sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Unknown configuration setting `notebook.controller2TypeBindings` appears in exported profiles and User/sync/globalState
Labels: debt


Type: <b>Bug</b>

It may be caused by an outdated setting so I can't reproduce it.
I only want to ***safely delete this setting*** since the directory `envs/d2l` in the content is not valid now, and I think some bugs are related with it.
The following are exported `code-profile` file:
[default profile.zip](https://github.com/user-attachments/files/17355097/default.profile.zip)


VS Code version: Code 1.94.2 (384ff7382de624fb94dbaf6da11977bba1ecd427, 2024-10-09T16:08:44.566Z)
OS version: Windows_NT x64 10.0.22000
Modes:

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

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 x 2208)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled<br>webnn: disabled_off|
|Load (avg)|undefined|
|Memory (System)|7.85GB (1.84GB free)|
|Process Argv|--log ms-python.python=trace --crash-reporter-id deaad0bf-2897-480e-b8cf-04d2a61dc2e3 --log ms-python.python=trace --crash-reporter-id deaad0bf-2897-480e-b8cf-04d2a61dc2e3|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (9)</summary>

Extension|Author (truncated)|Version
---|---|---
black-formatter|ms-|2024.4.0
debugpy|ms-|2024.10.0
flake8|ms-|2023.10.0
python|ms-|2024.16.1
vscode-pylance|ms-|2024.10.1
datawrangler|ms-|1.10.0
jupyter|ms-|2024.9.1
jupyter-renderers|ms-|1.0.19
tensorboard|ms-|2023.10.1002992421


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscod805cf:30301675
binariesv615:30325510
vsaa593:30376534
py29gd2263:31024239
c4g48928:30535728
azure-dev_surveyone:30548225
962ge761:30959799
pythongtdpath:30769146
pythonnoceb:30805159
asynctok:30898717
pythonmypyd1:30879173
h48ei257:31000450
pythontbext0:30879054
accentitlementst:30995554
cppperfnew:31000557
dsvsc020:30976470
pythonait:31006305
dsvsc021:30996838
0ee40948:31013168
a69g1124:31058053
dvdeprecation:31068756
dwnewjupyter:31046869
impr_priority:31102340
nativerepl1:31139838
refactort:31108082
pythonrstrctxt:31112756
wkspc-onlycs-t:31132770
wkspc-ranged-t:31151552
cf971741:31144450
defaultse:31146405
iacca1:31156133
notype1cf:31157160
showbadge:31153266
5fd0e150:31155592

```

</details>

<!-- generated by issue reporter -->
Repository: flutter
Issue: Add a `TextInputAction` property to `DropdownMenu`
Labels: a: text input,c: new feature,framework,f: material design,c: proposal,P3,workaround available,team-design,triaged-design

I usually use `DropdownMenu` as my go-to widget when I need a `TextField` with a dropdown where I can search for items. I use it in a form where there is at least one other form field (usually `TextFormField`) coming after it. It would be such a nice feature for `DropdownMenu` to have a `textInputAction` property so we can use something like `TextInputAction.next` to go to the next form field. Right now, it can only be `TextInputAction.done` (as a default value for the internal `TextField` it uses) which is not really helpful.

<img src="https://github.com/user-attachments/assets/183a7876-5678-4216-9ae3-9126a0078209" width="300" />
Repository: ui
Issue: [bug]: Dialog / AlertDialog not styled properly
Labels: bug

### Describe the bug

**Description:**
I am encountering an issue with the styling of `Dialog` and `AlertDialog` components in my project. Despite following the documentation, the components do not render as expected, and the styling appears to be broken or missing. I am unsure of the root cause and have tried to troubleshoot without success.

```js
import { Button } from "@/lib/shadcn/ui/button";
import {
  Dialog,
  DialogContent,
  DialogDescription,
  DialogFooter,
  DialogHeader,
  DialogTitle,
  DialogTrigger,
} from "@/lib/shadcn/ui/dialog";

export const AlertDialog = () => {
  return (
    <Dialog>
      <DialogTrigger asChild>
        <Button variant="outline">Edit Profile</Button>
      </DialogTrigger>
      <DialogContent className="sm:max-w-[425px]">
        <DialogHeader>
          <DialogTitle>Edit profile</DialogTitle>
          <DialogDescription>
            Make changes to your profile here. Click save when you're done.
          </DialogDescription>
        </DialogHeader>
        <DialogFooter>
          <Button type="submit">Save changes</Button>
        </DialogFooter>
      </DialogContent>
    </Dialog>
  );
};

```

![image](https://github.com/user-attachments/assets/7d298fc5-ce90-4666-9cef-657f16e07870)

**Expected Behavior:**
`Dialog` and `AlertDialog` should render with the proper styling as documented.

**Actual Behavior:**
The styling for `Dialog` and `AlertDialog` is either missing or broken. The components render with incorrect or no styles applied.



### Affected component/components

Dialog, AlertDialog

### How to reproduce

**Steps to Reproduce:**
1. Install ShadCN components as per the documentation.
2. Import and use `Dialog` or `AlertDialog` in a project.
3. Observe that the components do not have the correct or expected styling.

### Codesandbox/StackBlitz link

https://ui.shadcn.com/docs/components/dialog

### Logs

_No response_

### System Info

```bash
**Environment:**
- **Framework:** Next.js@14.2.15
- **Browser:** Chrome / Brave
- **OS:** Windows
- **Node.js version:** 20.14.0
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: vscode
Issue: Unicode highlight: No explanations nor setting-adjustment shortcuts anymore when hovering highlighted characters
Labels: bug,unicode-highlight

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version:
Version: 1.94.1
Commit: e10f2369d0d9614a452462f2e01cdc4aa9486296
Date: 2024-10-05T05:44:32.189Z
Electron: 30.5.1
ElectronBuildId: 10262041
Chromium: 124.0.6367.243
Node.js: 20.16.0
V8: 12.4.254.20-electron.0

- OS Version:
OS: Linux x64 5.15.0-122-generic
Xubuntu 20

Steps to Reproduce:

1. Type characters subjected to the “Unicode Highlight” rules.
2. Check that they are indeed highlighted (check or reset your relevant settings otherwise).
3. Hover over the highlighted characters with the mouse cursor.

**Expected result:** The explanations that there used to be there (I think?), giving the U+xxxx code of the character and what it can be mistaken with (if ambiguous) and “Adjust settings” options, etc.

**Actual result:** Nothing appears on hover, and no code actions are available.

Tried completely resetting my `settings.json` and disabling all extensions, but still nothing.
Tried in multiple filetypes (AsciiDoc, Shell script).

Maybe my memories about how this worked in the past are slightly mistaken, but still: in many old issues regarding Unicode highlight, I see people mentioning the possibility of hovering over them to get info and to “adjust settings”.

Other, unrelated hover-based features still seem OK.

Here’s a GIF in which I type and try to inspect a capital α, a capital β, and U+00a0 / U+202f no-break spaces:

![Image](https://github.com/user-attachments/assets/550d9019-36f8-4b0f-a8ea-fefaa8847b77)
Repository: tensorflow
Issue: Aborted (core dumped) due to Overflow : `tf.raw_ops.IRFFT2D`
Labels: stat:awaiting tensorflower,type:bug,comp:ops,2.17

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf2.17.0 tf2.16.1

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.11

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

Since the value in fft_length is a maximum value, it will cause abort

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

input = tf.constant(0, shape=[1,4,10,0,0] ,dtype=tf.complex64)
fft_length = tf.constant(2147483647, shape=[2], dtype=tf.int32)

tf.raw_ops.IRFFT2D(input=input, fft_length=fft_length)
```


### Relevant log output

```shell
2024-10-13 12:59:11.295197: F tensorflow/core/framework/tensor_shape.cc:607] Non-OK-status: RecomputeNumElements()
Status: INVALID_ARGUMENT: Shape [1,4,10,2147483647,2147483647] results in overflow when computing number of elements
Aborted (core dumped)
```
Repository: tensorflow
Issue: Aborted (core dumped) due to Overflow : `tf.raw_ops.IRFFT3D`
Labels: stat:awaiting tensorflower,type:bug,comp:ops,2.17

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf2.17.0 tf2.16.1

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.11

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

If the value contained in fft_length is the maximum value, it will cause an abort

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

input = tf.constant(0, shape=[2,0,0,0] ,dtype=tf.complex64)
fft_length = tf.constant(1879048192, shape=[3], dtype=tf.int32)

tf.raw_ops.IRFFT3D(input=input, fft_length=fft_length)
```


### Relevant log output

```shell
2024-10-13 13:04:53.308156: F tensorflow/core/framework/tensor_shape.cc:607] Non-OK-status: RecomputeNumElements()
Status: INVALID_ARGUMENT: Shape [2,1879048192,1879048192,1879048192] results in overflow when computing number of elements
Aborted (core dumped)
```
Repository: PowerToys
Issue: Constant notification pop-up when starting app
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.1

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

When I open the application there is a constant computer notification pop-up on PC. A new one will pop-up every second. When clicked it doesn't open the application but keeps on notifying until I start the application from the windows menu and disable "Show notifications for new updates" and "Show the release notes after an update".

### ✔️ Expected Behavior

Should only have one notification and not repeat every second.

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: rust
Issue: false positive for `unused_parens` in a let-else
Labels: A-lints,A-diagnostics,T-compiler,L-unused_parens

### Code
```rs
fn main() {
    macro_rules! x {
        () => { None::<i32> };
    }

    let Some(_x) = (x! {}) else { return };
}
```
### Current output

```
warning: unnecessary parentheses around assigned value
 --> src/main.rs:6:20
  |
6 |     let Some(_x) = (x! {}) else { return };
  |                    ^     ^
  |
  = note: `#[warn(unused_parens)]` on by default
help: remove these parentheses
  |
6 -     let Some(_x) = (x! {}) else { return };
6 +     let Some(_x) = x! {} else { return };
  |

warning: 1 warning emitted
```

### Desired output

nothing

### Rationale and extra context

_No response_

### Other cases

_No response_

### Rust Version

rustc 1.83.0-nightly (6b9676b45 2024-10-12)
binary: rustc
commit-hash: 6b9676b45431a1e531b9c5f7bd289fc36a312749
commit-date: 2024-10-12
host: aarch64-apple-darwin
release: 1.83.0-nightly
LLVM version: 19.1.1

### Anything else?

This was an issue on a nightly from 7th of August as well
Repository: neovim
Issue: Wrong commentstring in builtin commenting with `injection.combined`
Labels: bug,treesitter,comment

### Problem

When tree-sitter injection queries are written with `injection.combined` and there are multiple nodes in the same document, effective `commentstring` in comment plugin is from injected language in between these nodes. I don't know if it's possible to discern correct language in this case, but the actual result from the user point of view is unexpected.

### Steps to reproduce

`minimal_init.lua`:

```lua
-- Begin
vim.cmd([[
  " some
  " text
]])

vim.treesitter.query.set("lua", "injections", [[
((function_call
  name: (_) @_vimcmd_identifier
  arguments: (arguments
    (string
      content: _ @injection.content)))
  (#set! injection.language "vim")
  (#any-of? @_vimcmd_identifier
    "vim.cmd" "vim.api.nvim_command" "vim.api.nvim_command" "vim.api.nvim_exec2")
  (#set! injection.combined))

((function_call
  name: (_) @_vimcmd_identifier
  arguments: (arguments
    (string
      content: _ @injection.content) .))
  (#set! injection.language "query")
  (#any-of? @_vimcmd_identifier "vim.treesitter.query.set" "vim.treesitter.query.parse")
  (#set! injection.combined))
]])

local function test()
  local a = 1
  local b = 2
  return a + b
end

vim.cmd([[
  " some
  " more
  " text
]])

vim.treesitter.query.set("lua", "test", [[
[
  "goto"
  "in"
  "local"
] @keyword
]])

local function test2()
  local a = 1
  local b = 2
  return a + b
end
```

1. Run: `nvim --clean -u minimal_init.lua minimal_init.lua`.
2. Try commenting/uncommenting lines with `gcc`. Effective commentstring between two `vim.cmd` commands is `"` from vim language. When removing first `vim.cmd` block, then effective commentstring between two `vim.treesitter.query.set` function is `;` from query language. Function `test2` always has correct commentstring because it's after last injection.

### Expected behavior

Correct commentstring (`--`, `"` or `;`) depending on the actual language of the line.

### Nvim version (nvim -v)

NVIM v0.11.0-dev-965+gfb74fd295

### Vim (not Nvim) behaves the same?

—

### Operating system/version

Debian 11

### Terminal name/version

Windows Terminal + tmux

### $TERM environment variable

tmux-256color

### Installation

nvim.appimage
Repository: godot
Issue: ```icon_hover_pressed_color```⁠ not working for Buttons
Labels: bug,topic:gui

### Tested versions

Reproducable in 4.3.stable

### System information

Godot v4.3.stable - macOS 14.1.0 - Vulkan (Forward+) - integrated Apple M3 Max - Apple M3 Max (14 Threads)

### Issue description

Using ⁠ ```icon_hover_pressed_color```  either as a theme override or part of a theme itself does not work. I have a toggleable button in my scene that I've attached an icon to and every time its pressed state changes to true it becomes impossible to notice a colour change upon hovering it even though I have a value set for ⁠ ```icon_hover_pressed_color```.

### Steps to reproduce

1.⁠ ⁠Add a Button node to a scene
2.⁠ ⁠Attach an icon to the Button
3.⁠ ⁠Set an ```icon_hover_pressed_color``` theme override
4.⁠ ⁠Play the scene and try hovering over the button to notice a colour change

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: automatically apply ListTile - `isThreeLine` flag depending on the list tile content.
Labels: framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

The material spec defines https://m3.material.io/components/lists/overview#0d2dff28-83e1-4c09-94b6-d750db2b9911

```
Alignment: Elements in a list item are middle-aligned unless it is at or above 88dp (such as when a list item contains three lines of text) at which point everything is top aligned
```

I was expecting that `ListTile` automatically applies alignment depending on the amount of lines as far as M3 docs specify this behavior

Reproduction of behavior
```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
        useMaterial3: true,
      ),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({super.key, required this.title});

  final String title;

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  int _counter = 0;

  void _incrementCounter() {
    setState(() {
      _counter++;
    });
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        backgroundColor: Theme.of(context).colorScheme.inversePrimary,
        title: Text(widget.title),
      ),
      body: ListView(
        children: [
          ListTile(
            leading: Checkbox(value: true, onChanged: (_){}),
            title: Text('Title'),
            subtitle: Text(
              'subtitle'
            ),
          ),
          ListTile(
            leading: Checkbox(value: true, onChanged: (_){}),
            title: Text('Three line with maxLines: 2'),
            subtitle: Text(
              'subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle',
              maxLines: 2,
            ),
          ),
          ListTile(
            leading: Checkbox(value: true, onChanged: (_){}),
            title: Text('Three line'),
            subtitle: Text(
              'subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle subtitle',
            ),
          ),
        ],
      ),
      floatingActionButton: FloatingActionButton(
        onPressed: _incrementCounter,
        tooltip: 'Increment',
        child: const Icon(Icons.add),
      ),
    );
  }
}
```

<img width="334" alt="image" src="https://github.com/user-attachments/assets/4cc02e93-fd49-4e00-8fe5-2f57c9c5fbff">

### Proposal

We could automatically apply `isThreeLine` or maybe add example in docs how to handle it cause implementation could introduce breaking changes.
Repository: TypeScript
Issue: Typescript 5.6.3 throwing error "The inferred type of X cannot be named without a reference to Y. This is likely not portable. A type annotation is necessary."
Labels: Needs More Info

### 🔎 Search Terms

"inferred type" "portable" "type annotation is necessary" "cannot be named without a reference to"

### 🕗 Version & Regression Information

- This changed between versions 5.5.4 and 5.6.3


### ⏯ Playground Link

https://github.com/livingforjesus/typescript-inferred-type-bug-repro

### 💻 Code

```ts
// Your code here
import { makeStyles } from "tss-react/mui";

// this doesn't work
const PPCTableStyle = makeStyles()({});

export default PPCTableStyle;
```


### 🙁 Actual behavior

We have been using typescript `v5.5.4` in our project and I wanted to upgrade to `v5.6.3`(latest). On attempt, the code sample above had a typescript error "The inferred type of 'PPCTableStyle' cannot be named without a reference to '../node_modules/tss-react/types'. This is likely not portable. A type annotation is necessary."

This has been working previously but since 5.5.4->5.6.*, it stopped working and threw this error.

### 🙂 Expected behavior

I'm expecting this code snippet to work since it has been previously working on earlier versions

### Additional information about the issue

We are working in a monorepo and use pnpm version manager. However I was able to repro via yarn in a non-monorepo environment.

Below is the tsconfig
```json
{
  "compilerOptions": {
    "allowJs": false,
    "composite": true,
    "declarationMap": true,
    "esModuleInterop": true,
    "incremental": true,
    "inlineSources": true,
    "isolatedModules": true,
    "noImplicitOverride": true,
    "module": "ESNext",
    "moduleResolution": "Bundler",
    "noEmitOnError": true,
    "noFallthroughCasesInSwitch": true,
    "tsBuildInfoFile": "./dist/.tsbuildinfo",
    "outDir": "./dist",
    "resolveJsonModule": true,
    "rootDir": ".",
    "noEmit": true,
    "skipLibCheck": true,
    "sourceMap": true,
    "strict": false,
    "target": "ES6",
    "jsx": "preserve",
    "lib": ["DOM", "ESNext"]
  },
  "exclude": [
    "./dist",
    "./node_modules",
    "./out",
    "./.next",
    "./dist",
    "./node_modules"
  ],
  "include": ["./next-env.d.ts", "./**/*.ts", "./**/*.tsx"]
}

```
Repository: godot
Issue: Trying to inspect a node with a script that contains typed dictionary that has entries with custom class as a key will cause errors.
Labels: bug,topic:core,topic:gdscript,topic:editor

### Tested versions

Godot v4.4.dev3

### System information

Godot v4.4.dev3 - Windows 10.0.22631 - Single-window, 2 monitors - Vulkan (Forward+) - dedicated GeForce RTX 2070 SUPER

### Issue description

Cannot inspect a node on a remote tab if a node's script contains typed dictionary (non typed dictionary is fine), and the dictionary contains an entry that has a Node object as a key. 
- Custom class object inheriting Node as a key -> Error.
- Custom class object inheriting Node as a key, but dictionary is not typed -> Fine.
- Custom class object inheriting Node as a value -> Fine.
- Custom class object inheriting Resource as a key -> Fine.


### Steps to reproduce

See Above, check MRP.

### Minimal reproduction project (MRP)

[errorscriptgeneration.zip](https://github.com/user-attachments/files/17356188/errorscriptgeneration.zip)
Repository: godot
Issue: Referencing other custom class from inner class will generate same custom class script  as a built in script, and replace other custom class nodes' scripts with that built in script.
Labels: bug,topic:gdscript,topic:editor,regression

### Tested versions

Reproducible in : Godot v4.4.dev3
Not reproducible in : Godot_v4.3 stable

### System information

Godot v4.4.dev3 - Windows 10.0.22631 - Single-window, 2 monitors - Vulkan (Forward+) - dedicated GeForce RTX 2070 SUPER

### Issue description

Just reference other custom class at any point in inner class (var b:B, b = b as B) will generate the same script as the custom class as a built in script. Then Godot will replace the original script with the built in script in the scene. 


### Steps to reproduce

In the MRP, remove inner class in Node A. When you save, it will generate built in script that replaces Node B's script.



### Minimal reproduction project (MRP)

[errorscriptgeneration.zip](https://github.com/user-attachments/files/17356235/errorscriptgeneration.zip)