sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/cover: allow code coverage colour configuration
Labels: NeedsInvestigation,FeatureRequest

### Go version

go version go1.21.4 linux/amd64

### What operating system and processor architecture are you using (`go env`)?

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/developer/.cache/go-build'
GOENV='/home/developer/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/developer/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/developer/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.4'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/developer/git/nc-registration-hub/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build2837408259=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Ref: Issue 27553.
Just running normal `go tool cover` and viewing output.

### What did you expect to see?

I am slightly red/green colour blind and almost always change the default colours of many programs to improve readability (for me - my colleagues might disagree ;-).  I never find "grey on black" easy to read and don't really like either the font or the colour scheme for the code coverage.
I read issue 27553 and the comments about CSS being involved but I'm struggling to see how this can easily be changed since it appears to be hard-wired into the output HTML file.

### What did you see instead?

It would be nice if the process took a default CSS file that could then be tailored and overridden via a command line parameter so I could use custom colours myself but others can stick with the defaults if they wish.
Repository: godot
Issue: Expression.parse() returns OK with undefined variables
Labels: bug,topic:core

### Tested versions

4.2.1.stable

### System information

macOS 14.2.1

### Issue description

The Expression class allows parsing of mathematical expressions, allowing optionally to include variables that can be used. Using variables in the expression that are not defined will cause the expression to fail on `expression.execute()` as expected. However, using `expression.parse()`, which I understand should evaluate if the expression is before executing, returns OK even if undefined variables are present. 

This mean that it's difficult to check if an expression includes undefined variables (for example based on user input) before calling `expression.execute()`, and execute will throw an error if there are such undefined variables:

```
E 0:00:08:0338   Script.gd:93 @ expression_test(): self can't be used because instance is null (not passed)
  <C++ Error>    Condition "p_show_error" is true. Returning: Variant()
  <C++ Source>   core/math/expression.cpp:1507 @ execute()
  <Stack Trace>  Script.gd:93 @ expression_test()
                 Script.gd:101 @ parse_value()
                 ValueField.gd:60 @ on_value_field_text_submitted()
```

This same error "self can't be used because instance is null (not passed)" is also returned in `expression.get_error_text()` and is not very helpful in my mind, as it does not mention the offending undefined variable, and instead makes it seem like you've referenced `self`, which is not the case and may also be a bug?


### Steps to reproduce

Set up the following function:
```
func expression_test(string:String):
	var expression:Expression = Expression.new()
	print("expression test with string: '"+string+"'")
	var parse_error = expression.parse(string)
	print("parse_error: "+str(parse_error))
	if (parse_error == OK):
		var parse_result = expression.execute()
		print("parse_result: "+str(parse_result))
		print("has_execute_failed: "+str(expression.has_execute_failed()))
	print("get_error_text: "+expression.get_error_text())
```

And then test it with:
```
expression_test("1+1") #simple test expression
expression_test("1+a") #expression with undefined variable!
```

Generates output:
```
expression test with string: '1+1'
parse_error: 0
parse_result: 2
has_execute_failed: false
get_error_text: 
expression test with string: '1+a'
parse_error: 0
parse_result: <null>
has_execute_failed: true
get_error_text: self can't be used because instance is null (not passed)
```
Along with the error above being thrown when calling expression.execute() for "1+a"

Expected outcome for me would be that expression.parse("1+a") would return an error as it contains an undefined variable, and then that expression.get_error_text() would return something like "undefined variable 'a'"

### Minimal reproduction project (MRP)

See code above
Repository: vscode
Issue: Allow "Debug Console" editors
Labels: feature-request,debug,debug-console,workbench-auxwindow

I think it would be incredible if "Debug Console" could be opened as an editor and thus open in floating "aux" windows. We already support this for other elements in the panel such as terminals and output channels but not for debug console yet.

I think this would require the debug console to be opened multiple times, which I hope is fine.
Repository: neovim
Issue: Changing to terminal window resets mode to Normal mode
Labels: terminal

### Problem

Hi,

I am trying to create mappings to easily move in and out of the terminal.

My goal is to not have to exit `Terminal` mode to perform actions on the terminal window, so I used `wincmd` in my mappings instead of `<C-\><C-N><C-W>` to avoid exiting `Terminal` mode.

My approach seems to work since `Terminal` mode is preserved for all my mappings EXCEPT for those involving a change of windows. I can move out of a terminal window while in `Terminal` mode, but moving back inside the terminal window switches the mode to `Normal`(while I left it in `Terminal`).
I noticed that 

### Steps to reproduce

```bash
# Download and extract neovim
cd $(mktemp -d)
curl -LO https://github.com/neovim/neovim/releases/download/v0.9.5/nvim-linux64.tar.gz
tar -zxf nvim-linux64.tar.gz
cd nvim-linux64/bin

# Write example config file
cat >example.lua <<EOF
-- Window switching
vim.keymap.set({'', 't'} , '<M-h>', '<cmd>wincmd h<CR>')
vim.keymap.set({'', 't'} , '<M-j>', '<cmd>wincmd j<CR>')
vim.keymap.set({'', 't'} , '<M-k>', '<cmd>wincmd k<CR>')
vim.keymap.set({'', 't'} , '<M-l>', '<cmd>wincmd l<CR>')

-- Window moving
vim.keymap.set({'', 't'} , '<M-H>', '<cmd>wincmd H<CR>')
vim.keymap.set({'', 't'} , '<M-J>', '<cmd>wincmd J<CR>')
vim.keymap.set({'', 't'} , '<M-K>', '<cmd>wincmd K<CR>')
vim.keymap.set({'', 't'} , '<M-L>', '<cmd>wincmd L<CR>')
EOF

# Start
./nvim -u example.lua
```

Once `nvim` is open type:
```
:vnew
:term
```
Get in `Terminal` mode by pressing `i`.

If you try to go to the other buffer and come back with `<M-h>`/`<M-j>`/... you will see you get back to the terminal window in `Normal` mode.

However if you use `<M-H>`/`<M-J>`/... to move the window around, you will see `Terminal` mode is preserved in the terminal window.

### Expected behavior

`Terminal` mode should be preserved after leaving and returning to a terminal window with mappings such as `vim.keymap.set({'', 't'} , '<M-h>', '<cmd>wincmd h<CR>')`

### Neovim version (nvim -v)

v0.9.5

### Vim (not Nvim) behaves the same?

No, it works fine in vim (version 9.0)

### Operating system/version

Linux / Debian

### Terminal name/version

alacritty 0.12.2

### $TERM environment variable

tmux-256color

### Installation

Tar ball downloaded from Github
Repository: next.js
Issue: Loading state never finishes with nested dynamic layout using PPR
Labels: bug

### Link to the code that reproduces this issue

https://github.com/kevva/next-bugs/tree/routing-back

### To Reproduce

1. Build and start the application (`npm run build && npm run start`)
2. Click the "Foo" link
3. The loading UI never finishes and thus the route is never rendered

### Current vs. Expected behavior

#### Current behaviour

Currently, if you have a `loading.js` and something dynamic in a nested `layout.js` (like a `headers()` call), the loading state will never finish if you navigate to the route with the nested layout using PPR.

#### Expected behaviour

The route renders correctly.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.2.0: Wed Nov 15 21:53:18 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T6000
Binaries:
  Node: 21.4.0
  npm: 10.2.4
  Yarn: 1.22.21
  pnpm: N/A
Relevant Packages:
  next: 14.0.5-canary.36
  eslint-config-next: 14.0.5-canary.36
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

next start (local)

### Additional context

The latest working canary release I could test this is in was `14.0.5-canary.19` due to issues introduced in https://github.com/vercel/next.js/pull/59569. However, it works in that release so this must've been introduced after that.
Repository: ant-design
Issue: Scrollbar issue on Table: The table header and body scroll were not in sync while scrolling horizontally.
Labels: Inactive

### Reproduction link

https://codesandbox.io/p/sandbox/fixed-columns-antd-5-12-7-forked-6sgnwt

### Steps to reproduce

- Create an antd table with horizontal scroll.
- Scroll the table horizontally.
- The scrollbar is glitchy if the table is scrollable horizontally.
- The header and corresponding columns scroll was not in sync.
- The issue is clearly evident for more number of columns.

### What is expected?

It is expected for the scrollbar to scroll smoothly

### What is actually happening?

The header columns movement is not aligning with the body columns movement.

https://www.awesomescreenshot.com/video/23764432

| Environment | Info |
| --- | --- |
| antd | 5.12.7 |
| React | react/^18.0.0 |
| System | Ventura 13.2.1  |
| Browser | Chrome Version 120.0.6099.109 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: material-ui
Issue: [material-ui][Tabs] Scrollable variant slow animation on iOS and don't set click during it
Labels: bug 🐛,component: tabs,package: material-ui

### Steps to reproduce

Link to live example: https://mui.com/material-ui/react-tabs/#forced-scroll-buttons

Steps:
1. Open the link through the mobile version of Safari
2. Scroll through the tabs and try to click them while the animation is still running
3. Shows the click animation but does not select the tab


### Current behavior

When clicking on the tab, the animation of the tab has not yet finished, the tab is animated as clicked but is not set

### Expected behavior


https://github.com/mui/material-ui/assets/107551457/e152059f-d2f3-4d9e-ae67-95c85b5fe050



### Context

_No response_

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: Tabs ios MUI scroll
Repository: godot
Issue: Window size is double the expected resolution on an external screen
Labels: platform:macos,topic:rendering,needs testing

### Tested versions

Godot v4.2.1.stable

### System information

Godot v4.2.1.stable - macOS 14.2.1 - Vulkan (Mobile) - integrated Apple M3 Max - Apple M3 Max (14 Threads)

### Issue description

I have a 16" MacBook connected to a 34" external display with a resolution of 3440x1440. The window resolution of the Godot app is reported as the exact double of the true size of the window on the external display.

Expected: 3440x1440
Observed: 6880x2880

Here's a video where the Godot app runs on the external display and returns incorrect values:

https://github.com/godotengine/godot/assets/5611323/1453e9e8-ad6f-4d8e-8d8f-dcdb5abebde4

Here's a video on the 16" screen of my MacBook where the values returned are as expected:

https://github.com/godotengine/godot/assets/5611323/966b0a15-8d32-4ae8-8ca2-a1e114568934

Maybe the screen scale value of the MacBook's screen is incorrectly applied to the screen size of the external display?

### Steps to reproduce

Play the MRP on a MacBook connected to an external display, drag the window from one display to the other, and observe the numbers.

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/godotengine/godot/files/13829380/MRP.zip)
Repository: godot
Issue: Godot Crashes when Light Occluder is selected
Labels: bug,topic:editor,needs testing,crash,topic:2d

### Tested versions

v4.2.1.stable.arch_linux

### System information

v4.2.1.stable.arch_linux; Forward+; Vulkan; Intel Mesa GPU

### Issue description

Godot Crashes any time I select a Light Occluder2D in the Node Hierarchy. (I have a strong feeling that I may be the only one, because not all Occluders act this way, only one. In this case its probably an error on my side)

### Steps to reproduce

Get a scene with a Light Occluder2D and select it. Godot will first freeze, then crash.

### Minimal reproduction project (MRP)

[repr.zip](https://github.com/godotengine/godot/files/13830327/repr.zip)
Repository: pytorch
Issue: CI on the main branch should run with keep-going
Labels: triaged,module: devx

Otherwise, when a PR breaks multiple tests, it's difficult to figure out the extent of the breakage. For example, I think one PR was responsible for the following breakage pattern (which happened because a CI rebalance of the shards caused different failing tests to be reported).

<img width="1687" alt="image" src="https://github.com/pytorch/pytorch/assets/5652049/38606746-d5bc-4e26-84f4-7a1811a67d47">

cc @ZainRizvi @kit1980 @huydhn @clee2000 @pytorch/pytorch-dev-infra
Repository: flutter
Issue: Native assets should be able to specify a privacy manifest
Labels: c: new feature,platform-ios,tool,c: proposal,P2,team-tool,triaged-tool

> Also, we may need to add [Privacy Manifest files](https://developer.apple.com/documentation/bundleresources/privacy_manifest_files?language=objc) in it.

_Posted in https://github.com/flutter/flutter/issues/140544_

Filing a separate issue to track this.

Issue tracking privacy manifests for Flutter packages:

* https://github.com/flutter/flutter/issues/131940

I need to think a bit about where this would fit in in the `build.dart` flow. The `BuildOutput` needs to contain the information.

A completely different approach would be to force `build.dart` to build frameworks. This would however significantly complicate `build.dart` scripts (which currently output, non-fat dynamic libraries). The `build.dart` script would need to start knowing the install name for example.

Umbrella issue:

* https://github.com/flutter/flutter/issues/129757
Repository: tauri
Issue: [bug] App with name containing norwegian letters does not encode correctly to docking. (Linux)
Labels: type: bug,status: needs triage

### Describe the bug

Occurs on Pop_OS! And Ubuntu. Not tested on other platforms.

Set in the "tauri.conf.json
```
  "package": {
    "productName": "Trøkk",
    "version": "0.0.0"
  },
  ...
  "tauri": {
  ...
    "windows": [
      {
        "fullscreen": false,
        "resizable": true,
        "title": "Trøkk",
        "width": 800,
        "height": 600
      }
    ],
  ...
  }
```

The window shows this all fine
![image](https://github.com/tauri-apps/tauri/assets/28999090/cde72977-c17c-429f-a943-cbcf5b36a426)

But in the docking the name shows with wrong encoding on hover.
![image](https://github.com/tauri-apps/tauri/assets/28999090/b303a30d-6bce-4e65-91ba-713448348d44)

Ruled out that it could be the docks fault
![image](https://github.com/tauri-apps/tauri/assets/28999090/810a5bd5-e99b-4042-90e0-57a3a044e891)



### Reproduction

The app in question: https://github.com/NationalLibraryOfNorway/trokk
The app needs the four environment variables set to run.

### Expected behavior

I expect the norwegian letters to encode correctly in the docking.

### Full `tauri info` output

```text
> trokk@0.0.0 tauri
> tauri info


[✔] Environment
    - OS: Pop!_OS 22.04 X64
    ✔ webkit2gtk-4.0: 2.42.3
    ✔ rsvg2: 2.52.5
    ✔ rustc: 1.73.0 (cc66ad468 2023-10-03)
    ✔ cargo: 1.73.0 (9c4383fb5 2023-08-26)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 18.14.0
    - yarn: 1.22.18
    - npm: 9.3.1

[-] Packages
    - tauri [RUST]: 1.5.3
    - tauri-build [RUST]: 1.5.0
    - wry [RUST]: 0.24.6
    - tao [RUST]: 0.16.5
    - tauri-cli [RUST]: 1.5.6
    - @tauri-apps/api [NPM]: 1.5.1 (outdated, latest: 1.5.3)
    - @tauri-apps/cli [NPM]: 1.5.6 (outdated, latest: 1.5.9)

[-] App
    - build-type: bundle
    - CSP: default-src 'self'; img-src 'self' asset: https://asset.localhost
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: Svelte
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Conflict between status bar items of different ext hosts
Labels: debt,extension-host,workbench-status

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- VS Code Version: 1.85.1
- OS Version: Ubuntu 22.04

When using the `window.createStatusBarItem` extension api, the `id` parameter is optional. If it's not provided, it's generated by incrementing a counter (see https://github.com/microsoft/vscode/blob/907fef5b79099bdad68dd9c0b72056e6e4355d02/src/vs/workbench/api/common/extHostStatusBar.ts#L81)

That counter is inside the extHost, so if 2 extensions running in a different extHost (like Worker and Remote) are using the `window.createStatusBarItem` extension api without providing an id, they will conflict and be merged into a single item leading to unexpected behaviors
Repository: godot
Issue: Undoing first operation in `LineEdit` or `TextEdit` will simply delete all text in the field
Labels: bug,needs testing,topic:gui

### Tested versions

v4.3.dev.custom_build [dbd139c91]

### System information

Godot v4.3.dev (dbd139c91) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)

### Issue description

If you take any 'LineEdit' or 'TextEdit' and keep hitting undo (Ctrl+Z), eventually it'll wipe the text field. This applies even if the field was full of text the moment you started the project. It applies if you set default text, ran the project, and hit Ctrl+Z the moment you selected the field.

It's very unsettling, and possibly a bad user experience, for Ctrl+Z to delete text. It could possibly panic users who try to undo a mistake and suddenly find they've lost all their text because they hit Ctrl+Z a few too many times. 

### Steps to reproduce

1. Create a `Label`
2. Add text to `Text` field.
3. Save and reload project
4. Put cursor in `Label` `Text` Field
5. Hit Undo
6. See the text deleted, instead of simply doing nothing

Alternatively: 
1. Create `LineEdit`
2. Using its `Text` property, add some default text
3. Run the Project (F6)
4. In the running project, click on the `LineEdit` field that now has default text.
5. Hit Undo
6. See the text deleted, instead of simply doing nothing

### Minimal reproduction project (MRP)

[TextUndo.zip](https://github.com/godotengine/godot/files/13830834/TextUndo.zip)
Repository: godot
Issue: Linux log file redirection
Labels: bug,platform:linuxbsd,topic:porting

### Tested versions

4.1.3

### System information

Linux

### Issue description

Creating a systemd service to run dedicated server:
```
> ~ cat /lib/systemd/system/gd@.service
[Unit]
Description=GD Server %i
# stop server before networking goes down on shutdown
After=network.target

[Service]
Type=simple
EnvironmentFile=/etc/default/gdserver
ExecStart=-/path/to/gd.x86_64 --headless --port=%I
#SyslogIdentifier=gd@%i
#StandardOutput=syslog
#StandardError=syslog
StandardOutput=append:/var/log/gd/gd_%I.log
StandardError=append:/var/log/gd/gd_%I.log
User=gd

[Install]
WantedBy=multi-user.target
```
but not getting any log output neither `syslog` nor `file` or `append` type
finally just ran:
```
/path/to/gd.x86_64 --headless --port=1234 > /tmp/gd_stdout.log
```
and got the same no output redirection
I think it's a bug/feature but somehow godot needs ability to have linux log files

### Steps to reproduce

run any exported linux project with STDOUT redirection
```
/path/to/gd.x86_64 --headless --port=1234 > /tmp/gd_stdout.log
```

### Minimal reproduction project (MRP)

[gd.zip](https://github.com/godotengine/godot/files/13831307/gd.zip)
Repository: angular
Issue: Add typing for NgElement Outputs
Labels: area: elements

### Which @angular/* package(s) are relevant/related to the feature request?

elements

### Description

I was experimenting with Angular's custom elements. The [documentation](https://angular.io/guide/elements) mentions how attributes/inputs of such elements could be typed,
```typescript
declare global {
  interface HTMLElementTagNameMap {
    'my-dialog': NgElement & WithProperties<{content: string}>;
    'my-other-element': NgElement & WithProperties<{foo: 'bar'}>;
    …
  }
}
```
but it does not mention how the events/outputs could be typed.

### Proposed solution

I would propose to either add (similar to the WithProperties) a WithEvents/WithOutputs type or even better to add a wrapper type that does the merging of addEventListener signatures better:

Using the `type-fest` library my solution is 
```typescript
import { Merge, UnionToIntersection } from "type-fest";
import { NgElement, WithProperties } from "@angular/elements";

export type TypedNgElement<Inputs extends Record<string, any>, Outputs extends Record<string, any> = {}> = Merge<
  NgElement,
  WithProperties<Inputs> &
    UnionToIntersection<
      {
        [K in keyof Outputs]: {
          addEventListener(type: K, listener: (event: CustomEvent<Outputs[K]>) => void, options?: boolean | AddEventListenerOptions): void;
        };
      }[keyof Outputs]
    >
>;
```

That can later be used as follows:
```typescript
declare global {
  interface HTMLElementTagNameMap {
    "my-custom-element-selector": TypedNgElement<
      {
        inputOne: SomeType;
        inputTwo?: boolean;
      },
      {
        outputOne: SomeType;
        outputTwo: void;
      }
    >;
  }
}
```

### Alternatives considered

I see alternatives (as I mentioned in the solution) in the way the type is introduced.