sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: MPS slows down after sleep
Labels: module: performance,triaged,module: mps

### 🐛 Describe the bug

```python
import time
import torch
from torchvision import models

device = torch.device("mps")
model = models.resnet18()
model.to(device)
model.eval()

for i in range(10):
    x = torch.randn(1, 3, 224, 224, device=device)

    start = time.perf_counter()
    with torch.no_grad():
        model(x)
    torch.mps.synchronize()
    end = time.perf_counter()

    print(end - start)
    # time.sleep(1) # <--- Cooldown time
```

Sample output:
- Comment `sleep`
```bash
0.013851750001776963
0.011806082969997078
0.009203707973938435
0.006015666993334889
0.0059204999706707895
0.00472587498370558
0.004517166991718113
0.0045674999710172415
0.004554332990664989
0.004492584033869207
```
- Uncomment `sleep`:
```bash
0.013814875041134655
0.0132357919937931
0.013537375023588538
0.016312292020302266
0.014802166959270835
0.01544141594786197
0.01633595797466114
0.015492709004320204
0.01755624997895211
0.015840500011108816
```

Is it expected? And now can I keep the model runs as fast as before `sleep`? I remember facing the same problem with `CUDA` on Nvidia Jetson, the solution is to use `sudo jetson_clocks`. So is there any similar solution to Jetson on macOS.

### Versions

```bash
OS: macOS 14.4.1 (arm64)
CPU: Apple M2

Python version: 3.10.14 (main, Mar 21 2024, 11:21:31) [Clang 14.0.6 ] (64-bit runtime)
Python platform: macOS-14.4.1-arm64-arm-64bit

[pip3] torch==2.4.0.dev20240331
[pip3] torchaudio==2.2.0.dev20240331
[pip3] torchvision==0.19.0.dev20240331
```

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: godot
Issue: GDScript overriden functions can override return type
Labels: bug,discussion,topic:gdscript

### Tested versions

Reproducible in 4.2.1 to 4.2.2-rc3.

### System information

Godot v4.2.1.stable - Debian GNU/Linux 12 (bookworm) 12 - Wayland - Vulkan (Forward+) - integrated Intel(R) Xe Graphics (TGL GT2) () - 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz (8 Threads)

### Issue description

Overloaded functions can return a different type than the original function's declaration. Additionally, this can be abused to nullify typed scalars somehow (see the MRP, where I nullify a bool).

### Steps to reproduce

Create a class `a.gd`:

```gdscript
extends RefCounted
class_name A

func f() -> bool:
	return true
```

Create another class `b.gd`:
```gdscript
extends A
class_name B

func f():
	pass
```

Now note the type inconsistency when treating a `B` as an `A`:

```gdscript
var b: A
b = B.new()
var r := b.f() # This variable is strongly-typed as a bool
print(b.f()) # Outputs <null>, which should be impossible!
```

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/godotengine/godot/files/14977810/mrp.zip)
Repository: pytorch
Issue: [RFC] Support Torchrun for Out-of-the-tree Devices
Labels: oncall: distributed,module: elastic

### 🚀 The feature, motivation and pitch

# Motivation
The torchrun entrypoint is awesome and convenient, and the TORCH_NCCL_ASYNC_ERROR_HANDLING environment variable preseted for worker process can timely crash the training process after detecting a stuck collective, then Agent can choose to restart training process. Our device have supported a similar environment variable like TORCH_NCCL_ASYNC_ERROR_HANDLING, and we hope torchrun can also be aware of the environment variables of out-of-the-tree devices. Moreover, #105443 has partially supported torchelastic's parameter parsing function for custom devices, but it does not work for torchrun entrypoint, because it requires explicit importing of device extensions.
# Proposed Solution
## Option 1
Support the feature described #122468, then add processing for receiving environment variables from out-of-the-tree devices at https://github.com/pytorch/pytorch/blob/7cd7a7aa8e0942da627095b23b94dc89f5a54943/torch/distributed/elastic/agent/server/local_elastic_agent.py#L294
## Option 2
Add a more general environment variable like TORCH_COMM_ASYNC_ERROR_HANDLING.
## Option 3
Add an argument carrying some custom environment variables to be passed to worker process for torchrun entrypoint like the rdzv_conf argument，https://github.com/pytorch/pytorch/blob/7cd7a7aa8e0942da627095b23b94dc89f5a54943/torch/distributed/run.py#L447-L454


### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225 @chauhang @d4l3k @dzhulgakov @rohan-varma
Repository: storybook
Issue: [Bug]: next/font/local is not worked in storybook with vanilla Extract
Labels: bug,help wanted,compatibility with other tools,nextjs,sev:S3

### Describe the bug

I'm going to proceed with the project using NextJS and Storybook. When I try to apply font using localfont, SyntaxError occurs. There seems to be no problem when excluding 'predentardClassname', so that part seems to be the problematic code.

![image](https://github.com/storybookjs/storybook/assets/115636461/d153edd3-b78f-4051-8c84-38dad972734f)

but, This problem is not visible when vanilla extract is removed.

### To Reproduce

https://github.com/Zero-1016/storybook-playground



### System

```bash
System:
    OS: Windows 11 10.0.22621
    CPU: (8) x64 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz
  Binaries:
    Node: 20.12.2 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - C:\Program Files\nodejs\yarn.CMD
    npm: 10.5.0 - C:\Program Files\nodejs\npm.CMD <----- active
    pnpm: 8.6.6 - C:\Program Files\nodejs\pnpm.CMD
  Browsers:
    Edge: Chromium (123.0.2420.97)
  npmPackages:
    @storybook/addon-essentials: ^8.0.8 => 8.0.8
    @storybook/addon-interactions: ^8.0.8 => 8.0.8
    @storybook/addon-links: ^8.0.8 => 8.0.8
    @storybook/addon-onboarding: ^8.0.8 => 8.0.8
    @storybook/blocks: ^8.0.8 => 8.0.8
    @storybook/nextjs: ^8.0.8 => 8.0.8
    @storybook/react: ^8.0.8 => 8.0.8
    @storybook/test: ^8.0.8 => 8.0.8
    @storybook/testing-library: ^0.2.2 => 0.2.2
    eslint-plugin-storybook: ^0.8.0 => 0.8.0
    storybook: ^8.0.8 => 8.0.8
```


### Additional context

_No response_
Repository: tensorflow
Issue: `Check failed` in `f.raw_ops.CropAndResizeGradBoxes` when `boxes` and `box_indices` are empty. 
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.15

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

tf 2.15

### Custom code

No

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

`Check failed` in `f.raw_ops.CropAndResizeGradBoxes` when `boxes` and `box_indices` are empty, which causes the program to crash. See the colab link below for details.

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1jt4YeBZkcM_o_tqxDsIKePHoeFZ-CdCS?usp=sharing
```


### Relevant log output

```shell
Check failed: NDIMS == dims() (1 vs. 2)Asking for tensor of 1 dimensions from a tensor of 2 dimensions
```
Repository: PowerToys
Issue: [FancyZones] Visual Studio 2022 secondary windows leave an outline on screen after close
Labels: Issue-Bug,FancyZones-Dragging&UI,Needs-Triage,Area-App Compat

### Microsoft PowerToys version

0.80.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

In Visual Studio 2022, undock a window to its own indipendent window.
Assign it to a zone with fancy zones, then close Visual Studio.

### ✔️ Expected Behavior

No artifact left on screen

### ❌ Actual Behavior

The docked windows leave an outline on the screen.
Closing Powertoys or restarting the video driver doesn't help and the only fix is to reboot.

### Other Software

Visual Studio 2022, also raised as https://developercommunity.visualstudio.com/t/Closing-VS-leaves-outline-of-panel-windo/10638063
Repository: deno
Issue: Local ip address and network interface support for fetch
Labels: feat,ext/fetch

Looks like Deno doesn’t have a built-in way to specify a local IP address or network interface. But reqwest has it. Is is possible to extend `Deno.CreateHttpClientOptions` to include `local_address` and `interface` from reqwest’s client builder?

Also it would be amazing to use this in web socket connections.
Repository: opencv
Issue: vcpkg support for version 4.9.0
Labels: feature,category: build/install,platform: win32,platform: arm

### Describe the feature and motivation

There exists [a pull request](https://github.com/microsoft/vcpkg/pull/36009) in the vcpkg repo for adding opencv 4.9.0, but it's been sitting there for the past few months, presumably because the arm64 build jobs are failing. I have no expertise with adding packages to vcpkg, but maybe the opencv maintainers can help.
 


### Additional context

_No response_
Repository: tensorflow
Issue: Some errors in `tf.raw_ops.SparseTensorDenseMatMul` when there are negative or too large values in `a_shape`.
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.16

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf 2.15

### Custom code

No

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

When there are negative values in `a_shape`, `tf.raw_ops.SparseTensorDenseMatMul` triggers `INVALID_ARGUMENT` error. When there are too large values in `a_shape`, `tf.raw_ops.SparseTensorDenseMatMul` triggers `overflow` error.

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1_dmg1zT1TuYnmPgtlUWSDq8Gg4eeyq0b?usp=sharing
```


### Relevant log output

```shell
Non-OK-status: InitDims(dim_sizes) status: INVALID_ARGUMENT: Expected shape dimensions to be non-negative, got -1

or

Non-OK-status: InitDims(dim_sizes) status: INVALID_ARGUMENT: Encountered overflow when multiplying 9223372036854775804 with 3, result: -1
```
Repository: godot
Issue: FileDialog confirmation behavior is misleading
Labels: discussion,topic:gui

### Tested versions

- Reproducible in Godot Engine v4.2.1.stable.official

### System information

Fedora Linux 39 - Wayland - Godot Engine v4.2.1.stable.official (Vulkan Forward+)

### Issue description

Issue is that confirmed signal is emitted even if the ConfirmationDialog that appears isn't confirmed (saying that file will be overwritten or that no file name is provided).

Other related issues that may deserve their own tickets is that there doesn't seem to be API to connect to the child ConfirmationDialog buttons (see how it now can be done in the attached project).
And confirmation signal is not being emitted after double clicking on a file name, yet the overwrite ConfirmationDialog does show up.

I guess this all could be categorized as a missing feature, but even if it's not a bug per say it will very likely lead to bugs in user code.

### Steps to reproduce

Use the attached reproduction project.
Click the "Save" button.
Either don't select anything and not enter any file name or select any file that is listed.
Confirm the choice.
Look at the Godot editor output log for relevant information.
  The print will appear before the choice is confirmed in the popup ConfirmationDialog
Check also the "control.gd" script to get a better picture of what is going on, you can also uncomment there example of how the problem could be solved for now on user side.
You can also double click on any file and observe that nothing is printed at all.

### Minimal reproduction project (MRP)

[FileDialogIssues.zip](https://github.com/godotengine/godot/files/14980699/FileDialogIssues.zip)
Repository: tensorflow
Issue: `Overflow` in `tf.raw_ops.SerializeManySparse` when there are too large values in `sparse_shape`.
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.16

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

tf 2.15

### Custom code

No

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

 When there are too large values in `sparse_shape`  while `sparse_indices` and `sparse_values` are empty, ``tf.raw_ops.SerializeManySparse`` triggers overflow error.

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1itdHdvRiR28lfLLBay-2sUuKSX_IzBPC?usp=sharing
```


### Relevant log output

```shell
Non-OK-status: InitDims(dim_sizes) status: INVALID_ARGUMENT: Encountered overflow when multiplying 7777777777777777777 with 3, result: -1
```
Repository: storybook
Issue: [Bug]: Storybook Server 8.0.8 autodoc error - Element type is invalid
Labels: bug,addon: docs,server,sev:S2

### Describe the bug

Storybook Server shows an error on the Docs page:

```
Element type is invalid: expected a string (for built-in components) or a class/function (for composite components) but got: object.
```

It's a clean install with only the server url parameter defined in `preview.js` and `main.js` configured as so:

```
const config = {
  stories: ["../src/**/*.stories.json"],
  addons: [
    "@storybook/addon-links",
    "@storybook/addon-essentials",
    "@chromatic-com/storybook",
    "@storybook/addon-interactions",
  ],
  framework: {
    name: "@storybook/server-webpack5",
    options: {},
  },
  docs: {
    autodocs: "tag",
  },
};
export default config;
```

![image](https://github.com/storybookjs/storybook/assets/7452758/6209de26-1ae7-4409-ac5a-08716bad160b)


### To Reproduce

1. Setup clean Storybook Server install
2. Enable autodocs in `main.ts|js`
3. Create component story json with `"tags": [ "autodocs"]` set
4. Run storybook and navigate to Docs page for component

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.2.1
    CPU: (16) x64 Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.16.0 - ~/.nvm/versions/node/v18.16.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.16.0/bin/yarn
    npm: 9.5.1 - ~/.nvm/versions/node/v18.16.0/bin/npm <----- active
    pnpm: 8.10.2 - ~/.nvm/versions/node/v18.16.0/bin/pnpm
  Browsers:
    Chrome: 123.0.6312.122
    Safari: 17.2.1
  npmPackages:
    @storybook/addon-essentials: ^8.0.8 => 8.0.8 
    @storybook/addon-interactions: ^8.0.8 => 8.0.8 
    @storybook/addon-links: ^8.0.8 => 8.0.8 
    @storybook/blocks: ^8.0.8 => 8.0.8 
    @storybook/server-webpack5: ^8.0.8 => 8.0.8 
    @storybook/test: ^8.0.8 => 8.0.8 
    storybook: ^8.0.8 => 8.0.8
```


### Additional context

_No response_
Repository: opencv
Issue: OpenCV-Python Bindings, vector<>, Matx<> conversion
Labels: feature

### Describe the feature and motivation


I am following [this](https://docs.opencv.org/4.x/da/d49/tutorial_py_bindings_basics.html) to create openCV-python bindings to my code as custom module that can be used as a shared library.

With simpler structs and classes it runs without issues and i am able to import and work with them in python, however when i try converting classes that has arg types with vector<> or cv::Matx<> it fails

```
struct CV_EXPORTS_W_SIMPLE foo{ 
   CV_WRAP foo(int param, std::vector<someparameter> someparamter)   
       {someparameter =_someparameter}
   }
```
it fails or reads the python bindings as vector_someparameter

I have tried `CV_EXPORTS_W`, it also fails if i declare the said parameter as `CV_PROP_RW` to expose it to python.

### Additional context

_No response_
Repository: deno
Issue: Smoke test for Google cloud SDK
Labels: tests,node compat

Add a regression suite to CI for Google cloud SDK.
Repository: deno
Issue: Add a smoketest for AWS SDK
Labels: tests,node compat

Add a regression suite to CI for the AWS SDK.
Repository: deno
Issue: Add a smoketest for OTEL tracing
Labels: tests,node compat

Add an Open Telemetry regression suite to CI. See also #23744
Repository: tensorflow
Issue: `Check failed` in `tf.raw_ops.LoadAndRemapMatrix` when the rank of `ckpt_path` is not equal to the rank of `old_tensor_name`.
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.16

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

tf 2.15

### Custom code

No

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

When the rank of `ckpt_path` is not equal to the rank of `old_tensor_name`, `tf.raw_ops.LoadAndRemapMatrix` triggers `Check fail` error.

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1Eba1FTUMG_as_2FtrSUcAt44Z-LWPX4Z?usp=sharing
```


### Relevant log output

```shell
Check failed: NDIMS == dims() (1 vs. 0)Asking for tensor of 1 dimensions from a tensor of 0 dimensions
```
Repository: TypeScript
Issue: WebGL(2) context methods don't allow null for resource parameters
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

WebGL2RenderingContext, attachShader, createShader, null

### 🕗 Version & Regression Information

- This is the behavior in every version I tried **(Nightly, 5.4.5, 4.9.5, 3.9.7)**, and I reviewed the FAQ for entries about **WebGL**



### ⏯ Playground Link

https://www.typescriptlang.org/play?target=99&jsx=0&ts=5.5.0-dev.20240415#code/KYDwDg9gTgLgBDAnmYcDKALAhgE2FAFWVQF44B1YAIwHEAZAJgCVgA7PKAS1YHMBhCKxigYAbQDkAMSYBBGgFkAogDkCAfTQAJGQBFFTcQF04AHwrV6zNh279BwkGPEA1fQUUANDdr0HDAbgAoQNBIWDgAMwBXVgBjGE5BOAAbCFxMXHwACh5kgC5zWkYWdnxbASERABo4AGcIKKhY4ALamC5eGqQUAoyOIhQASgLKIr78UzhWKOTkuABvQIBIWME2uuwOODJcgDpYqGAsYXGoLO7gQaDlgHobuE4IuEQGuBjVgFsPtngYDAhaqhktxgLUHvAAO7QADWYKoUXgPAgoLgWB4WG46z+qEOn2sx0SrDBxzgGBgMDAtTydwhtN20IwUEEAN20B4Nwh1FyHM40M4N00WHYwN4FQcMDoAJgAGIdIIAKSKBjygAcAAZ5QBOTUwNSxDDAWLQtQRaBqaazNSCPWHAmCYJLO4PJ5ZWqbCYkT1TGbJQYLW73JZ-JkQqbAUOKKBMs4AIjdmSgDzBFuSNReUXEADcgVK4KtKo4Y1cA3AAL7LPbxjhoBpNYCu91QGr1RrNYtLPafMCcZLAU4NhPF5b59a1KKxZq1ME7ZK7HjAGCnAAKWCgWG+wjOVfwNT2fAA8vIlwBJOiKDQEGQEACqaHbjzgrvHk9qfsWSyWhxgjVYGwTQSWcthzWCBe12fBoxyWd50XRtj1YU1JR4AcOEGds9jwXsTkbFD8HbL8f29WYglLIA

### 💻 Code

```ts
export type ShaderType = WebGL2RenderingContext['FRAGMENT_SHADER'] | WebGL2RenderingContext['VERTEX_SHADER'];

export function loadShader(gl: WebGL2RenderingContext, source: string, type: ShaderType): WebGLShader | null {
	const shader = gl.createShader(type);

	// if you uncomment those lines it works but goes against the recomendations at https://www.khronos.org/webgl/wiki/HandlingContextLost#Don%E2%80%99t_check_for_null_on_creation

	// if (shader === null) {
	// 	throw new Error("shader is null, you've lost context");
	// }
	gl.shaderSource(shader, source);
	gl.compileShader(shader);

	const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
	if (success) {
		return shader;
	}

	console.error(gl.getShaderInfoLog(shader));
	gl.deleteShader(shader);
	return null;
}
```


### 🙁 Actual behavior

Context methods that take in WebGL resources (shader, program, buffer...) report errors when provided with `null` but `create*` methods return the resource (pointer) or null, and [the spec](https://www.khronos.org/webgl/wiki/HandlingContextLost#Don%E2%80%99t_check_for_null_on_creation) says we should not check for `null` upon resource creation because all functions accept `null` as a parameter (no-op).

example :
```ts
gl.shaderSource(shader, source);
```
> Argument of type 'WebGLShader | null' is not assignable to parameter of type 'WebGLShader'.
>  Type 'null' is not assignable to type 'WebGLShader'.

### 🙂 Expected behavior

Context methods taking resources as parameters should allow for `null` to be passed in. This would delineate from MDN's documentation but fit closer to the actual behavior of the API and the WebGL(2) spec.

### Additional information about the issue

_No response_
Repository: tensorflow
Issue: `Segmentation fault` in `tf.raw_ops.LoadAndRemapMatrix` when the value of `num_cols` is too large while `col_remapping` is empty.
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.16

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

tf 2.15

### Custom code

No

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

When the value of `num_cols` is too large while `col_remapping` is empty, `tf.raw_ops.LoadAndRemapMatrix` triggers `Segmentation fault`.

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1Eba1FTUMG_as_2FtrSUcAt44Z-LWPX4Z?usp=sharing
```


### Relevant log output

```shell
segmentation fault (core dumped)
```
Repository: PowerToys
Issue: Bug does not allow updating the latest version
Labels: Issue-Bug,Area-Setup/Install,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.79.00

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

Pressing the update option gives  a error

### ✔️ Expected Behavior

To get update

### ❌ Actual Behavior

Just an error message

### Other Software

_No response_
Repository: godot
Issue: Moving Multiple nodes with transform position
Labels: discussion,topic:editor,topic:3d

### Tested versions

4.3 dev5

### System information

EndeavourOS Godot v4.3 dev5 Vulkan Forward+

### Issue description

behaviour

### Steps to reproduce

Have Multiple nodes selected and transform them in the Transform Position fields x y z in the inspector

### Minimal reproduction project (MRP)

Have Multiple nodes selected and transform them in the Transform Position fields x y z in the inspector

https://github.com/godotengine/godot/assets/88291316/43ee2ca4-2bc0-49e3-b624-7aeb41d6ee4d
Repository: vscode
Issue: editor/title/run doesn't always switch the default action when selected from dropdown
Labels: bug,menus

Found while partially fixing https://github.com/microsoft/vscode/issues/210286

Steps to Reproduce:

1. install python and jupyter extensions
2. create a python file with just `print(1)`
3. use the editor's run menu to select `run file in interactive window`
4. hover over the menu button

🐛 clicking the menu button will still do the previous action

If you select 'run file in interactive window` when the IW is already open, it will switch the default action.
Other actions sometimes do not become default in this way, but the run in IW command is the most consistent.