sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Shortcut behavior with InputEventAction 
Labels: bug,documentation,needs testing,topic:input

### Tested versions

Reproduced in 4.2.1-stable

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - GLES3 (Compatibility) - AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.24027.1012) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

Hello,

I am facing an issue that I assume is a bug, I would like to have your vision.
I am trying to trigger buttons shortcut from code, to be able to toggle a button from keyboard, touchscreen or mouse.
Whenever I trigger the action from my mouse or keyboard, everything works fine, but the problem comes when I try to trigger the button from touchscreen : `BaseButton `doesn't support multitouch.
So, I decided to just add a TouchScreenButton, that doesn't support shortcut, then trigger programmatically the `BaseButton` shortcut on `TouchScreenButton.pressed` signal.

And there it is that trouble begins...

My action is well pushed, I can retrieve it in `func _input(event)` and it's strictly the same as the one pushed by my keyboard, but my `BaseButton` shortcut isn't triggered.

Does anyone see how I can be using it wrong? It seems it's a bug with programmatically triggered action not being followed by `Shortcut `?


### Steps to reproduce

Said button is in toggle mode, this is my button script :

```
@export var action:InputEventAction
func _ready():
  shortcut = Shortcut.new()
  shortcut.events = [action] #this will be "hotbar0" for next example
  toggle_mode = true
```

TouchButton script :
```
func _ready():
  touchButton.pressed.connect(triggerShortcut.bind(true))
  touchButton.released.connect(triggerShortcut.bind(false))
func triggerShortcut(pressed:bool):
  shortcut.events = [action]
  var event = InputEventAction.new()
  event.action = "hotbar0"
  event.pressed = pressed
  #event.strength = 1.0 #I tried both with setting strength and device properties to match my keyboard event action
  #event.device = 0
  Input.parse_input_event(event)
```

### Minimal reproduction project (MRP)

[shortcuttrigger.zip](https://github.com/godotengine/godot/files/15025739/shortcuttrigger.zip)
Repository: puppeteer
Issue: [Feature]: `Mouse.dragAndDrop` API not supported for WebDriver BiDi
Labels: feature,bidi,P3

### Minimal, reproducible example

```TypeScript
import puppeteer from "puppeteer";

const browser = await puppeteer.launch({
  product: "chrome",
  headless: false,
  protocol: "webDriverBiDi",
});
const pages = await browser.pages();
const page = pages[0];
await page.goto("https://github.com/puppeteer/puppeteer");
await page.mouse.dragAndDrop({ x: 0, y: 0 }, { x: 100, y: 100 });
```


### Error string

UnsupportedOperation

### Bug behavior

- [ ] Flaky
- [ ] PDF

### Background

For Mozilla's PDF.js project we use the WebDriver BiDi protocol for Firefox at the moment (to test it and provide early feedback). I tried to replace our custom drag-and-drop code with the native `Mouse.dragAndDrop` API provided by Puppeteer, see https://pptr.dev/api/puppeteer.mouse.draganddrop, but while this works for CDP it doesn't work for WebDriver BiDi as an unsupported operation exception is raised.

(I have filed this as a bug because the APIs are not equal between CDP and WebDriver BiDi, and dragging-and-dropping is not a very rarely used operation I think, but could also understand if this is seen as a missing feature instead; in that case please feel free to move/amend the issue description.)

### Expectation

`Mouse.dragAndDrop` works equally for CDP and WebDriver BiDi.

### Reality

`Mouse.dragAndDrop` works for CDP, but doesn't seem to be supported in WebDriver BiDi.

### Puppeteer configuration file (if used)

_No response_

### Puppeteer version

22.6.5

### Node version

21.7.2

### Package manager

npm

### Package manager version

10.5.2

### Operating system

Linux
Repository: godot
Issue: GDScript does not properly support string formatting `RID`s
Labels: bug,topic:core,crash

### Tested versions

v4.2.2.stable.official [15073afe3]
v4.3.dev5.official [89f70e98d]
v4.3.dev.custom_build [2543d192c]

### System information

Godot v4.3.dev (2543d192c) - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.5123) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

`RID` is a built-in type, and it's expected that the two usages below has the same effect:
```gdscript
str(RID())
"%s" % RID()
```
However, they do not. While `str()` works fine, from what I've gathered, string formatting `RID`s is either a parse error, a runtime error or even a crash. The crash can be triggered on latest master (as of writing).

### Steps to reproduce

1. Create a new project.
2. Make a new scene with Node2D root node.
3.  Attach the following script and run the scene.
```gdscript
extends Node2D

func _ready():
	print_debug(RID())
	print_debug(get_rid())
	print_debug(str(RID()))
	print_debug(str(get_rid()))

	print_debug("RID()=%s" % [RID()])
	print_debug("RID()=%s" % [get_rid()])
	print_debug("RID()=%s" % [get_rid_typed()])

	# v4.2.2.stable.official [15073afe3]: (parse) Invalid operands to operator %, String and RID.
	# v4.3.dev5.official [89f70e98d]: (parse) Invalid operands to operator %, String and RID.
	# v4.3.dev.custom_build [2543d192c]: (parse) Invalid operands to operator %, String and RID.
	# print_debug("RID()=%s" % RID())

	# v4.2.2.stable.official [15073afe3]: (parse) Invalid operands to operator %, String and RID.
	# v4.3.dev5.official [89f70e98d]: (parse) Invalid operands "String" and "RID" for "%" operator.
	# v4.3.dev.custom_build [2543d192c]: (runtime) CRASH
	print_debug("RID()=%s" % get_rid_typed())

	# v4.2.2.stable.official [15073afe3]: (runtime) Invalid operands 'String' and 'RID' in operator '%'.
	# v4.3.dev5.official [89f70e98d]: (runtime) Invalid operands 'String' and 'RID' in operator '%'.
	# v4.3.dev.custom_build [2543d192c]: (runtime) Invalid operands 'String' and 'RID' in operator '%'.
	# print_debug("RID()=%s" % get_rid())

func get_rid_typed() -> RID:
	return RID()

func get_rid():
	return RID()

```

### Minimal reproduction project (MRP)

[RID Crash.zip](https://github.com/godotengine/godot/files/15025734/RID.Crash.zip)

It also contains a `extends MainLoop` version of the script above to be run in command line, triggering the same errors and crash.
Command line arguments I used:
```powershell
godot --headless --quit --script main_standalone.gd
```
Repository: pytorch
Issue: Provide TORCH_LIBRARY m.def schema types documentation
Labels: module: docs,triaged,module: library

### 📚 The doc issue

Currently, there is no documentation on the types supported in TORCH_LIBRARY m.def string literal schema. From examples it is possible to learn that Tensor, Dict (for torch::Dict), str for string, and scalar types int, float, bool are accepted. However, List (for torch::List) is not. Without documentation, it is unknown if List can be represented by some type specifier in schema or if it is omitted because it is not supported by TorchScript in some way. It would be useful to have documentation for accepted types in the schema. 

References to relevant docs:
https://pytorch.org/cppdocs/api/define_library_8h_1a0bd5fb09d25dfb58e750d712fc5afb84.html
https://pytorch.org/cppdocs/library.html
https://pytorch.org/cppdocs/api/function_group__torch-schema-overloads_1ga201401ec7c0cb2145698d01f6a7ed10e.html#exhale-function-group-torch-schema-overloads-1ga201401ec7c0cb2145698d01f6a7ed10e

I have not found such a list via Internet search or in the PyTorch code itself. As a heads-up GPT-4 hallucinates types that are not allowed in schema, which may also indicate insufficient available information about them.

### Suggest a potential alternative/fix

Provide a list of types accepted in the string schema and link to them in the pages mentioned.

cc @svekars @brycebortree @anjali411
Repository: neovim
Issue: "test / with-external-deps" CI job is frequently failing
Labels: bug,build,test,ci,lua

### Problem

The `test / with-external-deps` CI job is frequently failing:

```
/home/runner/work/neovim/neovim/src/nvim/lua/executor.c: In function ‘nlua_common_vim_init’:
/home/runner/work/neovim/neovim/src/nvim/lua/executor.c:596:5: error: implicit declaration of function ‘luv_set_thread’; did you mean ‘luv_set_thread_cb’? [-Werror=implicit-function-declaration]
  596 |     luv_set_thread(lstate, nlua_luv_thread_cfpcall);
      |     ^~~~~~~~~~~~~~
      |     luv_set_thread_cb
/home/runner/work/neovim/neovim/src/nvim/lua/executor.c:597:5: error: implicit declaration of function ‘luv_set_cthread’; did you mean ‘luv_set_thread_cb’? [-Werror=implicit-function-declaration]
  597 |     luv_set_cthread(lstate, nlua_luv_thread_cfcpcall);
      |     ^~~~~~~~~~~~~~~
      |     luv_set_thread_cb
```

### Expected behavior

should be reliable
Repository: deno
Issue: `deno lint` does not report file syntax errors
Labels: bug,cli

Version: Deno 1.42.3

```js
var foo = 'bar
```

Reports:

```
~/p/g/d/deno_graph ❯❯❯ deno lint index.js
error[no-var]: `var` keyword is not allowed.
 --> /Users/lucacasonato/projects/github.com/denoland/deno_graph/index.js:1:1
  | 
1 | var foo = 'bar
  | ^^^

  docs: https://lint.deno.land/rules/no-var


error[no-unused-vars]: `foo` is never used
 --> /Users/lucacasonato/projects/github.com/denoland/deno_graph/index.js:1:5
  | 
1 | var foo = 'bar
  |     ^^^
  = hint: If this is intentional, prefix it with an underscore like `_foo`

  docs: https://lint.deno.land/rules/no-unused-vars


Found 2 problems
Checked 1 file
```

But nothing about the file being syntactically incorrect.
Repository: flutter
Issue: Support focusNode and textEditingController parameters for Autocomplete (as passthrus to RawAutocomplete)
Labels: a: text input,c: new feature,framework,f: material design,c: proposal,P3,has partial patch,team-text-input,triaged-text-input

### Use case

It can be useful to have the ability to create (and control) the `focusNode` and `textEditingController` of an Autocomplete widget.  The underlying `RawAutocomplete` widget supports accepting these as optional parameters.


### Proposal

I propose to adding the `focusNode` and `textEditingController` parameters supported by the `RawAutocomplete` widget to the material Autocomplete widget and passing these through to the `RawAutocomplete` constructor.

I understand that I can re-implement the Autocomplete widget myself, and I have done this on multiple occasions - and I am sure that I am not alone.
Repository: terminal
Issue: Open a group of tabs at one time
Labels: Issue-Feature,Area-UserInterface,Product-Terminal,Issue-Scenario

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# Description of the new feature/enhancement

I would like to be able to open multiple tabs (a collection of tabs)  at one time - much like opening a saved collection in Edge. It would be nice if each tab had the same look/feel.

# Proposed technical implementation details (optional)

At ahigh level, this feature would include:

-  easily adding a tab to a collection - right click and in the tab's settings through a collection dropdown.
- easily remove a tab from a collection.
- assign the same look/feel to each tab in a collection (collection appearance?)
- open tabs not already open in the collection (e.g. don't open a new tab if one is already open and it belongs to the collection).
Repository: PowerToys
Issue: DICOM metadata overview in the file explorer
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

The [DICOM](https://en.wikipedia.org/wiki/DICOM) (_Digital imaging and communications in medicine_) file format is the standard format used for medical data worldwide. It generally consists of 2 parts: metadata (file type, patient ID, acquisition data, etc.) and data (a matrix representing, for example, the image contained in the file). It would be interesting to add to Powertoys a feature for **previewing DICOM file metadata** (as is already the case for .txt, .xlsx, .pdf files) directly in the file explorer. This would avoid having to open DICOM files in dedicated software (often cumbersome) simply to read the metadata. 

### Scenario when this would be used?

I'll give a rather specific example, but one which is representative of a common use case.  DICOM files are widely used in radiotherapy departments to store patient irradiation maps. For each patient, there are often several maps (`RD`): a total dose map, and a dose map for each irradiation beams. Typically, a folder might look like this:
```
RD1.2.752.243.1.1.202402011724672459.7300.57687.dcm
RD1.2.752.243.1.1.20246891170524459.7400.34725.dcm
RD1.2.752.243.1.1.2024020117052649.7500.21527.dcm
RD1.2.752.243.1.1.20240201170543259.7600.55265.dcm
```
To find out what the total dose map is, you have to open the 4 files to view a specific tag in the metadata. A metadata preview would provide this information at a glance. 


### Supporting information

DICOM parser available in C/C#: https://github.com/fo-dicom/fo-dicom
DICOM file metadata have a tree structure. I've developed a package in Julia that gives an overview of the metadata structure: [DICOMTree.jl](https://github.com/JuliaHealth/DICOMTree.jl)
A [site](https://dicom.innolitics.com/ciods) listing all DICOM tags
Repository: vscode
Issue: Restarting extensions messes the script order in npm scripts pane in the folder side bar.
Labels: bug,npm

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: 
Version: 1.88.1 (Universal)
Commit: e170252f762678dec6ca2cc69aba1570769a5d39
Date: 2024-04-10T17:42:52.765Z (1 wk ago)
Electron: 28.2.8
ElectronBuildId: 27744544
Chromium: 120.0.6099.291
Node.js: 18.18.2
V8: 12.0.267.19-electron.0
OS: Darwin arm64 23.4.0

- OS Version: 
macOS Sonoma version 14.4.1

Steps to Reproduce:

1. Open your folder in vscode.
2. Observe there are updated extensions.
3. After they are installed, click on one of the Restart Extensions buttons.
4. The extensions will reload.
5. Go back to Folders in the side-bar.
6. Observe the order of npm scripts in the npm scripts pane scramble. See image below.
![CleanShot 2024-04-18 at 17 51 41](https://github.com/microsoft/vscode/assets/6442851/3c1c5eba-8a48-4902-a722-3707ee87f5bb)
7. Collapse the npm scripts pane, and re-expand it, notice this time the order is correct, see image below.
![CleanShot 2024-04-18 at 17 52 25](https://github.com/microsoft/vscode/assets/6442851/3374cacc-4b8f-44e3-951d-c9b6aab0b12d)
Repository: vscode
Issue: Terminal Image display has low resolution
Labels: bug,upstream,upstream-issue-linked,terminal-rendering

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<!-- 🔎 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/No

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- VS Code Version: 1.88.1
- OS Version: Mac: Universal Intel silicon 

Steps to Reproduce:

1. imgcat "anyimage.png"

# Original image:

![download](https://github.com/microsoft/vscode/assets/59846322/77382117-33f6-4d3c-ae5e-742af43855f4)

# In VScode terminal

![CleanShot 2024-04-18 at 12 08 01@2x](https://github.com/microsoft/vscode/assets/59846322/851c14bd-0828-45b2-a760-f1f7ef01ead3)

# In Iterm2 terminal

![CleanShot 2024-04-18 at 12 09 17@2x](https://github.com/microsoft/vscode/assets/59846322/93fdf4dc-99c0-473c-a3b9-4ea5395c6a70)
Repository: next.js
Issue: Hot reload making full refresh while using tailwind with app and pages folder
Labels: bug

### Link to the code that reproduces this issue

https://github.com/thefalked/nextjs-hot-reload-bug-with-tailwind

### To Reproduce

1. Start the application.
2. Go to the `index` page.
3. Change any tailwind class, in this case there is already a `px` class to test.

### Current vs. Expected behavior

Following this steps the current behavior is making the hot reload do a full refresh of the page. It builds and when it finishes it does a full refresh.

I expect that the hot reload only does the build and updates the page without the full reload.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:12:25 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T6030
  Available memory (MB): 36864
  Available CPU cores: 12
Binaries:
  Node: 20.12.2
  npm: 10.5.0
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.2 // Latest available version is detected (14.2.2).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


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

Pages Router

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

next dev (local)

### Additional context

I tested in `13.5.1` and the hot reload works fine, it happens on `13.5.2` until `canary`.

One thing to keep in mind, usually the first `run dev` works fine but when you close and run again the full reload happens.
Repository: rust
Issue: ICE: hit debug-assertions assertion `left == right` failed in compiler/rustc_middle/src/hir/map/mod.rs
Labels: I-ICE,T-compiler,C-bug,A-proc-macros,S-has-mcve,requires-debug-assertions

### Code

https://github.com/SeaDve/Kooha/

tag: v2.2.3

### Meta

`rustc --version --verbose`:
```
rustc 1.78.0 (6fd191292 2024-04-12) (gentoo)
binary: rustc
commit-hash: 6fd1912922a7b468b1875d16571bb7a00d5df93f
commit-date: 2024-04-12
host: x86_64-unknown-linux-musl
release: 1.78.0
LLVM version: 18.1.3
```

It's a rustc build with debug-assertions enabled. I build it from beta(2024-04-13) tar ball using gentoo ebuild.

### Error output

```
   Compiling kooha v2.2.3 (/tmp/portage/media-video/kooha-2.2.3/work/kooha-2.2.3)
thread 'rustc' panicked at compiler/rustc_middle/src/hir/map/mod.rs:917:9:
assertion `left == right` failed
  left: #0
 right: #1465
```

Backtrace is too long...
Repository: angular
Issue: New Angular Docs website is not PWA compatible
Labels: P3,area: docs-infra

### Describe the problem that you experienced

The angular.dev website does not display the install icon so that it can be installed as a PWA application locally.

### Enter the URL of the topic with the problem

https://angular.dev

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: godot
Issue: EditorUndoRedoManager prints wrong errors if calling method fails
Labels: bug,topic:core

### Tested versions

4.3 dev5 and earlier

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Consider this code:
```GDScript
@tool
extends EditorScript

func _run() -> void:
	var eur := EditorPlugin.new().get_undo_redo()
	eur.create_action("a")
	eur.add_do_method(get_scene(), "set_modulat", 1)
	eur.add_do_method(get_scene(), "draw_texture", 1)
	eur.add_undo_method(get_scene(), "set_modulat")
	eur.commit_action()
```
Assuming `get_scene()` returns Node2D, the first "do" method does not exist, while the second has wrong number of arguments. The errors printed are:
```
  C:\godot_source\core/object/undo_redo.cpp:367 - Error calling UndoRedo method operation 'set_modulat': 'Node2D::set_modulat': Instance is null
  C:\godot_source\core/object/undo_redo.cpp:367 - Error calling UndoRedo method operation 'draw_texture': 'Node2D::draw_texture': Method expected 3 arguments, but called with 0
```
The first error says "instance is null" (it's not)
The second error says the method is called with 0 arguments (while it uses 1)

Doesn't seem like a bug strictly in EditorUndoRedoManager (or UndoRedo), I don't know what's causing it.

### Steps to reproduce

Run the code above.

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: Change SwitchTarget (in TerminatorKind::SwitchInt) to use ScalarInt
Labels: C-enhancement,T-compiler,A-MIR

The compiler has a type to represent integer values of arbitrary size and sign: ScalarInt. It comes with a bunch of useful helpers and is used throughout the interpreter, CTFE, and valtrees.

However, The SwitchInt terminator stores the variants as `u128` rather than a ScalarInt. I think this is mostly for historical reasons, it is older than ScalarInt. However ScalarInt is also 1 byte bigger than u128 due to a size that is stored, largely as sanity check.

I think ideally we'd change SwitchTarget to use ScalarInt. If the extra byte per arm is too much (in fact it might be more, SmallVec is ptr-aligned so it will probably add padding), then alternatively we could add APIs to SwitchTarget that let one work with it as-if it was a ScalarInt, hiding the u128 from sight.

Cc @rust-lang/wg-mir-opt