sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Tracking Issue for thread::sleep_until
Labels: T-libs-api,C-tracking-issue,F-sleep_until

<!--
Thank you for creating a tracking issue!

Tracking issues are for tracking a feature from implementation to stabilization.

Make sure to include the relevant RFC for the feature if it has one.

If the new feature is small, it may be fine to skip the RFC process. In that
case, you can use `issue = "none"` in your initial implementation PR. The
reviewer will ask you to open a tracking issue if they agree your feature can be
added without an RFC.
-->

Feature gate: `#![feature(sleep_until)]`

This is a tracking issue for the `thread::sleep_until` method. It pauses the
current thread until a given deadline.

<!--
Include a short description of the feature.
-->

### Public API

<!--
For most library features, it'd be useful to include a summarized version of the public API.
(E.g. just the public function signatures without their doc comments or implementation.)
-->

```rust
// std::thread

pub fn sleep_until(deadline: Instant)
```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [x] APC: https://github.com/rust-lang/libs-team/issues/237
- [x] Implementation: https://github.com/rust-lang/rust/pull/113753
- [ ] Specialize implementation different target os's 
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

<!--
Once the feature has gone through a few release cycles and there are no
unresolved questions left, the feature might be ready for stabilization.

If this feature didn't go through the RFC process, a final comment period
(FCP) is always needed before stabilization. This works as follows:

A library API team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
comment period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilization PR can be opened by anyone.
-->

### Unresolved Questions

<!--
Include any open questions that need to be answered before the feature can be
stabilized. If multiple (unrelated) big questions come up, it can be a good idea
to open a separate issue for each, to make it easier to keep track of the
discussions.

It's useful to link any relevant discussions and conclusions (whether on GitHub,
Zulip, or the internals forum) here.
-->

- Clock used: should the clock be the same as [`thread::sleep`](https://doc.rust-lang.org/std/thread/fn.sleep.html), something different or passed
in by the user?
- Deadline type: should the argument be an [`Instant`](https://doc.rust-lang.org/std/time/struct.Instant.html), a [`SystemTime`](https://doc.rust-lang.org/std/time/struct.SystemTime.html) or do we support both?

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: go
Issue: x/crypto/ssh: investigate agent client support on Windows
Labels: OS-Windows,NeedsInvestigation

The agent client talks to the ssh-agent process over Unix Domain sockets on *NIX.

On Windows, the ssh-agent is implemented as a Windows service and exposed on a named pipe, `\.\pipe\openssh-ssh-agent` by default.

We currently does not support named pipes in the [standard library](https://github.com/golang/go/issues/49650). I think we can implement this feature once [CL 299009](https://go-review.googlesource.com/c/sys/+/299009) is merged.

cc @golang/security
Repository: neovim
Issue: show error if a terminfo file cannot be found for $TERM (e.g. nonsense $TERMINFO_DIRS)
Labels: enhancement,environment,tui

### Problem

Hi there!
I've found, that when I run NeoVim with konsole's TERMs, it doesn't properly work with alternate screen (or how is it called right way).

It looks like nvim doesn't even start alternate_screen mode.

And, of course, screen content doesn't restore on exit.

And with `xterm-*` TERMs nvim behaves fine, but I'd like to use TERMs that better corresponds to the terminal, than "generic" xterm ones...

Tested with `nvim -u NONE`, `nvim -u NONE -i NONE`, `nvim -u NORC` and `nvim --clean`, reproduced every time

### Steps to reproduce

0. use Konsole or Yakuake (they share same engine)
1. TERM=konsole nvim --clean
2. notice nvim doesn't entered alternate screen mode
3. `:q`
4. notice that terminal content doesn't restored, and there is content of nvim buffer on the screen, despite you're already exited

### Expected behavior

nvim enters alternate_screen mode on start, and leave it on exit (so terminal content would be restored)

### Neovim version (nvim -v)

v0.10.0-dev-653+gfbeef0d4e-dirty

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

no, 9.0.1403

### Operating system/version

Gentoo Linux

### Terminal name/version

Konsole 22.12.3

### $TERM environment variable

konsole, konsole-256color, konsole-direct

### Installation

built from git HEAD using ebuild ov 9999 version from official gentoo repo
Repository: godot
Issue: Grid Map Crashes & "Ghost" Meshes
Labels: bug,topic:rendering,needs testing,crash,topic:3d

### Godot version

4.1.1.rc1

### System information

macOS Ventura 13.4.1, Godot 4.1.1.rc1, Vulkan(Forward+)

### Issue description

I heard that 3D Grid Maps do not receive much love it seems and are not so often used and therefore, seem to have bugs in 4.1 which makes them hard to use at the moment. There are two main issues which are connected I think:

1. After a short while working(5-10 minutes) with grid maps, maybe after updating the meshlib with a new mesh, one or multiple "ghost" meshes will appear in the scene. Means meshes which are not part of any node and are also displayed when switching to a different tab/scene. There is no way to fix this except restarting Godot. There is also no way to select or interact with those "ghost" meshes.
2. Shortly after 1., the Editor will crash after a short while if you continue working. Doing that will make even more "ghost" meshes appear, maybe even a duplicate of the entire grid map but with different cells might appear.

If grid maps have not that much importance than I would recommend to remove the feature maybe and just enhance the regular scene editor to make it easier placing 3D tiles without copy&paste over and over again. Maybe also with support for multi-mesh instances. But that would be a separate thing I think.

I wonder if someone else has the same issue?

### Steps to reproduce

Unfortunately I haven't found a step by step guide yet to reproduce it but it happens quickly, it should only take 5-10 minutes trying to work with this. I recommend:

1. Create a new project, create a scene where you will add several meshes and then export it as meshlib.
2. Create another scene with a grid map and use the mesh lib try to create a level.
3. Then inbetween go back to your meshlib, import and add some new meshes to it by dragging the files into the node tree and reexport.
4. Also try to have some other scenes, switch between them, save, etc.

Not sure if that steps will immediately causing the bugs ,but it shouldn't long if you pretend to build a serious level and also switching between scenes, etc. If I figure out more I will update this issue.

### Minimal reproduction project

N/A
Repository: godot
Issue: Nested nodes rescale when AnimationTree is set as active, disregarding RESET track
Labels: bug,needs testing,topic:animation

### Godot version

4.1.stable.official

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - integrated AMD Radeon(TM) Vega 8 Graphics (Advanced Micro Devices, Inc.; 27.20.1028.1) - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

I am trying to set up an AnimationTree with an AnimationNodeStateMachine tied to a previously set up AnimationPlayer, but when I activate said AnimationTree, regardless of having set up any transitions or states, it somehow rescales the sprite (not editor scale) to be extremely small in addition to changing the editor position of the sprite as if it was heavily offset.

Best explained through video.

I start off just showing how the AnimationPlayer looks for context, but note that I do not add any transitions or states within the AnimationTree. This also seemingly happens with the other Animation Tree Root options.

Had to dropbox the video cause it was too big:

https://www.dropbox.com/scl/fi/ic1uggu53xlng0vpp0439/AnimTree-Issue.mp4?rlkey=48sakzc45a3hmcng1zekrj0wo&dl=0

Also tried removing anything in the RESET track as I thought it interfered somehow to no luck.

### Steps to reproduce

I am unsure of it it is specific to my setup of the AnimationPlayer, but what I do is:

* Add AnimationTree
* Assign AnimationPlayer to it
* Assign AnimationNodeStateMachine (No transitions or states needed)
* Tick "Active" on AnimationTree
* Issues Ensue

### Minimal reproduction project

Guidance required with this as attempting to minimally reproduce in a seperate project the sprite instead scales down to 0,0, but still maintains relative scale If I then scale it up to 2,2 unlike in the video where editor scale stays at 2,2 and the relative scale to get the sprite looking the same size reaches towards 10 digits.
Repository: PowerToys
Issue: GitHub merge queue is generally available
Labels: Idea-Enhancement,Area-GitHub workflow

### Description of the new feature / enhancement

General availability of GitHub’s merge queue means good-bye to traffic jams on your team’s busiest branches. No more rushing to merge your pull requests before someone else merges theirs 🥵. Turn on GitHub’s merge queue today and accelerate your merge velocity 🚀.

Any team that is part of a managed organization with public repositories and GitHub Enterprise Cloud users will be able to enable this feature on their respective repository and start streamlining their team’s pull requests immediately. If this describes you, then let the commit parties commence 🎉.

### Scenario when this would be used?

Merge queue is designed for high-performance teams where multiple users regularly commit to a single branch. Prior to merge queue, engineers would need to attempt to merge directly onto an already busy branch—potentially running into code conflicts, and then spiraling into a cycle of rework.

### Supporting information

https://github.blog/2023-07-12-github-merge-queue-is-generally-available/
Repository: godot
Issue: Pressing buttons/touch screen buttons in godot mobile doesn't work
Labels: needs testing,topic:input

### Godot version

v4.1.1.rc1.official [e709ad4d6]

### System information

Godot v4.1.1.rc1 - Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GT 630M () - Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz (4 Threads)

### Issue description

when I made a mobile control for my game, I made touch screen buttons and buttons, in pc they work fine, But in mobile, they don't work

### Steps to reproduce

when opening the project, focus only on these scenes:

"Floating park"

"mobile controls"

in the "Floating park" scene you will find a control node called "Mobile control" it contains everything you need.

### Minimal reproduction project

[Nextbot's engine 2.0 alpha 0.1 bug fixes.zip](https://github.com/godotengine/godot/files/12064149/Nextbot.s.engine.2.0.alpha.0.1.bug.fixes.zip)
Repository: neovim
Issue: node.js provider supports Volta
Labels: enhancement,plugin

## Description 

https://volta.sh/ is a fast, reliable cross platform Node.js version manager which is authored in rust, and also managers globally installed node_modules in a unique manner. This helps ensure  that those globally installed module are locked to the version of Node.js they are installed it. Overall providing a really great and durable experience to users.

Unfortunately today, neovim's Node.js provider hard-codes support for `npm` and `yarn`, which can be seen at: https://github.com/neovim/neovim/blob/0a95549d66df63c06d775fcc329f7b63cbb46b2f/runtime/autoload/provider/node.vim#L50-L83

To be a good citizen [volta](https://volta.sh) follows this same pattern, and installs it's globally installed modules at `$HOME/.volta/shared`, which `neovim` does not yet currently detect.

Unfortunately, this results in machines managed by volta breaking neovim's Node.js provider. [Corresponding Volta Issue](https://github.com/volta-cli/volta/issues/866)

## Question

Would there be interest in a pull request, which adds `volta` as third mechanism of detecting a Node.js provider?

# Workaround:
The following has `volta` behave as if it were `yarn`, which works with neovim, as it falls down the yarn code-path when detecting the node provider.

```sh
volta install yarn 
rm -rf $HOME/.config/yarn/global/
mkdir -p $HOME/.config/yarn/global/
ln -s $HOME/.volta/tools/shared/ $HOME/.config/yarn/global/node_modules
```

yields a functional node.js provider for neovim.

```yml

## Node.js provider (optional)
  - INFO: Node.js: v14.15.0
  - INFO: Neovim node.js host: /Users/spenner/.config/yarn/global//node_modules/neovim/bin/cli.js
  - OK: Latest "neovim" npm/yarn package is installed: 4.9.0
```
Repository: stable-diffusion-webui
Issue: [Bug]: Error when trying to install any extension, "File already used"
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

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

### What happened?

I went to the extension hub and tried to install any extension, everytime I get a "File Already Used" Exception in the webui cmd
Restart of PC did nothing.


### Steps to reproduce the problem

Go to Extensions Tab
Select load list of available extensions
Hit install on any of them


### What should have happened?

Install the Extension

### Version or Commit where the problem happens

1.4

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### Cross attention optimization

xformers

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

Google Chrome

### Command Line Arguments

```Shell
set COMMANDLINE_ARGS= --no-half-vae --xformers
set PYTORCH_CUDA_ALLOC_CONF=garbage_collection_threshold:0.9,max_split_size_mb:512
```


### List of extensions

standard extensions

### Console logs

```Shell
*** Error completing request
*** Arguments: ('https://github.com/Iyashinouta/sd-model-downloader.git', ['ads'], 0, '') {}
    Traceback (most recent call last):
      File "F:\stable-diffusion-webui-1.4\modules\call_queue.py", line 55, in f
        res = list(func(*args, **kwargs))
      File "F:\stable-diffusion-webui-1.4\modules\ui_extensions.py", line 384, in install_extension_from_index
        ext_table, message = install_extension_from_url(None, url)
      File "F:\stable-diffusion-webui-1.4\modules\ui_extensions.py", line 372, in install_extension_from_url
        raise err
      File "F:\stable-diffusion-webui-1.4\modules\ui_extensions.py", line 364, in install_extension_from_url
        os.rename(tmpdir, target_dir)
    PermissionError: [WinError 32] The process cannot access the file because it is being used by another process: 'F:\\stable-diffusion-webui-1.4\\tmp\\sd-model-downloader' -> 'F:\\stable-diffusion-webui-1.4\\extensions\\sd-model-downloader'
```
```


### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: to make images that can combine one multiple layers image
Labels: enhancement,extension-request

### 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 ?

Is there a way to decompose the layers of the generated image, and these layers have a relationship between upper and lower layers, such as a person standing in front of a waterfall, then I need to extract both the person and the background waterfall completely. I tried to use SAM and LAMA to achieve it, but the effect is not so satisfactory, and I can only handle simple multi-layer images. Or, is it possible to generate multiple images directly through stable diffusion, and these generated images can be directly used to superimpose and generate multi-layer images.

### Proposed workflow

1. Go to webui
2. enter "5 object,house" in the prompt
3.  press the text2Img
4. generate 5object image to me,and one complete image which can instruct me how to combine the 5 object.


### Additional information

_No response_
Repository: excalidraw
Issue: Adding Grid Background Feature like Math Notebook Background
Labels: enhancement

Hi Excalidraw team,

I hope this message finds you well. I have been using Excalidraw for my mathematical illustrations and diagrams, and I find it to be an excellent tool. However, I believe it would greatly enhance the user experience if there was a grid lines feature that resembles a math notebook background.

The grid lines would provide a visual aid for aligning elements accurately, making it easier to create math-related diagrams, graphs, and geometric shapes. The math notebook background would add a touch of familiarity and make the workspace feel more authentic for mathematical illustrations.

I understand that Excalidraw is designed to be a versatile and intuitive tool, and the addition of grid lines with a math notebook background would further enhance its usefulness for math-related tasks. I believe many users, including students, teachers, and professionals working in mathematics and related fields, would greatly benefit from this feature.

Thank you for considering my request. I appreciate the hard work and effort you put into developing and improving Excalidraw. I look forward to seeing the continued growth of this fantastic tool.

### Feature Details
- When enabled, the grid background should overlay the canvas and provide a visual grid pattern.
- Users should have control over the grid size, spacing, and color.
- The grid should be customizable to support different types of grids (e.g., square, isometric, etc.).
- It would be helpful to have an option to toggle the grid on/off based on user preference.

### Expected Behavior
1. When the grid background feature is enabled, a grid pattern should be displayed on the canvas.
2. The grid pattern should follow the specified grid size, spacing, and color preferences.
3. The grid should not interfere with existing drawing functionality and should not obstruct or affect user interaction with the canvas.

Thank again for considering this feature request. I believe it would enhance the usability and flexibility of Excalidraw for many users. Please let me know if you need any further information or clarification.
Repository: godot
Issue: CameraServer.feeds in iOS returns nothing.
Labels: bug,platform:ios,topic:porting

### Godot version

4.1

### System information

Godot v4.1.stable - macOS 13.4.1 - Vulkan (Compatibility) - Apple M1 Pro - Apple M1 Pro (10 Threads)

### Issue description

Hi,

Hello. Been wanting to port my project from 3.6 to 4.1 but i'm struggling with understanding several sources of information. 

1. My 3.6 project uses the iOS Camera plugin in https://github.com/godotengine/godot-ios-plugins an it works as expected. 
2. From my understanding this plugin I is not being developed to 4.x (https://github.com/godotengine/godot-ios-plugins/issues/47) which is a bummer but not a show stopper because the manual states that CameraServer is available to iOS  (https://docs.godotengine.org/en/stable/classes/class_cameraserver.html).
3. I followed this method (https://www.youtube.com/watch?v=oVyGHeYWYU0) and I was able to get the live feed from the macOS FaceTime Camera;
4. When I export to iOS, nor the camera authorisation shows up nor the camera feed list returns anything.

What am I doing wrong?

### Steps to reproduce

Too many. I am uploading a minimal reproduction project.

### Minimal reproduction project

[camera_server_clean.zip](https://github.com/godotengine/godot/files/12064464/camera_server_clean.zip)
Repository: godot
Issue: Linux - Editor Loses Keyboard Input after pressing F2 to rename nodes
Labels: bug,platform:linuxbsd,topic:editor,topic:porting

### Godot version

4.1.1-rc1

### System information

Ubuntu MATE 20.04 LTS

### Issue description

Sometimes the entire editor loses the ability to receive keyboard input and must be restarted.

This has been narrowed down to pressing F2 to rename nodes.

### Steps to reproduce


This happens after pressing F2 to rename things. It doesn't happen every time. But almost always when hitting F2 with more than one node selected in the Scene Tree tab.

Possibly relevant: script editor is detached.

### Minimal reproduction project

Shouldn't need an MRP for this
Repository: godot
Issue: Input is out of sync after toggling fullscreen
Labels: bug,topic:input

### Godot version

4.1.stable

### System information

MacOS 10.14.6 - Godot 4.1.stable - 2.5 GHz Intel Core i5 - Intel HD Graphics 4000 1536 MB

### Issue description

When I go to toggle fullscreen, Input is out of sync with with the keys I press. In regards to top-down movement, I get the dreaded scenario where my player moves without holding down anything. This happens with `get_vector()` and `get_action_strength()`.

### Steps to reproduce

1. Run the project
2. While it doesn't matter which corner to choose, let's for the bottom-left corner for now.
3. Press down the D key to make the player move right (Collisions are Visible)
4. Set the window to full screen, and then IMMEDIATELY let go of the D key or before the screen is finished setting up to full screen.
5. You should see the player keep moving right even though you are not affecting it any way
6. This works with any direction from input, given `get_vector()` and `get_action_strength()` 

### Minimal reproduction project

[Input_Bug.zip](https://github.com/godotengine/godot/files/12064812/Input_Bug.zip)
Repository: rust
Issue: Bogus "consider specifying this binding's type" when reference differs in mutability
Labels: A-diagnostics,T-compiler,A-suggestion-diagnostics,D-incorrect

### Code

```rust
fn get() -> &'static Vec<i32> {
    todo!()
}

fn main() {
    let x = get();
    x.push(1);
}
```


### Current output

```text
error[E0596]: cannot borrow `*x` as mutable, as it is behind a `&` reference
 --> src/main.rs:7:5
  |
7 |     x.push(1);
  |     ^^^^^^^^^ `x` is a `&` reference, so the data it refers to cannot be borrowed as mutable
  |
help: consider specifying this binding's type
  |
6 |     let x: &mut Vec<i32> = get();
  |          +++++++++++++++
```


### Desired output

```text
error[E0596]: cannot borrow `*x` as mutable, as it is behind a `&` reference
 --> src/main.rs:7:5
  |
7 |     x.push(1);
  |     ^^^^^^^^^ `x` is a `&` reference, so the data it refers to cannot be borrowed as mutable
  |
```


### Rationale and extra context

The type is defined as immutable reference by the return type of the function and specifying it as a mutable reference in the let binding won't help. 

### Other cases
This seems to happen only if
* the immutable reference doesn't come from a local borrow (eg. `let x = &vec![];`)
* the variable `x` goes through auto(de)ref with a method call or field access (eg. `x.field = 1`)



### Anything else?

@rustbot label A-suggestion-diagnostics D-incorrect

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"jmintb"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->