sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Use context to prioritize or only show `case` and `default` in a `switch` statement
Labels: Suggestion,In Discussion,Domain: Completion Lists

While playing around with `switch`/`case` snippets, I ran into the following:

```ts
switch (someValue) {
    /**/
}
```

Request completions at `/**/`

The only completions that should be offered here are `case` and `default` (along with corresponding snippet completions). It's bad that we don't do that because these keywords are always sorted to come *after* any other invalid completions.

Fixing just this is one small case. If we wanted to go deeper, I would propose that we use the line and column of the current `case` or `default` clause to inform what completions we offer.

Some test cases I would want to remain the same or change:

```ts
// same - show all completions
switch (thing) {
  case 42:
  /*$*/
}
```

```ts
// same - show all completions
switch (thing) {
  case 42:
  break;
  /*$*/
}
```

```ts
// same - show all completions
switch (thing) {
  case 42:
  if (Math.random()) {
  }
  else {
  }
  /*$*/
}
```

```ts
// NEW - prioritize `case`/`default`
switch (thing) {
  case 42:
    break;
  /*$*/
}
```

```ts
// NEW - prioritize `case`/`default`
switch (thing) {
  case 42: break;
  /*$*/
}
```

```ts
// NEW - prioritize `case`/`default`
switch (thing) {
  case 42: {
  }
  break;
  /*$*/
}
```

The current closest approximation I can think of is:

* the cursor is at the same column as the containing clause's `case`/`default` keyword, but on a different line, and
* there is at least one statement in the clause, and any of the following are true:
  * the last statement is one that would jump out of the current control flow (e.g. `break`/`return`/`throw`/`continue`)
  * the start of the last statement's token is on a different line and column as the containing clause's `case`/`default` keyword

then we should actually ensure `case` and `default` appear at the top.

This case:

```ts
// NEW - prioritize `case`/`default`/`break`
switch (thing) {
  case 42: {
    // ...
  }
  /*$*/
}
```

is one that might get another special-case where we'd possibly want to provide `break` if we don't see it as the last statement of the block. But I'm curious to hear others' thoughts.
Repository: rust
Issue: Impls for GAT-parameterized objects with bounds on specific instantation of GAT type result in incorrect mismatched type errors
Labels: C-bug,T-types,A-GATs

Let me first say thank you for implementing GATs, and also apologize for the heinous haskell-brained madness you see before you. With that out of the way:

I tried to compile this code (https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=674f6412128946f9ef6abf6ddd15dcf7):

```rust
pub trait Functor {
    type Layer<X>;
}

pub trait FunctorExt: Functor {
    fn expand_and_collapse<In, Out>(
        seed: In,
        expand: impl Fn(In) -> <Self as Functor>::Layer<In>,
        collapse: impl Fn(<Self as Functor>::Layer<Out>) -> Out,
    ) -> Out;
}

impl<X> FunctorExt for X
where
    X: Functor,
{
    fn expand_and_collapse<In, Out>(
        seed: In,
        expand: impl Fn(In) -> <X as Functor>::Layer<In>,
        collapse: impl Fn(<X as Functor>::Layer<Out>) -> Out,
    ) -> Out {
        todo!()
    }
}

struct Repro<F>(std::marker::PhantomData<F>);

impl<F: Functor> Repro<F>
where
    // The following 'u8' ties the use of F::Layer in the repro fn to 'u8'
    // if this line is commented out, it compiles successfully
    F::Layer<u8>: Clone,
{
    fn repro(x: ()) {
        // there is no reason to expect 'F::Layer<u8>' here
        <F as FunctorExt>::expand_and_collapse(x, |x| todo!(), |_x| ());
    }

    // it works if you provide type annotation, although I do have a much more complex case
    // that I wasn't able to minimize where even type annotations don't fix the problem
    fn works(x: ()) {
        <F as FunctorExt>::expand_and_collapse(
            x,
            |x: ()| -> F::Layer<()> { todo!() },
            |_x: F::Layer<()>| -> () { () },
        );
    }
}

```

I expected it to compile. 

Instead, it failed with 
```
error[[E0308]](https://doc.rust-lang.org/stable/error-index.html#E0308): mismatched types
  --> src/lib.rs:37:69
   |
37 |         <F as FunctorExt>::expand_and_collapse(x, |x| todo!(), |_x| ());
   |                                                                     ^^ expected `u8`, found `()`

For more information about this error, try `rustc --explain E0308`.
error: could not compile `playground` due to previous error
```

Note: the `F::Layer<u8>: Clone` bound is not used anywhere in this code, and if that line is commented out, this code compiles.

### Meta

The bug occurs in stable and nightly on play.rust-lang.org:
1.66.1
1.68.0-nightly

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=674f6412128946f9ef6abf6ddd15dcf7
Repository: TypeScript
Issue: Extensionful completions are not provided once it becomes clear-ish that an extension is being typed
Labels: Bug,Help Wanted,Effort: Moderate,Domain: Completion Lists

```js
// ./foo.js
export function foo() {}
```

```js
// ./bar.js
import { foo } from "./foo.$"
```

Request completions at `$`

**Expected**: Completions for `./foo.js`
**Actual**: No completions.
Repository: godot
Issue: Holding down keyboard keys creates excessive lag on Linux/X11/i3
Labels: bug,platform:linuxbsd,needs testing,topic:input

### Godot version

4.0 dev (a51ca2beafc5d)
Also observed in beta here: https://godotengine.org/article/dev-snapshot-godot-4-0-beta-1

### System information

Ubuntu 22.04.1 (x86_64) DE: Regolith; WM: i3

### Issue description

Holding down keyboard keys creates excessive lag.
After pressing down a key while a game is running, the game will begin to lag after about the amount of time it takes before a held-down key starts sending repeated events.

### Steps to reproduce

Create a new project using "forward renderer"

Create a new scene with a 3D root and script
```gd
func _process(delta):
	print(delta)
```
Run the game and hold down a keyboard key
observe that the delta value gets as high as 0.05

### Minimal reproduction project

N/A
Repository: godot
Issue: After a script is renamed in the FileSystem dock, it is not opened and saved immediately, resulting in the loss of the script file content
Labels: bug,topic:editor

### Godot version

3.5.1mono

### System information

windows10

### Issue description

After the script file is renamed, it is not opened and saved immediately, resulting in the loss of the script file content
See "Steps to reproduce" for details

### Steps to reproduce

Create a project
Create a script
Set an external text editor
Editor the script in external text editor
Back to Godot
Rename the script
Press Ctrl + S to save project
Reopen the script in external text editor
Found all the text have been lost

### Minimal reproduction project

An empty project
Repository: svelte
Issue: addEventListener, object with a handleEvent() method support.
Labels: PRs welcome

### Describe the problem

I'm not sure this is a bug or the framework's intention.


According to the DOM API specification document

_addEventListener(type, listener)_

listener could be an object that has a handleEvent() method.
**Ref:** [https://developer.mozilla.org/en-US/docs/Web/API/EventTarget/addEventListener](https://developer.mozilla.org/en-US/docs/Web/API/EventTarget/addEventListener)
![event object](https://user-images.githubusercontent.com/1311673/212449506-1c70f084-46bc-40b7-82d5-b1955dc22801.jpg)

I tried writing the following code in the svelte REPL:
**Svelte REPL**: [https://svelte.dev/repl/538e3dbe765947a9b0a04a88cb050c6a?version=3.55.1](https://svelte.dev/repl/538e3dbe765947a9b0a04a88cb050c6a?version=3.55.1)

Svelte compiler seems to work with listener objects via handleEvent(), but it produce different results when referencing by object name and "this" including to reactive ui.



### Describe the proposed solution

svelte compiler should support addEventListener object  with handleEvent()

### Alternatives considered

svelte compiler should support addEventListener object  with handleEvent()

### Importance

nice to have
Repository: vscode
Issue: vscode.TextEditor.edit breaks undo/redo history
Labels: bug,undo-redo

<!-- ⚠️⚠️ 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. -->
Hello, I am using VS Code 1.73.1 on Windows 10.

I am developping an extension that **adds in comments at the beggining of each folding region
a little snippet showing the number of lines in its region**.

In a nutshell, it gives something like:
    /\*[5 lines]\*/ Some Bla bla:
        Bla bla
        Bla Bla
        Bla bla
        Bla Bla
    /\*[3 lines]\*/ Another Bla bla:
        Bla bla
        Bla Bla

I use **vscode.TextEditor.edit** and would like to control the behaviour of the Undo chain
with **undoStopAfter** and **undoStopBefore**, but I am facing the same problem that was mentionned
in 2017: undoStopBefore (and possibly undoStopAfter) is broken since 1.18 and hasn't been fixed.

The problem was **described here**: https://github.com/microsoft/vscode/issues/38535.

Could this be fixed?
Also, I think that if undoStopBefore and undoStopAfter where developped in the first place, it was for a good reason: they are usefull!

Thank you.
Repository: godot
Issue: 3.5.x OS.screen_orientation embedded help bad link to ScreenOrientation
Labels: bug,topic:editor

### Godot version

3.5.1 stable, 3.5.2 rc2

### System information

Windows 8

### Issue description

When viewing OS.screen_orientation help inside editor, click on return type ScreenOrientation opens empty page.
Reproduced on both 3.5.1 and 3.5.2 but no problem on 4.

I suppose it could be because of enum="**_OS**.ScreenOrientation" definition (leading underscore) in OS.xml but not sure.

![изображение](https://user-images.githubusercontent.com/18046412/212462327-7768601b-62e4-4d14-8a82-a6b4bea09458.png)
![изображение](https://user-images.githubusercontent.com/18046412/212462354-8340dc03-1ae2-470c-8ad6-8c60bf5a3c2f.png)


### Steps to reproduce

1. Open OS.screen_orientation property help.
2. Click on return type "ScreenOrientation".
3. Empty page opened.

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Hope shortcuts can be mapped to a specific character
Labels: Needs-Triage

### Description of the new feature / enhancement

For example, I want to type ɔ by using the shortcut "Alt(Right)+O"

### Scenario when this would be used?

Typing IPA phonetic symbols

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: webui.sh: 97: [[: not found
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

I run webui.sh, I get
```
$ sh ./webui.sh 
./webui.sh: 8: [[: not found
./webui.sh: 17: [[: not found
./webui.sh: 24: [[: not found
./webui.sh: 30: [[: not found
./webui.sh: 36: [[: not found
./webui.sh: 42: [[: not found
./webui.sh: 48: [[: not found
./webui.sh: 53: [[: not found

################################################################
Install script for stable-diffusion + Web UI
Tested on Debian 11 (Bullseye)
################################################################
./webui.sh: 85: [[: not found

################################################################
Running on goury user
################################################################
./webui.sh: 97: [[: not found

################################################################
ERROR:  is not installed, aborting...
################################################################
./webui.sh: 109: hash: : Permission denied
```

Please fix

### Steps to reproduce the problem

1. git pull
2. sh ./webui.sh
3. T_T


### What should have happened?

It used to just work

### Commit where the problem happens

82725f0ac439f7e3b67858d55900e95330bbd326

### What platforms do you use to access UI ?

Linux

### What browsers do you use to access the UI ?

_No response_

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: godot
Issue: Error when instancing multiple GPUParticles3D using a thread: "uniform_set_create: Storage buffer supplied (binding: 0) must provide one ID (0 provided)"
Labels: bug,topic:rendering

### Godot version

4.0 beta 12

### System information

Windows 10, Forward+ (Vulkan), NVIDIA GeForce RTX 3060, Driver 527.37, i7-4790 CPU 

### Issue description

When instancing multiple GPUParticles3D in a Thread, I get the following error (multiple times):

E 0:00:01:0024   uniform_set_create: Storage buffer supplied (binding: 0) must provide one ID (0 provided).
  <C++ Error>    Condition "uniform.get_id_count() != 1" is true. Returning: RID()
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:5692 @ uniform_set_create()

I instance big chunks of my world in Threads to avoid lag when traversing the world. This was working perfectly fine in Godot 3.5.

This is not a recent issue, I have the same errors in beta 2.


### Steps to reproduce

- Create a scene with at least 4 GPUParticles3D nodes
- Set default ParticleProcessMaterial and StandardMaterial3D, with a quad as mesh (all default values).
- Instance the nodes at least 4 times with the following script:

  
    extends Node3D
    
    var t:Thread = Thread.new()
    var particle = preload("res://particles.tscn")
    
    func _ready():
    
	    t.start(thread_process)
    
    func thread_process():
    
	    add_child(particle.instantiate())
	    add_child(particle.instantiate())
	    add_child(particle.instantiate())
	    add_child(particle.instantiate())

- Add a camera (necessary to reproduce)
- Execute

### Minimal reproduction project

[Bug Particles.zip](https://github.com/godotengine/godot/files/10417135/Bug.Particles.zip)
Repository: tauri
Issue: [feat] Remove `tauri android build` and `tauri iOS build`
Labels: scope: cli.rs,type: feature request,platform: iOS,platform: Android

### Describe the problem

Currently all the mobile code is behind their own subcommands `tauri ios` and `tauri android` respectively. This feels rather weird to me, especially since they accept wildly different options to the regular build commands. 

As a new user starting off with Tauri I would also expect `tauri build` to build *all possible targets*

### Describe the solution you'd like

Incorporate `tauri ios build` and `tauri android build` into `tauri build` proper

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: godot
Issue: Connection doesn't keep alive the reference its connected to
Labels: topic:core,documentation

### Godot version

3.5.1.stable.mono

### System information

Linux, Pop_OS! 22.04

### Issue description

If you attempt to connect a signal to function in a reference class, it might get freed (probably, because it doesn't increase its refcount). I'd argue that being connected to, counts as being "in use", and the reference should be freed only after the connection is no longer valid (i.e, when the emitter object is freed).

### Steps to reproduce

1) Run the following code
```
extends Node

class Ref:
    func f():
        print("F was called")

func _ready():
    var reference = Ref.new()
    get_tree().create_timer(1).connect("timeout", reference, "f")
    monitor(weakref(reference))

func monitor(weak_ref):
    while true:
        if not weak_ref.get_ref():
            print("Reference was deleted")
            return
        yield(get_tree(), "idle_frame")`
```
2) Expected output would be `F was called; Reference was deleted` after 1 second. The actual output is `Reference was deleted` immediately (pretty much) after the script starts.

### Minimal reproduction project

N/A
Repository: next.js
Issue: Running `next dev` with Lerna ignores .env.development
Labels: bug

### Verify canary release

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

### Provide environment information

Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.2.0: Fri Nov 11 02:04:44 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T8103
    Binaries:
      Node: 16.15.0
      npm: 8.5.5
      Yarn: 1.22.11
      pnpm: N/A
    Relevant packages:
      next: 13.1.1
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

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

_No response_

### Link to the code that reproduces this issue

https://github.com/blvdmitry/next-lerna-env-reproduction

### To Reproduce

- Clone the repo
- Run `yarn bootstrap`
- Run `yarn dev`

### Describe the Bug

When running `next dev` from a package inside Lerna monorepo, it ignores `.env.development` file and gets values from `.env`. When the app starts in the reproduction repo – browser console outputs production env token instead of the test one.

If you run `yarn dev` inside the `packages/next-app` folder, it would still work as expected.

### Expected Behavior

`.env.development` file values are respected and resolved correctly

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

_No response_

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

_No response_
Repository: godot
Issue: Microstuttering on Windows with VSync
Labels: bug,platform:windows,topic:rendering

### Godot version

v4.0.beta10.mono.official [d0398f62f]

### System information

Windows 11 22H2, GeForce GTX 1080, GeForce Game Ready Driver 528.02, default backend (Vulkan?)

### Issue description

On my machine I get micro stutters more or less consistently. In Godot 3 there was the following setting that fixed the issue: 
![image](https://user-images.githubusercontent.com/1730988/212471544-8aa7ec82-6897-470b-963a-95c85012a283.png)
I am unable to find this setting in Godot 4, which means I'm now dealing with persistent micro stutters.

### Steps to reproduce

Make any project with a camera that can move and some objects that are visible, observe the stutters in the camera as it moves around, make sure vsync is enabled.

### Minimal reproduction project

N/A
Repository: vscode
Issue: `Go to Symbol in Workspace...` strips all results if query contains `*` or `#` (and maybe others)
Labels: feature-request,quick-open

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: 1.74.3 (user setup)
- OS Version: Version: Windows_NT x64 10.0.19044

Steps to Reproduce:

1.  Install rust-analyzer and open a barebones cargo project with a `fn main() {}` function
2. Open `Go to Symbol in Workspace...` action and type `main`, you should see the main function appear
3. Now append a `#` to the query (resulting in `foo#`), the main function should still be listed (as rust-analyzer accepts this symbol to mean search for functions in current workspace only), but instead the entry for the function disappear.

I confirmed that the actual unmodified query makes it to the rust-analyzer server, so something in a later stage of VSCode seems to remove all result entries if it encounters a `*` or `#` in the query (and probably for even more symbols).


I assume this is due to VSCode filtering by entries by prefix which seems unfortunate as rust-analyzer wants to be able to configure the search space via these symbols on the fly. Is there some way the extension can opt out of this filtering perhaps?
Repository: PowerToys
Issue: IP and mac address showing with higher priority than windows system commands
Labels: Issue-Bug,Priority-3,Run-Plugin

### Microsoft PowerToys version

0.66.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

1. set a direct activation command for "windows system commands" under powertoys run in my case ";"
2. start powertoys run
3. enter direct activation command ";"
4. start typing a command like sh for shutdown, or res for restart etc


### ✔️ Expected Behavior

when typing shu for shutdown, first option that shows up should be shutdown
when typing res for restart, first option that shows up should be restart

### ❌ Actual Behavior

IP address of device and MAC address of device shows up with higher priority, 
shutdown or restart doesn't show up until the entire word, ie "shutdown" or "restart" is typed.
![image](https://user-images.githubusercontent.com/109964994/212475696-1a6574c9-4b74-4f8d-a043-068984081de0.png)


### Other Software

_No response_
Repository: ant-design
Issue: Too many console.error in test log
Labels: ⚙️ Workflow,Inactive,unconfirmed

https://pipelines.actions.githubusercontent.com/serviceHosts/0069de67-bc89-40e4-8381-cf8364374351/_apis/pipelines/1/runs/429992/signedlogcontent/116?urlExpires=2023-01-14T14%3A32%3A50.8413725Z&urlSigningMethod=HMACV1&urlSignature=W8G6S2xjCdce2Vihu52sLaerdmHwMCa1X%2FmMjzdUIvg%3D

<img width="1792" alt="图片" src="https://user-images.githubusercontent.com/507615/212477552-2401eb22-0752-438f-9444-50385bf1c141.png">

太多这个警告了，日志没法看，得想办法彻底解决解决。