sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: rust-lld.exe unable to find its libraries
Labels: A-linkage,O-android,A-cross

I have looked around a bit, but I can't seem to find (almost?) any solution for solving missing libraries for android compilation. The only solution I was actually able to find was to downgrade to android NDK 22/23, but a framework I'm using requires me to use NDK 25.0.8775105, how should I go about this?

Compilation output:
```
= note: rust-lld: error: unable to find library -llog
          rust-lld: error: unable to find library -landroid
          rust-lld: error: unable to find library -ldl
          rust-lld: error: unable to find library -llog
          rust-lld: error: unable to find library -lgcc
          rust-lld: error: unable to find library -ldl
          rust-lld: error: unable to find library -lc
          rust-lld: error: unable to find library -lm
```
Repository: godot
Issue: Property List _Set not working when field with same name as property exists 
Labels: bug,topic:core,topic:editor

### Godot version

4.0 beta8

### System information

Windows10, AMD Ryzen 9 3900XT, RTX3070, Vulkan

### Issue description

When making a conditional property, by overriding `_get_property_list` and `_set` and `_get`, the inspector is not updated unless you de- and reselect the node, when you have a field (in C# it does not matter whether it is public or private) that has **the same name as something that the propertylist contains**. E.g. the following does not work:

```GDscript
@tool

extends Node2D


var ShowSecondProperty : bool


func _get_property_list():
	var ret: Array = []
	ret.append({"name": "ShowSecondProperty", "type": TYPE_BOOL})
	if(ShowSecondProperty):
		ret.append({"name": "SecondProperty", "type": TYPE_BOOL})
	return ret

func _set(property, value):
	if(property == "ShowSecondProperty"):
		ShowSecondProperty = value
		notify_property_list_changed()
		return true
	return false
	
func _get(property):
	if(property == "ShowSecondProperty"):
		return ShowSecondProperty
	return null
```

but renaming the field to `_showSecondProperty` would. So, there must be no field in the class that has the name `"ShowSecondProperty"` which is added to the PropertyList.

![BrokenProperties](https://user-images.githubusercontent.com/53947784/208255525-bb871c6b-4f1e-45e5-8d81-3e74d3cd89c5.gif)


I attached a replication project that demonstrates this behavior for both C# and GDscript.
This might or might not be related to #43238.
I am not entirely sure whether this is a bug or just the lack of an error message or hint of some kind, but I just lost two hours of my time and a bit of sanity figuring this out.

### Steps to reproduce

Append the script to a Node and observe the behavior when you modify the script's properties in the inspector.

### Minimal reproduction project

[UpdatePropertyList.zip](https://github.com/godotengine/godot/files/10252362/UpdatePropertyList.zip)
Repository: neovim
Issue: Implement 'mouseshape' option like Vim
Labels: enhancement,ui-extensibility

### Feature already in Vim?

Yes

### Feature description

Neovim has a help entry for the `mouseshape` option, but it is currently not implemented. It is useful in GUIs for visual feedback. For example, in Insert mode, the mouse shape is typically an I-Beam whereas it is an Arrow in Normal mode. When hovering over a split or status line, it becomes a left-right or up-down shape to indicate the element can be resized.

This option is implemented in Vim and is used by the MacVim GUI for this purpose. It would be good if Neovim also allowed this option to be set by the user and provided this information to GUIs so they can set the mouse pointer shape as appropriate.
Repository: godot
Issue: [Godot 4.0] no TYPE_CURVE or TYPE_GRADIENT in global scope
Labels: topic:core

### Godot version

4.0 beta8

### System information

linux

### Issue description

It is possible to `@export` a Curve or a gradient, which is really cool.

Unfortunately, I can not find how to do it using `_get_property_list()`. I guess the types TYPE_CURVE and TYPE_GRADIENT just are not exposed.


I did no check all the possible exported resources, but there are likely some other ones that need this additional exposure.

### Steps to reproduce

in any script, add a ressource with @export my_var: Curve
Try again extending _get_property_list with
```
	properties.append({
		name = "volume_curve",
		type = TYPE_CURVE,
	})	
```
There is an error.

### Minimal reproduction project

N/A
Repository: godot
Issue: Error selecting the "String" type in AnimationTrackKey
Labels: bug,topic:editor,topic:animation

### Godot version

4.0 beta 7

### System information

Windows 11

### Issue description

If you add a track to AnimationPlayer that calls a method, and specify "string" as the type of that method, and then change it to any other type, you can't return the "string" type!
![sdaad](https://user-images.githubusercontent.com/91805483/208267792-2fe025c7-a0fd-488f-a86f-f2e2acad788f.png)


### Steps to reproduce

I created a small project with this error, when I restarted the error is saved, it is not possible that you on this project it will not be, so it is better to reproduce it yourself!

Just create a track to call the method in AnimationPlayer, and set the type first to "String" after any other, then try it back to "String"

### Minimal reproduction project

[Uploading Error String.zip…]()
Repository: godot
Issue: Internal Error setting resource_local_to_scene in _init() of resorce that uses the @tool annotation. 
Labels: bug,topic:core,topic:editor

### Godot version

4.0.dev (0ff874291) beta 7 and 4.0.dev (c6e40e1c0)

### System information

windows 11

### Issue description

as the title describes, setting resource_local_to_scene in the _intit() function of a resource using the @tool keyword causes an internal error. It seems under some unknown conditions, this error results in a hard crash of the Godot application. This behavior is new as of Godot beta 7 and continues into Godot beta 8. 


![image](https://user-images.githubusercontent.com/1231294/208267871-b796254c-3eaf-47b4-b18f-32cef6013b4c.png)

The Error seems to be happening in Editor_data.cpp when p_object is fed into the method ERR_FAIL_NULL(). considering this sometimes results in a crash instead of an error message, I assume something went wrong in this method. furthermore, I'd be curious why this parameter is null when the resource should exist within the editor when _init() is called.

My team currently is using resources with the @tool annotation so that the resources can help perform common tasks that depend on the properties of other resources of the same type within the working tree. for example, each room is a child of a location, and if a room property changes, it will check the room it has a relationship with and set it's values depending on the properties set in the changed room, and will do so only in the editor. This drastically speeds up the time it takes to set up a location, so my team is stuck on beta 6, where this works, until this internal Error is fixed or I program a better solution. 

### Steps to reproduce

1) create a node that exports a custom resource that itself sets resource_local_to_scene in its _init() function and add the @tool annotation to the resource. 
2) select the node and in the inspector create a new resource for the export. 

### Minimal reproduction project

[Minimal reproducable project.zip](https://github.com/godotengine/godot/files/10252823/Minimal.reproducable.project.zip)
Repository: neovim
Issue: Put on blockwise visual mode using clipboard has inconsistent behavior against Vim
Labels: bug,clipboard

### Neovim version (nvim -v)

0.8.1 (Release)

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

No, Vim 9.0.1050 behaves differently

### Operating system/version

macOS 11.6

### Terminal name/version

kitty 0.26.5

### $TERM environment variable

xterm-kitty

### Installation

Homebrew

### How to reproduce the issue

Perform the steps of the chosen solution for https://superuser.com/q/300362, but yank/put to/from the system clipboard.

For clarity, here are the steps I followed:

1. Open Neovim: `nvim --clean`
2. Paste the following text in the buffer:

```text
// Comment 1
// Comment 2

foo = 1;;
bar = 2;;
```

3. Using blockwise visual mode, fully select the first two lines. Then `"+y`.
5. Using blockwise visual mode, select only the last semicolon of both the last two lines. Then `"+p`.

### Expected behavior

The buffer contents look as follows (using Vim 9.0.1050 produces this expected result):

```text
// Comment 1
// Comment 2

foo = 1;// Comment 1
bar = 2;// Comment 2
```

### Actual behavior

The buffer contents look as follows:

```text
// Comment 1
// Comment 2

foo = 1;
bar = 2;
// Comment 1
// Comment 2
```
Repository: youtube-dl
Issue: Kick support
Labels: site-support-request,Good first issue

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## Checklist

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- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://kick.com/video/82a3c11d-7a17-4747-aecb-2e61413eb11f


## Description

No login credentials needed, the website is basically a twitch clone
Repository: stable-diffusion-webui
Issue: [Feature Request]: More verbose / explicit SD 2.X error handling and documentation surfacing
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 ?

When SD 2.X models are loaded with an error due to lack of config, tell the user this explicitly. It'll keep people from opening tickets like this: https://github.com/AUTOMATIC1111/stable-diffusion-webui/issues/5745

### Proposed workflow

1. SD 2.0 model loaded without config.
2. Raise Exception("Stable Diffusion 2.X models require an a config file, see SD 2.0 support wiki for more info") or something like this

### Additional information

_No response_
Repository: vscode
Issue: Document scroll width is not calculated when shortening lines
Labels: feature-request,editor-core

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🧪 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. -->
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VSCode Version: 1.74.1
OS: Linux x64 5.10.147-20158-g0a75306e5639

Steps to Reproduce:
1. Create a document with contents such as:
```js
// This is a longer comment that will cause the issue to be revealed when more text is typed, expanding the width. 

// A short comment
<above line but about 30 more times>
```
2. Reopen the document to recalculate original length.
3. Notice scroll width is only sufficient to show longest line of code.
4. Type more text on line 1 until scroll width is increased
5. remove your newly typed code so the entire line fits on screen
6. notice the scroll width does not decrease
7. click enter to recalculate scroll width

## Expected outcome:
Scroll width is updated on line width shrinking as it are on growth, thereby reducing the scroll width

## Actual outcome:
Scroll width is not update until a line is added or remove or the editor is reopened. Even saving doesn't recalculate the scroll width.

## Notes:
* This is also an issue with line decorations, since they modify the length of the line. When a long line decoration is added, then later removed, the scroll width is not updated.
* This does not seem to be an issue in extremely short files. It is slightly inconsistent, however a file with less than 10 lines seems almost guaranteed to function in the expected way.
Repository: opencv
Issue: Give CMake options to disable rtti
Labels: wontfix,feature

### Descripe the feature and motivation

Some HUGE applications such as UE5 didn't using rtti, but opencv enable it by default, any way to disable it simple through cmake options?

### Additional context

Some HUGE applications such as UE5 didn't using rtti, but opencv enable it by default, any way to disable it simple through cmake options?
Repository: pytorch
Issue: Implement L1 and L2 gradient as hooks with the option of changing the weight decay value.
Labels: module: nn,module: optimizer,triaged,needs design

### 🚀 The feature, motivation and pitch

The L1 and L2 weight decay are important regularizations in deep learning, but their current implementation in PyTorch is not as flexible as one may desire. The L2 weight decay is available in PyTorch optimizers, but the weight decay value cannot be modified during training. L1 is not implemented in an efficient manner in the PyTorch library.
I propose implementing the L1 and L2 weight decay as gradient hooks and placing them in the `torch.nn.utils` namespace. Other regularizations, such as weight and spectral normalization, are already implemented there, as are pruning utilities, which often go with L1 regularization.
The implementation should allow easy attachment and detachment of the hook on any `nn.Module` with options to separate parameter groups. The weight decay value should be modifiable to allow weight decay scheduling.

### Alternatives

Implementing in the Optimizer base class is an option but has failed to gain traction.
Currently, the TorchLayers library offers a Keras-like interface with the L1 and L2 regularizations, but this requires a wrapper class and cannot separate parameter groups very efficiently or change the weight decay value.

### Additional context

I have already implemented the hooks and am willing to contribute. Separation of parameter groups has already been implemented, but I am considering a better interface for exposing the weight decay value for scheduling.

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @saketh-are @vincentqb @janeyx99
Repository: godot
Issue: Godot4 Beta8 add a syntax error when using `self` in setget fuction
Labels: discussion,topic:gdscript

### Godot version

4.0 beta8

### System information

ArchLinux

### Issue description

Use `self` in setget function in GDscript2.0 make child class error.

Is that a bug or a feature?

It make me confused. If I should not use `self` in setget function please just show a syntax error.

### Steps to reproduce

1. create a new project
2. create a GDscript file `class_a.gd`
```gdscript
extends Node
class_name ClassA

var test_val:
	get:
		return self.test_val
```
3. create a GDscript file `class_b.gd`
```gdscript
extends ClassA
class_name  ClassB
```
4. add a ClassB node in scene and get error
```
 Cannot get class ''.
 editor/editor_data.cpp:551 - Parameter "p_object" is null.
 editor/scene_tree_dock.cpp:2200 - Condition "!child" is true.
```

### Minimal reproduction project

[GodotSetGetSelfBug.zip](https://github.com/godotengine/godot/files/10253569/GodotSetGetSelfBug.zip)
Repository: godot
Issue: Generate Physics and Collider settings for a Mesh are lost every time the 3D Scene is Re-Imported
Labels: bug,topic:physics,topic:import,topic:3d

### Godot version

4.0-beta8

### System information

Windows 10

### Issue description

When importing FBX/GLTF files, and selecting Meshes from the Scene in the Advanced Import Dialog, and then checking "Generate Physics" and customizing "Body Type" and "Shape Type", the settings are correctly applied in the first Reimport action.

But subsequent reimports using the Import tab or the Advanced Import Dialog, end up resetting the Physics settings. The issue is random, sometimes it resets via the Import tab, sometimes via the Dialog. 

### Steps to reproduce

- Import any FBX/GLTF file into the project.
- Double click it to open the "Advanced Import Settings" Dialog
- Click any `MeshInstance` to be imported, click `Physics`
- Change `Body Type` and `Shape Type` to a non-default value, example:
![imagen](https://user-images.githubusercontent.com/248383/208301685-69db8954-63b0-43db-b7fc-d3d7eda36121.png)

- Now click Reimport
- Right click the file, `New Inherited Scene`.

![imagen](https://user-images.githubusercontent.com/248383/208301871-840cad18-cdbc-457c-996f-29a0bc590d8d.png)

- In the Scene tree, check that the correctly physics Nodes were added:

![imagen](https://user-images.githubusercontent.com/248383/208301778-fb51fb45-f7ad-4544-bc94-12fda6872351.png)

![imagen](https://user-images.githubusercontent.com/248383/208301782-5244e4c8-e728-4d5d-a6d5-9944e842d76b.png)

- Now, with the mesh file selected in the FileSystem click the `Import` tab and click `Reimport`.:

![imagen](https://user-images.githubusercontent.com/248383/208301855-2ab87785-41fb-45b2-b879-e97303d2833e.png)

- Right click the file again, `New Inherited Scene` and make sure you go to the Scene tree of the new scene.
- The collision shapes are gone OR they are back to the default one (Trimesh Static)

![imagen](https://user-images.githubusercontent.com/248383/208301919-e5d24fe0-2792-419c-8917-1c40c28e8c5f.png)

- SOMETIMES, the shapes are still regenerated. But then, if you re-open the Advanced Import Settings dialog, the physics settings are gone too:

![imagen](https://user-images.githubusercontent.com/248383/208301947-ccddc7e9-64ea-4a3f-8ba2-51357fde6af1.png)



### Minimal reproduction project

Any blank project with a FBX file will do, but in any case here it is a project with a simple FBX file: 
[PhysicsImportSettings.zip](https://github.com/godotengine/godot/files/10253943/PhysicsImportSettings.zip)
Repository: godot
Issue: [Godot 4 b8] Drop down box stays on screen in other applications and cannot be interacted with (DisplayServer regression)
Labels: bug,topic:editor,topic:porting,regression,topic:gui

### Godot version

Godot 4.0 beta 8

### System information

fedora 37, Mesa Intel® Xe Graphics (TGL GT2), Wayland, Vulkan

### Issue description

Sprite2D node has a drop down icon at texture property in the inspector, which brings a drop down box.

![Screenshot from 2022-12-18 19-26-19](https://user-images.githubusercontent.com/64824478/208302678-b3f0db4c-5454-45b2-a081-52f3066389b2.png)

[Screencast from 2022-12-18 19-44-08.webm](https://user-images.githubusercontent.com/64824478/208303239-3b7dceb7-8420-4fba-ba7f-88b7e56e270c.webm)

This drop down box stays on screen even in different application like Firefox.

I use Gnome 43 in Fedora 37.

I can also confirm this from virtual machine running Fedora 37 KDE Plasma.

### Steps to reproduce

* add a Sprite2D or any node having drop down icon in its properties in a new project.
* Click on drop down icon in any properties in inspector and do not close the drop down box.
* Open another application and the drop down box shows up on the screen and can not be interacted with.

### Minimal reproduction project

[minimal-project.zip](https://github.com/godotengine/godot/files/10253994/minimal-project.zip)
Repository: vscode
Issue: Debug output collapsing and expading
Labels: feature-request,debug,debug-console

<!-- ⚠️⚠️ 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. -->

It would be useful if VSCode had option to collapse output in debug window for readability purposes.

![2020-10-28 10 38 39](https://user-images.githubusercontent.com/97057865/208305346-afd50887-af1d-435c-adc1-eb78d39f94f3.gif)
Repository: electron
Issue: [Bug]: GPU process launch failed when running from network share
Labels: bug :beetle:

### 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

33.2.0

### What operating system are you using?

(tested on) Windows

### Operating System Version

(tested on) Windows 10 22H2 and Windows 11

### What arch are you using?

x64

### Last Known Working Electron version

13.6.9

### Expected Behavior

The GPU process launch error should not appear and the electron gui should open.

### Actual Behavior

When I run an electron program after version 13.6.9 from a mapped network share my electron app doesn't open and I get this error:
```
> electronversiontest@1.0.0 start
> electron .


[7896:0624/150429.768:ERROR:gpu_process_host.cc(996)] GPU process launch failed: error_code=18
[7896:0624/150429.910:ERROR:gpu_process_host.cc(996)] GPU process launch failed: error_code=18
[7896:0624/150429.919:ERROR:gpu_process_host.cc(996)] GPU process launch failed: error_code=18
[7896:0624/150429.925:ERROR:gpu_process_host.cc(996)] GPU process launch failed: error_code=18
[7896:0624/150429.960:ERROR:gpu_process_host.cc(996)] GPU process launch failed: error_code=18
[7896:0624/150429.969:ERROR:gpu_process_host.cc(996)] GPU process launch failed: error_code=18
[7896:0624/150430.051:ERROR:gpu_process_host.cc(996)] GPU process launch failed: error_code=18
[7896:0624/150430.080:ERROR:gpu_process_host.cc(996)] GPU process launch failed: error_code=18
[7896:0624/150430.082:ERROR:gpu_process_host.cc(996)] GPU process launch failed: error_code=18
[7896:0624/150430.082:FATAL:gpu_data_manager_impl_private.cc(449)] GPU process isn't usable. Goodbye.
```

The error does not appear if I run the exact same project from my local system drive (C:).

### Testcase Gist URL

_No response_

### Additional Information

The error does not appear when running electron with the --no-sandbox flag and the electron app opens.