sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: macOS: `tab.activeBorderTop` does not appear with native title bar and dark OS theme
Labels: electron,confirmed

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Version: 1.83.0-insider (Universal)
Commit: df703092cd69d660608c3979b9db2e00ddb6185e
Date: 2023-09-06T21:44:44.629Z
Electron: 25.8.0
ElectronBuildId: 23503258
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Darwin x64 22.6.0

Steps to Reproduce:

1. enable the "Window: Native Tabs" option for macOS Sierra window tabs
2. have a theme that sets the `"tab.activeBorderTop"` value (or set it manually in `settings.json`)

on my macbook pro monitor, i see the border color, but when i drag the vscode window to an external monitor, and resize it to full screen - the border color just disappears. when i resize it to a smaller window, sometimes it re-appears.

![image](https://github.com/microsoft/vscode/assets/75376791/c8c94810-7b46-4382-9e9a-fc3af3af0071)
the "activeBorder" (the tab's bottom border color) works just fine. the "activeBorderTop" does not show
Repository: PowerToys
Issue: Language packet bleed
Labels: Issue-Bug,Area-Localization

### Microsoft PowerToys version

0.73.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

My current machine has several language packs installed, namely Finnish (suomi/suomi), Russia (Russia/russia), English (US/US), German (German/German) (ie. the standard packs). Side note: Russian was installed in fear of Russian malware recognizing what language packs are installed and not attacking if Russia was installed.

Windows 11 UI is in Finnish, PowerToys is in English. For whatever reason, a seemingly arbitrary selection of the PowerToys-elements is in Russian.




### ✔️ Expected Behavior

In PowerToys and PowerToys settings panel: All PowerToys-related screen elements should be in English. (unless they are pulled from the UI, which is in Finnish - this is fine)

### ❌ Actual Behavior

Some elements are in Russian.
Listed:
PowerToys Settings > General > Under: Administrator mode the first item is named in Russian
![Näyttökuva 2023-09-07 095234](https://github.com/microsoft/PowerToys/assets/15365614/4e5bb0ef-5b74-4c6b-a73b-c7d86dd03159)

PowerToys Settings > Image Resizer > Under: Image sizes have their size descriptions in Russian
![Näyttökuva 2023-09-07 095223](https://github.com/microsoft/PowerToys/assets/15365614/7a6e4042-a87b-49b8-b310-c6b0c3a2403e)

PowerToys Peek > the edit/open-button is in Russian
PowerToys Peek > the tooltip is in Russian
![Näyttökuva 2023-09-07 103850](https://github.com/microsoft/PowerToys/assets/15365614/fb0b0878-3c82-4074-b1c7-6690f94ca01e)

[PowerToysReport_2023-09-07-10-25-10.zip](https://github.com/microsoft/PowerToys/files/12546058/PowerToysReport_2023-09-07-10-25-10.zip)

Also another bug:
PowerToys Peek > the upper resize window does not resize but moves the window

### Other Software

_No response_
Repository: next.js
Issue: ignoreDuringBuilds not being used #53459
Labels: bug

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/vercel/next.js/blob/canary/examples/with-docker/Dockerfile

### To Reproduce

Hi there,

Hope everything is well, so it must be an error but for some issue the team decided that this #53459 should been closed **even if it was not resolved**. I even tested on mac it doesn't work even with your [dockerfile](https://github.com/vercel/next.js/blob/canary/examples/with-docker/Dockerfile) (that uses `yarn build`, why not `next`?) so - is there a way that works to disable linting?

also changing the `RUN` in the `Dockerfile` file to `RUN npx next build` still results in the same error that fails in types check. On the logs, I see

```
#0 16.90 
#0 16.90    Skipping linting
#0 16.90    Checking validity of types...
#0 20.68 Failed to compile.
#0 20.68 
```

So maybe something else has to be disabled? What's the different in linting and checking for types validity?

Thanks a lot

### Current vs. Expected behavior

```
/** @type {import('next').NextConfig} */
const nextConfig = {
  eslint: {
    // Warning: This allows production builds to successfully complete even if
    // your project has ESLint errors.
    ignoreDuringBuilds: true,
  },
};

module.exports = nextConfig;

``` should work 

### 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 22.5.0: Thu Jun  8 22:21:34 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T8112
    Binaries:
      Node: 20.3.0
      npm: 9.6.7
      Yarn: N/A
      pnpm: 8.6.2
    Relevant Packages:
      next: 13.4.20-canary.19
      eslint-config-next: 13.4.19
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.2.2
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: next.js
Issue: next dev can not run on windows 10
Labels: Upstream,create-next-app,bug,SWC

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/lolieatapple/token-pair-manager.git

### To Reproduce

$ yarn next dev
yarn run v1.9.2
$ D:\Aaron\gopath\src\github.com\cross-config-manager\node_modules\.bin\next dev
- ready started server on 0.0.0.0:3000, url: http://localhost:3000
- info Using wasm build of next-swc
Done in 7.08s.

other version:
$ yarn dev
yarn run v1.9.2
$ next dev
- ready started server on 0.0.0.0:3000, url: http://localhost:3000
- info Downloading WASM swc package...
- info Using wasm build of next-swc
error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.

It show Done and exit automatic. I can't use it anymore.

### Current vs. Expected behavior

Not show done exit, just wait after:
- ready started server on 0.0.0.0:3000, url: http://localhost:3000

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: ia32
      Version: Windows 10 Enterprise
    Binaries:
      Node: 16.16.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.19
      eslint-config-next: 13.4.1
      react: 18.2.0
      react-dom: 18.2.0
      typescript: N/A
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure, CLI (create-next-app), Operating System (Windows, MacOS, Linux), SWC minifier (swcMinify: true), SWC transpilation

### Additional context

_No response_
Repository: godot
Issue: OSX/M1 window resizing crashes the engine when rendering thread model is set to multi-threaded
Labels: bug,platform:macos,topic:rendering,topic:porting,crash

### Godot version

3.5.2

### System information

MacBook Air M1 2020 8GB Sonoma 14.0

### Issue description

On some M1 Mac systems, setting the rendering thread model to multi-threaded causes the engine to crash when the window size is changed.

This seems to be a race condition and gets progressively worse when the game is actually doing stuff - to the point where a game like ΔV: Rings of Saturn will crash on any attempt to resize the window or switch between full-screen and windowed modes. I have verified that adding a command line of `--render-thread safe` fixes the problem, so I'm confident that it's caused by the multi-threaded rendering model.

You can replicate this with an empty project without code - it just requires more vigorous mouse movements to trigger.

- Crash recording: https://imgur.com/a/ERIE01f
- OS crash report: [crash-report.txt](https://github.com/godotengine/godot/files/12546507/crash-report.txt)

### Steps to reproduce

This replicates only on M1 Macs.

1. Create a new project
2. Set the rendering thread model to multi-threaded
3. Create an empty Node2D
4. Run it
5. Resize the window rapidly

MRP attached. 

### Minimal reproduction project

[mrp.zip](https://github.com/godotengine/godot/files/12546452/mrp.zip)
Repository: PowerToys
Issue: Switching key and shifted key not working
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.73.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

On a German keyboard the hashtag and the single quote inhabit the same key as such:
#
Shift + # = '

In Keyboard Manager I want to switch the key's behavior around i.e.
Assign button press # the shortcut Shift + #.
![image](https://github.com/microsoft/PowerToys/assets/127759944/43709af2-4144-47ce-adcf-04d21df8feb0)
Assign the shortcut Shift + # the button '.
![image](https://github.com/microsoft/PowerToys/assets/127759944/631bb9e5-a961-4e4d-9230-e4e0658e103f)

### ✔️ Expected Behavior

Clicking the # button produces a single quote.
Clicking Shift + # produces a hashtag.

### ❌ Actual Behavior

The combination of both reassignments produces a loop, i.e. the button behavior is the same as without keyboard manager:
Clicking the # button produces a hashtag.
Clicking Shift + # produces a single quote.

### Other Software

_No response_
Repository: PowerToys
Issue: [Deps]Re-evaluate workarounds after the upgrade to WASDK 1.4
Labels: Idea-Enhancement,Priority-3

### Description of the new feature / enhancement

The code contains quite some workarounds due to missing features in previous versions of Windows App SDK.
After https://github.com/microsoft/PowerToys/pull/28310#discussion_r1317663290, the workarounds should be evaluated for removal.

### Scenario when this would be used?

Code simplification.

### Supporting information

_No response_
Repository: ant-design
Issue: Tabs component doesn't inherit height from parents -> Cant have Tabs with "height: 100%"
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-ctjldh?file=/index.js)

### Steps to reproduce

Try to set up tabs component and child with 100% height.

### What is expected?

Expected would be that it fills out the whole height in green

### What is actually happening?

Only scaling with the text filling the space

| Environment | Info |
| --- | --- |
| antd | 5.8.6 |
| React | 18.2.0 |
| System | Pop!_OS 22.04 LTS x86_64 |
| Browser | Brave Version 1.57.57 Chromium: 116.0.5845.163 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Misleading "Remove" button in Project Manager
Labels: discussion,topic:editor,usability

### Godot version

v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.dev4 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

### Issue description

Project manager has two buttons:
- Remove 
- Remove Missing  

![kuva](https://github.com/godotengine/godot/assets/49998025/aebd7c5a-c4b1-4de1-8c2b-527205d2e4b0)

The buttons are using the exactly same term "Remove", but the actions are totally different. "Remove" deletes the project files but "Remove missing" just removes the projects from Project Manager's list. There is even a tooltip telling that "Remove" is actually delete, not remove. Using "remove" for deletion is a bit dangerous as you can easily think that after first using "Remove missing" you could remove some more old projects from the list with "Remove" button.

"Delete" seems to be the most used UX term for completely getting rid of files. 

In my opinion, the "Remove" button should be renamed to "Delete".




### Steps to reproduce

Just start Godot.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Find cancels the selection
Labels: bug,editor-find

- VS Code Version:  1.81.1
- OS Version: Windows

Find cancels the current selection. I hate it :-)

Steps to Reproduce:

1. Open a document
2. Select a block of text
3. Press CTRL-F
4. Write a word to search that is present in the document
5. The original selection is cancelled. The searched word is selected.

Including a small video: https://github.com/microsoft/vscode/assets/821344/fb0bb0d0-ebb0-4835-9c22-36ea8a7b801c


If you do the same in Visual Studio, the "old" selection will be saved and become a "lighter colored" selection, like with VS Code when you use the Find in Selection button.

The problem here is that the Find in Selection button is on the RIGHT of the textbox for finding text, so the "natural" way of working (left-to-right) is to fill the textbox for finding the text and then clicking on the Find in Selection, but if you try to do it in VS Code, the selection will be cancelled when you digit a single character in the textbox.
Repository: go
Issue: proposal: x/sys/windows/svc/mgr: New function to list the service statuses as well as names
Labels: OS-Windows,Proposal

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->

We have a use case where we want to connect to a remote windows server and list all of the services on it, along with their running status. 
In x/sys/windows/svc/mgr, ListServices() returns all of the services that exist, and then we have to loop through them calling Query() to get the state. This doesn't perform well, so instead, I've got my own custom function in my code which returns the status along with the service name. It looks like this: 

```go
type nameAndState struct {
	name  string
	state int
}

func getServices(m *mgr.Mgr) ([]nameAndState, error) {
	var err error
	var bytesNeeded, servicesReturned uint32
	var buf []byte
	for {
		var p *byte
		if len(buf) > 0 {
			p = &buf[0]
		}
		err = windows.EnumServicesStatusEx(m.Handle, windows.SC_ENUM_PROCESS_INFO,
			windows.SERVICE_WIN32, windows.SERVICE_STATE_ALL,
			p, uint32(len(buf)), &bytesNeeded, &servicesReturned, nil, nil)
		if err == nil {
			break
		}
		if err != syscall.ERROR_MORE_DATA {
			return nil, err
		}
		if bytesNeeded <= uint32(len(buf)) {
			return nil, err
		}
		buf = make([]byte, bytesNeeded)
	}
	if servicesReturned == 0 {
		return nil, nil
	}
	services := (*[1 << 20]windows.ENUM_SERVICE_STATUS_PROCESS)(unsafe.Pointer(&buf[0]))[:servicesReturned]

	var n []nameAndState
	for _, s := range services {
		name := syscall.UTF16ToString((*[1 << 20]uint16)(unsafe.Pointer(s.ServiceName))[:])
		n = append(n, nameAndState{name: name, state: int(s.ServiceStatusProcess.CurrentState)})
	}

	return n, nil
}
``` 

It would be good if this functionality was included in the standard mgr package though. It would have to be a new function for backwards compatibility but it could potentially even return the whole ENUM_SERVICE_STATUS_PROCESS struct as an array to expose everything.
Repository: go
Issue: cmd/compile: recursive functions are escape analyzed context insensitively
Labels: NeedsFix,compiler/runtime

When we perform escape analysis on a call site to a function that was previously analyzed, the analysis is done context sensitively. We take note of the arguments and how they flow to results, according to the callee's previous analysis.

But within a batch of mutually recursive functions, we handle calls by directly flowing arguments to other functions and directly flowing results to where they're used. This has a consequence of making the analysis context-insensitive.

For example, in the package below, when inlining is disabled, we report that `p` leaks to the heap, rather than to the result of `f`. This imprecision happens because we see `p` flows to the result of `f`, and then flows to the result of `g` (thus escaping).


```
package p

func f(p *int) *int {
	g()
	return p
}

func g() *int {
	return f(new(int))
}
```
Repository: rust
Issue: Error about redundant_explicit_links with conditional no_std
Labels: T-rustdoc,A-lints,C-bug,A-intra-doc-links

I tried this code:

```rust
//! [`String`][string]
//!
//! [string]: alloc::string::String

#![cfg_attr(not(feature = "std"), no_std)]

extern crate alloc;
```
```toml
[package]
name = "reproduction"
version = "0.1.0"
edition = "2021"

[features]
default = ["std"]
std = []
```

And then ran this command:
```sh
RUSTDOCFLAGS="-D warnings" cargo +nightly doc
```

I expected to see this happen: Documents without errors.

Instead, this happened: Error that link target is redundant. Only happens if std feature is enabled because `String` is in scope then. However, the explicit anchor is required for no_std. 

```
error: redundant explicit link target
 --> src/lib.rs:1:16
  |
1 | //! [`String`][string]
  |      --------  ^^^^^^ explicit target is redundant
  |      |
  |      because label contains path that resolves to same destination
```

Perhaps, this is just an unfortunate situation where I need to use `#![allow(rustdoc::redundant_explicit_links)]`, but it was confusing at first.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.74.0-nightly (e3abbd499 2023-09-06)
binary: rustc
commit-hash: e3abbd4994f72888f9e5e44dc89a4102e48c2a54
commit-date: 2023-09-06
host: aarch64-apple-darwin
release: 1.74.0-nightly
LLVM version: 17.0.0
```
Repository: TypeScript
Issue: discriminated union type narrow when destructuring object within desturct array
Labels: Suggestion,Experimentation Needed

### 🔎 Search Terms

destructuring object within destructured array, discriminated union

### 🕗 Version & Regression Information

the error part appeared in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play?target=1&ts=5.2.2#code/C4TwDgpgBAYglgJwM7AJLAgWygXigbwCgopRIAuKAcgDNEUrioA3AQwBsBXCSlBOAHYBzQgF9ChMtADKEAMYB7AQBN0WXASZTKVJPKXLGJNlx5QBnTACMICMRKlQAKgAtEqjNjxES26sDcEQyYTbkorBQV2CFYBe0JFARQoVkoACnhkNE8oAB8oWUSPdXzXdzVMAEoAbQBdDTqJAHom0ghkgEZCVgA6GgUEAFFWORc0tPxScAgAGhYObihRStwAPk0SOBooNMccfeo6LKoVnxIoFqgFAGteYH5hJhJEpCiIHvYFITTQiEqmcTLZqtDDJABMhH6CB2L2ABCmkDmvyWV22rFOTC2Oz2B1o9GAJw250uNzuDxE5ygLzeHy+PwWfwB8QSSmSVko1Vg+IqeQK+hUPNKgWK2FqdQatWBbWSAGZIQMYay4ZzmFB6gptlYMZttj8eji8Hjjtria0bk8qayaZ9vswer9-iRAVLQXCACyEKx9AbDUbjaqTKRIhlLWorHDrM5Y3bTXC4o4ME0kS4CBRw0lQPiCIS8izWWy8iJvWIW6nRWm2hmOpZif6ES6uqAAVnl0LSsKgnMD02DphR6s1JujBsO+MJZ2TrVT6dumfu2dzlhs0PyReiJcpZfeNvppmrgKAA

### 💻 Code

```typescript
type FirstItem = {
  type: 'first'
  value: string
}

type SecondItem = {
  type: 'second'
  value: number
}

type ThirdItem = {
  type: 'third'
  value: boolean
}

const a: (FirstItem | SecondItem | ThirdItem)[] = []

// test 1
a.forEach(({ type, value }) => {
  if (type === 'first') {
    // ok: string
    console.log(value)
  }
})

// test 2
for (const { type, value } of a) {
  if (type === 'first') {
    // ok: string
    console.log(value)
  }
}


const b: [ FirstItem | SecondItem | ThirdItem ][] = []

// test 3
for (const [ v ] of b) {
  if (v.type === 'first') {
    // ok
    console.log(v.value)
  }
}

// test 4
b.forEach(([{ type, value }]) => {
  if (type === 'first') {
    // not ok: string | number | boolean
    console.log(value)
  }
})

// test 5
for (const [ { type, value } ] of b) {
  if (type === 'first') {
    // not ok: string | number | boolean
    console.log(value)
  }
}
```

### 🙁 Actual behavior

the code above, test4 and test5 can not narrow to the `string` type like test1, test2 or test3

### 🙂 Expected behavior

I expected the `value` in the loop to infer successfully

### Additional information about the issue

_No response_
Repository: vscode
Issue: Overlapping decorations with moved code
Labels: polish,diff-editor

![image](https://github.com/microsoft/vscode/assets/38270282/20b1ac11-7222-4634-be34-8dc5ff9b4232)

The added decoration on line 157 overlaps with the moved code border. You can see this diff in https://github.dev/microsoft/vscode/pull/192336 on terminalinstance.test.ts.
Repository: rust
Issue: Cross language LTO broken for crates with build.rs
Labels: T-compiler,C-bug,A-LTO

On `aarch64-apple-darwin`, Rust 1.72 this fails:

```bash
cargo new --lib foo && cd foo && echo "fn main() {}" > build.rs && RUSTFLAGS="-Clinker-plugin-lto" cargo build
```

with `ld: unknown option: -plugin-opt=O0`.

Building without `build.rs` works as intended.
Repository: godot
Issue: When "display/window/size/no_focus" is turned on, the main window becomes borderless and topped.
Labels: bug,topic:porting,needs testing

### Godot version

v4.2.dev.mono.custom_build [8449592d9]

### System information

Godot v4.2.dev.mono (8449592d9) - Arch Linux #0~20230903.g20dcd95 SMP PREEMPT_DYNAMIC Sun Sep  3 05:16:45 UTC - Wayland - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.104.05) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

"display/window/size/no_focus" Not only does it keep the main window from focusing, but it also makes the main window lose its borders, has a high level of hierarchy, and doesn't show icons in the taskbar.

"display/window/size/no_focus" off:
![图片](https://github.com/godotengine/godot/assets/52148221/a945d22d-0d44-4fe2-9937-a01b80b6fa78)
"display/window/size/no_focus" on:
![图片](https://github.com/godotengine/godot/assets/52148221/4326b1b1-1533-4f09-80ab-fa61bdc6e602)
It seems to be a linux platform specific issue.

### Steps to reproduce

1.Enable "display/window/size/no_focus".
2.Run.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Markdown: puts two backticks when one opening backtick
Labels: bug,markdown

In a markdown file have a `<backtick> foo` and put a backtick at the end of `foo` and see how you get 2 backticks.

![Image](https://github.com/microsoft/vscode/assets/900690/8cbef9f2-b73c-4f32-a0da-2ec600671e21)