sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Explorer range selection (shift + arrow) doesn't include focused item
Labels: file-explorer,under-discussion

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- VS Code Version: 1.88.0-insider (user setup)
- OS Version: Windows 11 `Windows_NT x64 10.0.22621`

# Steps to Reproduce

1. Open the explorer view, focus an initial item (using arrow keys without <kbd>Shift</kbd>, or <kbd>Ctrl</kbd>+Click). The file must be _focused_, but not selected.
2. Press <kbd>Shift</kbd>+<kbd>Up</kbd>/<kbd>Down</kbd> one or more times to extend the selection to items above/below it.

# Actual Behaviour

The selection includes the siblings but not the initial item.

**Example:** In the following video, file `1` is focused in VSCode's Explorer, and the selection is extended down using <kbd>Shift</kbd>+<kbd>Down</kbd> over files `2`–`5`. The selection includes `2`–`5`, but doesn't include `1`.

https://github.com/microsoft/vscode/assets/7352580/fec16275-bd8b-4fdf-bd95-946ca15d2792

# Expected Behaviour

The selection includes the initial item and its siblings. This behaviour is consistent with how selection behaves outside VSCode.

**Example:** In the following video, `Program.000.cs` is focused in Visual Studio's Solution Explorer, and the selection is extended up using <kbd>Shift</kbd>+<kbd>Up</kbd> over `Program.00.cs` and `Program.0.cs`. The selection includes all 3 files.

https://github.com/microsoft/vscode/assets/7352580/9080e708-538b-425e-9033-d143628bbf67

**Example:** In the following video, file `5` is focused in Windows Explorer, and the selection is extended up using <kbd>Shift</kbd>+<kbd>Up</kbd> over files `4`–`1`. The selection includes all 5 files.

https://github.com/microsoft/vscode/assets/7352580/9e77deef-1d24-462c-85cd-fc4f2dd081c9
Repository: deno
Issue: node:module register is not a function
Labels: node compat

Version: deno 1.42.1+92a8ada

https://nodejs.org/docs/latest/api/module.html#moduleregisterspecifier-parenturl-options

```
# npm init @observablehq
# cd hello-framework
# deno task dev --debug
Task dev observable preview "--debug"

Unexpected error: N.register is not a function
The full error follows

error: Uncaught (in promise) TypeError: N.register is not a function
    at C (file:///Users/ry/src/hello-framework/node_modules/.deno/@observablehq+framework@1.2.0/node_modules/tsx/dist/esm/index.mjs:1:695)
    at file:///Users/ry/src/hello-framework/node_modules/.deno/@observablehq+framework@1.2.0/node_modules/tsx/dist/esm/index.mjs:5:1913
```
Repository: tauri
Issue: [docs] can't find where to config the webview allow remote urls?
Labels: type: documentation

This cost me a couple hours and can't find where to config.
The webview show a  white empty page and can't toggle the devtools
Please help.
Repository: tauri
Issue: [feat] Change Location of Mobile Source
Labels: type: feature request

### Describe the problem

Currently the source for Android source is `{PROJECT_ROOT}/src-tauri/gen/android`

### Describe the solution you'd like

I would like the ability to change the location of this. I think this location is kind of weird. 

So adding a config value in tauri.conf.json would be nice. 

### Alternatives considered

If making it configurable is not something Tauri wants to support. I think moving it to maybe something like
`{PROJECT_ROOT/tauri-platforms/android` would make more sense. 

### Additional context

_No response_
Repository: material-ui
Issue: [docs-infra] Multi-tab demo component improvements
Labels: umbrella,enhancement,scope: docs-infra

### Pre-v1:

- [x] Skipping demos without being editable https://github.com/mui/material-ui/issues/41585
- [x] Skipping non React components in visual regressions (Material UI, Base UI, MUI X) https://github.com/mui/material-ui/issues/41584
- [x] eslintrc root

### For v1:

- [x] TypeScript support
- [x] Atomic commit for state change

### For v1.5

- [x] Fix Code Tabs overflow https://github.com/mui/material-ui/pull/42913
- [x] Fix CodeSandbox/StackBlitz demos: https://github.com/mui/material-ui/issues/42733
- [x] Fix JavaScript demos conversion of tabs: https://github.com/mui/mui-x/pull/13859#issuecomment-2234480917

### For v2:

- [ ] Editable tabs
  ```jsx
    const codes = [tab1Code, tab2Code];
    const scope = withFiles(baseScope, tab1Code, tab2Code).
   ``` 
    `withFiles` from https://github.com/nihgwu/react-runner/blob/974ebc932db7b7c7d59f1b50a79aed705efbf75a/website/src/components/MultiFilesExample/index.tsx#L27.
    
- [x] Allow using custom labels (default to filename) for imported files, instead of entire relative path 
https://github.com/mui/material-ui/pull/42913#issuecomment-2225904134

### For v3

- [ ] TS/JS switch using useTransition

_Originally posted by @oliviertassinari in https://github.com/mui/material-ui/pull/40901#pullrequestreview-1930884292_
            

**Search keywords**:
Repository: terminal
Issue: Update Roadmap for 2024
Labels: Issue-Docs,Product-Meta,Needs-Tag-Fix

The Roadmap needs to be updated again.  #15661 updated the roadmap for 2023 near the end of the year.
It' s 2024 now.
Isn't a radmap supposed to show the road ahead, not only backwards?
Repository: pytorch
Issue: FakeTensor support of pin_memory
Labels: triaged,oncall: pt2,module: fakeTensor,module: dynamo,module: pt2-dispatcher

### 🚀 The feature, motivation and pitch

FakeTensor does not support pin_memory and dynamo can not trace through it.
For parity we need ability to add pin_memory to dynamo graph.
FakeTensor should track the state of pin-nedness of memory internally.


### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang @eellison @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @zou3519
Repository: pytorch
Issue: DISABLED test_mnist (__main__.TORCH_NN_MODULE)
Labels: module: onnx,triaged,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_mnist&suite=TORCH_NN_MODULE&limit=100) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/23379084046).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_mnist`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `onnx/test_fx_to_onnx_with_onnxruntime/TestFxToOnnxWithOnnxRuntime_op_level_debug_True_dynamic_shapes_False_model_type_TorchModelType.py` or `onnx/test_fx_to_onnx_with_onnxruntime`

cc @clee2000
Repository: PowerToys
Issue: Screen Ruler not working in 2+  screens setup
Labels: Issue-Bug,Needs-Triage,Product-Screen Ruler

### Microsoft PowerToys version

0.79.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Screen ruler

### Steps to reproduce

While using two or more monitors, open the Screen Ruler (it will be open in the primarymonitor), select any measure style then try to measure something in the other monitors.``

### ✔️ Expected Behavior

The cursor with the measure tool activated should be available to any object in the non-primary monitor

### ❌ Actual Behavior

Most of the times the measure tool doesn't move to other monitors, so you can't take any measure but in the main monitor. Sometime I need to deactivate then activate again a few times (2 or 5 times) until it work properly

### Other Software

Windows 11 24H2
All monitors at 100% scale.
Repository: tensorflow
Issue: Feature Request: Integrate different Digital Signal Processing into tf.signal
Labels: stat:awaiting tensorflower,type:feature,comp:signal

### Issue type

Feature Request

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

source

### TensorFlow version

2.15

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

Currently, TensorFlow offers a range of signal processing functions under tf.signal, but there's a noticeable gap in advanced audio data augmentation functionalities directly comparable to those available in the PyTorch ecosystem, particularly in the [julius](https://github.com/adefossez/julius/) library.

The julius library provides a suite of efficient DSP operations. These are crucial for building robust audio recognition and processing models, as they allow for the creation of diverse training datasets, enhancing model generalization.

Integrating similar functionalities into the TensorFlow ecosystem would greatly benefit researchers and developers working on audio-related projects by providing them with native tools for complex audio data augmentation. This integration would streamline workflows, allowing for seamless data preprocessing and augmentation within TensorFlow, thereby reducing the need for external libraries or frameworks and ensuring compatibility and performance optimization.

It would be great to have a similar library as julius to be supported in tf.signal. Would that make sense? 
I made a small notebook to implement a function similar to https://github.com/adefossez/julius/blob/main/julius/lowpass.py

https://colab.research.google.com/drive/1lxM0wDbmWIFMOGpT_gRNz_5Ug-e1vNbr#scrollTo=QuEOc3zUnSHX



### Relevant log output

_No response_
Repository: PowerToys
Issue: Apps run with Keyboard Manager do not respect the selected elevation mode when running PowerToys in administrator
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.79.0, 0.80.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I'll put details in brackets
1. Start PowerToys in Administrator (Always run as adminstrator)
2. Remap a chord to start an app (Win + T to start Windows Terminal)
* You can follow KBM → Remap a shortcut → Win + T → Action: Run Program → Select Program → type wt in the directory field, close the terminal window, and copy and paste the directory field contents to the file name field)
3. Set the elevation to normal
4. Save the confuration, hit Win + T, and find that the command prompt is in administrator mode

### ✔️ Expected Behavior

Windows Terminal, the app opened by a remapped shortcut, is opened with normal privileges

### ❌ Actual Behavior

Windows Terminal, the app opened by a remapped shortcut, is opened with adminstrator privileges

### Other Software

Windows Terminal 1.19.10821.0
Windows 10 22H2 build 19045.4170
UAC Settings is set to Never Notify (i.e. skip administrator password entry)
Repository: tauri
Issue: [feat] Allow using #[command] across workspaces
Labels: type: feature request

### Describe the problem

It seems that right now I can only call the `#[tauri::command]` on the root `src/` folder of my project. Due to the size and complexity of the project that I am working on, I need to separate parts of the codebase into Cargo workspaces. I want to be able to call certain functions in these workspaces from the frontend so I have added these workspace as a dependency of the root package which is responsible for initialising my main app. However when I declare a function inside a workspace as a command throws an error like this:

```
error[E0255]: the name `__cmd__get_details` is defined multiple times
  --> config/src/lib.rs:62:8
   |
61 | #[tauri::command]
   | ----------------- previous definition of the macro `__cmd__get_details` here
62 | pub fn get_details() -> Result<UserConfig> {
   |        ^^^^^^^^^^^ `__cmd__get_details` reimported here
   |
   = note: `__cmd__get_details` must be defined only once in the macro namespace of this module
```

### Describe the solution you'd like

I would like to be able to declare functions in workspaces as tauri commands just as easily as I can do it in my root package.

### Alternatives considered

My current approach is to make wrappers for all the functions in my root package and declare then declare these wrappers as tauri commands. This is terrible in my eyes as it is very error-prone, adds a useless function call and requires me to use weird gimmicks to properly bubble up the errors in the wrapper function.

### Additional context

Tauri version: v1.6.1
OS: Fedora Linux 39
webkitgtk6.0 version: 2.42.1
Repository: node
Issue: Add console.log() %c support for parity with browsers, Deno, and Bun
Labels: console

would be fixed by https://github.com/nodejs/node/pull/49205

My attempt at a compat table of ANSI and %c:

||%c|ANSI|
|---|---|---|
|Node.js|❌|☑️|
|Deno|☑️|☑️|
|Bun|☑️|☑️|
|Chrome|☑️|☑️|
|Firefox|☑️|❌|
|[Safari](https://webkit.org/web-inspector/console-object-api/)|☑️|?|

Why this would be a good idea:
- Feature parity with other desktop JavaScript runtimes like Deno and Bun
- Allow documentation authors to recommend using %c instead of ANSI for more compatibility without "%c works everywhere except Node.js" clauses
- %c is _ignored_ in unsupported environments (like current Node.js) whereas ANSI causes jargon to be printed (particularly in Firefox). Thus, encouraging %c is more "progressive enhancement" or "graceful degradation" than ANSI ??

basically just "everyone else is doing it, so it's probably a good idea to conform to what users expect"

previous issue https://github.com/nodejs/node/issues/29605
Repository: flutter
Issue: [in_app_purchase] Remove JSON code from Android wrapper objects
Labels: p: in_app_purchase,package,P2,c: tech-debt,p: requires breaking change,team-android,triaged-android

The original Android implementation of IAP created the Dart wrapper objects, which are the public API for clients to interact directly with the Android SDK (rather than the higher-level abstraction of the app-facing package, which isn't always sufficient), directly from platform channel JSON serialization. The platform communication has since been converted to Pigeon, but since the JSON methods were public methods on public classes, we couldn't remove them without a breaking change, so they were deprecated instead.

We should, either the next time we are doing a breaking change to the Android implementation anyway, or just as a breaking change to do the cleanup at some point (I would not expect the vast majority of clients to actually be broken by the change, since they would have to have decided to directly used the JSON for some reason, so it should be pretty low-cost).
Repository: flutter
Issue: Ability to disable Swift Package Manager per plugin
Labels: tool,c: proposal,P2,team-ios,triaged-ios

### Use case

Once Swift Package Manager support is added, we may want to consider adding ability to disable SPM per plugin.

An example use case of this is google_maps_flutter plugin (once converted to a Swift Package) will require iOS 14. However, the CocoaPods version of the plugin doesn't. So if I were a developer wanting to use the google_maps_flutter plugin and Swift Package Manager, I would have to increase my project's minimum deployment to iOS 14. However, if there was some way that I could tell Flutter to use the CocoaPods version of google_maps_flutter and still use other plugins with Swift Package Manager, then I would still be able to support lower iOS versions.

Another use case this might be helpful is when 2 plugins (one SPM and one CocoaPods) have a same dependency, it can cause a duplicate symbols/redefined module conflict because SPM and CocoaPods are unaware of each other. Instead of needing to disable SPM altogether, I could just disable for the specific plugins with a conflict.

### Proposal

Add a way to disable Swift Package Manager for specific plugins per project (aka make them use the CocoaPods version). Perhaps via pubspec.yaml?
Repository: godot
Issue: Compute/texture demo is broken at current master version of Godot 
Labels: bug,topic:rendering,needs testing

### Tested versions

Godot v4.3.dev (29b3d9e9e)

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3619) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)

### Issue description

I open a issue at demo repo https://github.com/godotengine/godot-demo-projects/issues/1031 but it seems it's an engine issue and should be reported here. 

When I opened the project https://github.com/godotengine/godot-demo-projects/tree/master/compute/texture, open the water scene and switch back to main scene, the log spams as this image:

![image](https://github.com/godotengine/godot/assets/8315986/cf29f62d-1bad-451a-b8df-3cf50769707e)

```
scene\resources\texture_rd.cpp:90 - Condition "!RD::get_singleton()->texture_is_valid(p_texture_rd_rid)" is true.
servers\rendering\rendering_device.cpp:3991 - Parameter "pipeline" is null.
servers\rendering\rendering_device.cpp:4079 - Parameter "uniform_set" is null.
servers\rendering\rendering_device.cpp:4079 - Parameter "uniform_set" is null.
servers\rendering\rendering_device.cpp:4079 - Parameter "uniform_set" is null.
This compute pipeline requires (0) bytes of push constant data, supplied: (32)
No compute pipeline was set before attempting to draw.
```

Trying to run the project will crash at start:

![image](https://github.com/godotengine/godot/assets/8315986/2dad0928-49c5-4233-907b-b46a0454d60b)


### Steps to reproduce

See above

### Minimal reproduction project (MRP)

https://github.com/godotengine/godot-demo-projects/tree/master/compute/texture
Repository: go
Issue: x/net/quic: TestUDPSourceUnspecified failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "golang.org/x/net/quic" && test == "TestUDPSourceUnspecified"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/9e6f9ca61717174a88a9364d13bdc9a9e0c72dda)):

    panic: test timed out after 10m0s
    running tests:
    	TestUDPSourceUnspecified (10m0s)
    	TestUDPSourceUnspecified/udp4/udp/unspec (10m0s)
    
    testing.(*T).Run(0x1400031e000, {0x140003d5960?, 0x14000059d88?}, 0x140004b4678)
    	/tmp/buildlet/go/src/testing/testing.go:1649 +0x350
    golang.org/x/net/quic.runUDPTest(0x14000059f58?, 0x1011548a0)
    	/tmp/buildlet/gopath/src/golang.org/x/net/quic/udp_test.go:124 +0x80
    golang.org/x/net/quic.TestUDPSourceUnspecified(0x14000536180?)
    	/tmp/buildlet/gopath/src/golang.org/x/net/quic/udp_test.go:20 +0x24
    testing.tRunner(0x1400031e000, 0x101154150)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: vscode
Issue: Enable paste to create markdown link in scm input
Labels: feature-request,markdown

1. Copy `http://example.com`
2. Paste into scm input

**Feature request**
Automatically create a markdown link, like we do in markdown files
Repository: godot
Issue: Jumping Shadows
Labels: topic:rendering,documentation,topic:3d

### Tested versions

At first I thought it was due to a problem with the voxel engine I'm using, in which the effect is amplified for some reason. But after some tests without the voxel module I realized that the problem also occurs in the latest official version of Godot and in the latest commit of the master branch.

### System information

Windows 11 - NVIDIA GeForce RTX 4070 Laptop - Godot v4.2.1.stable - Vulkan (Forward+)

### Issue description

While I was trying to create a day and night cycle for my game I have discovered that when rotating a DirectionalLight3D slowly in the X axis the shadows start to make a very strange effect as if they were jumping.

https://github.com/godotengine/godot/assets/57621742/7ad15c65-f49b-4dcf-8863-99c3f8b1cff6

https://github.com/godotengine/godot/assets/57621742/9dce7a20-df95-4f14-b121-c2c93e6c2af2

### Steps to reproduce

1. Create a 3d scene.
2. Add some random objects.
3. Add a camera.
4. Add a DirectionalLight3D with the following script:

```gdscript
class_name Sun extends DirectionalLight3D

@export var speed: float = 0.01

func _process(delta) -> void:
	rotate_x(speed * delta)
```

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/godotengine/godot/files/14855450/mrp.zip)
Repository: vscode
Issue: Add option to create reference links when pasting links into markdown
Labels: feature-request,markdown

1. Copy `http://example.com`
2. Open markdown editor and paste

**Current behavior**
Pastes with option to insert md link: `[text](http://example.com)`

**Feature request**
Also give option to add reference link instead:

```md
[text][ref]

[ref]: http://example.com
```

Presumably should reuse existing references too if one already exists