sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Confusing error message when integer literal is inferred as usize
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn main() {
    let n: usize = 10;
    let i = -1;

    let _ = i + n;
}
```


### Current output

```Shell
error[E0277]: the trait bound `usize: Neg` is not satisfied
 --> src/main.rs:3:13
  |
3 |     let i = -1;
  |             ^^ the trait `Neg` is not implemented for `usize`
  |
  = help: the following other types implement trait `Neg`:
            &f32
            &f64
            &i128
            &i16
            &i32
            &i64
            &i8
            &isize
          and 8 others

For more information about this error, try `rustc --explain E0277`.
error: could not compile `rust_diagnostic_bug` (bin "rust_diagnostic_bug") due to previous error
```


### Desired output

```Shell
error[E0277]: the trait bound `usize: Neg` is not satisfied
5 |     let _ = i + n;
  |             ^^^^^---------------------- inferred as `usize` because of this expression
 --> src/main.rs:3:13
  |
3 |     let i = -1;
  |             ^^ the trait `Neg` is not implemented for `usize`
  |
  = help: the following other types implement trait `Neg`:
            &f32
            &f64
            &i128
            &i16
            &i32
            &i64
            &i8
            &isize
          and 8 others

For more information about this error, try `rustc --explain E0277`.
error: could not compile `rust_diagnostic_bug` (bin "rust_diagnostic_bug") due to previous error
```


### Rationale and extra context

I think that this combination of type inference is especially confusing since usually rust takes the first inferred type and complains at the second use of the variable, but since this is an integer literal and thus not inferred as `iX` we suddenly have a case where a seemingly innocent declaration can fail in a confusing way without even mentioning the real source of the warning. Especially since it is a bit unintuitive that the addition with another variable can change the type.

### Other cases

_No response_

### Anything else?

The desired output seemed like the easiest solution to me, but I don't know any rustc internals, it would of course also be possible to infer `i` as `i32` and thus giving an error on the addition or at least to say: Can't convert `-1` to `usize` since `-1` is intuitivly seen as a integer literal, not as an trait function applied to an integer literal.
Repository: godot
Issue: Screen tearing when moving character on the simplest of projects
Labels: bug,platform:windows,topic:rendering,topic:thirdparty,needs testing

### Godot version

4.0

### System information

Windows 10 64bit 
CPU: Intel(R) Core(TM) i7-8565U 
GPU: Intel(R) UHC Graphics 620 
Driver Version: 27.20.100.9664, 

### Issue description

I noticed there were some weird artifacts and screen tearing on the game I was working on so I decided to create a new simple project and see if the issue would be present there as well. Well, it is and I have absolutely no idea how to fix it. Here is a quick preview of the issue: 

https://user-images.githubusercontent.com/80926890/227527203-6389d4d3-04fa-4563-807f-da4f79260a41.mp4


![Image](https://user-images.githubusercontent.com/80926890/227527228-6e806f26-de0e-418d-9f7b-56c425b2b7bc.jpg)

My monitor's refresh rate is 60,016 Hz.

What I've tried:
Disabling V-Sync and limiting the FPS to 60: runs better but doesn't fix the issue entirely.
Changing Width and Height: didn't fix it.
Changing Mode to Fullscreen from Windowed: doesn't fix it but looks a bit better.
Exporting the Game: didn't fix it.

Any suggestions or ideas would be helpful. Thanks!


### Steps to reproduce

Simply download the project and import it on Godot 4.0. You can mess with any settings.

### Minimal reproduction project

[Test.zip](https://github.com/godotengine/godot/files/11062286/Test.zip)
Repository: PowerToys
Issue: Plugin addition: Fancy Emoji [From Flow Launcher]
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

The plugin is meant to give you emojis. It would be great, if it would be similar to that plugin [Link to plugin is here](https://github.com/Ma-ve/Flow.Launcher.Plugin.FancyEmoji), but it would be great if it included ASCII emojis also. Basically, combine the clipboard functionality of Windows [ Win + . ] in which you could choose emojis. That would be awesome. Another great thing it could do is show emojis that might be similar to what you ask. For example, sweating emoji 😰 doesn't always feel as appropriate as 😅

### Scenario when this would be used?

In essence, it would be great to look for emojis in a faster way than what Windows normally provides. Due to the fact that I need to use ASCII and normal emojis quite frequently and need to base it on the emotion I need to convey.  As for other power users, it would also allow for them to do something similar. It would be easier if you know, that you need sweating or awkward emoji. Etc. In addition, it would be easier to use the launcher than to search tediously through the normal methods. 

### Supporting information

_No response_
Repository: deno
Issue: Memory leak(?) when working with Workers
Labels: needs investigation

Maybe this is similar to #18369 and should be folded in? I know that memory leak-like issues are pretty hard to really diagnose.

Example:

index.ts

```ts
const href = new URL("./worker.ts", import.meta.url).href

const startingMemory = Deno.memoryUsage().rss;

for (let i = 0; i < 10000; i++) {
  const w = new Worker(href, {
    type: "module",
  });

  w.terminate();

  if (i % 1000 === 0) {
    const newMemory = Deno.memoryUsage().rss;
    console.log({
      newMemory,
      memoryPerWorker: (newMemory - startingMemory) / i
    })
  }
}
```

worker.ts

```ts
self.close()
```

I'd expect, at some point for GC to kick in and collect old worker instances, but it appears that this code just has ever-increasing memory requirements, with memory-per-worker decreasing but not that much:

```
➜  worker-leak deno run -A index.ts
{ newMemory: 48693248, memoryPerWorker: Infinity }
{ newMemory: 98631680, memoryPerWorker: 60162.048 }
{ newMemory: 125681664, memoryPerWorker: 43606.016 }
{ newMemory: 152059904, memoryPerWorker: 37863.424 }
{ newMemory: 178847744, memoryPerWorker: 35094.528 }
{ newMemory: 205078528, memoryPerWorker: 33321.7792 }
{ newMemory: 230440960, memoryPerWorker: 31995.221333333335 }
{ newMemory: 256196608, memoryPerWorker: 31103.853714285713 }
{ newMemory: 282492928, memoryPerWorker: 30502.912 }
{ newMemory: 307576832, memoryPerWorker: 29900.8 }
```

This is in

```
deno --version
deno 1.31.3 (release, aarch64-apple-darwin)
v8 11.0.226.19
typescript 4.9.4
```

Results with Deno 1.32.1 are the same:

```
deno run -A index.ts
{ newMemory: 43794432, memoryPerWorker: Infinity }
{ newMemory: 95682560, memoryPerWorker: 61521.92 }
{ newMemory: 127369216, memoryPerWorker: 46604.288 }
{ newMemory: 158236672, memoryPerWorker: 41358.67733333333 }
{ newMemory: 188874752, memoryPerWorker: 38678.528 }
{ newMemory: 219594752, memoryPerWorker: 37086.8224 }
{ newMemory: 250249216, memoryPerWorker: 36014.76266666667 }
{ newMemory: 280625152, memoryPerWorker: 35209.216 }
{ newMemory: 310968320, memoryPerWorker: 34600.96 }
{ newMemory: 340738048, memoryPerWorker: 34064.156444444445 }
```

Trying other versions, it does look like there's a jump in memory-per worker at some point - 1.29.0 has much lower numbers:

```
deno run -A index.ts
{ newMemory: 3948544, memoryPerWorker: NaN }
{ newMemory: 5685248, memoryPerWorker: 1736.704 }
{ newMemory: 6455296, memoryPerWorker: 1253.376 }
{ newMemory: 8290304, memoryPerWorker: 1447.2533333333333 }
{ newMemory: 9617408, memoryPerWorker: 1417.216 }
{ newMemory: 11173888, memoryPerWorker: 1445.0688 }
{ newMemory: 12238848, memoryPerWorker: 1381.7173333333333 }
{ newMemory: 13778944, memoryPerWorker: 1404.3428571428572 }
{ newMemory: 14303232, memoryPerWorker: 1294.336 }
{ newMemory: 16138240, memoryPerWorker: 1354.4106666666667 }
```
Repository: next.js
Issue: TranspilePackages tries to resolve optional dependencies
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:38:37 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.11.0
      npm: 8.19.2
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.2.4
      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)

_No response_

### Link to the code that reproduces this issue

.

### To Reproduce

1. Create local npm package with mongoose as dependency
2. Import local npm package in next project

### Describe the Bug

Hello,

I am using a local NPM package in my Next.js projects which has 'mongoose' as a dependency. In my next.config.js I have specified that my package should be transpiled:

transpilePackages: ['my-package']

'Mongoose' provides some optional functions that fall back on various dependencies like 'supports-color', 'kerberos', etc. But since I don't use these functions, I don't need these dependencies.

Why does Next.js still show me this error:

```
warn  - ../my-package/node_modules/debug/src/node.js
Module not found: Can't resolve 'supports-color' in '/my-package/node_modules/debug/src'

Import trace for requested module:
../my-package/node_modules/debug/src/node.js
../my-package/node_modules/debug/src/index.js
../my-package/node_modules/mquery/lib/mquery.js
../my-package/node_modules/mongoose/lib/index.js
../my-package/node_modules/mongoose/index.js

../my-package/node_modules/mongodb/lib/deps.js
Module not found: Can't resolve 'kerberos' in '/my-package/node_modules/mongodb/lib'

Import trace for requested module:
../my-package/node_modules/mongodb/lib/deps.js
../my-package/node_modules/mongodb/lib/index.js
../my-package/node_modules/mongoose/lib/index.js
../my-package/node_modules/mongoose/index.js
```

### Expected Behavior

No error

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

_No response_

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

_No response_
Repository: go
Issue: x/website/internal/gitfs: TestGitHub failures
Labels: NeedsInvestigation,website

```
#!watchflakes
post <- pkg == "golang.org/x/website/internal/gitfs" && test == "TestGitHub"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/8672b9c64e8d383d4a22a051925f25025828385c)):

    Counting objects: 1   
    Counting objects: 480, done
    
    Finding sources:   1% (3/480)   
    Finding sources:   2% (8/480)   
    Finding sources:   3% (12/480)   
    Finding sources:   4% (17/480)   
    Finding sources:   5% (22/480)   
    Finding sources:   6% (27/480)   
    Finding sources:   7% (32/480)   
    ...
    --- FAIL: TestGitHub (30.03s)
        git_test.go:38: handshake: Get "https://github.com/rsc/quote/info/refs?service=git-upload-pack": dial tcp 140.82.112.4:443: i/o timeout
    // Copyright 2017 The Go Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style
    // license that can be found in the LICENSE file.
    
    package main
    
    import "fmt"
    
    func greeting() {
    	println(1)
    	fmt.Println("hello, git32 ")
    }


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: next.js
Issue: Middleware, basePath and "catch all" route don't work together
Labels: bug,Navigation,Runtime

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.5.0: Tue Apr 26 21:08:22 PDT 2022; root:xnu-8020.121.3~4/RELEASE_X86_64
    Binaries:
      Node: 16.16.0
      npm: 8.11.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.2.5-canary.16
      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)

Middleware / Edge (API routes, runtime), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/filipcro/next-bug-report

### To Reproduce

1. Clone reproduction repo, install node modules
2. Run `yarn dev`
3. Go to the `localhost:3000/base-path`
4. Click on the link

### Describe the Bug

You need to have:

- `basePath` set in the `next.config.js`
- middleware
- "catch all" dynamic route

 In the app, when you click on the link which leads to `[[...parts]].tsx` page, `useRouter().query.parts` will include `"_next"`, `"data"` and `"development"` (or some hash value in the production). The same thing will happen in context for `getinitialProps`. 

### Expected Behavior

If you follow `<Link href="/foo/bar">Foo bar</Link>`, and you have `[[...parts]].tsx` page, `useRouter().query.parts` should be equal to `["foo", "bar"]`.

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

_No response_

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

_No response_
Repository: deno
Issue: `./cli/tests/unit_node/child_process_test.ts` is flaky
Labels: flaky,node compat

It seems leaking dangling promise sometimes.

ref. https://github.com/denoland/deno/actions/runs/4512037517/jobs/7944948688
Repository: angular
Issue: missing root component import complains about child component
Labels: hotlist: error messages,area: compiler,P4

### Command

serve

### Is this a regression?

- [ ] Yes, this behavior used to work in the previous version

### The previous version in which this bug was not present was

dont know

### Description

When I have an app with a root component and a child component. And I use the child component in the root component template and fogot to  declare the root component the angular compiler complains about the missing declared child component.

![image](https://user-images.githubusercontent.com/6207308/227558498-3083f757-ca21-4976-b05b-e8c8643d72fd.png)


![image](https://user-images.githubusercontent.com/6207308/227558679-c09fc405-9163-4288-844a-6f60d9f36e8b.png)

if you have the same in stackblitz it complains the right component

![image](https://user-images.githubusercontent.com/6207308/227560900-13a980cd-8071-41fa-9444-e803e11410fc.png)


### Minimal Reproduction

- create a root component
- create a child componet
- reference the child component as html-tag 
- declare the child component in decleration in app.module but not the app.component

### Exception or Error

_No response_

### Your Environment

```text
Angular CLI: 15.2.4
Node: 18.10.0
Package Manager: npm 8.19.2
OS: linux x64

Angular: 15.2.4
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1502.4
@angular-devkit/build-angular   15.2.4
@angular-devkit/core            15.2.4
@angular-devkit/schematics      15.2.4
@schematics/angular             15.2.4
rxjs                            7.8.0
typescript                      4.9.5
```


### Anything else relevant?

detected at the ngGirls workshop at NG-BE from an attendee
Repository: neovim
Issue: Better or configurable LSP code action sort order
Labels: enhancement,lsp

### Problem

I just came here from one of the vim.ui.select plugins, which, and fair enough, would rather not take on the burden of coming up with a good order for LSP code actions.

Let's quickly delve into why one would care in the first place:
1. as language servers have more to offer, there will be more options, having the first option be the correct one saves keystrokes, especially if you use code actions a lot. TypeScript and Rust are examples of languages where the LS offers a ton of useful functionality and accepting a code action is done all the time.
2. because I use code actions a lot, I have a binding which picks the top action! I built myself a workaround where this function will smartly pick the best option out of the list, but that doesn't help 1. and wouldn't be necessary if sorting was smart or configurable.
3. maybe the trend reverses and neovim users will start attaching fewer language servers but null-ls and efm-langserver are good examples of plugins which suggest users actually want to do more and more through smart coding supporting servers. 

Here's a screenshot to illustrate the problem, null-ls offering a couple options I practically never use, with tsserver offering the options I practically always use:

<img width="1190" alt="Screenshot 2023-03-24 at 10 06 46" src="https://user-images.githubusercontent.com/2011351/227565417-adf62ade-329d-4d1c-94d5-3b5b6990efb4.png">

Would you agree this is something Neovim could offer natively or alternatively configurably? Perhaps you are of the opinion that this is more the domain of code action consuming plugins?

I've also considered more what it would mean for code action consumers to implement this functionality. It seems the feature becomes much harder to implement if instead of the priority being settled between neovim and the servers it gets pushed to the action consumer. Something like Telescope or fzf-lua would have to try and detect every action provider and come up with its own priority.

### Expected behavior

Smarter ordering of code action, especially the first option. See Problem.

Thanks for an amazing editor experience 💛

keywords: lsp, language server, code actions, order, priority, sorting
Repository: godot
Issue: Save script as new file rebinds all script instances in all opened scenes to new file
Labels: discussion,topic:editor

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Linux Ubuntu 22.04 with Unity desktop

### Issue description

After https://github.com/godotengine/godot/issues/75293 was solved in Godot 4.0.1, I tested again and found out that the second part of the issue was still there.

When saving an existing script with File > Save as..., the new script is now properly created and opened, but all instances of the original script found in all opened scenes are replaced with a reference to the new script.

While this *could be* by design, I expect Save as... to work like a Duplicate and therefore not affect existing references to the original script.


### Steps to reproduce

1. Open demo scene and observe Node2D with original_script.gd attached
2. Open original_script.gd and select File > Save as... and enter new_script.gd
3. Save the scene and check in your VCS that Node2D now refers to new_script.gd (if you hover/click on Node2D's script it will still show original_script.gd, but that's because preview was not updated)
4. Close the scene and reopen it to see the change reflected on the Node2D script button indeed

### Minimal reproduction project

[v4.0 - Save script as opens and rebinds unsaved script embedded in scene.zip](https://github.com/godotengine/godot/files/11063652/v4.0.-.Save.script.as.opens.and.rebinds.unsaved.script.embedded.in.scene.zip)

(this is the same as #75293)
Repository: godot
Issue: Zoom Reset overrides code font size in Editor Settings.
Labels: enhancement,topic:editor,usability

### Godot version

v4.0.1.stable.mono.official [cacf49999]

### System information

Windows 10 x64, 8GB RAM, Radeon RX550 4 GB

### Issue description

It seems some of the setting values (if not all of them) are hard coded to a specific value rather than be what the user sets. If I set the code font size to a different value, then accidentally change the zoom value with a keyboard shortcut, resetting the zoom using `Ctrl+0` changes the font size to the default value instead of the value I have configured in the settings. Once that happens, going to editor settings and changing the code font value to something else does nothing, only changing to the value I placed once Godot is reset.

### Steps to reproduce

1 - Change the `Code Font` size to a different value.
2 - In the script editor, change the zoom using a keyboard shortcut
3 - Reset the zoom to the default using the keyboard shortcut.

### Minimal reproduction project

N/A
Repository: create-react-app
Issue: TypeError: lilconfigSync is not a function
Labels: needs triage,issue: bug report

Welcome to this lil bug,

if you typed 'TypeError: lilconfigSync is not a function' on google you came here because this is the only result.

## 🐛 🐛🐛🐛🐛Describe the bug🐛🐛🐛🐛🐛

So there is a bug when running the v5.0.1 and it is totally not clear why but something related to babel and CSS

![image](https://user-images.githubusercontent.com/1968135/227582212-18f8c428-ceb3-4406-b4e5-4a92d04511b8.png)



```
$ npm run build

> app-dashboard@0.1.0 build
> react-scripts build

Creating an optimized production build...
Failed to compile.

static/css/main.eb35693f.css from Css Minimizer plugin
TypeError: lilconfigSync is not a function
```

## package.json

```
{
  "name": "app-dashboard",
  "version": "0.1.0",
  "private": true,
  "dependencies": {
    "@mui/icons-material": "^5.11.11",
    "@mui/material": "^5.11.14",
    "@mui/styles": "^5.11.13",
    "@otplib/preset-browser": "^12.0.1",
    "@stripe/react-stripe-js": "^2.1.0",
    "@stripe/stripe-js": "^1.52.0",
    "@testing-library/jest-dom": "^5.16.5",
    "@testing-library/react": "^14.0.0",
    "@testing-library/user-event": "^14.4.3",
    "ejs": "^3.1.9",
    "firebase": "^9.18.0",
    "firebaseui": "^6.0.2",
    "ra-input-rich-text": "^4.9.0",
    "react": "^18.2.0",
    "react-admin": "^4.9.0",
    "react-admin-firebase": "^4.1.1",
    "react-dom": "^18.2.0",
    "react-scripts": "^5.0.1",
    "web-vitals": "^3.3.0"
  },
  "scripts": {
    "start": "react-scripts start",
    "build": "react-scripts build",
    "test": "react-scripts test",
    "eject": "react-scripts eject"
  },
  "eslintConfig": {
    "extends": [
      "react-app",
      "react-app/jest"
    ]
  },
  "browserslist": {
    "production": [
      ">0.2%",
      "not dead",
      "not op_mini all"
    ],
    "development": [
      "last 1 chrome version",
      "last 1 firefox version",
      "last 1 safari version"
    ]
  }
}
```
Repository: Web-Dev-For-Beginners
Issue: Add git log instructions to "Task: Merge some code" in GitHub basics
Labels: no-issue-activity

**Is your feature request related to a problem? Please describe.**
The goal of this task is to introduce `git log` into the [2-github-basics](https://github.com/microsoft/Web-Dev-For-Beginners/tree/main/1-getting-started-lessons/2-github-basics) lesson, as it is a helpful command for the user to know how to use when working with Git. 

**Describe the solution you'd like**
Add a step within "Task: Merge some code" of [2-github-basics](https://github.com/microsoft/Web-Dev-For-Beginners/tree/main/1-getting-started-lessons/2-github-basics) to introduce `git log`. 

After step 3 add a new step that has the user use `git log` to see the commit they just made. We an also include a `git log` again after merging main for the user to practice, and see any differences in the output.