sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ui
Issue: [bug]: SelectTrigger placeholder does not mute
Labels: bug

### Describe the bug

When using the `<SelectTrigger />` component, the `placeholder:text-muted-foreground` does not work properly.
I'm assuming this is because the select component does not have a placeholder attribute. The placeholder value is just used as the standard button text if the select value does not have any state selected.

### Affected component/components

SelectTrigger

### How to reproduce

View Select component on docs site:
https://ui.shadcn.com/docs/components/select

Note the image below. The place holder value is the standard black font. It is not being muted via the `placeholder:text-muted-foreground` style that is being applied to the `<SelectTrigger>` component.

<img width="808" alt="image" src="https://github.com/user-attachments/assets/0efcf953-bf08-446e-92d7-d3fcf10851be">

```
<SelectTrigger>
  <SelectValue
    ref={field.ref}
    placeholder="My placeholder..."
/>
```

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Mac M1 Pro Max, Latest Chrome. TypeScript, Tailwind
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Very small default min window size in hyprland.
Labels: bug,platform:linuxbsd,needs testing,topic:gui

### Tested versions

v4.3.stable.arch_linux using hyprland wm

### System information

Godot v4.3.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 14 Aug 2024 15:21:14 +0000 - Wayland - Vulkan (Forward+) - integrated AMD Radeon Vega 3 Graphics (RADV RAVEN) - AMD Ryzen 3 2200U with Radeon Vega Mobile Gfx (4 Threads)

### Issue description

In Godot editor, windows like "Create New Node", "Instantiate Child Scene", "About Godot", and any other besides de main editor window, starts with a very little size, then you need to manually resize it.

### Steps to reproduce

In Hyprland wm, launch Godot, open any project, then try to open any window, for example try to add a new node to the scene tree, or open Help ->"about godot".

### Minimal reproduction project (MRP)

May be any project, no one in particular.
Repository: flutter
Issue: Deprecate 'canRequestFocus' in Favor of 'focusable' for FocusNode and FocusScopeNode
Labels: framework,c: proposal,f: focus,P3,team-framework,triaged-framework

I created this issue to cover the API improvement described in #24722:
![Captura de Tela 2024-08-26 às 17 59 45](https://github.com/user-attachments/assets/54eab851-78a5-4981-95eb-ff30f212e628)
Repository: rust
Issue: Indicate the user when lifetime requirements from a method diverge from trait
Labels: A-diagnostics,T-compiler

### Code

```Rust
trait Trait {
    fn foo(&'static self) {}
}
impl Trait for bool {
    fn foo(&self) {}
}

fn bar() {
    let b = false;
    b.foo();
}
```


### Current output

```Shell
error[E0597]: `b` does not live long enough
  --> src/lib.rs:10:5
   |
9  |     let b = false;
   |         - binding `b` declared here
10 |     b.foo();
   |     ^------
   |     |
   |     borrowed value does not live long enough
   |     argument requires that `b` is borrowed for `'static`
11 | }
   | - `b` dropped here while still borrowed
```


### Desired output

```Shell
error[E0597]: `b` does not live long enough
  --> src/lib.rs:10:5
   |
9  |     let b = false;
   |         - binding `b` declared here
10 |     b.foo();
   |     ^------
   |     |
   |     borrowed value does not live long enough
   |     argument requires that `b` is borrowed for `'static`
11 | }
   | - `b` dropped here while still borrowed
   note: lifetime requirements from the method diverge from the trait declaration
```


### Rationale and extra context

Today I had a compile error that I couldn't understand for a long time, and it'd be nice if the compiler could help a bit.

I had a function that called another function, passing a parameter as-is. And it tricked "lifetime does not live long enough" error. I checked the callee, and the lifetime was correct. I stared at this for a long time, trying to fiddle with changes but none helped.

Only after a long time I realized that this was a trait method, and when I changed the method lifetimes, I changed the impl and not the trait. rustc accepted this just fine, but the constraints were actually the stricter from the trait.

Deciding whether to allow refinements like this to actually work is a T-lang decision, but we can at least tell the users that the lifetimes they see are not the real ones.

### Other cases

_No response_

### Rust Version

```Shell
Checked with both stable and nightly.
```


### Anything else?

_No response_
Repository: godot
Issue: Issue: Path3D/PathFollow3D logic
Labels: bug,needs testing,regression,topic:3d

### Tested versions

- Reproducible in: 4.3 stable Not reproducible in: 4.2.1 stable

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - GLES3 (Compatibility) - AMD Radeon(TM) 610M (Advanced Micro Devices, Inc.; 31.0.21024.2004) - AMD Ryzen 3 7320U with Radeon Graphics (8 Threads)

### Issue description

I have a movement system which involves Path3D and PathFollow3D, it creates a new curve every time a player click to a "movement tile", goes into its position, cleans up curves with every new issued movement. It worked flawlessly in Godot 4.2.1 stable and dragged the player along the path without problem.
However when i upgraded to 4.3 i noticed a minor progression glitch from the players perspective (0.1 millisecond long or so) where the pathing logic got messed up with the project being in the same exact state. It seemed like it throwed a little bit back the player in the curve for no reason because the starting point should be the same where to player is when the order happens.

### Steps to reproduce

- Spam-clicking on the movement object in Godot 4.3 stable should call out the visual bug.

### Minimal reproduction project (MRP)

MRP included with proper instructions in-game. (4.3 stable project)
[movementsystembug.zip](https://github.com/user-attachments/files/16754679/movementsystembug.zip)
Repository: TypeScript
Issue: Isolated declarations quick fix results in redundant type arguments when the RHS is a new expression with explicit type arguments
Labels: Help Wanted,Possible Improvement

### Acknowledgement

- [X] I acknowledge that issues using this template may be closed without further explanation at the maintainer's discretion.

### Comment

```
// @declaration: true
// @isolatedDeclarations: true
export const s = new Set<string>();
```

After generating and applying a quick-fix, the current resulting code is:
```
export const s: Set<string> = new Set<string>();
```

An ideal fix would remove the redundant type arguments in the RHS expression when adding the same type arguments to the suggested type annotation, resulting in something like:
```
export const s: Set<string> = new Set();
```
Repository: rust
Issue: `unused_crate_dependencies` false positive for dev-dependencies on main crate
Labels: A-lints,A-diagnostics,T-compiler,T-cargo,L-unused_crate_dependencies

Steps to reproduce:

```
cargo new mycrate
cd mycrate
cargo add --dev termtree
printf '[lints.rust]\nunused_crate_dependencies = "deny"\n' >> Cargo.toml
cargo build --all-targets
```

Result:

```
error: external crate `termtree` unused in `mycrate`: remove the dependency or add `use termtree as _;`
  |
  = note: requested on the command line with `-D unused-crate-dependencies`

error: could not compile `mycrate` (bin "mycrate" test) due to 1 previous error
```

dev-dependencies have a variety of uses, and should not be considered as potentially unused. I'd love to see unused dev-dependencies detected as well, but right now they produce false positives.

The reverse is *also* true: rustc will warn about unused non-dev dependencies when compiling tests.

Short-term, perhaps we could provide a way to easily disable this warning entirely for dev-dependencies, and for non-dev dependencies in targets such as tests.

Longer-term, perhaps rustc could feed information about *potentially* unused dependencies back to Cargo in its output, and Cargo could then aggregate the intersection of those dependencies that are *completely* unused.

Meanwhile, however, these false positives make it difficult to use `unused_crate_dependencies` in any project that has dev-dependencies or tests.
Repository: PowerToys
Issue: The service feature of Borderless Mouse and the shared pasteboard do not work at the same time.
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

When the service feature is enabled, the shared clipboard feature is invalidated.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: vscode
Issue: Line numbers for notebook diff view
Labels: feature-request,notebook-diff

Diff views are often used for peers to review their code. Since our current diff view does not include an execution count or line numbers, if two coworkers are discussing changes in a notebook it can be difficult to index what piece of code/output they'd like to review.

Originally filed here https://github.com/microsoft/vscode/issues/136141
Repository: vscode
Issue: Bug on Editor Sticky Scroll
Labels: bug,info-needed,editor-sticky-scroll

I have a really text file with really big sections of text. When I have editor sticky scroll on it jumps and causes the text to disappear as I scroll. I have a screen recording which would be helpful but has potentially confidential info, if you DM me I can send it to you. Thanks!
Repository: godot
Issue: RichTextLabel mouse_exited() event fires by Context Menu when control is Right Clicked
Labels: discussion,topic:gui

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Linux Kubuntu 24.04 KDE Plasma Version: 5.27.11 KDE Frameworks Version: 5.115.0 Qt Version: 5.15.13 Kernel Version: 6.8.0-39-generic (64-bit) Graphics Platform: X11 Processors: 16 × 12th Gen Intel® Core™ i7-1260P Memory: 15.3 GiB of RAM

### Issue description

When enabled, the Context Menu of **RichTextLabel** fires a mouse_exited event when you right click on the label.  In addition, mousing over the Context Menu keeps firing mouse_exited/mouse_entered events. This interferes with the ability to use mouse_exited() with Context Menu at the same time.

However no such event is fired when Context Menu is disabled. Also mouse Left Click has no effect.

![image](https://github.com/user-attachments/assets/9ed69229-4e82-4b9c-9cc2-be12336c3011)

Here is the code of the single scene above:
```gdscript
extends Control

func _ready():
	# Checked context Menu
	$RichTextLabel.mouse_exited.connect(func():
		$RichTextLabel.add_theme_color_override("default_color",Color.WHITE)
		print(5)
		)	
		
	$RichTextLabel.mouse_entered.connect(func():
		$RichTextLabel.add_theme_color_override("default_color",Color.RED)
		print(6)
		)		
	
	# Unchecked Context Menu
	$RichTextLabel2.mouse_exited.connect(func():
		$RichTextLabel2.add_theme_color_override("default_color",Color.WHITE)
		print(7)
		)	
		
	$RichTextLabel2.mouse_entered.connect(func():
		$RichTextLabel2.add_theme_color_override("default_color",Color.RED)
		print(8)
		)		
```


### Steps to reproduce

Add a **RichtextLabel** control to a scene with some text.
Enable the Context Menu.
Add mouse_exited event as above.
Right click and event fires even though you did not exit the label.
Mouse over Context Menu and the events keep firing.

### Minimal reproduction project (MRP)

Attached is the above scene to demo the issue. Please add to an empty project if you wish to try it.

[node_2d.zip](https://github.com/user-attachments/files/16756247/node_2d.zip)
Repository: ui
Issue: [feat]: Add new variant to toast component
Labels: area: request

### Feature description

The toast component has 2 variants: "default" and "destructive".
I would like to a new variant: "success", as it would be the most common variant to use with toast.

### Affected component/components

Toast

### Additional Context

_No response_

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: ui
Issue: Docs: Missing installation script
Labels: area: request

### Feature description

the installation section for [`Form`](https://ui.shadcn.com/docs/components/form) component has script for installing `form`.
But in the example, `<Input>` is being used, so it would require to add install script for `input` below.

### Affected component/components

Form

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: godot
Issue: Using -rigid import hint on a blender model with an unapplied scale changes scale of rigidbody nodes directly, causing issues.
Labels: bug,topic:import

### Tested versions

- Found in 4.3.stable

### System information

Godot v4.3.stable - EndeavourOS #1 SMP PREEMPT_DYNAMIC Mon, 19 Aug 2024 17:02:39 +0000 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 7700S (RADV NAVI33) - AMD Ryzen 9 7940HS w/ Radeon 780M Graphics (16 Threads)

### Issue description

When importing a .blend file that has objects in it with unapplied scales, it looks like those scales get copied to the rigidbody objects created by the `-rigid` import hint. Godot actually shows a warning that this will cause issues if you open the model in the scene editor:
![image](https://github.com/user-attachments/assets/8adb311a-5674-4ed5-81b7-b0be00499f30)

Although the model looks correct in the editor, when the game is run the model will have it's scale reset. In the demo project attached you can see this causes the bottle to become massive.

In editor:
![image](https://github.com/user-attachments/assets/2dc2920d-f2e8-4448-979b-d66003282c5c)

In game:
![image](https://github.com/user-attachments/assets/0c3399f1-ad43-4b3c-a9b9-57af18e63f60)

I think this may also happen to other file formats, but I don't have as clean as an example to share.

I don't know what the proper fix for this should be. I think applying transformations in the importer would break animations, based on the warning in blender's FBX exporter. Maybe Godot should apply the scaling to the mesh and collision shape instead of the Rigidbody?

### Steps to reproduce

1. Scale an object in Blender while in Object Mode, then make sure the name of the object ends with `-rigid`
2. Create a Godot Scene with that object in it
3. Observe the scale change between the editor and runtime, or open the model's scene and see the warning.

### Minimal reproduction project (MRP)

[blendscale MRP.zip](https://github.com/user-attachments/files/16757444/blendscale.MRP.zip)
Repository: ant-design
Issue: TreeSelect 组件使用labelInValue后，希望把选中的属性全部暴露出去，不然只能获取到label、value的值
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

能满足复杂的选择判断场景

### What does the proposed API look like?

增加返回字段

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: SCM - show repositories view by default with multiple repositories
Labels: ux,scm,under-discussion

Opening a multi root workspace with 3 repositories, here is my default UI in SCM:



![Image](https://github.com/user-attachments/assets/51733ee0-ba03-431e-bdd6-4f2226d3d751)


I find this quite a complex UI esp. since buttons repeat N times.

I would suggest to show the repositories view as soon as I deal with multiple and only select the first by default for a much calmer experience:



![Image](https://github.com/user-attachments/assets/d2992fa2-ed06-49b9-96ed-53e36b698c79)

//cc @daviddossett @joaomoreno
Repository: vscode
Issue: Not fully clear why `export type TextSearchResultNew = TextSearchMatchNew | TextSearchContextNew;`
Labels: search,under-discussion

Testing #226671

A search result can be either of the 2 types, but I find that a bit strange to operate with. Why wouldn't the context not be referenced from the match? What is the order? Would I first get a context for the line above, then a match and then the line below?
Repository: vscode
Issue: The find widget should be more like the find widget in the terminal
Labels: feature-request,debug-console

Testing #226676

- offer match count (e.g. 7 of 13)
- offer up down buttons to move to the next / previous match

I should behave more like the find in the terminal since for me a debug console is a special kind of terminal not a special kind of list /tree where we use that widget as well.
Repository: excalidraw
Issue: bug: minor sticky-note formatting issue on paste
Labels: bug,Text containers

Would be nice if the text did not flow outside the rectangle during paste. If the rectangle is big enough everything is fine, but if it needs to increase in size then positioning of the text is off.

https://github.com/user-attachments/assets/a746367e-505c-4bb2-8a34-67faf16c00d7
Repository: godot
Issue: Concatenating constant arrays always gives the same array reference
Labels: bug,discussion,topic:gdscript

### Tested versions

- Reproducible in:
  - v4.3.stable.official [77dcf97d8]
  - v4.4.dev.gh [db76de5de]
  - v4.1.3.stable.official [f06b6836a]
  - v4.0.alpha1.official [31a7ddbf8]
- Not reproducible in: v3.5.3.stable.official [6c814135b]

### System information

Godot v4.3.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 32.0.15.5612) - 13th Gen Intel(R) Core(TM) i7-13620H (16 Threads)

### Issue description

When concatenating constant arrays, the result is always a reference to the same array, probably due to [constant folding](https://godotengine.org/article/gdscript-progress-report-type-checking-back/#better-constant-folding).

As a result of this, creating a new array by concatenating two constant arrays, modifying the seemingly newly created array, and using the same concatenation elsewhere (or later in another call of the same function) gives the modified concatenation.

Example:
```gdscript
const A = ["a"]
const B = ["b"]

(A + B).append("X")
print(
	"\nA:     ", A,
	"\nB:     ", B,
	"\nA + B: ", A + B
)
```

Result:

```
A:     ["a"]
B:     ["b"]
A + B: ["a", "b", "X"]
```
Expected:

```
A:     ["a"]
B:     ["b"]
A + B: ["a", "b"]
```

Workaround:
Concatenating a non-constant empty array truly creates a new array. (tested only in v4.3.stable.official [77dcf97d8])
```gdscript
(A + B + []).append("X")
print(
	"\nA:     ", A,
	"\nB:     ", B,
	"\nA + B: ", A + B + []
)
```

### Steps to reproduce

The MRP contains:
- An EditorScript (`test_in_editor.gd`) that executes the previous code sample on execution (`ctrl+shift+X` by default)
  - NB: The concatenation result seems to be reset at each execution, so each execution gives the same result.
- A scene with a Button that runs the previous code sample. (It's the default one, so you can press `F5` to start it)
  - NB: The concatenation result is not reset at each execution, so each button press adds another "X".

### Minimal reproduction project (MRP)

[const_array_concatenation.zip](https://github.com/user-attachments/files/16758149/const_array_concatenation.zip)
Repository: neovim
Issue: Piping to tee breaks neovim
Labels: bug,tui

### Problem

Piping the ouput of the nvim command to `tee` renders neovim unusable (the window is not resized to the size of terminal window and the display gliches out).

    nvim | tee test

In contrast, Vim shows a warning (`Output is not to a terminal`) and loads normally.

This may not seem like an actual use case, but I've encountered this in the real world, where I need to use a wrapper script to run arbitrary shell commands. If I use it with nvim I run into this issue, so I'm stuck with old vim for now.


### Steps to reproduce

nvim --clean | tee test

Neovim doesn't load normally, the display glitches out.

![image](https://github.com/user-attachments/assets/612482db-db64-460f-bd73-da51f5edee5c)


### Expected behavior

Vim shows the following warning, but loads normally:

    Vim: Warning: Output is not to a terminal



   

### Neovim version (nvim -v)

0.10.1

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

no

### Operating system/version

Ubuntu

### Terminal name/version

Windows Terminal

### $TERM environment variable

xterm-256color

### Installation

snap
Repository: vscode
Issue: `FileSearchProviderOptions` isn't a good name for its purpose
Labels: search,polish,search-api

Testing #226668

The `FileSearchProviderOptions` options aren't options for the provider but for a single invocation of a provider, I believe the more correct name would be just `FileSearchOptions`
Repository: langchain
Issue: OpenLLM cant connect to local server with error: "module 'openllm' has no attribute 'client'"
Labels: 🤖:bug,stale

### Checked other resources

- [X] I added a very descriptive title to this issue.
- [X] I searched the LangChain documentation with the integrated search.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I am sure that this is a bug in LangChain rather than my code.
- [X] The bug is not resolved by updating to the latest stable version of LangChain (or the specific integration package).

### Example Code

Code can be found here: https://github.com/SmolPandaDev/openllm-issue

### Error Message and Stack Trace (if applicable)

```
Traceback (most recent call last):
  File "/Users/work/learning/openllm-issue/main.py", line 3, in <module>
    llm = OpenLLM(server_url='http://localhost:3000')
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/Library/Frameworks/Python.framework/Versions/3.11/lib/python3.11/site-packages/langchain_community/llms/openllm.py", line 149, in __init__
    openllm.client.HTTPClient
    ^^^^^^^^^^^^^^
AttributeError: module 'openllm' has no attribute 'client'
```

### Description

I'm trying to get langchain to use a local LLM model so I can ask it questions and receive answers

### System Info

Output of `pip3 freeze | grep langchain`:
```
langchain==0.2.13
langchain-community==0.2.12
langchain-core==0.2.30
langchain-openai==0.1.21
langchain-text-splitters==0.2.2
langchainhub==0.1.21
```

Platform: MacOS (14.5 (23F79))
Output of: python3 --version
Python 3.11.6
Repository: vscode
Issue: `FileSearchProviderOptions#session` should not be `undefined`
Labels: bug,search,confirmed,search-api

Testing #226668

My sample search provider uses a weak map to cache FS walks by `FileSearchProviderOptions#session`. However, my provider now errors with "stack trace: Error: Invalid value used as weak map key" and that's because the session is sometimes passed as undefined. That should not happen and we should make a guarantee that it always has some value
Repository: transformers
Issue: When the model outputs Chinese, the dimension of the attention map output by output_attentions is wrong
Labels: Feature request

### Feature request

When outputting English, the last layer of attention map is (960, 960), and when outputting Chinese, the last layer of attention map is (1910,). How can this problem be solved?

### Motivation

When I use llama to output Chinese

### Your contribution

no