sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: OpenXR game crashes when run
Labels: bug,topic:xr,crash

### Godot version

master (db6976e)

### System information

Pop_OS, Nvidia GTX 1070, nvidia-driver 525.60.11, Vulkan, Valve Index, SteamVR (beta)

### Issue description

I created a scene with an XR origin, camera and two controllers, enabled OpenXR from project settings and enabled XR shaders. When I try to run the project, the window pops up for a moment and then crashes. Godot produces this in the standard output:

```
Godot Engine v4.0.beta.custom_build.db6976eed - https://godotengine.org
OpenXR: Running on OpenXR runtime:  SteamVR/OpenXR   0.1.0
OpenXR: XrGraphicsRequirementsVulkan2KHR:
 - minApiVersionSupported:  1.0.0
 - maxApiVersionSupported:  1.2.0
Vulkan API 1.3.224 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1070

ERROR: OpenXR: Unsupported io path /interaction_profiles/htc/vive_cosmos_controller/use
r/hand/left/input/system/click
   at: interaction_profile_supports_io_path (modules/openxr/openxr_api.cpp:271)
ERROR: OpenXR: Unsupported io path /interaction_profiles/htc/vive_focus3_controller/use
r/hand/left/input/system/click
   at: interaction_profile_supports_io_path (modules/openxr/openxr_api.cpp:271)
ERROR: OpenXR: Unsupported io path /interaction_profiles/htc/vive_focus3_controller/use
r/hand/right/input/trigger/touch
   at: interaction_profile_supports_io_path (modules/openxr/openxr_api.cpp:271)
ERROR: OpenXR: Unsupported io path /interaction_profiles/htc/vive_focus3_controller/use
r/hand/left/input/thumbrest/touch
   at: interaction_profile_supports_io_path (modules/openxr/openxr_api.cpp:271)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta.custom_build (db6976eed4c59b3a320cb26938898c732e
f6b7ca)
Dumping the backtrace. Please include this when reporting the bug on: https://github.co
m/godotengine/godot/issues
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f78a4242520] (??:0)
[2] /home/telku/.steam/debian-installation/steamapps/common/SteamVR/bin/linux64/vrclien
t.so(+0x264a78) [0x7f789e064a78] (??:0)
[3] /home/telku/.steam/debian-installation/steamapps/common/SteamVR/bin/linux64/vrclien
t.so(+0x1ad4da) [0x7f789dfad4da] (??:0)
[4] /home/telku/.steam/debian-installation/steamapps/common/SteamVR/bin/linux64/vrclien
t.so(+0x242769) [0x7f789e042769] (??:0)
[5] /lib/x86_64-linux-gnu/libc.so.6(+0x94b43) [0x7f78a4294b43] (??:0)
[6] /lib/x86_64-linux-gnu/libc.so.6(+0x126a00) [0x7f78a4326a00] (??:0)
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

Create the scene as described above and then run the project.

### Minimal reproduction project

[g3test.zip](https://github.com/godotengine/godot/files/10226553/g3test.zip)
Repository: pytorch
Issue: Inference Mode docs
Labels: module: docs,triaged,inference mode

### 🐛 Describe the bug

A part of the explanation on inference mode [docs](https://pytorch.org/cppdocs/notes/inference_mode.html) says:

> A non-view tensor is an inference tensor if and only if it was allocated inside InferenceMode. A view tensor is an inference tensor if and only if the tensor it is a view of is an inference tensor.

where `A view tensor is an inference tensor if and only if the tensor it is a view of is an inference tensor.` is a bit ambiguous to me, does it mean: `A view tensor is an inference tensor if and only if the tensor is a view of an inference tensor.`?

### Versions

master

cc @svekars @carljparker
Repository: vscode
Issue: [html] "Cannot redeclare block-scoped variable" in script type module
Labels: bug,html

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes

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System: 

- VS Code Version: Version: 1.74.0
- OS Version: macOS 13.0.1

Steps to Reproduce:

1. Create a new HTML file
2. Add two `<script type="module">` and declare a variable with the same name in both (see [example code](#example-html) below).
3. Observe the red squiggly line underneath the variable names saying _Cannot redeclare block-scoped variable_.

![image](https://user-images.githubusercontent.com/61943/207574264-6b207f17-f78b-4cfa-b745-081472cad426.png)
|- 

When a script tag has the `type` attribute set to `"module"`, the source text should be treated as an ES module with it's own scope, not the global scope. 

https://developer.mozilla.org/en-US/docs/Web/HTML/Element/script#attr-type
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Modules#other_differences_between_modules_and_standard_scripts

### Example HTML

```html
<!DOCTYPE html>
<script type="module">
  const x = 1;
</script>
<script type="module">
  const x = 2;
</script>
```
Repository: TypeScript
Issue: [type bug] fontfaces property is missing from loadingdone event object
Labels: Bug,Help Wanted,Domain: lib.d.ts

## Configuration Check

My compilation *target* is `ES2015` and my *lib* is `ES2022` & `DOM.

## Missing / Incorrect Definition

Request to replace the event type of `onloadingdone` handler from `Event` to `FontFaceSetLoadEvent`, which has been defined in the same module.

https://github.com/microsoft/TypeScript/blob/eb9252ed9e53cd5f2732f14552a01920c4ec9401/lib/lib.dom.d.ts#L5530

https://github.com/microsoft/TypeScript/blob/eb9252ed9e53cd5f2732f14552a01920c4ec9401/lib/lib.dom.d.ts#L5548-L5550

## Sample Code

```diff
interface FontFaceSet extends EventTarget {
-    onloadingdone: ((this: FontFaceSet, ev: Event) => any) | null;
+    onloadingdone: ((this: FontFaceSet, ev: FontFaceSetLoadEvent) => any) | null;
}
```

## Documentation Link

https://w3c.github.io/csswg-drafts/css-font-loading/#FontFaceSet-events
Repository: rust
Issue: Closure Does/Doesn't compile depending purely on usage of a {} body with --edition=2021
Labels: A-closures,A-borrow-checker,T-compiler,C-bug,A-coercions,T-types

Example available on https://rust.godbolt.org/z/bzjPv6TGT

You get a failure if you remove the edition flag, but it's completely different and that may or may not also be incorrect.

```rust
trait Tr {}

struct T {
    obj: Box<dyn Tr>,
}
struct U;

impl Tr for U{}

impl T {
    fn works<'a>(&'a mut self) -> Option<&'a mut dyn Tr> {
        true.then(|| { self.obj.as_mut() })
    }

    fn fails<'a>(&'a mut self) -> Option<&'a mut dyn Tr> {
        true.then(|| self.obj.as_mut())
    }
}

fn main() {
    let mut t = T{obj: Box::new(U{})};
    let _u = t.works();
}
```
Repository: vscode
Issue: Search: combine results of single line in search window
Labels: feature-request

Search results on the same line are displayed on the same line in the search pane, but it happens to me quite often that I'm searching for something that occurs many times on a single line, which gets displayed in multiple lines in the search window.

Example:
with the following small dummy code

```
some_default = "default"

class Dummy:
    def __init__(self, some_variable, some_other_variable):
        self.some_variable = some_variable
        self.some_other_variable = some_other_variable
    
    
def dummy_test():
    dummy = Dummy("foo", "bar")
    if any([dummy.some_variable == dummy.some_other_variable, dummy.some_variable == some_default, dummy.some_other_variable == some_default]):
        print("Some of the variables match")
    print("Done some tests")

if __name__ == "__main__":
    dummy_test()
```

Searching for the string **some_** shows it occurring 13 times on 4 separate lines, resulting in 
![image](https://user-images.githubusercontent.com/26246536/207592685-bd4e58da-8be7-47be-9f3d-cc1c18bd2f31.png)

I'd like to see an option to group all results into the same line in the search results. The exact matches are highlighted anyway. Maybe with something like `"search.groupLineResults": true` ?
Repository: material-ui
Issue: body ScrollBar disappear on clicking Text Field or TablePagination row page
Labels: component: text field,component: pagination

hii i've an issue where i noticed in every clickable mui component so when i click for example on Text Field or Table Pagination row page the body scroll disappear any solution for it i know that in Select Component for example we use disableScrollLock but this option not working with others components
Repository: TypeScript
Issue: symbols with `keyof` are not renamed in JSDoc comments.
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

keyof rename jsdoc 

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about `rename`

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?filetype=js#code/PTAEAUFcBdQTwPaQE6gMYoM4NQCwKbL4A0oADkZpqAGIBMoAhgHYAmoRzjAtvgFAhQQ4QB8BYYUIBqfNAmaZY3OFMaoAvKADefSQDMECAFygAzMV3CARmpMAWCwF8A3HwEAqd6AAC0OGXxWfD1tAGt8RBDlVWRHUABZOAAVf3xQd2AgA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
// Put your cursor here, press F2 and rename
//      |
//      V
const myVar = {
    foo: 3,
    bar: 4,
};

/** @typedef {keyof myVar} MyType */
```

### 🙁 Actual behavior

only `const myVar` was renamed, the `@typedef` didn't and as a result started emitting a type error.

### 🙂 Expected behavior

I'm not sure what the expected behavior should be, either:
 - `keyof myVar` should get renamed in the jsdoc comment, or
 - `keyof myVar` shouldn't be possible without a type error in the first place. For example, in TypeScript without JSDoc, this example already emits a type error without renaming, as can be seen in [this playground example](https://www.typescriptlang.org/play?#code/MYewdgzgLgBAtgTwGoEMBOMC8MDeAoGQmAMxBAC4YBmAGgKICN1KAWOgXwG488oEAHAKYwAsggAqA4dgDWghCGLxk6bgHo1RLdp0A9ffoC0xmAHJEqNKZhpBxQWggwoIGChgA3FABsAroJoYBl9YAEsnBkFQsABzGF8IQQATNwg8DR1MrJ13PiEYAAsHQQA6GAARUJSFX3hBFDAzPMFFZUtTAH4gA):
```ts
const myVar = {
    foo: 3,
    bar: 4,
};

type MyType = keyof myVar;
//                  ^^^^^--- 'myVar' refers to a value, but is being used as
//                           a type here. Did you mean 'typeof myVar'?
```
Repository: PowerToys
Issue: A feature/enhancement that prevents windows in certain zones from being moved or resized.
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Expected behaviour will be preventing some or all windows from being moved or resized. Effectively 'freezing' it so it will remain on the position and size that you have assigned it on.

### Scenario when this would be used?

For example, the Fancy Zone feature lets the user design a desktop environment wherein they can interact with the windows whichever way they prefer but the said zone designs can be ruined if you accidentally dragged a window or accidentally hit the edge of the window with a mouse click. Having an option to 'freeze' the windows while letting it remain interactable will be a great help in situations where the user just wants to navigate to each windows simultaneously.

### Supporting information

I work in a environment where it requires me to have multiple applications opened all at the same time on just one screen and I'm finding situations where accidentally dragging a window makes the work a bit more troublesome than it is. It is a minor inconvenience (_for some apps since one of the app just plainly crashes when I do it accidentally_) but I believe it is a great quality of life enhancement to include.
Repository: deno
Issue: interactive prompts and permission prompts interact badly
Labels: bug,node compat

In this example with Deno 1.28.3 I get prompted for permissions to `/etc/npm/config` and for `What is your project named?` at the same time
```
# deno run npm:create-next-app@latest
✅ Granted read access to <main_module>.
✅ Granted env access to "FORCE_COLOR".
✅ Granted env access to "CI".
✅ Granted env access to "TEAMCITY_VERSION".
✅ Granted env access to "COLORTERM".
✅ Granted env access to "NODE_DISABLE_COLORS".
✅ Granted env access to "TERM".
✅ Granted env access to "OSTYPE".
✅ Granted env access to all.
✅ Granted read access to <CWD>.
✅ Granted read access to "/var/folders/9v/kys6gqns6kl8nksyn4l1f9v40000gn/T/update-check".
✅ Granted write access to "/var/folders/9v/kys6gqns6kl8nksyn4l1f9v40000gn/T/update-check".
? What is your project named? › ⚠️  ┌ Deno requests read access to "/etc/npm/config".
   ├ Requested by `Deno.readFileSync()` API
   ├ Run again with --allow-read to bypass this prompt.
   └ Allow? [y/n] (y = yes, allow; n = no, deny) >
```
The program hangs here. It's not even possible to ctrl+c or ctrl+d out of it.
Repository: flutter
Issue: Back gesture on Android 12+ kills app rather than backgrounding it
Labels: platform-android,engine,e: OS-version specific,has reproducible steps,P3,found in release: 3.3,found in release: 3.7,team-android,triaged-android

## Steps to Reproduce

1. Execute `flutter run` on any code sample (e.g. the Starter app) and launch the app on Android 12 or 13 device
2. Press system back button
3. Relaunch the app from device launcher

**Expected results:**

Starting with Android 12, pressing back button on launcher activities should not destroy activities. The app should stay in warm state, similar to when exiting using home button. Any other app running Android 12/13 and not overriding `onBackPressed()` (or overriding correctly) works like that.

See **Root launcher activities are no longer finished on Back press** in https://developer.android.com/about/versions/12/behavior-changes-all#back-press

**Actual results:**

Pressing back button destroys the app. The app shows a splashscreen on the subsequent launch and does not retain any state.

In my opinion, this degrades the user experience, comparing to other native apps.

**Code sample**

Any Flutter sample, e.g. `flutter create xyz`
Repository: material-ui
Issue: [joy-ui][Switch] Support overlay on `Switch` component
Labels: new feature,component: switch,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Provide support for the `overlay` prop in the `Switch` component, similar to how it is for the `Checkbox` and `Radio` components.

### Examples 🌈

n/a

### Motivation 🔦

Putting a switch inside a card with its description is a common UI, making the card entirely clickable to toggle the switch would make toggling it easier.
Repository: react
Issue: [DevTools Bug] Cannot remove node "XX" because no matching node was found in the Store.
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

https://ideaflow.app

### Repro steps

Using next 12.3 and windows 10 chrome 108.0.5359.99 (Official Build) (64-bit)
- Open the inspector
- Navigate to the components tab. Open it a few times until it displays something. (blank screen issue already logged #22034 )
- eventually it will display the component tree, but after one scroll, it fails with this error:
![image](https://user-images.githubusercontent.com/5444992/207644741-c870e4bd-8514-4f4f-850a-8713217e41e9.png)

Uncaught Error: Cannot remove node "1946" because no matching node was found in the Store.
Dismiss
The error was thrown at chrome-extension://fmkadmapgofadopljbjfkapdkoienihi/build/main.js:27994:43
    at bridge_Bridge.emit (chrome-extension://fmkadmapgofadopljbjfkapdkoienihi/build/main.js:25895:22)
    at chrome-extension://fmkadmapgofadopljbjfkapdkoienihi/build/main.js:26064:14
    at listener (chrome-extension://fmkadmapgofadopljbjfkapdkoienihi/build/main.js:56299:39)


### How often does this bug happen?

Often

### DevTools package (automated)

react-devtools-extensions

### DevTools version (automated)

4.27.1-47f63dc54

### Error message (automated)

Cannot remove node "1946" because no matching node was found in the Store.

### Error call stack (automated)

```text
at chrome-extension://fmkadmapgofadopljbjfkapdkoienihi/build/main.js:27994:43
    at bridge_Bridge.emit (chrome-extension://fmkadmapgofadopljbjfkapdkoienihi/build/main.js:25895:22)
    at chrome-extension://fmkadmapgofadopljbjfkapdkoienihi/build/main.js:26064:14
    at listener (chrome-extension://fmkadmapgofadopljbjfkapdkoienihi/build/main.js:56299:39)
```


### Error component stack (automated)

_No response_

### GitHub query string (automated)

```text
https://api.github.com/search/issues?q=Cannot remove node  because no matching node was found in the Store. in:title is:issue is:open is:public label:"Component: Developer Tools" repo:facebook/react
```
Repository: TypeScript
Issue: Add missing function declaration code action does not appear when there is similar name in the file
Labels: Suggestion,Awaiting More Feedback

# Bug Report
"Add missing function declaration" does not appear for functions that have similar name to other variables in the file. I think that this code action should appear on every function that is not declared nor imported even if there are names similar to it.
<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

Code action
Missing function declaration

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

If possible, please try testing the nightly version of TS to see if it's already been fixed.
Checked every TypeScript version and it on every one.

Please keep and fill in the line that best applies:
-->
It is present since the appearance of this code action in typescript.

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about code actions

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior

  The TypeScript Workbench can be used for more complex setups, try
  https://www.typescriptlang.org/dev/bug-workbench/

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->
[Playground link with relevant code](https://www.typescriptlang.org/play?#code/PTAEDMHsCdQFwBYEsDOoCuA7AJgU3EprthFgMZxKSYA0oZkeoAhhVZqABTPYkC2qFIQDmpTG2qg8ZADbNozStQCUoVKAAO0XClyY4AKHDklmACoJFAEUg6AcpDgBRAB6o4nZQZCgAeqABaenRoFBhQBFxtA28wACN0OAhwxHVqXHhI7TU0ahkAT1AAIjJLTGEMlA1cGRkReEgAOmai+kYM1lMDBkwUJMxHXDc+vSSAXlAB52G4Uc8AbljQZZXVtfXl-yCyELDYLNwYoA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
// for this undefined function, code action (add missing function declaration) is present
functionThatDoesNotExist()
// ^ - cursor here

// but for this one there is only "change spelling to..." code action
const notexistent = notExistent();
//                       ^ - cursor here
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->
"Add missing function declaration" code action is not present for second function

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->
"Add missing function declaration" code action should be present for second function
Repository: godot
Issue: EditorPlugin scene_changed errors when no scene open
Labels: bug,topic:editor,topic:plugin

### Godot version

master 4828ac6b9

### System information

Windows 11/64, RTX 3070, Vulkan

### Issue description

The following code catches the `scene_changed`, and `scene_closed` signals. However, when closing all scenes or clicking the `+ Add a scene` button, the `scene_changed` signal does not fire properly and the console prints this error:

```
ERROR: Error calling from signal 'scene_changed' to callable: 'EditorPlugin(myplugin.gd)::_on_scene_changed': Cannot convert argument 1 from Object to Object.
   at: emit_signalp (core/object/object.cpp:1058)
```

I think it should call the signal with `null` as the docs say it will, and not print any error.

Code:

```gdscript
@tool
extends EditorPlugin


func _enter_tree() -> void:
	scene_changed.connect(_on_scene_changed)
	scene_closed.connect(_on_scene_closed)


func _exit_tree() -> void:
	scene_changed.disconnect(_on_scene_changed)
	scene_closed.disconnect(_on_scene_closed)


func _on_scene_changed(scene_root: Node) -> void:
	print("Scene changed: ", scene_root.name)


func _on_scene_closed(filepath: String) -> void:
	print("Scene closed: ", filepath)



```

Outputs this when switching between scenes, opening or closing them:
```
Scene changed: Node3D
Scene changed: Node3D
Scene closed: res://node_3d.tscn
Scene changed: Node2D
Scene closed: res://node_2d.tscn
ERROR: Error calling from signal 'scene_changed' to callable: 'EditorPlugin(myplugin.gd)::_on_scene_changed': Cannot convert argument 1 from Object to Object.
   at: emit_signalp (core/object/object.cpp:1058)
Scene changed: Node2D
ERROR: Error calling from signal 'scene_changed' to callable: 'EditorPlugin(myplugin.gd)::_on_scene_changed': Cannot convert argument 1 from Object to Object.
   at: emit_signalp (core/object/object.cpp:1058)
```

### Steps to reproduce

* Open the MRP
* Click the Add a new scene +. Observe the console error.
* Open a scene, then close all scenes. Observe the console error.


### Minimal reproduction project

[test_scene_changed.zip](https://github.com/godotengine/godot/files/10229743/test_scene_changed.zip)
Repository: ant-design
Issue: Time Picker Component: Add selectedMinutes to disabledHours 
Labels: Inactive

### What problem does this feature solve?

In the docs you have selectedHour passed to disabledMinutes. You should pass selectedMinute to disabledDisabled hours
```
  disabledHours?: () => number[];
  disabledMinutes?: (selectedHour: number) => number[];
  disabledSeconds?: (selectedHour: number, selectedMinute: number) => number[];
```
This solves an issue where the user can use conditionals based on the selected minute inside of the disabledHours function

### What does the proposed API look like?

 ` disabledHours?: (selectedMinute?: number) => number[];`

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: spec: "type parameters are interfaces" is confusing
Labels: Documentation,NeedsInvestigation

Per the spec, the underlying type of a type parameter is its constraint interface. Similarly to how we talk about an X type (say, an array type) if the underlying type of a named type is X, we also talk about interface types for type parameters. This is confusing.

Reminder issue to try clearer prose where needed.

See also @findleyr 's comment [here](https://go-review.googlesource.com/c/go/+/457095/3/doc/go_spec.html#5137).