sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Aux window terminals have messed up cursor blinking
Labels: bug,terminal-rendering,workbench-auxwindow

Testing #199023

May be an issue in terminal code, or related to tricks we try to do around `setTimeout`/`setInterval`?

![Recording 2023-11-28 at 15 33 15](https://github.com/microsoft/vscode/assets/2193314/36583330-4784-4537-9816-409f1e31bc6c)
Repository: go
Issue: x/tools/go/analysis/passes/assign: Test failures
Labels: NeedsInvestigation,Tools

```
#!watchflakes
default <- pkg == "golang.org/x/tools/go/analysis/passes/assign" && test == "Test"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/6f74f75df7ba7871444bc771a51b9eca97e8937a)):

    panic: test timed out after 20m0s
    running tests:
    	Test (20m0s)
    
    sync.runtime_Semacquire(0xc000158340?)
    	/workdir/go/src/runtime/sema.go:62 +0x3c
    sync.(*WaitGroup).Wait(0xc00029d080)
    	/workdir/go/src/sync/waitgroup.go:116 +0x88
    golang.org/x/tools/go/packages.(*loader).refine(0xc00015a1c0, 0xc000000d20)
    	/workdir/gopath/src/golang.org/x/tools/go/packages/packages.go:796 +0xce4
    golang.org/x/tools/go/packages.Load(0xc000012900?, {0xc000028500, 0x2, 0x2})
    	/workdir/gopath/src/golang.org/x/tools/go/packages/packages.go:287 +0x39c
    golang.org/x/tools/go/analysis/analysistest.loadPackages(0x54cd00, {0xc00001c190, 0x49}, {0xc000028500, 0x2, 0x2})
    	/workdir/gopath/src/golang.org/x/tools/go/analysis/analysistest/analysistest.go:375 +0x240
    golang.org/x/tools/go/analysis/analysistest.Run({0x3aff28, 0xc0001581a0}, {0xc00001c190, 0x49}, 0x54cd00, {0xc000028500, 0x2, 0x2})
    	/workdir/gopath/src/golang.org/x/tools/go/analysis/analysistest/analysistest.go:322 +0xfc
    golang.org/x/tools/go/analysis/analysistest.RunWithSuggestedFixes({0x3aff28, 0xc0001581a0}, {0xc00001c190?, 0xa54c4?}, 0x2de480?, {0xc000028500?, 0x117d1c?, 0x58a6509d6862d?})
    	/workdir/gopath/src/golang.org/x/tools/go/analysis/analysistest/analysistest.go:129 +0x78
    golang.org/x/tools/go/analysis/passes/assign_test.Test(0xc0001581a0)
    	/workdir/gopath/src/golang.org/x/tools/go/analysis/passes/assign/assign_test.go:21 +0xe4
    testing.tRunner(0xc0001581a0, 0x3540b0)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: TypeScript
Issue: Allow merging enums with undefined
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

enum merge undefined 

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

It can sometimes be useful to augment the types for a module to indicate that an exported enum is optional. There's no way I can find in TypeScript to do that right now. _"Enum declarations can only merge with namespace or other enum declarations."_

### 📃 Motivating Example

For example API consumers may need to support versions of a package that don't include a recently added enum.

How about allowing a `?` before the `{` for an enum?

```ts
declare module 'typescript' {
  enum JSDocParsingMode? {}
}
```


### 💻 Use Cases

In typescript-eslint we want to always treat `ts.JSDocParsingMode` as optional. It was added in a more recent version of TypeScript than our backwards compatibility extends. But there's no way to mark it as `| undefined`.

Even if we do remember to always `ts.JSDocParsingMode?.ParseAll` and so on, doing so violates https://typescript-eslint.io/rules/no-unnecessary-condition.
Repository: flutter
Issue: [flutter_tools] asset manifest parsing does duplicated work
Labels: P2,c: tech-debt,team-tool,triaged-tool

tracking issue split out from discussion in https://github.com/flutter/flutter/pull/132985#discussion_r1406906673.

When we parse an application's Flutter manifest, we redundantly parse sections multiple times. We should refactor this code to ensure we only parse it once, and re-use the results.
Repository: flutter
Issue: [canvaskit] Remove Chrome 110 check in Flutter engine once Chrome 110 is no longer supported.
Labels: e: web_canvaskit,browser: chrome-desktop,team-web

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

We have a workaround for a bug in Chrome 110 and earlier which requires us to revert to a slower path for rendering in that case. Once we stop supporting Chrome 110, we should remove the workaround and associated code.

### Proposal

Delete `isChrome110OrOlderOnWindows` getter once we stop supporting Chrome 110 and older.
Repository: flutter
Issue: Add dragUpdate that receives the current drag position in ReorderableListView
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

i'm going to scroll the outer scroll with that drag update.

### Proposal

As the title suggests, a drag update listener is needed in addition to drag end and drag start.

```
final void Function(Offset, Offset)? onReorderUpdate;

void _dragUpdate(_DragInfo item, Offset position, Offset delta) {
    setState(() {
      _overlayEntry?.markNeedsBuild();

      /* Added */
      widget.onReorderUpdate?.call(position, delta);

      _dragUpdateItems();
      _autoScroller?.startAutoScrollIfNecessary(_dragTargetRect);
    });
  }
```
Repository: vscode
Issue: Feature Request: Add setting to disable the default wrapping around navigation for workbench.action.compareEditor.nextChange
Labels: feature-request,diff-editor

<!-- ⚠️⚠️ 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. -->

The command `workbench.action.compareEditor.nextChange` in the VSCode diff editor, designed to move the cursor to the subsequent change, currently cycles back to the start upon reaching the final change. This looping mechanism can necessitate additional mental exertion to monitor the comprehensive list of line numbers denoting all differences.

Introducing an option to disable this wrap-around function, thereby maintaining the cursor's position at the last change or displaying a notification upon reaching the first or last change, would be advantageous.

Implementing such a feature would streamline the user experience by providing a clear indication of having reached the endpoint.
Repository: vscode
Issue: Clicking inside editor and releasing the mouse button on a link outside activates the link (web/monaco)
Labels: bug,help wanted,editor-core

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: vscode.dev
- OS Version: Win10 / Firefox

Steps to Reproduce:

1. Go to vscode.dev
2. Open an editor
3. Click somewhere in the editor (e.g. to select a bunch of text) and keep the mouse button pressed
4. Move the mouse pointer over something outside the editor, e.g. the "Read the announcement" header
5. Release the mouse button

Nothing should happen since links/buttons are not supposed to trigger just because you release the mouse button while hovering them. After all, the click did not target that link/button.

FWIW this but is VERY annoying when embedding monaco-editor on a webapp that has a navigation near the editor's left side. When selecting a block of I almost always end up with the cursor on the menu and thus leave the page...
Repository: godot
Issue: Sphere Mesh Generated by Godot is Different Then Sphere Mesh Imported From Blender
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.2.rc2

### System information

Windows 11 - Forward + Dedicated GPU

### Issue description

When using a sphere mesh generated by Godot with the SoftBody3D node it is very difficult to get a stable bouncing ball. When importing a sphere generated by Blender however it is possible. The mesh created in Godot is somehow constructed differently as indicated in [this video](https://www.youtube.com/watch?v=P6jxpPXJsDU). Additionally and this may be a separate bug, but unless the ball is placed at the center x=0 z=0 the ball will fly off the screen. 

I have attached a MRP that has good ball bounce physics for a SoftBody3D node with a Blender sphere mesh and a matching one with the mesh generated with Godot. 


https://github.com/godotengine/godot/assets/25701774/6d24568d-4f81-4ef7-b6b5-b773cdff724c



### Steps to reproduce

Create two SoftBody3D Nodes choose sphere mesh from Godot for one of them and a sphere mesh generated by Blender for the other.

### Minimal reproduction project

[SoftBodyBug.zip](https://github.com/godotengine/godot/files/13494919/SoftBodyBug.zip)
Repository: next.js
Issue: Inconsistent revalidate behavior when deployed to Vercel
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Darkness-2/nextjs-revalidate-bug

### To Reproduce

1. Deploy app to Vercel
2. Invoke revalidatePath for a path with a short revalidate interval (for example, 60 seconds)
3. Note the expected behavior is that the next visit to this page will receive a ```X-Vercel-Cache: REVALIDATED``` header 
4. However, on occasion you will receive an unexpected ```X-Vercel-Cache: HIT``` or ```X-Vercel-Cache: STALE```, and stale data will be served
5. No matter how many more times the page is hit, the cache does not seem to revalidate until the end of the next revalidate interval

Please note, this does not seem to happen every time, however if you play around with it enough, you will find this behavior. My experience is that this tends to happen very close to when the page is around its revalidation interval (a few seconds before or after the 60 second revalidation period).

I have also tested this locally using ```npm run build``` and ```npm run start```, and it works as expected. (Note that when running locally the relevant header is ```X-Nextjs-Cache```)

Note below a reproduction, where I called revalidatePath via a route handler, and the subsequent request for the page's rsc still returned a ```X-Vercel-Cache: HIT```
![image](https://github.com/vercel/next.js/assets/4050657/dba4437b-ab9b-4a72-a3eb-415c1077c81b)


### Current vs. Expected behavior

Following the steps from the previous section, I expect the next request after a revalidatePath to return a ```X-Vercel-Cache: REVALIDATED``` header, along with fresh data.

Instead, a ```X-Vercel-Cache: HIT``` or ```X-Vercel-Cache: STALE``` header is sometimes returned, along with stale data. The page does not appear to ever be revalidated in these cases, even though revalidatePath was invoked.

### 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: x64
  Version: Windows 10 Home
Binaries:
  Node: 18.18.2
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.3
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

I have created an example repo, along with Vercel deployment where it is easy to reproduce the issue, along with instructions for what to look out for.

[Github repo](https://github.com/Darkness-2/nextjs-revalidate-bug)
[Vercel deployment](https://nextjs-revalidate-bug.vercel.app/)

I also deployed the same project on the canary release to Vercel, and the same issue occurred.
Repository: godot
Issue: Export for android fails in 4.2 RC2
Labels: discussion,platform:android,topic:export

### Godot version

4.2 RC2

### System information

Mac Sonoma 14, M2 chip

### Issue description

Without making any other changes to my project, building/exporting for Android fails with the following unclear error that I am unable to understand. I am not able to copy text from that window, so here is a screenshot.

<img width="684" alt="image" src="https://github.com/godotengine/godot/assets/138373494/47aa4412-e9a6-4a70-bcb9-859eac28842d">


<img width="434" alt="image" src="https://github.com/godotengine/godot/assets/138373494/317467d8-3a0e-40b0-b0d8-d9e813a4ff68">

I have always seen this red lettered warning in previous releases of Godot, but it has never lead to build problems in the past. 

### Steps to reproduce

Take a functional 4.1.3 project and open it in 4.2 RC2 and try to export.

I am not familiar with Java and Android enough to know what might cause this. I only recently setup this computer, so the Android/Java install should be reasonably recent (installed a few months ago)

### Minimal reproduction project

Im not sure how to create a project that demonstrates this exact error. Is it just me or is it everyone.
Repository: vscode
Issue: Extension Auto-Update Mechanism Enhancements
Labels: feature-request,extensions

# Problem Statement:
Our team creates a [few popular VS Code extensions](https://marketplace.visualstudio.com/publishers/WallabyJs). Within our organisation, we have a continuous release model where it's not uncommon for us to release daily, and sometimes even multiple times each day. We've had a number of users who have expressed dissatisfaction with the current mechanism for reporting extension updates, particularly regarding their frequency and the annoyance of the notification system. This issue has been observed with several of our extensions, exhibited in poor reviews in our marketplace review page as well as issues in our issue tracking system.

We've also observed the same for other extensions expressing similar dissatisfaction, for example, [Github Copilot](https://marketplace.visualstudio.com/items?itemName=GitHub.copilot&ssr=false#review-details):

> **1 STAR**: Updates are too frequent. It raises questions about their Q/A process. Even ArchLinux has fewer updates than this.

The marketplace reviews are used to highlight the user sentiment / dissatisfaction.

We think that the key issues are:
1. Users believe (incorrectly) that a pending update means that they **must** restart their editor to continue using the extension with pending updates vs. continuing to use the old version until the next editor restart.
2. Users (especially those with diverse sensory / cognitive needs) are distracted by the pending updates badge on the Extensions side-bar badge and want to clear the pending notifications.

# Potential Solutions
We propose a possible set of improvements that could be implemented in part, or in whole. Where possible, we're happy to assist in contributing to improving this mechanism to expedite delivery (assuming it aligns with VS Code direction).

1. Allow extensions to opt-in for auto-update notifications (**not auto-updates**), either for a specific version of the extension, or for the extension entirely. This would allow extensions (both ours, and others) with continuous delivery models to not distract / annoy users. Perhaps a more general solution would be to notify for `major.minor` changes, but not `patch` releases (e.g. patch releases may auto-update without a badge indicator).
2. Allow the pending updates badge to be completely disabled for those with diverse sensory / cognitive needs.
3. Allow auto-update frequency and/or notification frequency to be controlled by users (e.g. every restart, once per day, once per week, etc.)
Repository: node
Issue: `message` property gets removed at runtime from the enumerable properties of an extended class from `Error`
Labels: confirmed-bug,v8 engine,v18.x,v20.x

### Version

18.0.0

### Platform

Darwin 192.168.1.4 23.1.0 Darwin Kernel Version 23.1.0: Mon Oct  9 21:28:45 PDT 2023; root:xnu-10002.41.9~6/RELEASE_ARM64_T6020 arm64

### Subsystem

_No response_

### What steps will reproduce the bug?

The `message` property is no longer in the Object.keys() after some iterations (10th iteration to be precise).
```js
const assert = require("assert");

class CustomError extends Error {
  message;
  code;
  constructor(message, code) {
    super(message);
    this.message = message;
    this.code = code;
  }
}

for (let i = 0; i < 20; i++) {
  const er = new CustomError("mmm", "err");
  console.log("my keys: " + i, Object.keys(er));
  assert.deepStrictEqual(
    { ...er },
    {
      message: "mmm",
      code: "err",
    },
    `run.... ${i}`
  );
}
```

### How often does it reproduce? Is there a required condition?

All the time

### What is the expected behavior? Why is that the expected behavior?

Should see `message` property in all iterations of the output.

### What do you see instead?

At the 10th iteration, the `message` magically fades from the keys.
```sh
my keys: 0 [ 'message', 'code' ]
my keys: 1 [ 'message', 'code' ]
my keys: 2 [ 'message', 'code' ]
my keys: 3 [ 'message', 'code' ]
my keys: 4 [ 'message', 'code' ]
my keys: 5 [ 'message', 'code' ]
my keys: 6 [ 'message', 'code' ]
my keys: 7 [ 'message', 'code' ]
my keys: 8 [ 'message', 'code' ]
my keys: 9 [ 'message', 'code' ]
my keys: 10 [ 'code' ]
node:assert:123
  throw new AssertionError(obj);
  ^

AssertionError [ERR_ASSERTION]: run.... 10
    at Object.<anonymous> (/Users/vikassandhu/Desktop/Azavista/express-middlewares/lib/vv.js:16:10)
    at Module._compile (node:internal/modules/cjs/loader:1105:14)
    at Module._extensions..js (node:internal/modules/cjs/loader:1159:10)
    at Module.load (node:internal/modules/cjs/loader:981:32)
    at Module._load (node:internal/modules/cjs/loader:827:12)
    at Function.executeUserEntryPoint [as runMain] (node:internal/modules/run_main:77:12)
    at node:internal/main/run_main_module:17:47 {
  generatedMessage: false,
  code: 'ERR_ASSERTION',
  actual: { code: 'err' },
  expected: { message: 'mmm', code: 'err' },
  operator: 'deepStrictEqual'
}

Node.js v18.0.0
```

### Additional information

_No response_
Repository: vscode
Issue: Support scrolling at the end of the file at the top of the editor in Multi diff editor
Labels: feature-request,multi-diff-editor

Single Editor and Single Diff Editor
![image](https://github.com/microsoft/vscode/assets/50770619/96835ad4-d8b6-4946-a3a3-6ac8ab2cfd48)

Multi Diff Editor
scroll should allow the last editor to scroll till it shows the last line at top
![image](https://github.com/microsoft/vscode/assets/50770619/4a17eef6-3941-43ac-b5fc-e91151bcacc8)
Repository: neovim
Issue: Mapping leader and local leader works differently in Lua than in VimScript
Labels: documentation

### Problem

I'm having a hard time mapping leader to special characters using Lua, but it works in VimScript

### Steps to reproduce

**This works**
```
vim.cmd([[
  let mapleader = "\<cr>"
  let maplocalleader = "\<space>"
]])
```

**This does not work**
```
vim.g.mapleader = "\<cr>"
vim.g.maplocalleader = "\<space>"
```

### Expected behavior

- I would expect them to work the same.
- It would be nice if the documentation for mapleader covered special characters

### Neovim version (nvim -v)

NVIM v0.9.4

### Vim (not Nvim) behaves the same?

no

### Operating system/version

macOS 14.1

### Terminal name/version

Kitty/0.31.0

### $TERM environment variable

xterm-kitty

### Installation

homebrew
Repository: godot
Issue: MOUSE_MODE_CONFINED does not confine cursor in some cases.
Labels: bug,topic:porting,needs testing

### Godot version

4.1.3.stable

### System information

Godot v4.1.3.stable unknown - Arch Linux #1 ZEN SMP PREEMPT_DYNAMIC Mon, 20 Nov 2023 23:17:26 +0000 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (RADV NAVI22) () - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

After setting mouse mode to MOUSE_MODE_CONFINED, the cursor very often is able to exit the window. The cursor can escape the window upward 100% of the time and less often when moving to either side or down.
MOUSE_MODE_CONFINED_HIDDEN works as expected, debugged via printing mouse event positions.
MOUSE_MODE_CONFINED also works as expected if the window is set to Borderless mode from project settings.

(Additionally I am on KDE Wayland which doesn't seem to have shown in my copied system information above)

### Steps to reproduce

Press Enter to toggle MOUSE_MODE_CONFINED, move mouse cursor up over top of window exiting confined area, no mouse motion events received after cursor exits window.

Press Escape to toggle MOUSE_MODE_CONFINED_HIDDEN, move cursor up, cursor is properly confined.

### Minimal reproduction project

[cursor_lock_repro.zip](https://github.com/godotengine/godot/files/13496084/cursor_lock_repro.zip)