sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Pressing cmd with hover open does not  peek symbol
Labels: bug,editor-hover


Type: <b>Bug</b>

1. With the JS:

```
const foo = 123


foo;
```

2. Hover over `foo;`
3. The peek should show `const foo: 123`
4. Now with the hover visible, press and hold `cmd`

**Expected**
This should show a preview of the implementation of `foo`: `const foo = 123`

**Actual**
Nothing happens

VS Code version: Code - Insiders 1.74.0-insider (Universal) (9908b3d5ae12691da5adc2f18e21a100ee8eeb58, 2022-11-30T05:45:37.154Z)
OS version: Darwin x64 22.1.0
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|2, 2, 2|
|Memory (System)|32.00GB (0.45GB free)|
|Process Argv|--crash-reporter-id 48781ca2-1705-4f64-9bab-325055aab55d|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: vscode
Issue: Enable peek definition in signature help and IntelliSense UIs
Labels: feature-request,suggest,editor-parameter-hints,editor-symbols

## Feature request

When hovering over a symbol, you can press cmd to see a peek of its definition. It would be nice if this was also supported when viewing suggestions details and signature help

I believe this would require new api as the current `CompletionItem` and `SignatureInformation` types don't have a `Location`  

/cc @andrewbranch
Repository: godot
Issue: Editor hangs on "Quit to Project List"
Labels: bug,topic:editor,needs testing

### Godot version

Godot Engine v4.0.beta.custom_build.55dae3017

### System information

Ubuntu 20.04.5 LTS (64 bit) AMD Ryzen 9 5900x 12-core, AMD Dimgrey_cavefish GPU is AMD 6600XT

### Issue description

When I pressed on the tab "Projects" and then "Quit to Project List" in the dropdown menu, the editor hangs, it did nothing for over 1 hour after I pressed "save and close" on the dialogue box that pops up.

### Steps to reproduce

I used Godot as it existed on GitHub on November 28th at noon, and I commented out each instance of "statistics();" in core/object/message_queue.cpp (I checked to make sure the function does not alter state at all, all it does is use up memory on the terminal when importing large and complex scenes on startup). I then compiled Godot with "scons target=editor CXXFLAGS=-O3 use_lto=yes platform=linuxbsd"
I then built a new project called "testing_crash_on_connect_signal_on_mouse_entered"
And I implemented the following minimal reproduction project (attached below).
Note: the only parts of this project that I built was the one MeshInstance3D scene called chief_outer.tscn, and the script called chief_outer.gd.
[testing_crash_on_connect_signal_on_mouse_entered.zip](https://github.com/godotengine/godot/files/10127902/testing_crash_on_connect_signal_on_mouse_entered.zip)

Note: I did keep Godot open for 24 hours on my computer before pressing "quit to project list".

### Minimal reproduction project

[testing_crash_on_connect_signal_on_mouse_entered.zip](https://github.com/godotengine/godot/files/10127906/testing_crash_on_connect_signal_on_mouse_entered.zip)
Repository: godot
Issue: Godot was supposed to have no jokes
Labels: bug,topic:core

### Godot version

All versions

### System information

All systems

### Issue description

When I found out that my printer can't throw `ERR_PRINTER_ON_FIRE` I was going to report it, however, I was told that the error message is just a joke. But in [this twitter thread](https://twitter.com/reduzio/status/1557418984034766849), lead developer Reduz said that no jokes is best, so I don't think it's intentional.

### Steps to reproduce

1. Set a printer on fire
2. Try to access the printer and notice that `ERR_PRINTER_ON_FIRE` is not thrown.

/parody

### Minimal reproduction project

the steps are trivial

(sorry if this is disrespectful, I just thought we could celebrate this milestone with a small laugh!)
Repository: vscode
Issue: Settings editor scrolls when checking box
Labels: bug,settings-editor,confirmed

Type: <b>Bug</b>

1. Open settings UI
2. Search `auto lock`
3. In the `workbench.editor.autoLockGroups` setting, scroll down a little 
4. Check one of the checkboxes for the setting


**bug**
The setting editor jumps to the bottom of the file

VS Code version: Code - Insiders 1.74.0-insider (Universal) (56d73a45e38259976188a982331c9fb5d156cd25, 2022-11-30T21:51:22.982Z)
OS version: Darwin x64 22.1.0
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|2, 3, 4|
|Memory (System)|32.00GB (0.15GB free)|
|Process Argv|--crash-reporter-id 48781ca2-1705-4f64-9bab-325055aab55d|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: material-ui
Issue: [FocusTrap] Accept a function in `disableRestoreFocus`
Labels: component: FocusTrap,enhancement

### Summary 💡

Currently, `disableRestoreFocus` only accepts a boolean. My proposal is to also accept a function, which will be called every time that the prop is checked. The function must return a boolean. 

### Examples 🌈

Usage:

```tsx
<FocusTrap
  disableRestoreFocus={() => document.activeElement.className.id === '...'}
/>
```

Implementation:

```diff
diff --git a/packages/mui-base/src/FocusTrap/FocusTrap.js b/packages/mui-base/src/FocusTrap/FocusTrap.js
index c03dd7cc57..056736d222 100644
--- a/packages/mui-base/src/FocusTrap/FocusTrap.js
+++ b/packages/mui-base/src/FocusTrap/FocusTrap.js
@@ -176,7 +176,9 @@ function FocusTrap(props) {
 
     return () => {
       // restoreLastFocus()
-      if (!disableRestoreFocus) {
+      const canRestoreFocus =
+        typeof disableRestoreFocus === 'function' ? disableRestoreFocus() : disableRestoreFocus;
+      if (!canRestoreFocus) {
         // In IE11 it is possible for document.activeElement to be null resulting
         // in nodeToRestore.current being null.
         // Not all elements in IE11 have a focus method.
```

### Motivation 🔦

This idea came to my mind as a proper solution for https://github.com/mui/mui-x/issues/7044. In the DataGrid, clicking in the filter button of the toolbar opens a panel based on `FocusTrap`. If a DateRangePicker is added to the toolbar, when the user opens the filter panel and immediately clicks the picker input, the `FocusTrap` tries to focus the filter button again, which closes the calendar. Having a way to conditionally disable the focus restore logic, without requiring a 2nd render to update the `disableRestoreFocus` prop, would be much more easier to solve this kind of problem. If a function is accepted, we can disable the focus restore logic when `document.activeElement` is already an element from the toolbar.
Repository: stable-diffusion-webui
Issue: [Feature Request]: a way to use multiple script dropdowns
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

an option to use more than one script at the same.

### Proposed workflow

1. goto the settings options
2. add a slider/input to add more script dropdowns
3. save and restart to show the number of script dropdowns on the txt2img or img2img tabs.


### Additional information

a way to use pixelart script, wildcards script, and stylepile script at the same time.
Repository: godot
Issue: Having a material resource set to "local to scene" causes the material to be replaced with a copy in the editor.
Labels: bug,discussion,topic:editor

### Godot version

3.5

### System information

Windows 10, GLES 3

### Issue description

If a mesh has a material set as "Local to Scene" and is added to another scene, the material will get copied and replaced, no longer referencing the original material file.  This seems like it should be a runtime-only thing, not something that impacts the scene files within the editor.

```
[gd_scene load_steps=2 format=2]

[ext_resource path="res://ThingWithMaterial.tscn" type="PackedScene" id=1]

[node name="DefaultScene" type="Spatial"]

[node name="ThingWithMaterial" parent="." instance=ExtResource( 1 )]

[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.88748 )
```

After reloading and running the project:

```
[gd_scene load_steps=3 format=2]

[ext_resource path="res://ThingWithMaterial.tscn" type="PackedScene" id=1]

[sub_resource type="SpatialMaterial" id=1]
resource_local_to_scene = true
albedo_color = Color( 0.803922, 0.117647, 0.117647, 1 )

[node name="DefaultScene" type="Spatial"]

[node name="ThingWithMaterial" parent="." instance=ExtResource( 1 )]
material/0 = SubResource( 1 )

[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.88748 )
```


### Steps to reproduce

Create a scene with a MeshInstance as the root.
Add a quad mesh (or whatever) to the instance.
Create a new material for the mesh (SpatialMaterial or ShaderMaterial).
Check "Local to Scene" under "Resource"
Save the material as a separate file.
Add the MeshInstance scene to the default scene (or something that will be viewed when playing).
Open the default scene .tscn file and note that the material parameters are NOT stored in the scene.
Run the game
Project | Reload Current Project
Note the .tscn file still does not have the material parameters in the file.
Run the game AGAIN.
Note that the .tscn file now has all the material parameters copied over to a unique copy of the material and no longer references the original material file.

### Minimal reproduction project

[test_material_local_to_scene.zip](https://github.com/godotengine/godot/files/10128395/test_material_local_to_scene.zip)

Take a look at DefaultScene.tscn then note how it changes after loading the project and running it.  The mesh no longer references the material file, but has all the parameters copied.
Repository: flutter
Issue: [go_router] How to get route history and queryParameters
Labels: package,has reproducible steps,P3,p: go_router,found in release: 3.3,found in release: 3.6,team-go_router,triaged-go_router

go_router 5.2.0

My goRouter like:
```dart
GoRouter(initialLocation: '/', routes: [
  GoRoute(
    path: '/',
    builder: (context, state) => HomeScreen(),
    routes: [
      GoRoute(
        path: 'page1',
        name: 'page1',
        builder: (context, state) => Page1Screen(),
      ),
      GoRoute(
        path: 'page2',
        name: 'page2',
        builder: (context, state) => Page2Screen(),
      ),
      GoRoute(
        path: 'page3',
        name: 'page3',
        builder: (context, state) => Page3Screen(),
      ),
    ],
  ),
]);
```

step1: HomeScreen use `go` to `page1`
step2: Page1Screen use `push` to `page2`
step3: Page2Screen use `push` to `page3`
step4: page3 wants use `go` to return `page1`

In go_router 5.1.10 version i can use this code get route history to return `page1`.
```dart
final matches = goRouter.routerDelegate.currentConfiguration.matches;
final route = matches.lastWhereOrNull((value) => value.fullpath.contains('page1'));
context.go(goRouter.namedLocation(kRouteHotel, params: route.encodedParams, queryParams: route.queryParams));
```

but 5.2.0 has remove encodedParams and queryParams.

How should I do to have the same function?
Repository: go
Issue: x/tools/gopls: How about add a code action to update the reference after move a type to another package?
Labels: FeatureRequest,gopls,Tools

### What did you do?

I have code like below:

```go
package a

type M struct {
}
```

and used by some package:

```go
package main

func main() {
        _ = &a.M{}
}
```

Can we have a code action on the `M` sruct named `move to other package` (like: package `b`), and then update the reference `&a.M{}` in `main` package to `&b.M{}`
Repository: opencv
Issue: Tests for Volume need ground truth checks
Labels: feature,category: 3d module

### Descripe the feature and motivation

Current tests check just very basic properties of the output like non-NaN data and normals length.

We need to add tests that compare the output data to some ground truth result.

To make these tests robust to float point rounding errors, different vertices count and topology, these tests can be done using comparison to rendered images or using grid filter for vertices.

### Additional context

_No response_
Repository: pytorch
Issue: Error in Adam.step(): If capturable=True, params and state_steps must be CUDA tensors.
Labels: module: optimizer,triaged,actionable

When the Adam optimizer is initialized by explicitly specifying the `capturable` flag for each parameter group, if the `capturable` flag of some group is different from default/global setting (e.g. the argument `capturable` of Adam's initializer), the error occurs in `Adam.step()`.

Here is a simple test script:

```python
import torch

x = torch.nn.Parameter(torch.empty(1, device="cuda"))
params_groups = [{
    "params": [x],
    "capturable": True
}]
optimizer = torch.optim.Adam(params_groups)
y = x ** 2
optimizer.zero_grad()
y.backward()
optimizer.step()
```

which outputs:

```shell
Traceback (most recent call last):
  File ".../test_adam.py", line 12, in <module>
    optimizer.step()
  File ".../lib/python3.10/site-packages/torch/optim/optimizer.py", line 140, in wrapper
    out = func(*args, **kwargs)
  File ".../lib/python3.10/site-packages/torch/optim/optimizer.py", line 23, in _use_grad
    ret = func(self, *args, **kwargs)
  File ".../lib/python3.10/site-packages/torch/optim/adam.py", line 234, in step
    adam(params_with_grad,
  File ".../lib/python3.10/site-packages/torch/optim/adam.py", line 300, in adam
    func(params,
  File ".../lib/python3.10/site-packages/torch/optim/adam.py", line 348, in _single_tensor_adam
    assert param.is_cuda and step_t.is_cuda, "If capturable=True, params and state_steps must be CUDA tensors."
AssertionError: If capturable=True, params and state_steps must be CUDA tensors.
```

PyTorch version: 1.13.0

-----------------------------------------

I traced the script of Adam and found that the device of state_steps for each parameter is determined by default `capturable` and `fused` settings:

https://github.com/pytorch/pytorch/blob/0e7918b9317d0a481c3747264b3584c37dc4a28f/torch/optim/adam.py#L212-L216

In `_single_tensor_adam()`, it will check the device of state_steps against the `capturable` setting of the corresponding parameter group:

https://github.com/pytorch/pytorch/blob/0e7918b9317d0a481c3747264b3584c37dc4a28f/torch/optim/adam.py#L347-L348

which is called by `step()` as:

https://github.com/pytorch/pytorch/blob/0e7918b9317d0a481c3747264b3584c37dc4a28f/torch/optim/adam.py#L234-L252

It seems that the inconsistency causes the error.

A simple solution is changing the L212-L216 of adam.py to determine the device by group's `capturable` and `fused` settings, but I'm not sure it's logically correct and will not cause other side effects:

```python
 state['step'] = ( 
     torch.zeros((1,), dtype=torch.float, device=p.device) 
     if group['capturable'] or group['fused'] 
     else torch.tensor(0.) 
 ) 
```


cc @vincentqb @jbschlosser @albanD @janeyx99
Repository: opencv
Issue: HashTSDF::fetchPointsNormals() emits points in a wrong way
Labels: bug,category: 3d module

### System Information

OpenCV version: 5.x
Platform & compiler: all

### Detailed description

The method `Volume::fetchPointsNormals()` should emit points that lie on a 0-surface.
However, this method for HashTSDF emits points for all non-empty voxels.

While such a set of points gives some impression about the scene objects' shapes, this is incorrect.

Probably there should be the same points as in marchingCubes()


### Steps to reproduce

1. Run `Volume/VolumeTestFixture.fetchPointsNormals` tests with `--test_debug` flag or `OPENCV_TEST_DEBUG=1` env var.
2. Compare resulting OBJ files produced by the tests in some 3D viewer.

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: PowerToys
Issue: Being able to customize middle click and/or make it show task view
Labels: Needs-Triage

### Description of the new feature / enhancement

Task View (win + tab) is awesome cause it quickly shows you all your windows and you can click on the one you want.

I'd like to be able to middle click on my mouse to bring up task view. Or, if you want to make it more generic, let the user program a keyboard shortcut to the mouse middle click.

### Scenario when this would be used?

To quickly bring up task view.

### Supporting information

N/A
Repository: storybook
Issue: [Bug]: First story rendered in docs mode when there are no doc files
Labels: bug,addon: docs

### Describe the bug

When you pass `--docs` or set `docsOptions.docsMode: true`, all *stories* entries are filtered from the sidebar.

However there is no filtering in the preview, so the first entry is rendered, until the manager overrides it.

If there's no docs entries at all, this can mean an empty manager, but a story rendered in the preview, which is confusing.

### To Reproduce

```shell
Create a SB, update `main.js` to:


stories: /* don't match .mdx */,
docs: {
  docsPage: false,
  docsMode: true,
}


Run SB.
```
Repository: PowerToys
Issue: Date Math / DATEDIFF  & DATEADD / Temporal Calculations
Labels: Needs-Triage

### Description of the new feature / enhancement

Being able to quickly calculate differences between two dates or between a date and now...

Of course, it would be awesome if it could handle natural language (ex. "how many days ago was 10/1/22") (using OS's locale)...

But even just being able to do 'TODAY() - 10/01/2022' or even just '11/30/2022 - 10/01/2022' would be awesome...

### Scenario when this would be used?

I'm sure I'm not the only one in a field where I'm constantly needing to calculate the difference between two dates or how long ago a date was or how many dates in the future something was...  I'm constantly typing this kind of thing into Google b/c it's quick and accepts natural language, making it super quick...

The goal is to be able to quickly answer real world questions like:

1. If a person was born 01/02/1934 (January 2, 1934), how old would they be today?  
2. If a person was born 01/02/1934 (January 2, 1934), how old were they as of October 25, 2022?
3. If you emailed someone on 10/01/2022 (October 1, 2022) and they replied on 11/04/2022 (November 4, 2022), how long did it take them to reply?
4. If you're required to submit a warranty registration card within 90 days of purchasing a product, and you bought the product on 10/01/2022 (October 1, 2022), when is the 90 day deadline?  (i.e. in SQL/VB basically a DATEADD(d, 90, '2022-10-01' )


### Supporting information

_No response_
Repository: godot
Issue: DynamicFontData remaps only work properly when locale is set in project settings
Labels: bug,topic:gui

### Godot version

3.5.1 Stable

### System information

Windows 11 Home, 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz, 2419 Mhz, 4 Core(s), 8 Logical Processor(s)

### Issue description

For context: I have a setup that relies on a myriad of scene-level DynamicFont resources to allow me to cover various sizes, outlines, and use cases without needing to swap everything out at once. To facilitate localization I have remaps set to the DynamicFontData resources instead of individual DynamicFont ones.

This works fine, when the locale is set via the project settings or is otherwise detected automatically.
However... if I use `TranslationServer.set_locale` to change the language of the game in-game, the fonts remain unchanged, meaning that in place of CJK characters there will either be empty spaces (undesirable) or, if I use the fallback system, the correct glyphs only for non-Latin characters, while Latin ones retain the original Latin font (also undesirable).

What's weird is, when I peek at the DynamicFontData attached to the bugged fonts, their `font_path` properties do point to the remapped resource, just how they would if I started the game with the locale preset. It's just that they don't display the right glyphs and so far my only solution is to manually reload the font resources for each DynamicFont.

This is proving to be very frustrating to work around. I'm hesitant to save each individual DynamicFont to a file as that would result in an absurd amount of remaps due to how varied they are for me. I want to be able to change the locale in-game and not have the fonts be stuck however they started.

### Steps to reproduce

1. Set the exported property in Main to whatever is not set in the project settings (between "en" and "ja" here)
2. Play project and see how the printed font path doesn't match the font being shown

### Minimal reproduction project

[FontProblem.zip](https://github.com/godotengine/godot/files/10129125/FontProblem.zip)
Repository: vscode
Issue: Wrong string replacement result
Labels: bug,editor-find

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- VS Code Version:  1.73.1
- OS Version:  Windows_NT x64 10.0.19044
- Language Mode: TypeScript

Use `Ctrl+F` to Replace all the string

1. Set `Preserve Case` ON

Search string: `Utils.uuidv4()`
Replace string: `uuidv4()`

#### actual result:
```
Uuidv4()
```

#### expected result:
```
uuidv4()
```