sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: MSBuild failure when exporting Android with NativeAOT turned on
Labels: bug,platform:android,topic:export

### Tested versions

Tested in 4.2 and 4.3 stable

### System information

MacOS M3

### Issue description

With AOT enabled, godot sends architecture "Android" instead of "linux-bionic" to msbuild command which makes it fail:

`       IlcCompile:
         Generating native code
         "/Users/user/.nuget/packages/runtime.osx-arm64.microsoft.dotnet.ilcompiler/8.0.8/tools/ilc" @"/Users/user/dev/wl/royal-metagame-godot/.godot/mono/temp/obj/ExportDebug/android-arm64/native/RoyalMetagameGodot.ilc.rsp"
         Unhandled Exception: System.CommandLine.CommandLineException: Target OS 'android' is not supported
`

The change done in PR #86791 fixes this problem.

### Steps to reproduce

Create a project, enable NativeAOT in the csproj file and export the android apk.

### Minimal reproduction project (MRP)

Really just create a project and set 

    <EnableAot>true</EnableAot>

With dotnet 8.0 as target framework
Repository: ui
Issue: [feat]: Adding possibility of removing Icon in Select
Labels: area: request

### Feature description

# Select component simplified
I have a Navbar where I'm using the select to select the language of the app. however as it is a NavBar the space in the mobile version is quite limited, so I am looking for ways to reduce components width.

I have finally decided to remove the Icon in the Select component to gain some extra space. However, there is no way to do it with variables so I had to modify the component itself. Could we add a param to simplify the component by removing that Icon?

## Default option
![image](https://github.com/user-attachments/assets/962bad77-f798-4547-9028-136c0f36e487)

## Modified option
![image](https://github.com/user-attachments/assets/f48f0099-24fb-4c25-8f0a-9c912fa26c19)


### Affected component/components

Select

### 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: next.js
Issue: [Next/Jest] debugger statement is ignored in chrome debugger
Labels: examples

### 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 23.5.0: Wed May  1 20:14:38 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T6020
  Available memory (MB): 32768
  Available CPU cores: 12
Binaries:
  Node: 18.20.2
  npm: 10.5.0
  Yarn: 3.6.3
  pnpm: 8.7.6
Relevant Packages:
  next: 14.2.7 // Latest available version is detected (14.2.7).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which example does this report relate to?

https://github.com/vercel/next.js/tree/canary/examples/with-jest

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

I use next/jest and run a test with debugger statement. It can't stop the line of code in chrome inspector.


### Expected Behavior

Debugger statement available.

### To Reproduce

Follow [the repo to reproduce](https://github.com/tkow/demo-next-jest-debugger-statement-does-not-work).
Run `node --inspect-brk ./node_modules/.bin/jest ./app --watch --no-cache --runInBand` with test files having `debugger;` in them, then click nodejs icon button in the third of left top of inspector window to connect jest to inspector.
Repository: rust
Issue: Scalar vector operations can use NEON instructions, which have incorrect subnormal behavior
Labels: A-LLVM,T-compiler,C-bug,A-floating-point

This is the Rust version of https://github.com/llvm/llvm-project/issues/106909: scalar `f32`/`f64` operations can produce the wrong result for subnormals on ARM if NEON instructions are used.

This just got fixed in upstream LLVM, but we should also have a test covering this.

Cc @nikic
Repository: godot
Issue: C# running in Godot is about 5x slower than running it from a Console app
Labels: bug,topic:dotnet,performance

### Tested versions

- Reproducible in: v4.4.dev1.mono.official [28a72fa43].

### System information

Windows 11, Godot 4.4-dev, Vulkan, Jetbrains Rider, .Net 9

### Issue description

In one of my tests I tried to run some benchmarks because I couldn't find any issues in my code anymore related to performance and profiling did not lead to any significant results.

In that test I executed the exact same logic from a Console app to use it with Benchmark.Net and noticed that the code running in the Console is about 5x as fast than running it in Godot.

In my actual environment these calls are running in a separate Thread pool so it shouldn't be related to Godot itself but to the .Net runtime used by Godot

Expected:
Performance of C# code running in Godot is about the same as running it from a Console app

Actual:
Performance of C# code running in Godot is ~5x slower than running it from a Console app

### Steps to reproduce

Create a C# project and create a CPU heavy task.
Run this in a tight loop ~10k times

Execute the same logic in a Console app and compare the results

### Minimal reproduction project (MRP)

[performancetest.zip](https://github.com/user-attachments/files/16829201/performancetest.zip)

This is a small part of my VoxelEngine I am currently writing in pure C#, it contains quite a bit of Code but for very simple tasks I couldn't produce a huge amount of difference ~1ms per iteration.

Pls note that this code runs before anything renders at all so I would assume it should perform the same.
But this project shows a HUGE difference.
The results are:
Console: Took 23s
Godot: Took 1m 30s
Repository: godot
Issue: Godot 4.3 buttons switching to hover style after being pressed on IOS export
Labels: bug,platform:ios,topic:input,topic:gui

### Tested versions

-Reproduced on version 4.3 stable

Worked correctly on 4.2.1 stable

### System information

MacBook Pro - OS 14.4 (23E214), using Godot 4.3 stable. iPhone 13 Pro using 17.6.1, and iPad mini 17.5.1 and 17.6.1

### Issue description

I installed Godot 4.3 stable. I migrated a project I was working on in Godot 4.2.1 stable. When I exported it to my iPhone, the buttons would switch to the hover style after being pressed. This did not happen on 4.2.1. This occurred on both regular buttons as well as texture buttons. 

### Steps to reproduce

I then created a brand new project in 4.3, created just a simple button with default style in the center, made it 400x400, set an empty style for the focus so it didn't have the border. I also added a texture button with a default style, a hover style, and pressed style. I then exported it to my iPhone to test. 

When I drag my finger from outside the button, into the button, it shows the hover style when in the center like expected, and when I move out, it goes back to the default like it should. When I actually press on the button, it shows the pressed style, but then instead of goign back to the normal, it switches to the hover even though my finger isn't on the button any more. If I press on another button, or any area outside the button, it then switches back to the normal style. This happens for both the default button style as well as the texture button. 

I reproduced this in 4.2.1 stable, and the buttons do not respond to the hover/moving finger in and out of the button space, which is fine in this case. I did not design my project with this in mind. However the buttons do switch back to the default normal style after being pressed, which is what I want to happen again on 4.3.

I only have iOS devices to test with, not sure if this happens on Android as well. 

Here is a link to a short demo of what I am trying to explain: https://youtu.be/jorcIJNQdwg

### Minimal reproduction project (MRP)

[Button Example.zip](https://github.com/user-attachments/files/16829219/Button.Example.zip)

To test on iOS, you'll need to put in your own Apple Store team ID as well as a bundle identifier. 

I created simple Normal, Hover, and Pressed textures to better demonstrate it. You can see the differences on the default button as well, it goes slightly grey for the hover, and darker when pressed.
Repository: godot
Issue: Issue with unintended possibility for multiple inheritance with Nodes and attached script objects.
Labels: topic:gdscript,needs testing

### Tested versions

- reproducable in Godot v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4060 Ti (NVIDIA; 32.0.15.6081) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)

### Issue description

It's possible to get an object in godot into a state where it has two entirely different inheritance hierarchies.  

You can still cast between the two different hierarchies, but it's messy.  I suspect the whole thing is unintended.



### Steps to reproduce


Start with a node of type CharacterBody2D, attach a script of type "second_type.gd" with any contents, which extends from Node, then attach an Area2D.  Connect the "_on_area_2d_body_exited" or any other method that takes type Node2D.  (The area2D is only used because it has a signal with an argument of type Node2D for demonstrating the issue)

In the body of the chosen function paste:
```
	var step = body;
	var x:second_type = step;
	print(body)
	print(step)
	print(x)
	
	
	#Semantically equivilent.  Does not work. Editor hates.
	var y:second_type = body as second_type

```

Observe that the editor complains about the last line saying "Invalid cast: cannot convert from "Node2D to "second_type"".

Comment that line out.

Run the application.

Trigger your event however you like.

Observe that body, step, and x are all the same object, although x is of type Node and body is of type Node2D, which should not be possible in Godots type structure.


### Minimal reproduction project (MRP)

[minimal_reproduction.zip](https://github.com/user-attachments/files/16829299/minimal_reproduction.zip)
Repository: ui
Issue: [bug]: Not choosing a value in a select nested in a popover closes the popover.
Labels: bug

### Describe the bug

if a select is placed in a popover the popover closes if you click out of the select without choosing a value.

### Affected component/components

Popover

### How to reproduce

click on popover
enter select
click back into the popover
popover closes
![chrome_2024-08-31_07-05-55](https://github.com/user-attachments/assets/1fc316af-69fa-403c-9f0b-05c0feca5671)

### Codesandbox/StackBlitz link

https://v0.dev/r/TOP7DD1xxY1?share=QI8DlC6dERDKeXgz36iMHglr

### Logs

_No response_

### System Info

```bash
v0
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: PowerToys
Issue: Unable to do maths on Complex numbers
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

The Mathematics part of PowerToys Run is unable to calculate complex/imaginary numbers

Example:
![image](https://github.com/user-attachments/assets/f3353611-b017-46e4-a801-364ce09324ac)


### ✔️ Expected Behavior

In: `=sqrt(-1)`

Out: `i`

### ❌ Actual Behavior

In: `-sqrt(-1)`

Out: `Failed to calculate input`
`Unable to cast object type 'System.Numerics.Complex' to type 'System.IConvertible'`

### Other Software

_No response_
Repository: ui
Issue: [bug]: ui fix issue that is not at 
Labels: bug

### Describe the bug

[
![Screenshot 2024-09-01 195701](https://github.com/user-attachments/assets/c0e5d2fe-4e22-4bb5-a210-35e8f808a965)
](url)

### Affected component/components

website

### How to reproduce

![Uploading Screenshot 2024-09-01 195701.png…]()


### Codesandbox/StackBlitz link

reponsieve issue 

### Logs

_No response_

### System Info

```bash
chorme
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: Detect situations where a visitor implementation is skipped by accidentally directly calling the corresponding walk function
Labels: C-cleanup,A-lints,T-compiler

For the AST (but also other visitors in the compiler), visitor functions typically come in two flavors:
* `visit_X` - Overrideable part of the trait invocation. If you override it, you should call `walk_X` if you want to recurse or do `visit_Y` calls on the sub-components (for some other `Y`) you want to walk into, skipping the rest.
* `walk_X` - Non-overrideable, free function which actually recurses on the structure by calling `visit_Y` on all of the sub-components (for some other `Y`) of the thing. Sometimes this is called `super_visit_X`.

It is typically a bug to call `walk_Y` on a sub-component within a `visit_X` invocation. For example, see:

https://github.com/rust-lang/rust/pull/129858

Which fixed a bug where we called `walk_expr` on the async closure's body when visiting the async closure in `visit_fn`. This should've been a `visit_expr`, since `visit_expr` had meaningful side-effects (collecting macro invocations).

We should have some sort of lint to prevent this pattern outside of regular `visit_X` -> `walk_X` situation, and compiler devs who need to do something special can do `#[allow(whatever_lint_name_for_sketchy_visitor_pattern)]` to justify that what they're doing is okay. We already have some comments that document when this happens (I think, I feel like I've seen them around), but it can be done by accident which causes bugs!
Repository: deno
Issue: jsxImportSourceTypes not working for react
Labels: needs investigation

Version: Deno 1.46.2

jsxImportSourceTypes was introduced in v1.43.0 by the following PR:

https://github.com/denoland/deno/pull/23419

It doesn't appear to be working as expected. My project isn't getting the types for react like expected with this setting.

You can reproduce the issue by cloning this example project and opening it in vs code. Then open any of the tsx files in the routes components or routes directory.

https://github.com/udibo/react-app-example

EDIT: You'll need to checkout this commit, https://github.com/udibo/react-app-example/tree/388e2bb7540daf1c88046806808f736a89467e6a because I added a react.d.ts file to workaround this issue for now.

If you try adding useState, autocomplete and import suggestions don't work right for react.

With jsxImportSourceTypes set, it won't give any suggestions from react when you type `use`.

![image](https://github.com/user-attachments/assets/8ecd3a4d-4cbb-41c4-a6ab-84bedfaa5406)

With jsxImportSourceTypes not set, it will suggest importing the types file from my node_modules dir.

![image](https://github.com/user-attachments/assets/d2ee1632-47e7-428d-9ee7-b61e5c450926)

Then if I do that, it will get an error and the type obviously won't work.

![image](https://github.com/user-attachments/assets/fb4d7a6f-ab33-4745-bc8e-9eb50f9c32d6)

If I try changing nodeModulesDir to false and repeating the tests above, the only difference is that it doesn't have any react suggestions when I type use. In that case the results are the same whether or not jsxImportSourceTypes is set.

![image](https://github.com/user-attachments/assets/7b474d9a-a7f3-49ec-8e9e-2690946eb45e)

If you change the import to import from react, the errors go away but it never gets the type information.

Hovering useState it just says "import useState":

![image](https://github.com/user-attachments/assets/baa2eb84-33b8-4434-acc4-882183099fba)

Hovering x it has the type any:

![image](https://github.com/user-attachments/assets/5060ebe2-73dc-40d9-8648-9b45712736ab)

The only difference I found from having jsxImportSourceTypes set is that it will stop suggesting importing from the node_modules directory if you have one. Without it, I'm not getting the errors from one of the issue it was meant to resolve: https://github.com/denoland/deno/issues/16653
Repository: kubernetes
Issue: Add tracer to call device-plugin before
Labels: sig/node,kind/feature,lifecycle/rotten,needs-triage

### What would you like to be added?

1. Add trace record in the call device-plugin before.
2. Transfer trace info(e.g pod info) to device-plugin server from gRPC header.

### Why is this needed?

Without modifying the API directly, I think the best way is to pass it to the device-plugin through Trace, and there are many similar requirements.

- https://github.com/kubernetes/kubernetes/issues/59109
- https://github.com/kubernetes/kubernetes/issues/107244
Repository: PowerToys
Issue: Button cannot released automatically
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

<img width="491" alt="keymanagersettings" src="https://github.com/user-attachments/assets/031d642b-8d95-43cc-92fa-a9a57831f9c8">
[PowerToysReport_2024-09-01-23-26-19.zip](https://github.com/user-attachments/files/16829503/PowerToysReport_2024-09-01-23-26-19.zip)
I remapped the shortcut `Ctrl` + `'` to `Alt(left)` + `Tab`. When I press `Ctrl (right)` + `'`, it switches to another program as expected, but the `Ctrl(Right)` doesn’t release. If you are in MS Word or Edge and roll the mouse wheel, the page zooms instead of scrolling. I must press `Ctrl (right)` (instead of `Ctrl (left)`) again to release it manually. However, when I press `Ctrl (left)` + `'`, the left Ctrl button releases automatically. I tried another keyboard and confirmed it’s not a hardware issue.

### ✔️ Expected Behavior

`ctrl(right)` will release automatically

### ❌ Actual Behavior

I have to release `ctrl(right)` manually

### Other Software

_No response_
Repository: pytorch
Issue: register_after_fork fails on python built without multiprocessing support
Labels: module: multiprocessing,triaged,module: python frontend

### 🐛 Describe the bug

An embeddable python without multiprocessing support (built without fork/exec symbols) cannot import torch:
```
Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File ".../torch/__init__.py", line 1862, in <module>
    register_after_fork(torch.get_num_threads)
  File ".../torch/multiprocessing/_atfork.py", line 35, in register_after_fork
    _register(func)
  File ".../torch/multiprocessing/_atfork.py", line 20, in _register
    os.register_at_fork(after_in_child=func)
    ^^^^^^^^^^^^^^^^^^^
AttributeError: module 'os' has no attribute 'register_at_fork'
```

But it works well after a simple patch:
```diff
diff --git a/torch/multiprocessing/_atfork.py b/torch/multiprocessing/_atfork.py
--- torch/multiprocessing/_atfork.py
+++ torch/multiprocessing/_atfork.py
@@ -16,9 +16,10 @@
 else:
     import os
 
     def _register(func):
-        os.register_at_fork(after_in_child=func)
+        if hasattr(os, "register_at_fork"):
+            os.register_at_fork(after_in_child=func)
 
 
 def register_after_fork(func):
     """Register a callable to be executed in the child process after a fork.
```

### Versions

```
Collecting environment information...
...
OSError: [Errno 45] xxx does not support processes.
```

cc @VitalyFedyunin @albanD
Repository: godot
Issue: Saving to .md files in the editor removes trailing spaces (changing markdown syntax unintentionally)
Labels: bug,topic:editor

### Tested versions

- Reproducible in 4.3 editor
- Other versions not tested

### System information

Windows 10 - Godot 4.3 - Forward+

### Issue description

The godot editor recognizes .md as a file format. I can open such files as text files in and crate a new file of that type. It's part of the list of possible text formats. I edited my readme.md directly in the godot editor and saved it. I then noticed that it removed trailing spaces, which are used to denote newlines in markdown. Godot shouldn't sanitize these upon saving a .md as that effectively changes the syntax

### Steps to reproduce

- Make an empty project
- Create a new text file with the .md file ending
- Write lines with double spaces at the end for line breaks
- Save, the double spaces get "cleaned off"

### Minimal reproduction project (MRP)

[markdown-example.zip](https://github.com/user-attachments/files/16829937/markdown-example.zip)
Repository: tauri
Issue: [bug] Can't open link with right click menu on macOS
Labels: type: bug,status: needs triage

### Describe the bug

When right clicking on a link displayed in the webview, and choosing open link in new window it doesn't open.
I don't see any error in the console / terminal. 

<img src="https://github.com/user-attachments/assets/09c4591b-4c56-4e56-b456-f6ac631d4a77" width=100>


### Reproduction

Create `<a/>` and right click it then choose open link in new window.

### Expected behavior

_No response_

### Full `tauri info` output

```text
bunx tauri info

[✔] Environment
    - OS: Mac OS 14.5.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.79.0 (129f3b996 2024-06-10)
    ✔ cargo: 1.79.0 (ffa9cf99a 2024-06-03)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.15.1
    - npm: 10.7.0
    - bun: 1.1.18

[-] Packages
    - tauri [RUST]: git+https://github.com/thewh1teagle/tauri?branch=2.0.0.beta.17.patched#0088bad8530a07e2427d30790f9b204f73aadcab (2.0.0-beta.17)
    - tauri-build [RUST]: no manifest (2.0.0-beta.13, 2.0.0-beta.13)
    - wry [RUST]: 0.39.3
    - tao [RUST]: 0.27.0
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli [NPM]: 2.0.0-beta.22

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../src
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Can't disable Mouse Utilities, Refusing to Save
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

Other (please specify in "Steps to Reproduce")

### Running as admin

Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

Downloaded from Microsoft's Own Domain

This is all thats required to break the software. 

### ✔️ Expected Behavior

When 'Mouse Utilities' Module 'Find My Mouse' is DISABLED, it should be DISABLED.

### ❌ Actual Behavior

When 'Mouse Utilities' Module 'Find My Mouse' is DISABLED, it is ENABLED ALWAYS.

**Video**
https://www.youtube.com/watch?v=PtSNWLCyhcQ

### Other Software

_No response_