sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: excalidraw
Issue: state rewrite
Labels: package:excalidraw,internals

(Writing down for discussion. May first require moving the core away from current react class implem.)

# current state

By nature of our main App component being a class component, we've been bundling all manner of unrelated state into a single `AppState`.

This causes problems because there's no clear delineation of what is a canvas state vs editor state, what is public vs private state, and what's persistent vs ephemeral state.

In many cases the categorization isn't clear, and there's a lot of overlap, but we should redesign it so that it solves these things:

1. it's more clear what's part of the canvas state. What is persitable (file/storage), and what the user/host app should be taking care of (listen on to store, and later set/update when restoring data).
2. reduce state update race conditions stemming from (1).
3. reduce state scope (for perf and complexity reasons)

One example is `appState.errorMessage`. This is ephemeral state, editor, and mostly private state (but it should still be settable from host). As a result of not differentiating it from other state right now, we have a race condition where if the host app (or the editor) sets an error before initial scene is finished loading, it gets overwritten — either by our `defaultAppState` on init, or by host app overwriting it if they restore whatever they persist to DB into a fully-qualified AppState.

# next

Unclear what exactly we should do. Most likely split state into multiple states. Some state, such as ephemeral, private, editor state, shouldn't even be exposed to host apps (apart from getters/setters where applicable). It may also be localized to components that need it. For example, an `errorMessage` only needs a setter and a presentation component that can be completely separate from the rest of the UI.
Repository: next.js
Issue: modularizeImports not fully work
Labels: bug

### Verify canary release

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

### Provide environment information

.

### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://stackblitz.com/edit/github-zr8cps?file=pages/index.tsx&view=editor

### To Reproduce


https://stackblitz.com/edit/github-zr8cps?file=pages/index.tsx&view=editor

### Describe the Bug

modularizeImports not fully work

```js
const nextConfig = {
  modularizeImports: {
    '../components/halves': {
      transform: '../components/halves/{{ member }}',
    },
    lodash: {
      transform: 'lodash-es/{{member}}',
    },
    'lodash\\.([_\\w]+)': {
      transform: 'lodash-es/{{ matches.[1] }}',
    },
    'lodash/((([_\\w])?\/?)*)': {
      transform: 'lodash-es/{{ matches.[1] }}/{{member}}',
    },
  },
}
```

```jsx
// @ts-ignore
import { LeftHalf, RightHalf } from '../components/halves'
import _defaults from 'lodash.defaults';
import { merge, debounce } from 'lodash';
import { eq } from 'lodash-es';
// @ts-ignore
import _deburrLetter from 'lodash/_deburrLetter';

export default function Index() {
  _defaults;
  merge;
  eq;
  debounce;
  _deburrLetter;
  return (
    <div>
      <LeftHalf />
      <RightHalf />
    </div>
  )
}
```

### Expected Behavior

![image](https://user-images.githubusercontent.com/167966/210158424-1f197eef-c4e6-4169-a019-5c5c60212d3a.png)


### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Hint tooltips behind window when main window always on top and subwindows not embedded
Labels: bug,topic:gui

### Godot version

4.0.b10

### System information

MacOS 12.6.1

### Issue description

When using hint tooltips while subwindows are not embedded and the main window is set to always be on top, all tooltips become virtually invisible since they stay behind the main window. 

idea: embed tooltip subwindows when the main window is set to always be on top

embedded + on top
<img width="109" alt="embedded" src="https://user-images.githubusercontent.com/51323316/210159363-425dae03-7920-4a35-b098-7f32cb9a079f.png">

not embedded + not on top
<img width="136" alt="not on top" src="https://user-images.githubusercontent.com/51323316/210159364-a45c6989-aeb7-4b89-bab4-cfcddbd1feac.png">

not embedded + on top
<img width="128" alt="embedded + on top" src="https://user-images.githubusercontent.com/51323316/210159365-75636c5d-edeb-4a28-8ad9-8ebe489c8184.png">


### Steps to reproduce

1. create any node with a tooltip
2. set `display/window/subwindows/embed_subwindows` to `false`
3. set `display/window/size/always_on_top` to `true`
4. hover node with tooltip

### Minimal reproduction project

[HiddenTooltipReproduction.zip](https://github.com/godotengine/godot/files/10328192/HiddenTooltipReproduction.zip)
Repository: vscode
Issue: Add a setting to automatically detect the language of a new file no more than once.
Labels: feature-request,languages-guessing

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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I notice when I create a blank file and start typing, it detects the language and is usually correct so I don't change it. But when I keep typing, it changes the language again. There should be a setting not to turn off auto detect, but to do so no more than once.
Repository: flutter
Issue: Suggestion: Prefix class names that are only intended for MaterialApp
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

e.g. change `Theme` to `MaterialTheme` just as you have already done with `CupertinoTheme`

The Theme class (and its related classes/enums) is for use only in instances of MaterialApp, but instances of CupertinoApp use the CupertinoTheme class. This naming convention (1) gives the impression that Cupertino apps are second-class citizens, and (2) is confusing to new developers because the a class name of Theme is very generic and gives off the impression that it would be suitable in all apps (even WidgetApp).

The same applies to the Icons and Colors classes (and possible others, I haven't done an exhaustive search).

Idk. It's not surprising that Google wants to push its own products (Material), but this seems contrary to Flutter's mission statement of write once run anywhere, and pushing pixels instead of the built-in widgets.

They are just names. Nothing is broken. Just seems like the naming conventions employed here do a disservice to Flutter's guiding principals.
Repository: godot
Issue: Sprite2d not showing texture in editor, showing tooltips instead
Labels: bug,topic:rendering

### Godot version

4.0-beta9 windows x64

### System information

Windows 11, gl_compatibility, NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2

### Issue description

I'm adding Sprite2Ds to my project and when I'm loading a texture it's not displaying right in the editor. In playtesting everything seems to be fine but in the editor it's just showing as a white square, or a squashed copy of a tooltip if I mouse over something and get one. Screenshots hopefully show what's up.

![Screenshot (11)](https://user-images.githubusercontent.com/26471575/210161468-81598d91-95b9-43e8-a13d-2a44f4d07f43.png)
![Screenshot (12)](https://user-images.githubusercontent.com/26471575/210161469-b4c16a64-fd42-4b81-be26-5223a30065f5.png)
![Screenshot (14)](https://user-images.githubusercontent.com/26471575/210161470-435e4a72-3c65-42a1-9282-91055657858a.png)


### Steps to reproduce

Seems to only be happening with images that have been created since I opened Godot. So I'll go into GIMP and make a new texture, export it as a png, and then load it in a Sprite2d in Godot and this happens. Closing and reopening Godot will fix the issue, until I make more textures.

So, open Godot, then put a new image file in its directory. Load the image as a texture in a Sprite2d. It may appear normal at first but try going back and forth between another scene tab.

Loading the image in a Sprite3d seems to fix the problem

### Minimal reproduction project

N/A
Repository: vscode
Issue: iPad, Web: Double context menu in editor area
Labels: bug,editor-core,ios-ipados

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- VS Code Version: [vscode.dev](https://vscode.dev)
- OS Version: iPadOS 16.1

Steps to Reproduce:

1. Right click on any text in the editor area (using a mouse or trackpad)
2. Both the system context menu and vscode's are shown

![IMG_DAAFD381BB78-1](https://user-images.githubusercontent.com/38398443/210162442-646cb580-729a-4bf1-b256-b8681ca9b8bd.jpeg)
Repository: rust
Issue: `tidy` output unorganised and unclear
Labels: C-enhancement,T-bootstrap

A number of issues exist with the `tidy` tool's output:

- Due to the parallelization, output is mixed between different checks.
- The output itself is not well formatted, #106286 took a first step towards fixing this but more is needed.
- There is no standard way to report warnings or other non-fatal information. 

@rustbot claim

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Repository: godot
Issue: Readd support for web platform exports when using the C# (.NET) version of the engine
Labels: enhancement,platform:web,topic:dotnet,topic:export

### Godot version

v4.0.beta10.mono.official [d0398f62f]

### System information

macOS Monterey 12.5.1 (21G83)

### Issue description

In a fresh project created with v4.0beta10 and export templates downloaded and installed, the web export templates files are missing at the expected path. This makes it impossible to create web builds afaik.

![image](https://user-images.githubusercontent.com/11780035/210168362-75efaceb-8854-4ada-9912-99b0456caa76.png)
![image](https://user-images.githubusercontent.com/11780035/210168367-39f981fb-ff19-4400-84f5-3a07bfd6007c.png)
![image](https://user-images.githubusercontent.com/11780035/210168509-d94a8ef0-665a-4cac-90c9-7f1d458991ce.png)



### Steps to reproduce

1. Create new godot project with v4.0beta10
2. Create web export preset
3. Download export templates
4. Click on open folder in the export template download window
5. Observe that the required files for web exports are missing

### Minimal reproduction project

N/A
Repository: vscode
Issue: Incorrect prioritization of filename suggestions in quick open dialog (Ctrl+P)
Labels: bug,quick-open

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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. -->
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- VS Code Version: 1.74.2
- OS Version: Ubuntu 20.04

Steps to Reproduce:

1. Clone the [mdn/content](https://github.com/mdn/content) repository
2. Open the quick open dialog by pressing Ctrl+P
3. type "ftu index" or "glossary ftu index"
4. Observe that the files/en-us/**glossary**/**ftu**/**index**.md is not the first result. Instead, other results that split the "ftu" into separate letters (like e.g. **f**iles/en-us/**glossary**/**tu**rn/**index**.md) get higher priority.

![image](https://user-images.githubusercontent.com/478237/210168495-fc0d6e1d-626d-4d1c-88f7-d6b1aadafd73.png)

![c7M3wvdjqM](https://user-images.githubusercontent.com/478237/210168772-4e0c8e75-0716-44f1-9f94-1ce9563c7828.gif)
Repository: godot
Issue: Windows sandbox : Your video card driver does not support any of the supported OpenGL versions.
Labels: platform:windows,topic:rendering,documentation

### Godot version

3.5.1mono

### System information

windows10

### Issue description

I got this interface when opened an exported project using the Windows sandbox
![image](https://user-images.githubusercontent.com/119792950/210170375-33189a11-41f3-44b0-833e-eae10a8b90e5.png)
Both GLES2 and GLES3 doesnt work

![image](https://user-images.githubusercontent.com/119792950/210170673-bdd27966-87eb-445f-bdee-3b5e4a2bd210.png)


### Steps to reproduce

Export any project
Run it in Windows Sandbox

### Minimal reproduction project

An empty project
Repository: Python
Issue: Implement XGBoost classification and regression algorithms
Labels: enhancement,help wanted

### Feature description

[machine_learning/xgboost_classifier.py](https://github.com/TheAlgorithms/Python/blob/master/machine_learning/xgboost_classifier.py) and [machine_learning/xgboost_regressor.py](https://github.com/TheAlgorithms/Python/blob/master/machine_learning/xgboost_regressor.py) are how-tos since they both just use an existing library for the actual ML algorithms.

My understanding is that #7106 and #7107 were merged (not without difficulty) and the author was warned not to contribute such how-tos in the future. However, I think these algorithms should still be implemented at some point if the files are to remain in the repo, so I thought I should open an issue to bring some attention to it.

If anyone wants to implement either of these two algorithms (as in not relying on an existing library for the bulk of the algorithm), feel free to just open a PR—no need to request an assignment.
Repository: godot
Issue: Error messages from MSBuild or debuggers cannot be automatically positioned when jumping to an external text editor
Labels: enhancement,topic:editor,topic:dotnet

### Godot version

3.5.1mono

### System information

windows10

### Issue description

Error messages from MSBuild or debuggers cannot be automatically positioned when jumping to an external text editor

### Steps to reproduce

Set an external text editor
Trigger any MSBuild error or warning
Double click error message
It was found that it just opened the file without jumping to the corresponding line

### Minimal reproduction project

An empty project
Repository: godot
Issue: `get_platform_velocity()` doesn't work correctly
Labels: bug,topic:physics,regression

### Godot version

4.0.dev(8a98110e3e353a9a3b86b4a0bd56adf405bd6d93)

### System information

MacOS 11.6, Windows10

### Issue description

I tried to look into the #53435 issue again now, but it seems that the `stop_on_slope` (`get_platform_velocity()`?) with a moving platform was broken some time ago. Has there been a change anywhere? Is it regression? @fabriceci @pouleyKetchoupp

https://user-images.githubusercontent.com/61938263/210171698-c03e2543-bee8-4b49-b430-351f1b892144.mov


### Steps to reproduce

Play scene in MRP

### Minimal reproduction project

[slope_test.zip](https://github.com/godotengine/godot/files/10328819/slope_test.zip)
Repository: PowerToys
Issue: Keyboard Shortcut Launcer
Labels: Needs-Triage

### Description of the new feature / enhancement

to run some app, url, shortcut from keybord combination

### Scenario when this would be used?

run app, url, shortcut faster from keyboard combination

### Supporting information

_No response_
Repository: godot
Issue: Vulkan: Strange glowing artifacts when using Directional Lightmap in combination with Glow effect
Labels: bug,topic:rendering,topic:3d

### Godot version

v4.0.beta10.official [d0398f62f]

### System information

Fedora Linux 37 (Workstation Edition), AMD Radeon™ RX 6700 XT

### Issue description

Baking Directional Lightmap on the [Sponza scene from the glTF Sample Models repository](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza) causes a strange glow on a certain part of the scene when Glow effect is enabled.

![image](https://user-images.githubusercontent.com/25323231/210176909-2e0b4ac2-4f41-45e8-9641-646a1fae91b9.png)

Switching to Screen mode shows how bright this arfitact is:

![image](https://user-images.githubusercontent.com/25323231/210176991-9ca19e49-27ee-47b0-a50a-e5f8bee9fc8e.png)


### Steps to reproduce

1. Create a scene and set up a Directional Light and a World Environment
2. Put in the Sponza scene
3. Set up LightmapGI, enable Directional and Bake

### Minimal reproduction project

[(File exceeds GH size limit)](https://drive.google.com/file/d/1sTuSK-Ypkr7KrwyVABG9RORf44fvja3a/view?usp=sharing)
Repository: pytorch
Issue: Security policy impractical / lacks contact information?
Labels: high priority,module: docs,triaged,security

### 📚 The doc issue

Hi, happy new year! :tada: 

I have a potential security issue to report but https://github.com/pytorch/pytorch/security/policy does not answer the question where to send reports to but only links to a page [Meta/Facebook(!) Bug Bounty Program Info](https://www.facebook.com/whitehat) with a wall of text and where it's not clear which parts applies to Meta/Facbook only and which to PyTorch. On a side note, I do not have a Facbook account. So this seems rather impractical, and I can now choose whether to (a) just report right to the public issue tracker or (b) not report at all. Please recondsider this approach, thank you! If you'd like to reach out off-GitHub, my profile has my e-mail address for contact.

Best, Sebastian

### Suggest a potential alternative/fix

_No response_

cc @ezyang @gchanan @zou3519 @svekars @carljparker
Repository: next.js
Issue: Middleware on localhost redirects to relative URL, even when provided with absolute one
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information
```
Binaries:
  Node: 18.12.0
  npm: 8.19.2
  Yarn: 1.22.19
  pnpm: 7.21.0
Relevant packages:
  next: 13.1.1-canary.1
  eslint-config-next: 13.0.7
  react: 18.2.0
  react-dom: 18.2.0
```
### Which area(s) of Next.js are affected? (leave empty if unsure)

Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue

https://github.com/devklepacki/reproduction-middleware-redirect

### To Reproduce

1. Setup project locally, run it and keep the terminal opened
2. In a browser open Network in DevTools and go to http://foobar.localhost:3000
3. Middleware's logic should redirect you to http://localhost:3000/signin?domainKey=foobar
4. But instead you will be redirected to http://foobar.localhost:3000/signin?domainKey=foobar
5. The reason is that In the Network tab response location was a relative URL: `/signin?domainKey=foobar`
6. You can verify in the server terminal that middleware's logic is working properly and the final URL **was not** relative `http://localhost:3000/signin?domainKey=foobar`

### Describe the Bug

Next.js middleware redirects to a different URL on localhost (wrong URL) and when deployed to Vercel (works correctly).

I'm doing a simple redirect from `foobar.example.com` to `app.example.com/signin?key=foobar`.

When deployed it works as expected. But on localhost final redirection using `NextResponse.redirect()` is relative `/auth/signin?key=foobar`, even though the final string is correct: `http://localhost:3000/auth/signin?key=foobar`. Example below: 

It's clearly visible in the Network Headers tab:

Request URL: http://foobar.localhost:3000/
Response location: `/auth/signin?key=foobar` (should be `http://localhost:3000/auth/signin?key=foobar`)

So it's clearly middleware's fault to redirect to a relative path. even when absolute is supplied.

### Expected Behavior

`NextResponse.redirect('http://localhost:3000/foo/bar')` should redirect to the absolute path on localhost, instead of relative path `/foo/bar`.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Vercel
Repository: vscode
Issue: 3+ elements for "editor.language.colorizedBracketPairs"
Labels: feature-request,editor-bracket-matching

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
Three plus keyword combinations are common for some languages, the one in mind is Lua with if-then-end. Someone had a section:
```
"[lua]": {
    "editor.language.colorizedBracketPairs": [
        ["function", "end"],
        ["then", "end"],
        ["do", "end"],
        ["[", "]"],
        ["{", "}"],
        ["(", ")"]
    ]
}
```

This had me thinking: "why not ["if", "then", "else", "end"], ["if", "then", "end"] ? (the former would need to match before the latter) I wouldn't ask for repetitions / regex matching e.g. for "elseif"s, but a bracket colorization is *almost* a 'full' colorization, where instead of "just for one and two", the logic goes "for one, two, and any more in the array"