with emulator (bluestack in my case).
I've also tried change from GLES3 to GLES2 and warning disappeared. As I can see, emulator has OpenGL 3.0.0, so GLES3 should be supported, am I wrong?

### Steps to reproduce

1. Start emulator
2. Start Godot 3.5.3.stable
3. import app from "Minimal reproduction project"
4. click on "Debug" in left top corner and select "Deploy with Remote debug"
5. Project -> install Build template
6. Editor -> Export -> Android -> set SDK path and Keystore
7. Debug on Android Emulator
8. See Debugger (bottom panel) -> Errors tab

### Minimal reproduction project (MRP)

I've tried with few apps, looks same for every 3d app. Ex: https://github.com/godotengine/godot-demo-projects/tree/3.5/3d/platformer
Repository: pytorch
Issue: After model compilation and run on second gpu card (cuda:1) , 154 MB still goes to the first gpu card (cuda:0).Using pytorch ignite framework
Labels: triaged,module: inductor

### 🐛 Describe the bug

After model compilation and run on the second GPU card (cuda:1), 424 MB still goes to the first GPU card (cuda:0). Using the PyTorch ignite framework
Without compilation --> it's not a problem


## Environment

- PyTorch Version (e.g., 1.4): 2.1.2
- Ignite Version: 0.4.13
- OS (e.g., Linux): Ubuntu 20.04
- How you installed Ignite: pip
- Python version: 3.10.12

### Versions

![image](https://github.com/pytorch/pytorch/assets/62198792/91939139-713e-479a-82aa-7cc037357647)


cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler
Repository: godot
Issue: Saving meshes as separate files - meshes messed up.
Labels: bug,topic:import,topic:3d

### Tested versions

- Reproducible in: 4.2.1, 4.3-dev2 (partially)

### System information

Godot v4.2.1.stable - Ubuntu 23.10 23.10

### Issue description

I try to import this model of 3 meshes, saving meshes to separate files.
- Screen of the import window:
![image](https://github.com/godotengine/godot/assets/44928041/2c3888f5-b206-4fee-8c76-d5d69a50264a)
- Screen of the project explorer:
![image](https://github.com/godotengine/godot/assets/44928041/55ac4a13-77e7-4d57-837a-543bedce2e89)
- Screen of how each mesh appear in the editor after a drag-and-drop:
![image](https://github.com/godotengine/godot/assets/44928041/9a319a0c-41ee-4ef5-9c32-50c80d7a3750)
Problems:
1. One mesh has wrong transform.
2. The mesh at the middle has no issue.
3. The last mesh appears as having no issue at first, but it does not appear when playing the app, and does not save with the project.


### Steps to reproduce

1. Use the MRP, or import [this model](https://sketchfab.com/3d-models/grass-bushes-game-ready-asset-aa1fa43af9bf4228adfddb54ea123ad1).
2. Check that all meshes are being saved to files, and reimport the model.
3. Drag and drop meshes on the screen.
4. Restart godot and reopen the project

### Minimal reproduction project (MRP)

[broken-mesh-import.zip](https://github.com/godotengine/godot/files/13902800/broken-mesh-import.zip)
Repository: rust
Issue: Functions are missing from "--emit=llvm-ir" and "--emit=asm"
Labels: A-codegen,T-compiler,C-discussion

Ever since https://github.com/rust-lang/rust/pull/116505 landed, functions can be missing from  "--emit=llvm-ir" and "--emit=asm" unless they are declared with `#[inline(never)]` or `#[no_mangle]`. This is quite surprising to most people that want to explore the LLVM IR / asm of a Rust function.

It's unclear how to best fix this, since not producing LLVM IR or asm (but only MIR) when compiling these functions was part of the goal of #116505. Maybe these `--emit` flags should themselves cause the functions to be monomorphized so they become visible again?
Repository: storybook
Issue: [Bug]: Typescript error when using additional args for Angular components with ContentChildren 
Labels: question / support,has workaround,angular

### Describe the bug

A story with custom `args` works fine, as long as a component does not use `@ContentChildren`.

Sample story:

```typescript
export default meta;
type Story = StoryObj<TestComponent1Component>;

export const Primary: Story = {
  args: {
    myArg: 'a sample value'
  },
  argTypes: {
    myArg: {
      type: 'string'
    }
  },
  render: ({ ...args }) => ({
    props: args,
    template: `
      <storybook-demo-test-component1></storybook-demo-test-component1>
      <p>{{ myArg }}</p>
`,
  }),
};
```

When `TestComponent1Component` is empty, this works flawlessly, but not if the component uses `@ContentChildren`, then the Typescript error appears:

```
S2322: Type { myArg: { type: string; }; } is not assignable to type Partial<ArgTypes<TestComponent1Component>>
Object literal may only specify known properties, and myArg does not exist in type Partial<ArgTypes<TestComponent1Component>>
index.d.ts(1154, 5): The expected type comes from property argTypes which is declared here on type Story
```

TestComponent1:

```typescript
import { ChangeDetectionStrategy, Component, ContentChildren, QueryList } from '@angular/core';
import { CommonModule } from '@angular/common';
import { NxWelcomeComponent } from '../nx-welcome.component';

@Component({
  selector: 'storybook-demo-test-component1',
  standalone: true,
  imports: [CommonModule],
  templateUrl: './test-component1.component.html',
  styleUrl: './test-component1.component.css',
  changeDetection: ChangeDetectionStrategy.OnPush,
})
export class TestComponent1Component {
  @ContentChildren(NxWelcomeComponent)
  myContentChildren?: QueryList<NxWelcomeComponent>;
}

```

### To Reproduce

I created a sample repository that displays this issue. 

Use

`npx nx run storybook-demo:storybook`

to start the storybook.

Working commit without using `ContentChildren`: https://github.com/Clindbergh/angular-storybook-nx-demo/tree/74eee3145efa6c03a338c59d047d5f5b8e5d8f5b

Commit with `ContentChildren`: https://github.com/Clindbergh/angular-storybook-nx-demo/tree/56e85b6940ba5fb86ec70f9c6019f1268d1939e8


### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 13.0
    CPU: (12) arm64 Apple M2 Max
    Shell: 5.8.1 - /bin/zsh
  Binaries:
    Node: 18.14.1 - /run/current-system/sw/bin/node
    npm: 9.3.1 - /run/current-system/sw/bin/npm <----- active
  Browsers:
    Chrome: 120.0.6099.216
    Safari: 16.1
  npmPackages:
    @storybook/addon-essentials: ^7.5.3 => 7.6.7 
    @storybook/addon-interactions: ^7.5.3 => 7.6.7 
    @storybook/angular: ^7.5.3 => 7.6.7 
    @storybook/core-server: ^7.5.3 => 7.6.7 
    @storybook/jest: ^0.2.3 => 0.2.3 
    @storybook/test-runner: ^0.13.0 => 0.13.0 
    @storybook/testing-library: ^0.2.2 => 0.2.2
```


### Additional context

_No response_
Repository: vscode
Issue: "The diff algorithm was stopped early" when removing a large chunk (2k lines) of code
Labels: bug,diff-editor

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.86.0-insider (Universal)
- OS Version: MacOS Ventura

Steps to Reproduce:

1. Go to a large file, for example src/vs/editor/browser/widget/codeEditorWidget.ts
2. Remove all lines starting from the `CodeEditorWidget` class definition.
3. Add a comment `// class removed` where the class was removed.
4. Open diff with `advanced` diff algorithm set (which is also the default)
5. Notice the lag and the warning notification.

If one switches to `legacy` diff algorithm, the diff would render instantaneously, and no warnings are shown. 

I am not sure if this is expected and if it's because the algorithm is searching for the best match for the added comment within the original content. But it feels suboptimal and might create bigger issues within a merge editor for large files. 

Could you take a look? 

(CC @hediet )

Thanks!