sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Android export plugin tries to display dialogs competing for exclusivity, and consecutive attempts to export fail to display one of them
Labels: bug,platform:android,topic:editor

### Godot version

4.2.beta (probably all 4.x are affected)

### System information

Godot v4.2.beta (ce9901ef5) - Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 Ti Laptop GPU (NVIDIA; 31.0.15.3742) - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads)

### Issue description

There has been a number of recent reports about Android exports failing, all of which contain a message that indicates a problem with an editor popup:

- https://github.com/godotengine/godot/issues/84147
- https://github.com/godotengine/godot/issues/84134
- https://github.com/godotengine/godot/issues/81613
- https://github.com/godotengine/godot/issues/82760

While the editor issue is not related to the export problems, it tends to grab attention from users and muddy the reports. So I looked into it, and the problem is a bit convoluted.

Basically, editor dialogs/windows need to be popped with exclusivity, so they are always parented to the topmost available node without exclusive children. In this case, we get two dialogs that attempt to do this: the progress dialog, indicating the overall progress for the export, and the execution log.

The progress dialog is added to the tree first, and the execution log dialog is added afterwards (and is not guaranteed to be added at all). The execution log can then be automatically hidden or remain visible after the execution passes. And the progress bar is supposed to disappear once we exit the scope of the export function.

Since the execution log is added second, it uses the progress dialog as its mounting point. We expect that when each editor dialog changes visibility we would automatically unparent it. The fact that the execution log is added to the progress dialog as a child gets in the way of this. When the progress dialog is hidden, it is removed from the tree as expected, but that also removes the execution log from the tree. When the execution log is not in the tree, changing its visibility doesn't raise a visibility changed notification. Without this notification, the auto-unparenting logic never kicks in.

And so when we trigger the export the second time, the execution log dialog is not in a valid state, and the error is raised.

----

I'm not sure how to resolve this case of competing dialogs. I think that one possible solution is to move the execution log to the bottom panel. Only the Android export plugin uses this feature, so it can be fully encapsulated by the plugin and a bottom panel control that it can add. This would avoid having an extra window, and would also be helpful to preserve export logs for further investigation by users.

### Steps to reproduce

You can use any of the projects form linked issues to attempt an export that fails. You need to set up [everything required](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html) for Android export first, though.

### Minimal reproduction project

N/a
Repository: vscode
Issue: Find and Replace in Jupyter Notebooks
Labels: bug,notebook-find

Type: <b>Bug</b>

The standard behavior of find and replace (ctrl+F dialog) is to begin repalcement at the current cursor position, and within the active cell in the case of ipynb. In a VSC ipynb, replacement is always from the beginning of the file, i.e., first occurrence within the first cell containing a match.  

VS Code version: Code 1.84.1 (2b35e1e6d88f1ce073683991d1eff5284a32690f, 2023-11-06T12:35:59.022Z)
OS version: Windows_NT x64 10.0.19044
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|12th Gen Intel(R) Core(TM) i7-12800H (20 x 1805)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|31.69GB (15.26GB free)|
|Process Argv|--crash-reporter-id e0a5712c-8da0-4aa3-997c-48f7702bae8f|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (22)</summary>

Extension|Author (truncated)|Version
---|---|---
vsc-python-indent|Kev|1.18.0
vscode-clangd|llv|0.1.24
black-formatter|ms-|2023.6.0
isort|ms-|2023.10.1
python|ms-|2023.20.0
vscode-pylance|ms-|2023.11.10
jupyter|ms-|2023.10.1003070148
jupyter-keymap|ms-|1.1.2
jupyter-renderers|ms-|1.0.17
vscode-jupyter-cell-tags|ms-|0.1.8
vscode-jupyter-slideshow|ms-|0.1.5
remote-containers|ms-|0.321.0
remote-ssh|ms-|0.107.0
remote-ssh-edit|ms-|0.86.0
remote-wsl|ms-|0.81.8
vscode-remote-extensionpack|ms-|0.24.0
remote-explorer|ms-|0.4.1
remote-server|ms-|1.5.0
even-better-toml|tam|0.19.2
cmake|twx|0.0.17
jinja|who|0.0.8
vscode-proto3|zxh|0.5.5


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscorecescf:30445987
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
py29gd2263cf:30880073
vscaat:30438848
vsclangdc:30486549
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30695312
azure-dev_surveyonecf:30548226
2e4cg342:30602488
f6dab269:30613381
showlangstatbar:30737416
pythonfmttext:30731395
fixshowwlkth:30771522
showindicator:30805244
pythongtdpath:30769146
i26e3531:30792625
pythonnosmt12:30797651
pythonidxpt:30866567
pythonnoceb:30805159
synctok:30869157
dsvsc013:30795093
dsvsc014:30804076
dsvsc015:30845448
pythontestfixt:30871694
pythonregdiag2cf:30871583
pyreplss2:30879913
pythonmypyd1:30879173
pythoncet00cf:30874137
pythontbext0:30879054
dsvsc017cf:30880893
aa_t_chat:30882232

```

</details>

<!-- generated by issue reporter -->
Repository: storybook
Issue: [Bug]: @types/* package are sometimes declared in 'dependencies' instead of 'devDependencies'
Labels: bug,dependencies,good first issue,help wanted,typescript,sev:S3

### Describe the bug

It has two undesirable effects:
* it leads to typescript errors, in my case caused by @types/node-fetch v2.6.9 being installed through @storybook/core-common that conflict with node-fetch v3 that now directly includes the typescript definition (@types/node-fetch no more necessary with v3)
* it downloads & installs unnecessary packages (which is the purpose of correctly using devDependencies vs dependencies)
* 

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: rust
Issue: let-chain with missing `let` in the middle causes multiple confusing errors
Labels: A-diagnostics,A-parser,T-compiler,D-confusing,D-papercut,F-let_chains

### Code

```Rust
fn main() {
    let x = Some(42);
    if let Some(_) = x
        && Some(x) = x
    {}
}
```


### Current output

```Shell
error: expected expression, found `let` statement
 --> src/main.rs:3:8
  |
3 |     if let Some(_) = x
  |        ^^^^^^^^^^^^^^^
  |
  = note: only supported directly in conditions of `if` and `while` expressions

error[E0308]: mismatched types
 --> src/main.rs:4:12
  |
4 |         && Some(x) = x
  |            ^^^^^^^ expected `bool`, found `Option<Option<{integer}>>`
  |
  = note: expected type `bool`
             found enum `Option<Option<{integer}>>`
help: use `Option::is_some` to test if the `Option` has a value
  |
4 |         && Some(x).is_some() = x
  |                   ++++++++++

error[E0308]: mismatched types
 --> src/main.rs:3:8
  |
3 |       if let Some(_) = x
  |  ________^
4 | |         && Some(x) = x
  | |______________________^ expected `bool`, found `()`
```


### Desired output

```Shell
error: let-chain with missing `let`
 --> src/main.rs:3:8
  |
3 |     if let Some(_) = x
  |        --------------- let-chain starting here
4 |         && Some(x) = x
  |            ^^^^^^^^^^^ expected `let` expression, found assignment
  |
help: add `let` before the expression
  |
4 |         && let Some(x) = x
  |            +++
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Anything else?

_No response_

<!-- TRIAGEBOT_START -->

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Repository: vscode
Issue: Editor tab tooltips for TextDocumentContentProvider schemes have backslashes on Windows and don't show the scheme
Labels: bug,label-provider,confirmation-pending

If I create a `TextDocumentContentProvider` for a custom scheme like this:

```ts
context.subscriptions.push(vscode.workspace.registerTextDocumentContentProvider("my-super-scheme", {
	provideTextDocumentContent(uri, token): string {
		return `// Yay`;
	},
}));
vscode.workspace.openTextDocument(vscode.Uri.parse('my-super-scheme:/a/b/c/file.dart')).then(vscode.window.showTextDocument);
```

The tooltips in the editor tabs do not show correctly - the have the scheme dropped and the slashes reversed (as if they're being treated as Windows file paths, which they are not):

![image](https://github.com/microsoft/vscode/assets/1078012/19985bf8-fb27-4ddf-ab9d-cf9e1de1cf17)

I would expect the URIs to be shown as-is (or the `TextDocumentContentProvider` allowed to provide the title of document).
Repository: vscode
Issue: Support TODO Diagnostic Severity
Labels: feature-request,api,languages-diagnostics

<!-- ⚠️⚠️ 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. -->
When viewing the `Problems` tab, both TODO's and info messages, warnings and errors are displayed.

You can toggle the display of the info / error / warning messages with the filter button.
However, there is no way to easily filter TODO's from other info messages.

I would like to see a new option in the filter, specifically for TODO comments.
I.e. `Show TODO's` under the `Show Infos` option.

When this is checked, TODO comments show up in the problems tab.

To illustrate, my warning panel of one of my projects (conveniently, with a lot of warnings):
 
<img width="1005" alt="Screenshot 2023-11-16 at 17 29 17" src="https://github.com/microsoft/vscode/assets/23480364/5003a8bb-9392-4368-9f91-3b1097217f88">
Repository: PowerToys
Issue: Mouse Crosshairs moves Taskbar to back?
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-Mouse Utilities

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

Turn on Mouse Crosshairs.

### ✔️ Expected Behavior

My taskbar to stay on top of all windows.

### ❌ Actual Behavior

All windows hover over top of the task bar, making a hidden taskbar much more difficult to use.

### Other Software

_No response_
Repository: pytorch
Issue: Tracking: Improve SymNode/Dynamic Shapes Logging
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🚀 The feature, motivation and pitch

- [ ] https://github.com/pytorch/pytorch/issues/113700
- [x] https://github.com/pytorch/pytorch/issues/113379
- [x] https://github.com/pytorch/pytorch/issues/113876



cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519
Repository: go
Issue: cmd/compile, importers: implement support for Alias types nodes in export data format
Labels: NeedsFix,early-in-cycle,compiler/runtime

This is a follow-up issue on #63223 to track the support for Alias types in importers.
@mdempsky 
@findleyr
Repository: react-native
Issue: FlatList: Pull to Refresh refresh controls are "freezed" after navigation.goBack()
Labels: Issue: Author Provided Repro,Component: FlatList,Needs: Triage :mag:,Needs: Repro

### Description

I cannot find any open issue for this topic.

I have 2 screens inside same context, useEffect depend on both screens depend on the same state from common context.

When I update context state data on Screen 2, and `goBack()`to Screen 1, refresh controls for flatlist are just freezed and I need to pull it to make it disappear:

State with `refreshing`value if changing to false correctly.


### React Native Version

0.73.0-rc.4

### Output of `npx react-native info`

System:
  OS: macOS 14.1.1
  CPU: (12) arm64 Apple M3 Pro
  Memory: 68.31 MB / 18.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 21.1.0
    path: /opt/homebrew/bin/node
  Yarn:
    version: 1.22.19
    path: /opt/homebrew/bin/yarn
  npm:
    version: 10.2.0
    path: /opt/homebrew/bin/npm
  Watchman:
    version: 2023.11.06.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.14.2
    path: /opt/homebrew/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.0
      - iOS 17.0
      - macOS 14.0
      - tvOS 17.0
      - watchOS 10.0
  Android SDK: Not Found
IDEs:
  Android Studio: 2022.3 AI-223.8836.35.2231.11005911
  Xcode:
    version: 15.0.1/15A507
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.9
    path: /usr/bin/javac
  Ruby:
    version: 2.6.10
    path: /usr/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.73.0-rc.4
    wanted: 0.73.0-rc.4
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false

### Steps to reproduce

1. Make 2 screens inside same context
2. Use FlatList on screen 1 and screen 2
3. Use useEffect dependent on the same state in the common context 
4. go to Screen 2 , modify state in the common context 
5. use `navigation.goBack()`
6. See that refresh controls are still there even if `refreshing`is false

### Snack, screenshot, or link to a repository

<img width="395" alt="Screenshot by Dropbox Capture" src="https://github.com/facebook/react-native/assets/1072103/44ffa812-8004-4f6c-b4c6-eccb78f2a177">
Repository: go
Issue: x/crypto/ssh: allow to send type specific data when accepting a channel
Labels: Proposal,Proposal-Accepted,Proposal-Crypto

According to RFC 4254 [section 5.1](https://www.rfc-editor.org/rfc/rfc4254#section-5.1), `SSH_MSG_CHANNEL_OPEN_CONFIRMATION` can contain some type specific data, we have mapping for this [extra payload](https://github.com/golang/crypto/blob/eb61739cd99fb244c7cd188d3c5bae54824e781d/ssh/messages.go#L227) but currently the field is unused.

I propose to add API to allow setting this field when accepting a channel on the server side and to retrieve the value on the client side.

Proposed API for the server side part:

```
// NewChannelWithPayload is a NewChannel that allows to send an arbitrary
// payload in SSH_MSG_CHANNEL_OPEN_CONFIRMATION.
type NewChannelWithPayload interface {
	NewChannel

	// AcceptWithPayload allows to set an arbitrary payload to send in
	// SSH_MSG_CHANNEL_OPEN_CONFIRMATION.
	AcceptWithPayload(payload []byte) (Channel, <-chan *Request, error)
}
```

Proposed API for the client side part:

```
// ChannelWithPayload is a Channel that allows to retrieve the type specific
// data received in SSH_MSG_CHANNEL_OPEN_CONFIRMATION.
type ChannelWithPayload interface {
	Channel

	// Payload returns the channel type specific data received in
	// SSH_MSG_CHANNEL_OPEN_CONFIRMATION.
	Payload() []byte
}
```

for the client side part we can also evaluate an interface extension for [Conn](https://github.com/golang/crypto/blob/eb61739cd99fb244c7cd188d3c5bae54824e781d/ssh/connection.go#L50) to add something like this:

```
OpenChannelPayload(name string, data []byte) (Channel, <-chan *Request, []byte, error)
``` 

this way the payload is returned directly after opening the channel without the need to call the `Payload()` method on the channel as proposed above. 
I prefer the first option because I'm not a big fan of methods that return multiple values, but that's just a personal preference.

Thank you!

cc @golang/proposal-review
Repository: vscode
Issue: Cloud Changes causes data loss.  Should notify before applying changes.
Labels: bug,cloud-changes

sorry not a real bug report, as I don't know how to repro, but a FYI.

## the problem:

cloud changes caused dataloss because it restored stale data

## the setup:

- I have a single dev machine, have cloud-changes turned on in VSCode.  
- I do not open my repository on any other computer  (but do use VSCode on another computer if that matters?)
- I do 100% of my coding in VS (not VSCode), but use VSCode side-by-side to edit config files, etc.
- IIRC I didn't have any `.cs` files open in VSCode.  I did have the folder parent of the `.sln` open.  I might have had another VSCode window with the `.sln` folder open also.

## the steps?

1. had the above vscode windows open
2. make changes in VS (not vscode), commit to repo (using the "Fork" Git Client).
3. make some additional changes using VS as client.
4. reboot my computer (iirc, this will cause VSCode to store cloud changes)
5. open VS, see my (pending) changes
6. open a VSCode window (parent folder of `.sln`) and suddenly all my edits are blown away, files are in a state prior to last git commit.

## additional thoughts

- this might be considered a weird edge case and almost "by design", except:
- when storing cloud changes, should track what the source was, and if source matches destination to overwrite, potentially something bad is about to happen
- **should prompt the user to restore cloud changes, preferably with a diff shown.** (this is the big one)
- sorry I don't have a nice way to repro this.   
- it left a super bad taste in my mouth so cloud changes is now off, forever.
Repository: godot
Issue: Using `EditorSyntaxHighlighter` in `TextEdit` crashes the project.
Labels: discussion,topic:editor,confirmed

### Godot version

Godot v4.2.rc (ad72de508)

### System information

Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

The running project crashes without error message if a `TextEdit` (or `CodeEdit`) has `EditorSyntaxHighlighter` set for its `syntax_highlighter`.

Attaching a debugger to the running project says:
```
ERROR: Class 'EditorSyntaxHighlighter' can only be instantiated by editor.
   at: ClassDB::instantiate (core\object\class_db.cpp:364)
core\object\class_db.cpp:364 - Class 'EditorSyntaxHighlighter' can only be instantiated by editor.
ERROR: res://addons/eval_command/run_script.tscn:5 - Parse Error: Can't create sub resource of type: EditorSyntaxHighlighter
   at: ResourceLoaderText::load (scene\resources\resource_format_text.cpp:551)
scene\resources\resource_format_text.cpp:551 - res://addons/eval_command/run_script.tscn:5 - Parse Error: Can't create sub resource of type: EditorSyntaxHighlighter
ERROR: Failed loading resource: res://addons/eval_command/run_script.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:275)
Failed loading resource: res://addons/eval_command/run_script.tscn. Make sure resources have been imported by opening the project in the editor at least once.
ERROR: Failed loading scene: res://addons/eval_command/run_script.tscn.
   at: (main\main.cpp:3433)
Failed loading scene: res://addons/eval_command/run_script.tscn.
```

`EditorSyntaxHighlighter` should probably not be available to select.
Or if `EditorSyntaxHighlighter` is useful for plugins or something, there should be an error printed when attempting to use it when not in the editor.

### Steps to reproduce

Add a `TextEdit` or a `CodeEdit`.
Set Highlighting > `syntax_highlighter` to a new `EditorSyntaxHighlighter`.
Run the current Scene.
The Scene tries to load and immediately closes.

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Awake to keep PC awake when CPU not idle
Labels: Idea-Enhancement,Needs-Triage,Product-Awake

### Description of the new feature / enhancement

Awake tool should allow power users on workstations to avoid going to sleep mode while CPU or GPU or network adapter run some intensive computations.

There should be option to set at which % of CPU / GPU / NET utilisation Awake tool would prevent Windows from going to sleep mode.

### Scenario when this would be used?

Windows goes into sleep mode when I do some computation on my computer, such as processing renders, animations, simulations, etc. A very heavy CPU load does not prevent Windows from going into sleep mode. This is really bad for an operating system that has been in development for 30 years.

### Supporting information

That developer has briliant ideas about sleep mode prevention method:
https://www.codeproject.com/Articles/82799/Suspend-Computer-on-Idle-if-CPU-Usage-is-Low-Windo


Very good old app NoSleep! - "Advanced Power Management" was made by Sstefan Hirschman long ago. Attached in zip file.
[NoSleep!.zip](https://github.com/microsoft/PowerToys/files/13381247/NoSleep.zip)
Repository: material-ui
Issue: [material-next][Search] Add new `Search` component
Labels: new feature,package: material-ui,design: material you

This issue is to track the work for adding the new `Search` component to @mui/material-next, moving forward the Material You effort (https://github.com/mui/material-ui/issues/29345)

Material You Search specification: https://m3.material.io/components/search/overview

Ideas:
- Create one component with a `variant` prop, which can be `'searchbar'` or `'searchview'`
- Create two components:
  - `SearchBar`, which is rendering `SearchView` on focus
  - `SearchView`

I think the second option is the better one, as this way the `SearchView` can also be used without the `SearchBar` and the logic of the `SearchBar` is not implemented unnecessarily.
However, I would like to collect further suggestions or approvals and then start with the implementation.
If my suggestion is accepted, I would first implement the `SearchView` and then the `SearchBar`.

Note: This comment will be updated to show the progress, ideas and list possible issues.

@DiegoAndai