sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Can't use code_completion_prefixes in CodeEdit
Labels: bug,topic:gui

### Tested versions

4.3 stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 32.0.15.6070) - AMD Ryzen 5 2600X Six-Core Processor (12 Threads)

### Issue description

Unless I'm misunderstanding something, Trying to press the Add Element button, or resizing the array in any way inside the inspector causes this error:
`Code completion prefix cannot be empty.`
You can also not append to the array in code, however you can set it directly.

### Steps to reproduce

Just add a CodeEdit and try adding a prefix either by resizing or by pressing Add Element, it does not work.
![image](https://github.com/user-attachments/assets/14a0ea9f-802a-4ea4-a80e-d863d2eefacd)
As well as in code by appending to it and then printing to it, doesn't seem to do anything.

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Update iOS add-to-app docs for SwiftPM
Labels: platform-ios,a: existing-apps,P2,team-ios,triaged-ios
Repository: TypeScript
Issue: Conditional (using extends) parametrised type inference seems to be inconsistent 
Labels: Needs Investigation

### 🔎 Search Terms

`repo:microsoft/inconsistent typing with extends and parametrised types`
`repo:microsoft/TypeScript inconsistent typing with extends`
`repo:microsoft/TypeScript inconsistent conditional typing`


### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed all the FAQ for entries.

### ⏯ Playground Link

https://www.typescriptlang.org/play/?#code/MYGwhgzhAEDCIFcB2BrAPAOWgUwB4BdskATGCfAJwEskBzAPmgG8BfAKFEhgGUAHbYFTAh4ydFjyESZSjQY4CRUnESpMjJm2jQI-QcIBiVbCGLQAvNADkAMzEBPG8dNWA3G3Zt89-tD4ChEVUUAFFFaVFUCz89QMj0MCR7RkklGHi0ROToAH5oSgRsaAAuaBthCGxXaAB6GvyKQoA6Lx8i+LCpUn99ILFojKyU8OUeuODMpMY8gqLS8pBK6rqG5rY2PF4Aewp8fLa-LYBbbAyAFQUumCskHaPhK2gAH2tdAIeAGmgJEZlqOkYlguqWk1luFHuICsWlyKjE6hhpWBv1esQeMLyY2EGQw9ER0CQ2AAbtgKO5Wr4sSBOmkMHdhNErG9eo8QcobvSobDZiUyhUqrV6gtKi1vL46RDhDTpFTGeDIayUUy0VyZo05nzFgKVsLsC02CsAKqVaBbGz7XwAC1JRXwW2gACMisBjrwwPgqA6QEUAO5UfCW6C0IikqjAaBuihgI4QFqbHZ7MVFAAKAEY0MirmDOY8Xsr3lDAcwYaAxKVuMdThMzl9bFstlZ6O4WOSk9A0-KGZY02gOZLC8t6m2O5zokxoKXUKUMgAiGz1mdN6DsYep5mBaI9-MspcrVfrrvMCfBcsq2fzraL6org5pqnS0gSyGbtcqy5pdupzsgbnq3m6wdVmwCkU1TJ9hAAES2bAIDpfAHwgWVuy-Uc2RgNMDx-NVCn-flAN1EDP3vX5wJAOkfQMfkX17TDG3fUEt2-OjsI1ADBU1E0gA

### 💻 Code

```ts
class Clunk<N extends string> {}
class SpecialClunk<N extends string> extends Clunk<N> {
  specialField = 'funkyfield';
}

type SpecialClunkExtendsClunk = SpecialClunk<any> extends Clunk<any> ? true : false; // true.
type ClunkExtendsSpecialClunk = Clunk<any> extends SpecialClunk<any> ? true : false; // true.

export type SomeClunk<T extends 'normal' | 'special', N extends string> = T extends 'normal'
  ? Clunk<N>
  : T extends 'special'
  ? SpecialClunk<N>
  : never;

type SpecialExtendsNormal = 'special' extends 'normal' ? true : false; // false.
type NormalExtendsSpecial = 'normal' extends 'special' ? true : false; // false.

// Use of type here to be compatible with generic params.
export type P1<T extends 'normal' | 'special'> = {
  clunk: SomeClunk<T, 'foo'>;
};

type P1normal = P1<'normal'>; // type P1normal = { clunk: Clunk<"foo">; }
type P1special = P1<'special'>; // type P1special = { clunk: SpecialClunk<"foo">; }
type P1NormalDoesNotExtendsSpecial = P1normal extends P1special ? true : false; // false

type P1SpecialExtendsNormal = P1special extends P1normal ? true : false; // true

// Below is false, but expected to be true, like P1SpecialExtendsNormal *** BUG?
type P1SpecialExtendsNormalNowFalse = P1<'special'> extends P1<'normal'> ? true : false; // false 
```


### 🙁 Actual behavior

`P1SpecialExtendsNormal` is `true`
`P1SpecialExtendsNormalNowFalse` is `false`

### 🙂 Expected behavior

`P1SpecialExtendsNormal` is `true`
`P1SpecialExtendsNormalNowFalse` is `true`

### Additional information about the issue

I can't tell if this might be related to https://github.com/microsoft/TypeScript/issues/44945
Repository: go
Issue: runtime:mayMoreStackPreempt: TestRuntimeLockMetricsAndProfile/runtime.lock/sample-1 failures
Labels: NeedsInvestigation,compiler/runtime

```
#!watchflakes
default <- pkg == "runtime:mayMoreStackPreempt" && test == "TestRuntimeLockMetricsAndProfile/runtime.lock/sample-1"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8739063751660286673)):

    === RUN   TestRuntimeLockMetricsAndProfile/runtime.lock/sample-1
        metrics_test.go:1065: lock contention growth in runtime/pprof's view  (0.036582s)
        metrics_test.go:1066: lock contention growth in runtime/metrics' view (0.037450s)
        metrics_test.go:1104: stack [runtime.unlock runtime_test.TestRuntimeLockMetricsAndProfile.func5.1 runtime_test.(*contentionWorker).run] has samples totaling n=199 value=35811485
        metrics_test.go:1192: mutex profile reported contention count different from the known true count (199 != 200)
    --- FAIL: TestRuntimeLockMetricsAndProfile/runtime.lock/sample-1 (0.06s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Editor freeze when right clicking on second display with Compatibility rendering mode
Labels: bug,platform:windows,topic:editor,topic:porting,needs testing

### Tested versions

- Originally discovered in v4.3.stable.official [77dcf97d8]
- Earliest reproducible version I could find: v4.0.beta9.official [e780dc332]. Although I didn't check every version in between, it was reproducible in every version I did check.
- Although the bug is not fully reproducible in these versions, opening a newer project configured with GL Compatibility in v4.0.beta2.official [f8745f2f7] or newer also can cause the bug.

### System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6081) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

If my Godot project's rendering mode is set to Compatibility, the editor freezes if a right click menu is opened on a display other than my primary.
This doesn't occur on Forward+ or mobile, and by my investigation it appears this bug has existed as long as the Compatibility rendering mode has.

### Steps to reproduce

1. Launch Godot
2. Create a new project
3. Set the rendering mode to Compatibility
4. Drag the editor window into a monitor other than your primary
5. Open a right click menu anywhere on that other display
6. Godot should freeze

### Minimal reproduction project (MRP)

N/A
Repository: tauri
Issue: [bug] Error 71 (Protocol error) dispatching to Wayland display.
Labels: type: bug,status: upstream,platform: Linux

### Describe the bug

Application won't start anymore.

Error:
`Gdk-Message: 23:55:52.007: Error 71 (Protocol error) dispatching to Wayland display.`

### Reproduction

Execute `yarn tauri dev` under Linux and try to start your Application

### Expected behavior

Normal starting without errors

### Full `tauri info` output

```text
> tauri info


[✔] Environment
    - OS: Linux Rolling Release X64
    ✔ webkit2gtk-4.0: 2.44.3
    ✔ rsvg2: 2.58.3
    ✔ rustc: 1.80.0 (051478957 2024-07-21)
    ✔ cargo: 1.80.0 (376290515 2024-07-16)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-unknown-linux-gnu (default)
    - node: 22.6.0
    - yarn: 1.22.22
    - npm: 10.8.2

[-] Packages
    - tauri [RUST]: 1.7.1
    - tauri-build [RUST]: 1.5.3
    - wry [RUST]: 0.24.10
    - tao [RUST]: 0.16.9
    - @tauri-apps/api [NPM]: 1.6.0
    - @tauri-apps/cli [NPM]: 1.6.0

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

I haven't changed anything in the project since the last time and everything still worked.
Repository: flutter
Issue: Migrate release engine binary to a new bucket
Labels: team-infra,P1,infra: security,triaged-infra

Related to internal b/340303879

Currently, when we create a new release candidate branch, fresh engine builds are scheduled via the `$OS engine_release_builder` targets. These will upload their binaries to the same GCS location as the main branch builds, thus over-writing pre-existing binaries. This causes correctness issues, and also makes whether or not you are downloading securely built binaries dependent on WHEN you downloaded them (or cached them).

We should:

- [ ] Update the release recipes to upload to both the original GCS namespace AND a new secure release namespace
- [ ] Validate the internal roll can consume these
- [ ] Update the release process to check in an engine.realm file to the flutter/flutter branch so that open source users can consume the binaries from the new secure namespace
- [ ] Update the release recipes to stop uploading to the original GCS namespace
Repository: terminal
Issue: Display more info for WinGet suggestions
Labels: Product-Terminal,Issue-Task,Needs-Tag-Fix,Area-Suggestions

> okay a minor thought: In 1.22 I added `Description`'s to `Command`s. If the package catalog gives us a description, we could totally stick that in the teaching tip 👀 
> 
> Similarly, IMO, we don't need `--source winget` in the `Name` of the Command. It's clearer to just say `winget install Foo` and have the rest of the args in the preview text (but that's just my opinion)

from https://github.com/microsoft/terminal/pull/17614#pullrequestreview-2248962767

### Implementation
Should be pretty straightforward to do, but we need to make a few changes to make this happen:
- [ ] Currently, `ControlCore` stores the suggestions as an `IVector<hstring>`. We'll need to change that to be able to hold the winget metadata (package description and simplified package name)
- [ ] `TerminalPage::_PopulateQuickFixMenu` needs to be updated to display the metadata
- [ ] `TerminalPage::_doHandleSuggestions` needs to be updated to display the metadata
Repository: flutter
Issue: In packages repo, swift-format should fall back to Xcode swift-format if not found on `PATH`
Labels: package,good first issue,P3,team-ios,triaged-ios

Xcode 16 now packages `swift-format`
```
$ xcrun --find swift-format
Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/swift-format
```
The `format` command should first check if `--swift-format-path` is passed in, then if `swift-format` is on the `PATH`, and _then_ fallback to the results of the `xcrun --find swift-format`.  And if that returns nothing, then fail.

https://github.com/flutter/packages/blob/1ab1a712e5df333026c9103fffa82f014e731d9b/script/tool/lib/src/format_command.dart#L230-L239
Repository: kubernetes
Issue: `applyconfigurations.NewTypeConverter`: Optimize implementation to avoid slow YAML parsing
Labels: priority/backlog,sig/api-machinery,kind/feature,help wanted,triage/accepted

### What would you like to be added?

This function takes a compiled-in YAML string, then validates it (unmarshalling from YAML) and creates a Parser (again, unmarshalling from YAML).

Given the schema is builtin, validation seems unnecessary. Additionally, moving to JSON may be a more efficient, especially given this is all generated anyways. 

### Why is this needed?

When under `-race` mode, this can take ~200ms to setup. Not a crazy amount of time, but it adds up a lot if you have unit tests using it throughout the codebase. Note it is under sync.Once, but still runs once-per-package for tests.
Repository: go
Issue: x/image/vector: repeat Draw() -> nonsense
Labels: NeedsInvestigation

### Go version

n/a

### Output of `go env` in your module/workspace:

```shell
n/a
```


### What did you do?

https://go.dev/play/p/VlCSG5OMtxF

(adapted from package example)

i was trying to draw to two different targets.

### What did you see happen?

n/a

### What did you expect to see?

no change with repeated Draws
Repository: godot
Issue: Fading between audio streams is not working in AudioStreamPlaylist
Labels: bug,topic:audio

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.6081) - AMD Ryzen 5 3600X 6-Core Processor (12 Threads)

### Issue description

I am using an AudioStreamPlayer with the `stream` set to an AudioStreamPlaylist, and that AudioStreamPlaylist set to have 2 different songs as streams. I am trying to have the AudioStreamPlaylist fade from the first song to the next, but no matter what I set the `fade_time` to, the first song stays at full volume till the very end. I have also set the `fade_time` in code, but this has not worked either.

### Steps to reproduce

If using the included MRP, simply run the included scene, and listen for a fade between the two tracks.

If not using the included MRP, do the following steps to reproduce:
Create a new scene with an AudioStreamPlayer as the root node. In the inspector, set the `stream` of that AudioStreamPlayer as a new AudioStreamPlaylist. In that AudioStreamPlaylist, add two streams, and set them as 2 different music files. Set the AudioStreamPlayer `autoplay` to true, and run the scene. Listen for the first song to fade into the second song. Optionally adjust the `fade_time` to a higher value to be better able to head a fade if it does occur. 

### Minimal reproduction project (MRP)

[AudioStreamPlayer_test.zip](https://github.com/user-attachments/files/16684163/AudioStreamPlayer_test.zip)
Repository: pytorch
Issue: Kron with gradient for sparse tensors
Labels: module: sparse,module: autograd,triaged

### 🚀 The feature, motivation and pitch

I am using torch as part of some code that solves quantum systems in a differentiable way. An important part of this process is constructing large sparse matrices, often via the kronecker product of a number of matrices. In order for gradients to propagate from this large sparse matrix back to the parameters used in their construction, there needs to be a kron function that operates on sparse matrices and propagates gradients.

### Alternatives

It is unfeasible to first kron while dense and then convert to sparse as the full dense matrices do not fit in memory.
I can implement a kronecker function by calculating the new coordinates and values and creating a new sparse tensor with them, but in the creation of the new tensor the computation tree is broken:
```
def sparse_kron(input: torch.Tensor, other: torch.Tensor):
    assert input.ndim == other.ndim
    input_indices = input.indices()
    other_indices = other.indices()

    new_indices = []
    for input_idx in input_indices.T:
        for other_idx in other_indices.T:
            new_indices.append(
                [input_idx[i] * other.shape[i] + other_idx[i] for i in range(input.ndim)])


    new_indices = torch.tensor(new_indices, requires_grad=False).T

    new_values = torch.kron(input.values(), other.values())

    if new_indices.ndim == 1:
        new_indices = new_indices.reshape([input.ndim, 0])

    new_shape = [n * m for n, m in zip(input.shape, other.shape)]

    return torch.sparse_coo_tensor(new_indices, new_values, new_shape, dtype=input.dtype, device=input.device, is_coalesced=True)
```
fails to propagate the gradients.

### Additional context

_No response_

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer @jcaip @ezyang @albanD @gqchen @soulitzer @Varal7 @xmfan
Repository: godot
Issue: can not "force_drag" a button ( or other control node ) if use "gui_input" to accept "MOUSE_BUTTON_LEFT" event
Labels: bug,topic:input,topic:gui

### Tested versions

v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.5176) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads)

### Issue description

a button with these code will drag perfect:
```gdscript
func _on_pressed() -> void:
	force_drag(self,duplicate())
```

but a button with those code can not drag:
```gdscript
func _gui_input(event: InputEvent) -> void:
	if event is InputEventMouseButton:
		if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
			force_drag(self,duplicate())
			print("clicked:%s" % name)
			accept_event()
```
**i have a control node, and i want to use "_gui_input" to drag, but it can not work.**

### Steps to reproduce

1. make a base button node
2. add a gdscript to button
3. listen "pressed" signal and "force_drag" it, work perfect
4. change to use "_gui_input", can not work


### Minimal reproduction project (MRP)

N/A
Repository: next.js
Issue: next/dynamic from external package causes hydration errors for combination of pages and app routers
Labels: bug,Lazy Loading,Runtime,Pages Router

### Link to the code that reproduces this issue

https://github.com/adanperez/nextjs-dynamic-hydration-error

### To Reproduce

- `pnpm run build`
- `pnpm run start`
- Go to http://localhost:3000/ and refresh the page a couple times
You will see the following Hydration errors in the console.

```
framework-5e252d5045bb7a0e.js:9 Uncaught Error: Minified React error #418; visit https://reactjs.org/docs/error-decoder.html?invariant=418 for the full message or use the non-minified dev environment for full errors and additional helpful warnings.
  at ly (framework-5e252d5045bb7a0e.js:9:46791)
  at framework-5e252d5045bb7a0e.js:9:99911
  at oD (framework-5e252d5045bb7a0e.js:9:106131)
  at oO (framework-5e252d5045bb7a0e.js:9:99079)
  at framework-5e252d5045bb7a0e.js:9:98886
  at oF (framework-5e252d5045bb7a0e.js:9:98893)
  at oS (framework-5e252d5045bb7a0e.js:9:93932)
  at x (framework-5e252d5045bb7a0e.js:33:1364)
  at MessagePort.T (framework-5e252d5045bb7a0e.js:33:1894)

framework-5e252d5045bb7a0e.js:9 Uncaught Error: Minified React error #423; visit https://reactjs.org/docs/error-decoder.html?invariant=423 for the full message or use the non-minified dev environment for full errors and additional helpful warnings.
  at i (framework-5e252d5045bb7a0e.js:9:120721)
  at oO (framework-5e252d5045bb7a0e.js:9:99019)
  at framework-5e252d5045bb7a0e.js:9:98886
  at oF (framework-5e252d5045bb7a0e.js:9:98893)
  at ox (framework-5e252d5045bb7a0e.js:9:95645)
  at oS (framework-5e252d5045bb7a0e.js:9:94200)
  at x (framework-5e252d5045bb7a0e.js:33:1364)
  at MessagePort.T (framework-5e252d5045bb7a0e.js:33:1894)
```


### Current vs. Expected behavior

### Current
Currently we get hydration errors when using a `next/dynamic` component from an external package.

### Expected
We do not expect to get hydration errors.

If you remove the `app` directory and rebuild and start the app, you will no longer see hydration errors. The combination of `pages` and `app` directories causes the hydration error.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.6.0: Mon Jul 29 21:14:30 PDT 2024; root:xnu-10063.141.2~1/RELEASE_ARM64_T6000
  Available memory (MB): 32768
  Available CPU cores: 10
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: N/A
  pnpm: 9.4.0
Relevant Packages:
  next: 14.2.5 // Latest available version is detected (14.2.5).
  eslint-config-next: 14.2.5
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.4
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Lazy Loading, Pages Router, Runtime

### Which stage(s) are affected? (Select all that apply)

next build (local), next start (local)

### Additional context

_No response_
Repository: pytorch
Issue: [xpu] error occurs when running the command make triton
Labels: triaged,module: xpu

### 🐛 Describe the bug

When running the command make triton , the following error is generated,
`export USE_XPU=1
  make triton`

Building wheels for collected packages: triton
  Building wheel for triton (pyproject.toml) ... error
  error: subprocess-exited-with-error

  × Building wheel for triton (pyproject.toml) did not run successfully.
  │ exit code: 1
  ╰─> [14 lines of output]
      /tmp/pip-build-env-xcy8epq6/overlay/lib/python3.10/site-packages/setuptools/_distutils/dist.py:268: UserWarning: Unknown distribution option: 'test_suite'
        warnings.warn(msg)
      running bdist_wheel
      running build
      running build_py
      running build_ext
      downloading and extracting https://tritonlang.blob.core.windows.net/llvm-builds/llvm-10dc3a8e-ubuntu-x64.tar.gz ...
      error: HTTP Error 409: Public access is not permitted on this storage account.
      [end of output]

  note: This error originates from a subprocess, and is likely not a problem with pip.
  ERROR: Failed building wheel for triton
Failed to build triton
ERROR: ERROR: Failed to build installable wheels for some pyproject.toml based projects (triton)
make: *** [Makefile:55: triton] Error 1


### Versions

Collecting environment information...
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A

OS: Ubuntu 24.04 LTS (x86_64)
GCC version: (Ubuntu 13.2.0-23ubuntu4) 13.2.0
Clang version: Could not collect
CMake version: version 3.30.2
Libc version: glibc-2.39

Python version: 3.10.14 | packaged by conda-forge | (main, Mar 20 2024, 12:45:18) [GCC 12.3.0] (64-bit runtime)
Python platform: Linux-6.8.0-39-generic-x86_64-with-glibc2.39
Is CUDA available: N/A
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: N/A

Versions of relevant libraries:
[pip3] numpy==2.1.0
[pip3] optree==0.12.1
[conda] magma-cuda121             2.6.1                         1    pytorch
[conda] mkl-include               2024.2.1                 pypi_0    pypi
[conda] mkl-static                2024.2.1                 pypi_0    pypi
[conda] numpy                     2.1.0                    pypi_0    pypi
[conda] optree                    0.12.1                   pypi_0    pypi


cc @gujinghui @EikanWang @fengyuan14 @guangyey
Repository: create-react-app
Issue: About deprecated packages
Labels: issue: proposal,needs triage

### Abort problem

<!--
  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

The babel-preset-react-app inside create-react-app references the following four packages as dependencies, but all of them are deprecated. We recommend that you change them to the recommended packages.

- @babel/plugin-proposal-class-properties@7.18.6
- @babel/plugin-proposal-numeric-separator@7.18.6
- @babel/plugin-proposal-optional-chaining@7.21.0
- @babel/plugin-proposal-private-methods@7.18.6


### The solution I'm like

below for suggested packages to replace these packages with.
- @babel/plugin-transform-class-properties
- @babel/plugin-transform-numeric-separator instead.
- @babel/plugin-transform-optional-chaining instead.
- @babel/plugin-transform-private-methods instead.


I'm looking forward to your reply.
Repository: PowerToys
Issue: RENAME SOME FILE AND JUMP AN ERROR
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

using explorer
enter a folder
rename a file  AND
JUMP AN ERROR

### ✔️ Expected Behavior

fix this issue

### ❌ Actual Behavior

using explorer
enter a folder
rename a file  AND
JUMP AN ERROR

### Other Software

windows file manager? explorer?