sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Allow customization of JumpLists
Labels: feature-request,workbench-history

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I think it would be useful to allow users to customize their JumpList.  
Not the recent documents feature, a separate constant list of launch actions.  
I have hacked up my local version to demo this and could issue a PR, but figured I would ask for community feedback first.

This idea was inspired by the SSH Remote extension that I use frequently.  
The workflow for launching this if VSCode isn't already open is a little kludgy:
1.  open a new code window, 
2. then launch the remote (which opens another window)
3. close the original (empty)  window

On my machine, I modded a new entry into the app's JumpList (next to "New Window") that launches a specific SSH target I use frequently:
![image](https://github.com/user-attachments/assets/c5235c2f-367f-43e8-9f84-74d5d9a3c181)

This static list of Launch actions is here:  
https://github.com/microsoft/vscode/blob/5a0335dcf3ffe79466b90d7c24923f3158fac81a/src/vs/platform/workspaces/electron-main/workspacesHistoryMainService.ts#L328

Obviously editing my install after each update isn't sustainable, so I'd like to see a way to allow user customization of these.
A simple list somewhere in settings would be sufficient for me, but maybe the community has other ideas on how this could/should be implemented?  Perhaps extensions would want to offer to install themselves?  Are there other use cases for this JumpList that could hint at a different implementation?

As mentioned above, I am willing to tackle this feature in a PR but would like some feedback before I get too far into it
Thanks for any thoughts!
Repository: godot
Issue: Error logged when loading small scripts with text editor
Labels: bug,topic:editor,needs testing

### Tested versions

- Reproducible in 4.3.rc and 4.4.dev 

### System information

Godot v4.4.dev (1bd740d18) - macOS 14.5.0 - GLES3 (Compatibility) - Apple M2 - Apple M2 (8 Threads)

### Issue description

<img width="818" alt="Screenshot 2024-08-17 at 6 31 03 PM" src="https://github.com/user-attachments/assets/0c81af50-78f9-4eaa-b2bf-59bb0400e17a">

I seem to have found a weird edge case when loading small scripts in the text editor. The bug appears when a calculation is done to figure out how to draw the "minimap" for the file. The calculation causes an invalid index to be calculated. Here is the error message specifically seen when the error occurs:

```
ERROR: Index p_line = -1 is out of bounds (text.size() = 2).
   at: get_line_wrap_count (scene/gui/text_edit.cpp:5640)
```

Note: I can still use the editor and engine after this error occurs.

### Steps to reproduce

Create a script with two lines, for example: 

```gdscript
extends Node3d
# cursor here
```

Save this script. Then, with the text editor window still open in the project, close the project.

When you re-open the project, you should see the Error message mentioned above.

### Minimal reproduction project (MRP)

A new project that has a scene with a single node with a script attached can be used to see this issue
Repository: godot
Issue: Theme file became huge after embedding image/font data
Labels: bug,topic:editor,needs testing

### Tested versions

4.3 release

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated Radeon RX 5500 XT - Intel(R) Xeon(R) CPU E5-2650 v4 @ 2.20GHz (24 Threads)

### Issue description

crash when i click or try to grab the file, i just created the theme and it got imense size (160mb)

### Steps to reproduce

idk if that works but i created a font for a textedit node, and modify the background to pink when focus, that was it, now the theme file has 160mb

### Minimal reproduction project (MRP)

ill not be able to send a minimal reproduction due the theme size problem, but the project is small, i swear, i'll send it via google drive
https://drive.google.com/drive/folders/1AkIHQ18KEB9qEXxPLN3TsjtkEy_HLMtH?usp=drive_link
Repository: pytorch
Issue: `delta` argument of `HuberLoss()` with `int` and `bool` works against the error message
Labels: module: error checking,triaged,actionable,module: python frontend,module: edge cases

### 🐛 Describe the bug

`delta` argument of [HuberLoss()](https://pytorch.org/docs/stable/generated/torch.nn.HuberLoss.html) with a `complex` value gets the error message `delta` must be `float` as shown below:

```python
import torch
from torch import nn

tensor1 = torch.tensor([0.4, -0.8, -0.6])
tensor2 = torch.tensor([-0.2, 0.9, 0.4])
                             # ↓↓↓↓↓↓
huberloss = nn.HuberLoss(delta=1.+0.j)
huberloss(input=tensor1, target=tensor2) # Error
```

> TypeError: huber_loss(): argument 'delta' (position 4) must be float, not complex

But, `delta` argument with `int` and `bool` works against the error message above as shown below:

```python
import torch
from torch import nn

tensor1 = torch.tensor([0.4, -0.8, -0.6])
tensor2 = torch.tensor([-0.2, 0.9, 0.4])
                             # ↓
huberloss = nn.HuberLoss(delta=1)
huberloss(input=tensor1, target=tensor2)
# tensor(0.6267)
                             # ↓↓↓↓
huberloss = nn.HuberLoss(delta=True)
huberloss(input=tensor1, target=tensor2)
# tensor(0.6267)
```

### Versions

```python
import torch

torch.__version__ # 2.3.1+cu121
```

cc @malfet @albanD
Repository: terminal
Issue: Support XTGETTCAP sequence
Labels: Issue-Feature,Area-VT,Product-Terminal

<!-- 
🚨🚨🚨🚨🚨🚨🚨🚨🚨🚨

I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING:
1. If I delete this entire template and go my own path, the core team may close my issue without further explanation or engagement.
2. If I list multiple bugs/concerns in this one issue, the core team may close my issue without further explanation or engagement.
3. If I write an issue that has many duplicates, the core team may close my issue without further explanation or engagement (and without necessarily spending time to find the exact duplicate ID number).
4. If I leave the title incomplete when filing the issue, the core team may close my issue without further explanation or engagement.
5. If I file something completely blank in the body, the core team may close my issue without further explanation or engagement.

All good? Then proceed!
-->

# Description of the new feature/enhancement

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->
neovim uses XTGETTCAP sequence to query osc52 support and enables copying over ssh via osc52 if positive. wt supports osc52 but does not report via XTGETTCAP, so neovim is not aware of it and won't enable osc52 for wt.

# Proposed technical implementation details (optional)

https://github.com/neovim/neovim/issues/29504#issuecomment-2226374704
<!-- 
A clear and concise description of what you want to happen.
-->
Repository: godot
Issue: Physical mouse Right click in android
Labels: bug,platform:android,topic:editor,topic:input

### Tested versions

4.3

### System information

Android 10 

### Issue description

I'm currently using 4.3 and physical mouse right click doesn't work and even long press by mouse left button doesn't opens the context menu

### Steps to reproduce

Press right mouse button and nothing will happen 

### Minimal reproduction project (MRP)

Just open any project in android editor 
```[tasklist]
### Tasks
```
Repository: godot
Issue: Script Editor sometimes loses window manager in X11
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,needs testing

### Tested versions

All version of 4.x that support windowized script editor

### System information

Godot v4.3.stable.mono - Linux Mint 22 (Wilma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti (nvidia; 535.183.01) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

When the script editor is windowized as a separate window from the godot engine, sometimes it loses it's windows manager and become unmanaged on the desktop. This only seems to happen to the script window, it does not happen to main engine window nor to other applications on the system, just the script editor window.

### Steps to reproduce

It's random.  I am not sure I have reliable steps to reproduce...it happens more often when resuming a session after the screen saver has started, but I can't say that's very reliable either.

### Minimal reproduction project (MRP)

This doesn't seem to be related to a project or it's contents.
Repository: next.js
Issue: Next incorrectly infers static builds when using `Promise.prototype.catch` on the dynamic action in a `Page`
Labels: bug,Output (export/standalone)

### Link to the code that reproduces this issue

https://github.com/chriskuech/next-catch-repro

### To Reproduce

# Repro case
1. Run `npm run build`
2. (The build fails)

# Control case
1. Comment out the `.catch(() => null)` in `page.tsx`
2. Run `npm run build`
3. (The build succeeds)

### Current vs. Expected behavior

Expected: next compiler sees that `Home` calls a function `triggerRepro` that contains `cookies()` and therefore marks the code as dynamic.

Observed: By calling `.catch(() => null)` on `triggerRepro()`, next compiler no longer infers that the function is dynamic and compiles the code as static, executing the code and failing at a runtime assertion

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.6.0: Mon Jul 29 21:14:46 PDT 2024; root:xnu-10063.141.2~1/RELEASE_ARM64_T6031
  Available memory (MB): 36864
  Available CPU cores: 14
Binaries:
  Node: 20.14.0
  npm: 10.7.0
  Yarn: N/A
  pnpm: N/A
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: standalone
```


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

Output (export/standalone)

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

next build (local)

### Additional context

_No response_
Repository: kubernetes
Issue: [kubelet] Add support to expose init container resource usage in PodResources API
Labels: sig/node,kind/feature,triage/accepted

### What would you like to be added?

**AS-IS:**
Currently, the PodResources API provides information on resource usage for main containers.(If the SidecarContainers feature gate is enabled, it also supports restartable init containers.)
However, it does not provide resource information for regular init containers.

https://github.com/kubernetes/kubernetes/blob/0f095cf0ba5156a972b446a5f65c963fe2a7919c/pkg/kubelet/apis/podresources/server_v1.go#L54-L91

**TO-BE:**
I propose that kubelet expose resource information for regular init containers as well. (or through an option in the `ListPodResourcesRequest`.)

### Why is this needed?

**EXAMPLE:**
To illustrate the use of the PodResources API, consider the example of the DCGM-exporter. When exposing GPU-related metrics, DCGM-exporter adds labels such as `namespace`, `pod`, and `container` names to indicate which GPU is being used. This information is retrieved by querying the PodResources API to check the resources allocated to each container within a Pod, focusing specifically on NVIDIA devices.
(Reference: https://github.com/NVIDIA/dcgm-exporter/blob/178d22f48543e4d4e09f744b5c0fbab9a3309028/pkg/dcgmexporter/kubernetes.go#L127-L139)

**AS-IS:**
For some exporters that rely on kubelet, the PodResources API does not provide information about resources (eg. GPU)used by init containers. 
**Even if an init container runs for a long time, there is still no way to determine which `DeviceID`(eg. GPU device) it used.**

**TO-BE:**
With the proposed enhancement, the PodResources API would expose the `DeviceID` for both init containers and main containers. (Even if the same device is detected across multiple containers, this can be resolved by cross-referencing with the container's running status or other available methods.)


/sig node
Repository: vscode
Issue: Ctrl+h results in wrong scroll position on vscode.dev
Labels: bug,editor-find

Steps to Reproduce:

1. Paste `test` into a document on [vscode.dev](https://vscode.dev/)
2. Select it and string replace it with nothing
3. Result is a wrong scroll position

Visually:
1.
![image](https://github.com/user-attachments/assets/a43a90f1-24b8-468a-b7b0-c879b7aff714)
2.
![image](https://github.com/user-attachments/assets/ba202af5-6878-4c33-b8fb-06f68688ab55)
Repository: electron
Issue: [Bug]: `setBackgroundMaterial` does not work
Labels: platform/windows,bug :beetle:,has-repro-gist,31-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

31.1.4

### What operating system(s) are you using?

Windows

### Operating System Version

Windows 23H2 22631.4037

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

`win.setBackgroundMaterial('mica')` should apply material background effect to window.


### Actual Behavior

Nothing happened. Neither do others like 'tabbed' or 'acylic'

### Testcase Gist URL

https://gist.github.com/kingyue737/d2ca0f1d5318f5915538cb05879bfb81

### Additional Information

_No response_
Repository: vscode
Issue: Quickly locate the current thread in the Call Stack view
Labels: feature-request,debug

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
When debugging a program with thousands of threads, it is often a waste of time to find the thread where the breakpoint is located. It may be useful to add a button to the call stack view to quickly locate the current thread.
<img width="398" alt="Screenshot 2024-08-18 at 16 03 41" src="https://github.com/user-attachments/assets/0e3b1e65-c1e1-4a23-b506-8419e5df5f66">

<!-- Describe the feature you'd like. -->
Repository: vscode
Issue: Surrounding with brackets doesn’t work in some cases
Labels: bug,javascript,editor-autoclosing

<!-- ⚠️⚠️ 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: 1.93.0-insider (d751e4324d12370e950f8cd031aa8829637ce300)
- OS Version: macOS Sonoma 14.6.1

Surrounding selected text with brackets doesn’t work for some TypeScript/JavaScript arrow functions. VS Code Insiders 1.91 (June 2024) is the first release build where this stopped working.

**Steps to Reproduce:**

1. Create a JavaScript or TypeScript file with the following content:

```ts
const fn = () =>
  doSomething()
```

2. Select `doSomething()`.
3. Type `{`, `[`, or `(`. VS Code should surround the selection with brackets, but the selected text is deleted and the opening bracket is inserted at the beginning of the line.

**Expected result:**

```ts
const fn = () =>
  {doSomething()}
```

**Actual result:**

```ts
const fn = () =>
{
```
Repository: godot
Issue: `AudioStreamInteractive` throws errors on project open if clip with transition is deleted.
Labels: bug,needs testing,topic:audio

### Tested versions

- Reproducible in v4.3.stable.mono.official [77dcf97d8]

### System information

Windows 10 - Vulkan (forward+) - dedicated

### Issue description

Removing a clip that has transitions produces errors on project restart.
> Edit: The clip doesn't need to have a direct transition for this to occour.
> If you setup any AnyClip transition, this error can still happen

Nothing is broken, but errors are thrown each time the project is open.
This lines of errors are shown for each deleted clip that had a transition.
```
 modules/interactive_music/audio_stream_interactive.cpp:251 - Condition "p_to_clip < CLIP_ANY || p_to_clip >= clip_count" is true.
 modules/interactive_music/audio_stream_interactive.cpp:250 - Condition "p_from_clip < CLIP_ANY || p_from_clip >= clip_count" is true.
```

https://github.com/user-attachments/assets/ff329ddb-11b6-4524-af32-27caf2ed5520



### Steps to reproduce

- Create a transition to a clip
- Save
- Delete the clip that used that transition.
- Save and restart the project

Result: Errors in the console when project is started.

### Minimal reproduction project (MRP)

Project with the errors:
[errored_interactive_music.zip](https://github.com/user-attachments/files/16647837/errored_interactive_music.zip)
Repository: tauri
Issue: [bug] Android application focus
Labels: type: bug,status: needs triage

### Describe the bug

Neither do `window.onfocus` or `document.onvisibilitychange` or `appWindow.listen("tauri://focus")` detect when current application starts being active

### Reproduction

Rust:
```
#[tauri::command(async)]
async fn test(){
    println!("Test");
}
```
Js:
```
import { invoke } from "@tauri-apps/api/core";
import { getCurrentWindow } from "@tauri-apps/api/window";

const appWindow = getCurrentWindow();

appWindow.listen("tauri://focus", ({ event, payload }) => {
        invoke("test", {});
    })
```

- tauri android dev

### Expected behavior

`Test` printed out every time user changes active app to our app (on Android).

### Full `tauri info` output

```text
[✔] Environment
    - OS: Linux 22.04 X64
    ✔ webkit2gtk-4.1: 2.44.2
    ✔ rsvg2: 2.52.5
    ✔ rustc: 1.80.1 (3f5fd8dd4 2024-08-06)
    ✔ cargo: 1.80.1 (376290515 2024-07-16)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: 1.80.1-x86_64-unknown-linux-gnu (default)
    - node: 21.6.1
    - npm: 10.2.4

[-] Packages
    - tauri [RUST]: 2.0.0-rc.2
    - tauri-build [RUST]: 2.0.0-rc.2
    - wry [RUST]: 0.41.0
    - tao [RUST]: 0.28.1
    - tauri-cli [RUST]: 2.0.0-rc.3
    - @tauri-apps/api [NPM]: 2.0.0-rc.0
    - @tauri-apps/cli [NPM]: 2.0.0-rc.3

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Control in invisible container acquire focus and loose it immediately with custom neightbors
Labels: bug,topic:gui

### Tested versions

- Reproducible in v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Ubuntu 24.04 LTS 24.04 - Wayland - GLES3 (Compatibility)

### Issue description

By default (current and correct behavior), when a control is not visible, either because it's `visible` property is set to `false`, or because it's parent is not visible, then the control cannot acquire focus, and focus skips the control.


When a control's neighbors or `focus_next` or `focus_previous` are set explicitely, and wether the control's `visible` property is set to `true` or `false`, the behavior is the same (expected).

However, if the control 's `visible` property is set to `true`, but the control is effectively not visible due to a parent not being visible, then the control CAN acquire focus, and then looses it immediately, resulting in no control having focus. This makes focus navigation between controls impossible when mixing invisible containers and explicitly set neighbors.


https://github.com/user-attachments/assets/09a2d88b-2ecb-426d-8979-99d1a4570577



### Steps to reproduce

- Open the MRP
- Check / Uncheck the checkboxes, and naviguate focus between controls with TAB and SHIFT + TAB, to test the configurations I mentioned.

### Minimal reproduction project (MRP)

[mrp-invisible-control-focus.zip](https://github.com/user-attachments/files/16648076/mrp-invisible-control-focus.zip)
Repository: tauri
Issue: [feat] support for non-http protocols on Windows (and Android)
Labels: type: feature request

### Describe the problem

I'm able to use custom protocols in my app when built for Linux, but on Windows I get the error:

>   "Failed to launch 'myprotocol://blah' because the scheme does not have a registered handler."


### Describe the solution you'd like

I'm not absolutely sure this isn't a bug, or just something I don't know how to do, but what I want is...

- the ability to implement a custom protocol handler (e.g. to handle URLs of the form `myprotocol://something`) on all platforms without the need to translate the URL 'manually' into a platform specific form (which on Windows I think would be `http://myprotocol.something`).


### Alternatives considered

I understand from [discussion on Discord](https://discord.com/channels/616186924390023171/1047150269156294677/threads/1270499751846219948) that the Tauri core API `convertFileSrc()` can be used to translate before applying the URI, provided you have access  to this programatically. However, I don't believe this is a solution because I am using an iframe to load content which has URLs embedded in it that may include the custom protocol, or may load other content that does so (e.g. if the user clicks a link). In those cases there's no way for me to translate the URLs programatically.


### Additional context

I was told on the Discord that this issue should also apply to Android but I haven't confirmed this. However, some time ago I was trying an early version of my app in Android Studio emulator, and I thought that it had succeeded. I can't be sure though, and have found Android Studio unreliable so not easy for me to check.

The possibility that it was working on Android leads me to hope that there is though some way to do this without needing to use the `convertFileSrc()` or any other programmatic method, which is why I'm not sure if this is an existing feature or a feature request.

Unfortunately the Discord topic isn't resolving so I decided to open an issue so it won't get lost.