sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: `autoFocus` not working when `Textfield` is mounted by clicking on the `MenuItem` within `Menu`
Labels: component: text field,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:

Steps:

1. Go to https://codesandbox.io/s/magical-fog-y0e1m1?file=/demo.tsx
2. Click on the `Toggle` Button
3. The `autoFocus` is working as expected.
4. Click on the `Toggle` Button again to hide the Textfield
5. Click on `Open Menu` Button
6. Click on the `Toggle` within the Menu
7. The `autoFocus` is not working


### Current behavior 😯

It is not autoFocus the `Textfield`.

### Expected behavior 🤔

It is autoFocus the `Textfield`.

### Context 🔦

I have a form that will open after clicking on the option in the `Menu`. I want it to autoFocus the `Textfield` when the form is open.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
 I am using Edge.
  System:
    OS: Windows 10 10.0.22621
  Binaries:
    Node: 18.12.1 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 8.19.2 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.22621.1194.0), Chromium (109.0.1518.70)
  npmPackages:
    @emotion/react: ^11.10.5 => 11.10.5
    @emotion/styled: ^11.10.5 => 11.10.5
    @mui/base: 5.0.0-alpha.113 => 5.0.0-alpha.113
    @mui/core-downloads-tracker:  5.11.4
    @mui/icons-material: ^5.11.0 => 5.11.0
    @mui/material: ^5.11.4 => 5.11.4
    @mui/private-theming:  5.11.2
    @mui/styled-engine:  5.11.0
    @mui/system: ^5.11.4 => 5.11.4
    @mui/types:  7.2.3
    @mui/utils:  5.11.2
    @mui/x-data-grid:  5.17.19
    @mui/x-data-grid-premium: ^5.17.19 => 5.17.19
    @mui/x-data-grid-pro:  5.17.19
    @mui/x-date-pickers:  5.0.14
    @mui/x-date-pickers-pro: 5.0.14 => 5.0.14
    @mui/x-license-pro:  5.17.12
    @types/react: ^18.0.26 => 18.0.26
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    typescript: ^4.9.4 => 4.9.4
```
</details>
Repository: vscode
Issue: Long lines horizontal scrolling broken
Labels: regression

* open a file with very long lines (in my case it is `workbench.desktop.main.js` after running `yarn gulp vscode-darwin-arm64`)
* find a line with a long `define` call
* scroll to the right so that the start of the lines in the view port aren't visible
* scroll left, do it so that _only_ horizonal scrolling happens
* the line starts are very slowly, sometimes never w/o a vertical scroll
Repository: godot
Issue: Adding TileMap layer before the existing layers shifts layers in inherited scenes
Labels: bug,topic:editor,topic:2d

### Godot version

v4.0.beta16.official [518b9e580]

### System information

Windows 11

### Issue description

When adding a new layer to TileMap and moving it top to be a first layer, all existing tiles in inherited scenes are shifted by 1 layer.

### Steps to reproduce

1. Create a new scene with TileMap + TileSet (let's call ti Base scene)
2. Create multiple layers in TileMap (named for instance Ground, Walls, Trees)
3. Create a new scene inherited from the Base scene.
4. In inhrited scene, place tiles to existing layers (ground tiles to Ground layer, wall tiles to Wall layer etc..). Save scene.
5. Go to the Base scene and add a new layer to TileMap (Add Element button)
6. Move the layer to the top and call it for instance Sea. Save scene.
7. Go the Inherited scene
8. Bug - tiles originally placed to Ground layer are now in Sea layer, tiles from Walls layer are in Ground layer, tiles from Trees layer are in Walls layer and Trees layer is now empty.

### Minimal reproduction project

[layersShift.zip](https://github.com/godotengine/godot/files/10534699/layersShift.zip)

Sample project contains both Base and Inherited scenes. In order to reproduce the issue, you can start with step 5 from Steps to reproduce.
Repository: storybook
Issue: Write into `migration.md` about the `use strict` by default, and how to run code in not strict-mode
Labels: documentation

See:
https://github.com/storybookjs/storybook/issues/20198

the document should explain to users, that the only way to run non-strict code would be via preview-head.html
Repository: TypeScript
Issue: Equivalent Tuple with Rest types not duck-typing properly
Labels: Suggestion

# Bug Report

A tuple type with a rest element doesn't duck-type properly to the similar tuple type, although they are conceptually identical, causing a ts2345 error to show up when trying to use one with the other.

The type I tested was a type defining a non-empty array. It looks like there's a bug because the location of the "non-empty item" in the definition matters for typescript, although there shouldn't be any difference in the kind of arrays that are accepted for each type.

### 🔎 Search Terms

* tuple
* rest

### 🕗 Version & Regression Information

Since **4.2** where rest params where allowed a the start of a tuple too

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about **tuple**

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?#code/C4TwDgpgBAYglgJwM7AJLAgWwDwBUB8UAvFANq4A0UAdLbqQLoMDcAUKJFADICGK6WPIRKla1egyq4WrVgGMA9gDsUUAGYAGAFyxE-DDiUBXTACMICYWQbzlqgDbbufNAezGzFq41mKVwdQBGHXhkV0EPc0tiMkCbPwdg530IkyjvON87ALUAJhC9cMM0rxjSQKpc+Oyoe3zkovcS6JEKqCrZNSMlOWA4ZXUFBQAKAA8CsIFiz0sASh0ANwU4ABMoAG9WKG2oAHpdqAARAHkoADlj3AAJVDOAcVYAX06h4bzZ1jVXuo-bfyhxlBIhZGGVclQAMxUAAsNk+r3KVDEowYHy+I1EtFGVAArKigA)

### 💻 Code

```ts
type FirstItem<T> = [T, ...T[]];
type LastItem<T> = [...T[], T];

const f0: FirstItem<number> = []
const l0: LastItem<number> = []

const f1: FirstItem<number> = [1]
const l1: LastItem<number> = [1]

const f2: FirstItem<number> = [1, 2]
const l2: LastItem<number> = [1, 2]

function foo(x: FirstItem<number>): void {
    // DO NOTHING
}

foo(f2) // OK
foo(l2) // ts2345

const x: number[] = [2, 3, 4]

foo([1, ...x]) // OK
foo([...x, 5]) // ts2345
```

### 🙁 Actual behavior

* ts2345 is shown

### 🙂 Expected behavior

* the two types should be considered equivalent and duck-typeable.
Repository: vscode
Issue: Uncaught Error: Illegal value for lineNumber
Labels: bug,error-telemetry,editor-sticky-scroll

```javascript
Error: Illegal value for lineNumber
at Rn.getLineContent in src/vs/editor/common/model/textModel.ts:790:10
at HTMLDivElement.<anonymous> in src/vs/editor/contrib/stickyScroll/browser/stickyScrollWidget.ts:279:32
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=97dec172d3256f8ca4bfb2143f3f76b503ca0534&bH=ecdaecd0-f28d-36e5-b942-35c711e47c54)
Repository: vscode
Issue: TreeError [VariablesView] Data tree node not found: Locals
Labels: debug,error-telemetry,debt

```javascript
Error: TreeError [VariablesView] Data tree node not found: Locals
at se.A in src/vs/base/browser/ui/tree/asyncDataTree.ts:720:10
at se.expand in src/vs/base/browser/ui/tree/asyncDataTree.ts:579:21
at async N.a in src/vs/workbench/contrib/debug/browser/variablesView.ts:107:5
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=97dec172d3256f8ca4bfb2143f3f76b503ca0534&bH=47eb2f57-20d6-281f-93c8-a51f0a009cb4)
Repository: vscode
Issue: Uncaught Error: Illegal value for lineNumber
Labels: error-telemetry

```javascript
Error: Illegal value for lineNumber
at Rn.getLineMaxColumn in src/vs/editor/common/model/textModel.ts:832:10
at s.computeSync in src/vs/editor/contrib/hover/browser/markdownHoverParticipant.ts:70:27
at v.computeSync in src/vs/editor/contrib/hover/browser/contentHover.ts:704:39
at b.u in src/vs/editor/contrib/hover/browser/hoverOperation.ts:147:34
at N.a in src/vs/editor/contrib/hover/browser/hoverOperation.ts:67:62
at N.h in out/vs/workbench/workbench.desktop.main.js:89:17583
at N.g in src/vs/base/common/async.ts:881:9
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=97dec172d3256f8ca4bfb2143f3f76b503ca0534&bH=9a2671ac-2e0a-0ee4-307c-98e085f68072)
Repository: vscode
Issue: file:///c%<REDACTED: user-file-path> does not exist and can not be deleted
Labels: bug,error-telemetry

```javascript
Error: file:///c%<REDACTED: user-file-path> does not exist and can not be deleted
at o.perform in src/vs/workbench/contrib/bulkEdit/browser/bulkFileEdits.ts:241:12
at async a.apply in src/vs/workbench/contrib/bulkEdit/browser/bulkFileEdits.ts:392:20
at async v.n in src/vs/workbench/contrib/bulkEdit/browser/bulkEditService.ts:137:10
at async v.perform in src/vs/workbench/contrib/bulkEdit/browser/bulkEditService.ts:120:20
at async m.apply in src/vs/workbench/contrib/bulkEdit/browser/bulkEditService.ts:243:22
at async in src/vs/workbench/contrib/files/browser/explorerService.ts:189:4
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=97dec172d3256f8ca4bfb2143f3f76b503ca0534&bH=027a1f20-75dd-335f-36ed-d290cd4a1f1f)
Repository: terminal
Issue: New tabs don't launch in the directory of the first tab when launching WT via cmd.exe shorthand
Labels: Issue-Bug,Product-Terminal,Issue-Task,Priority-2,Area-DefApp

### Windows Terminal version

1.15.3466.0

### Windows build number

10.0.22621.1105

### Other Software

_No response_

### Steps to reproduce

Reproduce actual (broken) behaviour:
1. When in a particular folder with Explorer, open Terminal by typing "cmd" in the address bar
2. Create a new tab in the opened Terminal window

Reproduce expected behaviour:
1. When in a particular folder with Explorer, open Terminal by typing "wt" in the address bar
2. Create a new tab in the opened Terminal window

### Expected Behavior

The new tab should have the same working director as the first tab, if settings.json is correctly setup.
This is already the case when launching Terminal through the "wt" shorthand, but not via "cmd".

### Actual Behavior

The new tab always starts in "C:\Windows\System32" regardless of the starting directory of the first tab.
When launching Terminal through the "wt" shorthand, the new tab will start in the correct directory.
Repository: PowerToys
Issue: Group File Selector
Labels: Needs-Triage

### Description of the new feature / enhancement

An add-on to the feature in the File Explorer segment that can:

**_1) Select files according to their extension type.
2) We have a list of file names from which we want to select some specific files._**


### Scenario when this would be used?

1) Say, we have several different file types in a directory. Now we want to select only PDF files for copying to another directory or another application. 
Selecting each file would be time-consuming.

2) We have a list of file names in an excel file, say image filenames, now we would like to only select some of the images from the directory. Searching for each file can be time-consuming. We can automate the multiple selections in the file explorer section for easy selection.


### Supporting information

A more **efficient file sorter selector** is required to be compatible with other applications like excel, image processing tools, and data warehousing tools.
Repository: PowerToys
Issue: [PT Run] Folder plugin: Add localization
Labels: Idea-Enhancement,Help Wanted,Product-PowerToys Run,Run-Plugin

For the plugins "Programs" ~and "Windows Search"~ we added localization now. For Folder plugin this is not done yet.

The localization should be added using the two methods from `ShellLocalization` helper in `Wox.Plugin.Common`.

Requirements for search:
- Searching by localized name.
- Searching by original name.

Requirements for results:
- Localized file/folder name as title.
- Localized file/folder path in sub title.
- Tool tip showing original and localized path.

Things to take care about:
- For opening files/folders in Explorer, CMD, ... we have to use the original file name. The localized version will fail with access denied error.
- The helper class should be initialized as static variable in the main method of the plugin to benefit from its cache feature.
Repository: storybook
Issue: Write codemod for TS 4.9 types with satisfies
Labels: codemods
Repository: stable-diffusion-webui
Issue: [Bug]: log.csv seed for batch is the seed of the initial image
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

![image](https://user-images.githubusercontent.com/49552918/215523080-326d2d1c-58d7-4b4c-838b-6322d94cfb11.png)

When generating a batch, then clicking different pictures and saving each one, in the log, under the seed column I get for all pictures the same seed.

### Steps to reproduce the problem

1. Generate 1 batch of 8 images (for you to test, try with 4)
2. On the right you'll see a grid, and 8 images. Click on the 1st > Save, click on the 2nd > Save etc (save the ones you want logged in the log.csv, that's what I do)
3. Open the log.csv file, notice that the seed is the same. Instead (see filename column) the seed of each image is different and should be the one as in the filename.

### What should have happened?

In the csv, seed column, each image should have its seed. This is useful for properly managing the images. Now I have to check the filename and extract the seed from the filename. I expect the seed to be in the seed column.

### Commit where the problem happens

ab059b6e4863eaa5e118a2043192584e6df51ed4

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

Brave

### Command Line Arguments

```Shell
`export ATTN_PRECISION="fp16"`
```


### List of extensions

No

### Console logs

```Shell
N/A
```


### Additional information

_No response_
Repository: pytorch
Issue: Bug in torch.linalg.svd 
Labels: triaged,module: mkl

### 🐛 Describe the bug

`torch.linalg.svd` produces an error for some sufficiently large inputs. As the error message says this is most likely a bug in the implementation calling the backend library. 

**Example (run on CPU):** 
```
import torch 
A = torch.randn(172032,30000)
U,S,V = torch.linalg.svd(A,full_matrices=False)
```
yields 
```
Intel MKL ERROR: Parameter 12 was incorrect on entry to SGESDD.
Traceback (most recent call last):

  File "<my_path>/lib/python3.8/site-packages/spyder_kernels/py3compat.py", line 356, in compat_exec
    exec(code, globals, locals)

  File "<my_home_path>/PythonFiles/pytorch_test.py", line 14, in <module>
    U,S,V = torch.linalg.svd(A,full_matrices=False)

RuntimeError: false INTERNAL ASSERT FAILED at "../aten/src/ATen/native/LinearAlgebraUtils.h":289, please report a bug to PyTorch. linalg.svd: Argument 12 has illegal value. Most certainly there is a bug in the implementation calling the backend library.
```

### Versions

PyTorch version: 1.12.0+cu102
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.5 LTS (x86_64)
GCC version: (Ubuntu 9.4.0-1ubuntu1~20.04.1) 9.4.0
Clang version: Could not collect
CMake version: version 3.16.3
Libc version: glibc-2.31

Python version: 3.8.10 (default, Nov 14 2022, 12:59:47)  [GCC 9.4.0] (64-bit runtime)
Python platform: Linux-5.15.0-56-generic-x86_64-with-glibc2.29
Is CUDA available: True
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: 
GPU models and configuration: GPU 0: NVIDIA RTX A6000
Nvidia driver version: 515.86.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] mpi4torch==0.1.0
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.23.0
[pip3] numpydoc==1.4.0
[pip3] torch==1.12.0
[pip3] torchvision==0.13.0
[conda] No relevant packages
Repository: next.js
Issue: [NEXT-853] Running development mode on fresh create-next-app not working
Labels: create-next-app,bug

### Verify canary release

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

### Provide environment information

Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 19.3.0: Thu Jan  9 20:58:23 PST 2020; root:xnu-6153.81.5~1/RELEASE_X86_64
    Binaries:
      Node: 18.13.0
      npm: 8.19.3
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.1.6
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

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

CLI (create-next-app)

### Link to the code that reproduces this issue

N/A

### To Reproduce

Run `npm run dev` from root directory of project.

Package.json:
```
{
  "name": "next-base",
  "version": "0.1.0",
  "private": true,
  "scripts": {
    "dev": "next dev",
    "build": "next build",
    "start": "next start",
    "lint": "next lint"
  },
  "dependencies": {
    "@next/font": "13.1.6",
    "next": "13.1.6",
    "react": "18.2.0",
    "react-dom": "18.2.0"
  }
}

```

### Describe the Bug

When running `npm run dev` on a fresh create-next-app, the dev server is not starting, no errors are logged in the terminal - it just kills the command and shows the terminal cursor again. Localhost is not being used by another application.

### Expected Behavior

Dev server to spin up in localhost:3000.

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

_No response_

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

_No response_

<sub>[NEXT-853](https://linear.app/vercel/issue/NEXT-853/running-development-mode-on-fresh-create-next-app-not-working)</sub>
Repository: godot
Issue: Generate Physical Bones on Skeleton can't work with multi-chained bones
Labels: topic:physics,topic:animation

### Godot version

3.5.1 and [v4.0.rc6.official](https://github.com/godotengine/godot/commit/0cd148313213e2923004be65bafd6a3781c917ec)

### System information

Windows 10

### Issue description

Generate Physical Bones in Godot 4 and 3.5 can't work with multi-chained bones. If bone has more than one children - physical bone get's generated only to one of them, others just skipped. Because of this generated ragdoll bones just fall apart.

from  [reddit report](https://www.reddit.com/r/godot/comments/10osj48/create_physical_skeleton_has_a_bug_with/)


### Steps to reproduce

Here we have simple skeleton in godot 4.
![skeleton to generate on](https://user-images.githubusercontent.com/4356170/215541855-b1a366ff-f23e-448e-bf20-76bac5e1d7e1.png)
 If we press - Create Physical Skeleton it will generate this:
![generated chain](https://user-images.githubusercontent.com/4356170/215542041-edda48a0-2996-45b3-ba38-db5a5ce6166f.png)
pay close attention to this chain. Skeleton has 3 bones connected (neck, clavicle.l, clavicle.r) to the spine3. But physical bone is generated only to the clavicle.l
and that's not only all problems, because, it's not mapped to the clavicle.l, if we select this bone and see it's properties:
![generated bone](https://user-images.githubusercontent.com/4356170/215542577-2590a484-088e-4687-ba6c-b613182f2b45.png)
it's not Clavicle! it's Spine03! Is it suppose to be like that? This is definetely a bug.
if you want to test scene file yourself, here is the link - [mega](https://mega.nz/file/ug0VSIqQ#p-_JvrwSLxyczL4T0D_z9ZNcsKrbyuNAWXoyYHHok_s)

Now let's go to the godot 3.5 where i have simulation setup, here i have different skeleton based on blender's rigify:
![skeleton in 3.5](https://user-images.githubusercontent.com/4356170/215544246-95a595fb-a272-4427-9eea-0842e87a742f.png)
if i press Create Physical Skeleton on it, here what will happen, for the entire chain:
![image](https://user-images.githubusercontent.com/4356170/215544709-54a18a66-4825-4306-80cd-6a7598211746.png)
and below:
![image](https://user-images.githubusercontent.com/4356170/215544847-e652dc42-d889-482e-a981-3dffaa298b41.png)
ok, here i have simple simulation script, so let me show what will happen if this is simulated:
![image](https://user-images.githubusercontent.com/4356170/215545121-438cfb75-bdc8-490a-bbd7-f95f743bd8ce.png)
Ragdoll just Falls Apart. And i don't know how to fix it properly. 
It's probably broken recursion.





### Minimal reproduction project

[test project for godot 3.5 on Mega](https://mega.nz/file/fwciAJIQ#806_ZnvrypPDo6sHHb-wlgwriak8rDc_IOXNLOHpBgI)
Repository: TypeScript
Issue: is it possible to make VScode's parameter suggestions more readable?
Labels: Suggestion,Needs Proposal

<!-- ⚠️⚠️ 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. -->

This may be a question rather than a feature request (I imagine it's a fairly common problem) but I can't seem to find anything re: configuring this.

Currently VScode shows type hints on very, very wide lines:
[![enter image description here][1]][1]

It's hard for me to work out what value I am setting or each of the long list of parameters. Instead of:

```
getOrCreateAssociatedTokenAccount(connection: Connection, payer: Signer, mint: PublicKey, owner: PublicKey, allowOwnerOffCurve?: boolean, commitment?: Commitment, confirmOptions?: ConfirmOptions, programId?: PublicKey, associatedTokenProgramId?: PublicKey): Promise<...>
```

It would nicer to have something like:

```
getOrCreateAssociatedTokenAccount(
  connection: Connection, 
  payer: Signer, 
  mint: PublicKey, 
  owner: PublicKey, 
  allowOwnerOffCurve?: boolean, 
  commitment?: Commitment, 
  confirmOptions?: ConfirmOptions, 
  programId?: PublicKey, 
  associatedTokenProgramId?: PublicKey
):  Promise<...>
```

**How can I make VScode's type suggestions more readable?** I'm hoping for something I can tweak in IntelliSense settings etc.

  [1]: https://i.stack.imgur.com/XHvMw.png
Repository: flutter
Issue: Allow `MenuBar` menus to be focused via keyboard without accelerators
Labels: framework,a: desktop,f: focus,P2,team-design,triaged-design

Currently `MenuBar` menus can't be focused using the keyboard unless an accelerator exists for the menu items. Once activated via the mouse, they are traversable, but initial activation can only occur if an accelerator is applied to the menu item.

By design, menus aren't part of the focus traversal order because that is not normal behavior for platform drawn menus. However, on Windows, pressing and releasing the Alt key typically focuses the main menu of a window, which can then be traversed via the keyboard.  This often happens on Linux as well, but isn't as standardized. On macOS, ⌘-F2 will focus the menu, but only the system-drawn (`PlatformMenuBar`) menu, not a `MenuBar` menu.

Currently `MenuBar` menus add a `FocusScope` for each submenu and for the menu bar itself, and they disable focus traversal unless a menu is open. Perhaps there should be a parameter for `MenuBar` that allows the menu bar to be part of the focus traversal order, which is off by default. It is currently possible to make your own menu buttons instead of using a `MenuBar` for cases where the buttons should be part of the focus order.

Another alternative would be to just keep the status quo and require an accelerator, but that seems a little limited, and doesn't help on macOS, or in cases where it seems more natural for it to be part of the focus order.

Also, if the "press and release Alt" mechanism is enabled, it's unclear exactly _which_ menu should be focus, so we may also need an indicator for that as well. We could come up with a heuristic for picking the uppermost "start" menu item as a default.