sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/playground: "Press Esc to move out of the Editor."
Labels: NeedsFix

When I use play.golang.org today, clicking anywhere in the text box makes a notice box appear at the top that says "Press Esc to move out of the Editor." If I click on the bar itself, it goes away. If I click on a different browser window, the bar goes away. When I click back to that window, the bar comes back. This is incredibly distracting.

I assume the bar has been added as part of accessibility work, but it seems like this specific implementation cannot possibly be required to be accessible. I have never seen a bar like that in any other text box I have ever used on any web site, including for example Gmail, and I am sure plenty of accessibility effort has gone into Gmail.

We should revert the CL that introduced this flickery bar and find a better way.

/cc @jamalc
Repository: vscode
Issue: [html] Links with fragment can't be Ctrl+clicked
Labels: bug,html

<!-- ⚠️⚠️ 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/No

<!-- 🪓 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: Version: 1.80.1 (user setup) (74f6148eb9ea00507ec113ec51c489d6ffb4b771)
- OS Version: Windows_NT x64 10.0.19045

Steps to Reproduce:

1. create `foo.html` with content: `<a href="bar.html#baz">baz</a>`
2. create `bar.html` in the same folder
3. Ctrl+click on the link in `foo.html`

Expected behavior: the link is followed
Actual behavior: an error is shown

![image](https://github.com/microsoft/vscode/assets/15714253/72a66207-7281-4fb3-81ff-55c2fe4414c2)
Repository: vscode
Issue: Shortcut for "Change All Occurence": Ctrl+F2 is not working as usual
Labels: bug,editor-multicursor

<!-- ⚠️⚠️ 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: 1.80.1          
- OS Version: Windows_NT x64 10.0.22631
> But this issue was present much before this VS Code version


Steps to Reproduce:
1. Just select any text which is repeated in a code and try pressing `Ctrl+F2` and nothing happens, instead it should be changing all occurence for the matching word.
2. But I found that its reverse `F2+Ctrl` does similar thing. So not a major deal breaker. Was this shortcut existing earlier I wonder?

<br>

Here's the dialog box which opens after `F2+Ctrl` 
![image](https://github.com/microsoft/vscode/assets/71400605/4785ca0a-e429-4e1d-ae94-a85de654adc9)

## Things I tried
- Installing a fresh Insider version, but same issue
- Resetting keybindings
- Disabling all extensions
Repository: godot
Issue: CharacterBody2D sometimes moves backwards when landing on upward slope
Labels: bug,topic:physics,topic:2d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz (6 Threads)

### Issue description

When a CharacterBody2D lands on an upward slope while moving forward, it will sometimes briefly stop or even move backwards horizontally. With most 2D platformers, players expect the body not to hitch like this and continue moving forward smoothly.

Here's a short preview video of the included sample project. Notice the jitter when the character lands (it's subtle, so you may need to replay it a few times or advance it frame-by-frame):

https://github.com/godotengine/godot/assets/10012466/4f932f76-08ce-46be-9e34-3f21007a04c8

### Steps to reproduce

Simply run the included sample project. The code is a slightly modified version of the default CharacterBody2D script template. 

I've set it up to automatically move the character so that it will reproduce the behavior consistently, and it will also print out a message to the console when the body moves backwards. On my machine, the output when the character lands is always:

`moved x axis backwards: -0.79331970214844`

Also worth noting: I'm working at a very small 142x80 native resolution, but with the stretch mode set to `canvas_items` to smoothly scale everything up. It's a port of an old game and this is necessary to keep the physics/gameplay accurate to the original. I haven't tested at a more typical retro resolution (i.e. 320x180) but I suspect the issue would persist but perhaps be less noticeable.

### Minimal reproduction project

[SlopeBugExample.zip](https://github.com/godotengine/godot/files/12139646/SlopeBugExample.zip)
Repository: storybook
Issue: [Bug]: Storybook Docs uses Reacts scss for its own html elements
Labels: bug,needs triage

### Describe the bug

If I create a Story for a React component which uses scss, I get a broken Storybook Docs UI.
Storybook uses the .scss from the Stories component in its own html elements.
I use Vite with React and Storybook.
![image](https://github.com/storybookjs/storybook/assets/64197026/84c4e2a2-efe4-4953-a569-dad15c7161de)
![image](https://github.com/storybookjs/storybook/assets/64197026/ea5e67b5-a4c6-4daf-89f7-57a82c7a83c1)


### To Reproduce

https://stackblitz.com/edit/github-ivgdai?file=src%2Fstories%2FMemoryCard.stories.ts

### System

```shell
Environment Info:

  System:
    OS: Windows 10 10.0.19045
    CPU: (12) x64 AMD Ryzen 5 5600X 6-Core Processor
  Binaries:
    Node: 18.17.0 - C:\Program Files\nodejs\node.EXE
    npm: 9.1.2 - ~\AppData\Roaming\npm\npm.CMD
  Browsers:
    Edge: Spartan (44.19041.1266.0), Chromium (115.0.1901.183)   
  npmPackages:
    @storybook/addon-essentials: ^7.1.0 => 7.1.0
    @storybook/addon-interactions: ^7.1.0 => 7.1.0
    @storybook/addon-links: ^7.1.0 => 7.1.0
    @storybook/addon-onboarding: ^1.0.8 => 1.0.8
    @storybook/blocks: ^7.1.0 => 7.1.0
    @storybook/jest: ^0.1.0 => 0.1.0
    @storybook/react: ^7.1.0 => 7.1.0
    @storybook/react-vite: ^7.1.0 => 7.1.0
    @storybook/testing-library: ^0.2.0 => 0.2.0
```


### Additional context

_No response_
Repository: next.js
Issue: Chakra UI styles break only in local environment, display correctly on Vercel (App Router, Edge runtime)
Labels: bug,Runtime

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP Fri Jan 27 02:56:13 UTC 2023
    Binaries:
      Node: 18.14.2
      npm: 9.5.0
      Yarn: N/A
      pnpm: 8.6.3
    Relevant Packages:
      next: 13.4.12
      eslint-config-next: 13.4.12
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


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

App Router, Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/github/UniuniTaro/styles-bug-on-edge/main

### To Reproduce

1. Access the provided CodeSandbox and observe that the styles are not applied correctly during server-side rendering.
2. Next, navigate to the [deployed page on Vercel](https://styles-bug-on-edge.vercel.app/) and verify that the styles are applied correctly during server-side rendering as well.

### Describe the Bug

The issue occurs when using the Edge runtime and running the application in a local environment using `next dev` or `next start`. The styles break in these scenarios. However, when deploying the application on Vercel, the styles are displayed correctly during server-side rendering.

Even after adding the `'use client'` directive in the `page.tsx`, the behavior remains the same.

The problem could potentially be related to Emotion. However, it is unclear why the application functions correctly on Vercel.

There is uncertainty about whether the pages are statically generated. The presence of Edge Function logs in Vercel suggests that the pages might not be  statically generated, as these logs are recorded for each access.

### Expected Behavior

The same behavior is expected in the local environment and on Vercel.

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

_No response_

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

next start and Vercel
Repository: vscode
Issue: Watermark hint text for command palette wraps
Labels: bug,ux

<img width="341" alt="image" src="https://github.com/microsoft/vscode/assets/25163139/523c6a40-72d3-44a5-940f-783be35b5e49">
Repository: PowerToys
Issue: Peek: add ability to HotReload
Labels: Idea-Enhancement,Area-Build,Needs-Team-Response,Product-Peek

### Description of the new feature / enhancement

When building Peek and working on the GUI, there's no window being shown because there is no file. This means testing any change is extremely cumbersome. Would love to see the window while debugging.

### Scenario when this would be used?

Working on Peek

### Supporting information

Current method:

- make sure the build version of PowerToys isn't running
- run project or build PowerToys
- start (local) PowerToys
- open the fly out to enable Peek
- open Explorer
- Ctrl+Space on images
- see something isn't as it should
- close PowerToys
- start over
Repository: rust
Issue: Layout `Variants::Multiple` has tons of redundancy, e.g. `Scalar` enums have `Aggregate`  variants
Labels: C-cleanup,T-compiler,A-layout

See [here](https://github.com/rust-lang/rust/issues/113988#issuecomment-1646982272) for an elaboration of the redundancy. Below follows the original issue that lead to us looking into this.

---

I just discovered something [rather strange](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=e406b98e53356e3c825bf102808bda41) in our enum layouts: `std::sync::atomic::Ordering` has
```
           abi: Scalar(
               Initialized {
                   value: Int(
                       I8,
                       false,
                   ),
                   valid_range: 0..=4,
               },
           ),
```
but its variants look like
```
                   Layout {
                       size: Size(1 bytes),
                       align: AbiAndPrefAlign {
                           abi: Align(1 bytes),
                           pref: Align(8 bytes),
                       },
                       abi: Aggregate {
                           sized: true,
                       },
                       fields: Arbitrary {
                           offsets: [],
                           memory_index: [],
                       },
                       largest_niche: None,
                       variants: Single {
                           index: 0,
                       },
                       max_repr_align: None,
                       unadjusted_abi_align: Align(1 bytes),
                   },
```
Note the `abi: Aggregate`!

I am surprised that this has not already lead to ICEs in CTFE/Miri -- via downcasting, one can end up with `Immediate::Scalar` that have `Aggregate` ABI, which can quickly panic.

This is a bug, right? If the enum has `Scalar` layout, then all its variants should also have that layout? For ScalarPair enums, this [seems to already be the case](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=216c1ea9d60be278aad7209adcbb2f45).
Cc @oli-obk @eddyb
Repository: rust
Issue: Confusing error when trying to assign to a variable matching a constant's name
Labels: A-diagnostics,T-compiler,D-confusing

### Code

```Rust
const test: usize = 15;
let test = 33;
```


### Current output

```Shell
error[E0005]: refutable pattern in local binding
   --> src/windows/mod.rs:883:13
    |
883 |         let test = 33;
    |             ^^^^
    |             |
    |             pattern `_` not covered
    |             missing patterns are not covered because `test` is interpreted as a constant pattern, not a new variable
    |             help: introduce a variable instead: `test_var`
    |
    = note: `let` bindings require an "irrefutable pattern", like a `struct` or an `enum` with only one variant
    = note: for more information, visit https://doc.rust-lang.org/book/ch18-02-refutability.html
    = note: the matched value is of type `usize`
```


### Desired output

```Shell
error[E0005]: refutable pattern in local binding
   --> src/windows/mod.rs:883:13
    |
  2 |         let test = 33;
    |             ^^^^
    |             |
    |             pattern `_` not covered
    |             missing patterns are not covered because `test` is interpreted as a constant pattern, not a new variable
    |             help: introduce a variable instead: `test_var`
    |     
    |  Did you mean to create a new variable? Your code is trying to match on this constant:    
  1 |         const test: usize = 15;
    |
    = note: `let` bindings require an "irrefutable pattern", like a `struct` or an `enum` with only one variant
    = note: for more information, visit https://doc.rust-lang.org/book/ch18-02-refutability.html
    = note: the matched value is of type `usize`

(very rough idea)
```


### Rationale and extra context

When creating a variable that matches a constant's name, this very confusing error message can pop up. The biggest problem I see here is that no reference to the `const` is made anywhere and a user might be working in an unfamiliar codebase so they could be unaware that a constant of this name exists.

Should a constant ever be lowercased like this? Probably not. But the compiler doesn't even omit the lowercase warning, instead it just provides the error (which might be the simplest fix for this?).

I personally ran into this when I renamed some code with rustfmt and it got a little confused, I didn't need the constant anymore anyway so it didn't immediately "click" for me what this error could be. I'd imagine especially for someone new to Rust with a little rename operation messup this could waste **a lot** of time trying to figure out what's wrong.

### Other cases

_No response_

### Anything else?

_No response_
Repository: godot
Issue: When using the "Fit to Frame" feature in the Visual profiler, the UI components that display milliseconds will show up in the wrong position.
Labels: bug,topic:editor

### Godot version

4.1.1

### System information

win 11

### Issue description

When using the "Find to Frame" feature in the Visual profiler, the UI components that display milliseconds will show up in the wrong position.

https://github.com/godotengine/godot/assets/52212525/9acbc7b9-62c3-41f2-8966-1bcda760c692



### Steps to reproduce

When using the "Find to Frame" feature in the Visual profiler

### Minimal reproduction project

no
Repository: rust
Issue: Stable crate hash depends on host tuple
Labels: A-metadata,A-cross,T-compiler,C-bug,A-reproducibility

A full reproducer for this creating an end-to-end issue can be found by executing `./run.sh` [here](https://github.com/JakobDegen/fun-with-cross-compilation). Note that the script assumes x86-64-unknown-linux-gnu and probably requires first running the rustup commands commented out at the top.

Running it currently gets me, on both stable and nightly:
```
$ ./run.sh
error[E0460]: found possibly newer version of crate `p` which `l` depends on
 --> b.rs:4:5
  |
4 |     l::foo();
  |     ^
  |
  = note: perhaps that crate needs to be recompiled?
  = note: the following crate versions were found:
          crate `p`: /tmp/fun-with-cross-compilation/build/libp.rlib
          crate `l`: /tmp/fun-with-cross-compilation/build/libl.rlib

error[E0463]: can't find crate for `l`
 --> b.rs:5:5
  |
5 |     l::p();
  |     ^ can't find crate

error: aborting due to 2 previous errors

Some errors have detailed explanations: E0460, E0463.
For more information about an error, try `rustc --explain E0460`.
```

My guess is that the root cause of this problem is significantly worse on nightly than on stable:

On nightly:
```
$ hexdump build/libp.rlib > /tmp/a
$ hexdump buildb/libp.rlib > /tmp/b
$ diff /tmp/a /tmp/b | wc -l
758
```

While on stable:
```
$ hexdump build/libp.rlib > /tmp/a
$ hexdump buildb/libp.rlib > /tmp/b
$ diff /tmp/a /tmp/b | wc -l
2
```

cc @saethlin , this makes me think it's related to your changes

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

```
$ rustc +nightly-x86_64-unknown-linux-gnu --version --verbose
rustc 1.73.0-nightly (8771282d4 2023-07-23)
binary: rustc
commit-hash: 8771282d4e7a5c4569e49d1f878fb3ba90a974d0
commit-date: 2023-07-23
host: x86_64-unknown-linux-gnu
release: 1.73.0-nightly
LLVM version: 16.0.5
```
```
$ rustc +stable-x86_64-unknown-linux-gnu --version --verbose
rustc 1.71.0 (8ede3aae2 2023-07-12)
binary: rustc
commit-hash: 8ede3aae28fe6e4d52b38157d7bfe0d3bceef225
commit-date: 2023-07-12
host: x86_64-unknown-linux-gnu
release: 1.71.0
LLVM version: 16.0.5
```
Repository: vscode
Issue: Support 'smart' automatic markdown link pasting for external image links
Labels: help wanted,feature-request,markdown

Currently, when images outside of the workspace are pasted into the Markdown editor, the smart pasting feature does not work.
Repository: kubernetes
Issue: kcm slow processVolumesInUse function causing node resource accumulation and final oom
Labels: kind/bug,sig/storage,lifecycle/stale,needs-triage

### What happened?

KCM will gradually pile up memory and finally oom if node resource update speed is higher than processVolumesInUse function.

In our case, we have a cluster over 5000 nodes with frequent pod create and delete. Many of the pods carry volumes therefore a large amount of volumes info embedding in node status. We also have custom node status update period set up, so the single node update frequency is sightly higher than default.

All of these come together to make node update frequency higher than processVolumesInUse function (O(n*m) , n for node volume, m for all volumes) can handle. Due to the slow processing, node resource accumulate in parent informer update event, leading to inevitable oom. Below is our kcm resource usage metrics across multiple oom. 

mem usage of kcm during oom
<img width="232" alt="kcm-mem-restart" src="https://github.com/kubernetes/kubernetes/assets/16226846/9cb33bd7-4455-4357-8377-f4610af88a0f">

cpu usage of kcm during restart
<img width="228" alt="kcm-cpu-restart" src="https://github.com/kubernetes/kubernetes/assets/16226846/f3dd3970-6e7f-41d5-8ed1-ff08a2b3ac2b">

### What did you expect to happen?

faster processVolumesInUse processing and no memory accumulation

### How can we reproduce it (as minimally and precisely as possible)?

High node resource update frequency, in my case, 500 per second.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: youtube-dl
Issue: TikTok videos
Labels: question

## Checklist

- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [x] I've searched the bugtracker for similar questions including closed ones

## Question

can youtube-dl be used to download TikTok videos as well?
Repository: PowerToys
Issue: Keyboard Manager Always Reads Physical Keys, Not Remappings.
Labels: Product-Keyboard Shortcut Manager,Needs-Triage

              Keyboard manager always reads physical keys, not remappings. This is how it is supposed to work. You should still use the Win key as the activation key in the Shortcut editor, and then use Scroll-Lock as an actual activation key as it is remapped to Win.

_Originally posted by @stefansjfw in https://github.com/microsoft/PowerToys/issues/24705#issuecomment-1467035210_
            
Please reconsider that this is how it is supposed to work.

There is only one Win key on my laptop and it is physically broken.

I have remapped the Win key to Caps Lock.

It is not possible to change the Activation Shortcut inside Paste As Plain Text, to a combination that includes the Win key, as Caps Lock doesn't register as the Win key.
Repository: rust
Issue: rustc panics with &'static [u8] and ouroboros self_referencing
Labels: I-ICE,T-compiler,C-bug

While trying to check my code with miri, I had to replace occurrences of `std::fs::File` with `&'static [u8]` (and use `include_bytes!`).

The following code triggers a rustc panic. The same code with `std::fs::File` compiles fine.

```rust
use ouroboros::self_referencing;
use rc_zip::reader::sync::{EntryReader, HasCursor, SyncArchive};

#[self_referencing]
pub struct Docx {
    file: &'static [u8],
    #[borrows(file)]
    #[covariant]
    arc: SyncArchive<'this, &'static [u8]>,
    #[borrows(arc)]
    #[covariant]
    readers: Vec<xml::EventReader<EntryReader<<&'static [u8] as HasCursor>::Cursor<'this>>>>,
}

fn main(){}
```

stderr/stdout combined (was too long for GitHub, so attaching): [output.txt](https://github.com/rust-lang/rust/files/12141909/output.txt)

The same error occurs with stable: `note: rustc 1.71.0 (8ede3aae2 2023-07-12) running on x86_64-apple-darwin`

Cargo.toml:

```toml
[package]
name = "ziptest"
version = "0.1.0"
edition = "2021"

# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html

[dependencies]
ouroboros = "0.17.2"
rc-zip = "2.0.1"

xml-rs = "0.8.16"
```

[Cargo.lock](https://github.com/rust-lang/rust/files/12141888/Cargo.lock.txt) is attached.