sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: create-react-app
Issue: BSA App
Labels: issue: proposal,needs triage

![Banco El Dorado_20240831_131427_0000.png](https://app.bancosanantero.com/user-attachments/assets/ceb7d7a9-c180-4743-beba-2afc2ba11ee1)

Is your proposal related to a problem?

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(Write your answer here.)

### Describe the solution you'd like

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(Describe your proposed solution here.)

 Describe alternatives you've considered

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(crear Una Cuenta )

### Additional context

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(Entrar A Mi BSA)

COPYRIGHT Reversed ©Banco San Antero 2024
Repository: godot
Issue: Light2D only has a brightness precision of .01
Labels: discussion,topic:rendering,topic:2d

### Tested versions

- Reproducible in: v4.2.2.stable [15073afe3] and later
- Likely Reproducible in all 4.x versions and possibly present in v3.x

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.5123) - Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 Threads)

### Issue description

Whenever changing the energy or brightness (_of the color_) for a Light2D, it can only display a step of 0.01, and when trying to transition from 0 to 1 smoothly it noticeably steps.
A workaround I originally thought of was dividing the DirectionalLight2D's color.v brightness and increasing the max of the energy, but it did not change the precision.

### Steps to reproduce

Run the MRP and watch as the light noticeably steps between energy 0 and 9.
You can change the Max Energy to 0.9 and set the DirectionalLight2D's color to max brightness, and see the exact same behavior. There is no workaround for getting a smooth transition between minimum brightness and max brightness

**Main.gd**:
```
extends Node2D

@onready var sun: DirectionalLight2D = get_node("Sun")
## You can change the below value to .9, change the Sun's color and energy
## accordingly, and it will be the same.
@export var max_energy = 9.0
var speed = max_energy/45.0

func _process(delta: float) -> void:
	sun.energy = (sun.energy + delta * speed)
	if sun.energy >= max_energy:
		speed = -max_energy/45.0
	elif sun.energy <= 0:
		speed = max_energy/45.0
	print(sun.energy)
```


### Minimal reproduction project (MRP)

[light2d_precision_error.zip](https://github.com/user-attachments/files/16826170/light2d_precision_error.zip)
Repository: yt-dlp
Issue: rule34video - resolution incorrectly extracted as `quality`
Labels: NSFW,site-bug,triage

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm reporting a bug unrelated to a specific site
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
- [X] I've checked that all URLs and arguments with special characters are [properly quoted or escaped](https://github.com/yt-dlp/yt-dlp/wiki/FAQ#video-url-contains-an-ampersand--and-im-getting-some-strange-output-1-2839-or-v-is-not-recognized-as-an-internal-or-external-command)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

`yt-dlp --list-formats https://rule34video.com/video/3065296/lara-in-trouble-ep-7-wildeerstudio/`

Available formats always Unknown 

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [X] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
[debug] Encodings: locale cp65001, fs utf-8, pref cp65001, out utf-8, error utf-8, screen utf-8
[debug] yt-dlp version stable@2024.08.06 from yt-dlp/yt-dlp [4d9231208] (pip)
[debug] Python 3.10.7 (CPython AMD64 64bit) - Windows-10-10.0.19045-SP0 (OpenSSL 1.1.1q  5 Jul 2022)
[debug] exe versions: ffmpeg N-112480-g644b2235c5-20231019 (setts), ffprobe N-112480-g644b2235c5-20231019
[debug] Optional libraries: Cryptodome-3.17, brotli-1.0.9, certifi-2024.02.02, mutagen-1.46.0, requests-2.32.3, sqlite3-3.37.2, urllib3-1.26.18, websockets-12.0
[debug] Proxy map: {}
[debug] Request Handlers: urllib, requests, websockets
[debug] Loaded 1830 extractors
[Rule34Video] Extracting URL: https://rule34video.com/video/3065296/lara-in-trouble-ep-7-wildeerstudio/
[Rule34Video] 3065296: Downloading webpage
[debug] Sort order given by user: proto:https
[debug] Formats sorted by: hasvid, ie_pref, proto:https(10), lang, quality, res, fps, hdr:12(7), vcodec:vp9.2(10), channels, acodec, size, br, asr, vext, aext, hasaud, source, id
[info] Available formats for 3065296:
ID EXT RESOLUTION │ PROTO │ VCODEC  ACODEC
───────────────────────────────────────────
0  mp4 unknown    │ https │ unknown unknown
1  mp4 unknown    │ https │ unknown unknown
2  mp4 unknown    │ https │ unknown unknown
3  mp4 unknown    │ https │ unknown unknown
```
Repository: godot
Issue: Camera3D perspective gizmo does not display correct frustum in "keep_height" mode 
Labels: bug,topic:3d

### Tested versions

Reproducible in:
v4.4.dev1.mono.official [28a72fa43]
v4.3.stable.mono.official [77dcf97d8]
v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6081) - Intel(R) Core(TM) i9-14900K (32 Threads)

### Issue description

Camera3D gizmo does show correct frustum when switching between keep_aspect "Keep Height" and "Keep Width", it only displays the correct frustum for "Keep Width" Additionally the handles do not move from the side to the top like in orthographic mode

Keep Height: ❌
<img src="https://github.com/user-attachments/assets/6d78f605-c639-4162-a3f5-c706c297ed23" width="500">
<img src="https://github.com/user-attachments/assets/85d2a06e-7ba9-4944-b590-e54b4eb69071" width="500">

Keep Width ✔️
<img src="https://github.com/user-attachments/assets/60718a4a-bae6-4e62-838a-2488bef5237a" width="500">
<img src="https://github.com/user-attachments/assets/baee6acb-7e0c-423f-bdf2-c65a436d5b1e" width="500">




### Steps to reproduce

Open a new project
Add a Camera3D
Switch keep_aspect to Keep Width
Observe frustum not changing
Switch keep_aspect to Keep Height
Observe frustum not changing


### Minimal reproduction project (MRP)

Included is the addon [Little Camera Preview](https://godotengine.org/asset-library/asset/2500) by anothonyec to make viewing the change easier. 

[frustum_gizmo_with_addon.zip](https://github.com/user-attachments/files/16826648/frustum_gizmo.zip) 
[frustum_gizmo_without_addon.zip](https://github.com/user-attachments/files/16826651/frustum__gizmo_no_addon.zip)
Repository: terminal
Issue: Allow user to specify the number of rows or columns to increase or decrease by when resizing pane via keyboard.
Labels: Issue-Feature,Area-Settings,Product-Terminal

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# Description of the new feature/enhancement

When resizing panes via keyboard, it would be nice to specify the resize amount. Right now, when you resize the pane, the amount is different depending on pane width, window width, etc.  Can we have the ability to resize by X columns or rows (depending on resize direction)?

<!-- 
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Describe why and how a user would use this new functionality (if applicable).
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# Proposed technical implementation details (optional)

In the keyboard settings, when assigning a keyboard shortcut for pane resizing, allow a second integer value specifying the number of columns or rows to resize by.

<!-- 
A clear and concise description of what you want to happen.
-->

If the user specifies the value 2 for the resize pane action, then if they grow or shrink the pane, it will increase or decrease by 2 rows or columns depending on direction.
Repository: svelte
Issue: CSS zoom on grid breaks flip
Labels: transition/animation

### Describe the bug

Setting the [CSS zoom property](https://developer.mozilla.org/en-US/docs/Web/CSS/zoom) to a number other than `1` on a grid container with children with `animate:flip` causes the flip animations to originate from incorrect positions.

While I'm personally unfamiliar with Svelte's source code, I'd imagine this is a bug with the flip animation's origin position calculation not accounting for the zoom.

Please let me know if you need any more detail. Additionally, if you can point me to where this calculation is done in the code, I can take a shot at implementing a fix. Thank you!

### Reproduction

REPL: https://svelte.dev/repl/8da44c207d3741e296054ff787111f3a?version=4.2.19

In this example, you can add and remove fruit randomly from a 3x3 grid. Try clicking the "Add" and "Remove" buttons and you'll find that the fruit is animated correctly. However, now try checking the "Zoom" checkbox, which applies the CSS property `zoom: 2` to the grid. After doing so, you'll find that adding and removing fruit is no longer animated correctly. Specifically, the origins of the animations are calculated incorrectly.

### Logs

_No response_

### System Info

```shell
System:
    OS: Linux 5.15 Ubuntu 20.04.6 LTS (Focal Fossa)
    CPU: (16) x64 AMD Ryzen 9 5900HS with Radeon Graphics
    Memory: 11.25 GB / 13.65 GB
    Container: Yes
    Shell: 3.3.0 - /usr/bin/fish
Binaries:
    Node: 20.10.0 - /usr/local/bin/node
    Yarn: 1.22.19 - ~/.yarn/bin/yarn
    npm: 10.5.0 - /usr/local/bin/npm
npmPackages:
    svelte: ^4.2.1 => 4.2.1

Tested on Chrome Version 128.0.6613.86 (Official Build) (64-bit)
```


### Severity

annoyance
Repository: godot
Issue: var_to_str may stuck in infinite loop
Labels: bug,topic:core

### Tested versions

- Reproducible in v4.4.dev1.official.28a72fa43

### System information

Windows 11, Vulkan API 1.3.205 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3060 Ti

### Issue description

In some cases, var_to_str may lead to an infinite loop.
for example:
```
extends Node2D

var a
var b

func _ready() -> void:
	a = A.new()
	a.parent = self
	
	b = B.new() # Comment out these two lines, and the infinite loop will not occur.
	b.parent = self # Comment out these two lines, and the infinite loop will not occur.
	
	print(var_to_str(self))

class A:
	var parent
	
class B:
	var parent

```

### Steps to reproduce

1. open MRP and run

### Minimal reproduction project (MRP)

[test_var_to_str.zip](https://github.com/user-attachments/files/16826859/test_var_to_str.zip)
Repository: terminal
Issue: Rows should remember their width (MeasureRight())
Labels: Product-Conpty,Area-Output,Issue-Bug

### Windows Terminal version

1.21.2361.0

### Windows build number

10.0.22631.0

### Other Software

- System Language: `zh_cn`
- Console Font: `Hack Nerd Font Mono`
- Font Size: 12

### Steps to reproduce

1. Print more than two lines ending with space and causing line wrap
```python
# `120` here is my console width
for i in range(2):
    print('x' * 120 + ' ')
print('yya')
input('--')
```
2. Resize the window to change the console width.

### Expected Behavior

Cursor should be after `--` of `input('--')` throughout the process

### Actual Behavior

After resize, cursor is before `a` of `print('yya')`
- Before resize: (width is 120)
![image](https://github.com/user-attachments/assets/16eeecb3-13f2-4ab3-b50e-414d19449838)
- After resize:  (width is 121, line wrap here seems wrong too)
![image](https://github.com/user-attachments/assets/5367ebff-e1b4-427f-b95d-b96e246b0ae1)
Repository: rust
Issue: rustc consumes > 50GB memory, completes eventually but def. stuck on something
Labels: A-type-system,I-compiletime,T-compiler,I-compilemem,E-needs-mcve,T-types

First of all, I am convinced it is more the fault of me doing something wrong. My hope and guess is that this is not a bug in rust, but just me misusing the language. I can however not find why it is happening, but I imagine it is something to do with an accidantal recursive trait bound or other generic related issue...

- Problem is specifically with: <https://github.com/plabayo/rama/blob/09c8bc0fea80560763c12149aceae3d9ddae87f5/examples/http_high_level_client.rs>
- And it seemed to have been introduced the "problem" in <https://github.com/plabayo/rama/pull/297/commits/aa4ea25cd2e4d624e8f82d1c48d375f285e3266b> (that's when CI stage timings increased from 12m to 85m...)

Of course it might be that already before `aa4ea25cd2e4d624e8f82d1c48d375f285e3266b` I was defining trait bounds or using generics in a "wrong" manner.

Logs attached for timings I was able to produce with nightly (in stable it was taking too long for me to be able to wait):

[rustc.logs.zip](https://github.com/user-attachments/files/16827827/rustc.logs.zip)
Repository: rust
Issue: Compiler can't tell that two types are equal in a blanket supertrait impl
Labels: T-compiler,C-bug,T-types

I tried this code:

```rust
trait TraitA: TraitB {
    type Foo;
    const FOO: Self::Foo;
}

trait TraitB {
    type Bar;
    const BAR: Self::Bar;
}

impl<T: TraitA> TraitB for T {
    type Bar = <T as TraitA>::Foo;
    const BAR: <T as TraitB>::Bar = <T as TraitA>::FOO;
}
```

I expected the code to compile. Instead, I got the following error:

```   Compiling playground v0.0.1 (/playground)
error[E0308]: mismatched types
  --> src/lib.rs:13:37
   |
13 |     const BAR: <T as TraitB>::Bar = <T as TraitA>::FOO;
   |                                     ^^^^^^^^^^^^^^^^^^ expected `TraitB::Bar`, found `TraitA::Foo`
   |
   = note: expected associated type `<T as TraitB>::Bar`
              found associated type `<T as TraitA>::Foo`
   = note: an associated type was expected, but a different one was found

For more information about this error, try `rustc --explain E0308`.
error: could not compile `playground` (lib) due to 1 previous error
```

Note that removing the supertrait requirement causes the code to compile:

<details>
<summary>Code without supertrait requirement</summary>

```rust
trait TraitA {
    type Foo;
    const FOO: Self::Foo;
}

trait TraitB {
    type Bar;
    const BAR: Self::Bar;
}

impl<T: TraitA> TraitB for T {
    type Bar = <T as TraitA>::Foo;
    const BAR: <T as TraitB>::Bar = <T as TraitA>::FOO;
}
```

</details>

Also, adding the associated type requirement to the supertrait requirement causes the code to compile:

<details>
<summary>Code with the associated type requirement in the supertrait requirement</summary>

```rust
trait TraitA: TraitB<Bar = Self::Foo> {
    type Foo;
    const FOO: Self::Foo;
}

trait TraitB {
    type Bar;
    const BAR: Self::Bar;
}

impl<T: TraitA> TraitB for T {
    type Bar = <T as TraitA>::Foo;
    const BAR: <T as TraitB>::Bar = <T as TraitA>::FOO;
}
```

</details>

Discovered by esper8989 on the community discord.

### Meta

The issue reproduces on the playground on "Stable version: 1.80.1" and "Nightly version: 1.82.0-nightly (2024-08-31 a7399ba69d37b019677a)"
Repository: PowerToys
Issue: Turn off the yellow frame in Windows 10pro. Yellow border on all monitors - Get Rid of the Yellow Outline - for Windows10pro
Labels: Needs-Triage

### Description of the new feature / enhancement

Turn off the yellow frame in Windows 10pro.

### Scenario when this would be used?

When using streaming programmes, a yellow box is displayed. Windows 11 has an option to turn off "Settings -> Privacy & security -> Screenshot borders". Windows 10 does not have this option.

### Supporting information

_No response_
Repository: godot
Issue: Using the view joystick in the Android editor causes jitter
Labels: bug,platform:android,topic:editor,topic:input

### Tested versions

- Reproducable in: Godot 4.3 Stable Android editor

### System information

Android, Godot 4.3 Stable, Compatibility

### Issue description

Using the joystick to move the camera causes this jitter. Its noticeable when moving the camera in the y axis

https://github.com/user-attachments/assets/471765ef-0a44-42b2-b7a0-d2135857f649



### Steps to reproduce

Android editor. View joystick

### Minimal reproduction project (MRP)

Project with a base plane mesh for camera jitter reference
Repository: rust
Issue: Missing AsMut<[T;N]> for [T;N]
Labels: T-libs

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
fn foo<T: AsMut<[u8; 12]>>(mut t: T) {
    t.as_mut()[0] = 0;
}
fn bar(x: &mut [u8; 12]) {
    foo(x);
}
```

I expected it to compile.

Instead, this happened:
```
error[E0277]: the trait bound `[u8; 12]: AsMut<[u8; 12]>` is not satisfied
 --> crate/src/it.rs:5:9
  |
5 |     foo(x);
  |     --- ^ the trait `AsMut<[u8; 12]>` is not implemented for `[u8; 12]`, which is required by `&mut [u8; 12]: AsMut<[u8; 12]>`
  |     |
  |     required by a bound introduced by this call
  |
  = help: the following other types implement trait `AsMut<T>`:
            [T; N]
            [T]
  = note: required for `&mut [u8; 12]` to implement `AsMut<[u8; 12]>`
note: required by a bound in `foo`
 --> crate/src/it.rs:1:11
  |
1 | fn foo<T: AsMut<[u8; 12]>>(mut t: T) {
  |           ^^^^^^^^^^^^^^^ required by this bound in `foo`
```

</details>


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Repository: ui
Issue: [bug]: multi-character alias not working 
Labels: bug

### Describe the bug

Due to unavoidable circumstances, I have to use the global import alias `Frontend/*`, changing that to `@/*` or adding `@/*` as a separate alias does not work for me.

With this I have now run into the issue that the CLI cannot seem to handle aliases that have more than one character in their name.
The code that reads the tsconfig file, for example, simply returns the first character of the alias instead of removing the `/*` at the end. See [here](https://github.com/shadcn-ui/ui/blob/81c7e44863c4f571a9818d5ac55092effbd348f1/packages/shadcn/src/utils/get-project-info.ts#L161)
That behavior will result in the files being generated in the wrong folder `F/components/ui/` instead of `components/ui/` for example

After I figured that out, I fixed the import paths in the `components.json` file to look like this:
```json
"aliases": {
  "components": "Frontend/components",
   "utils": "Frontend/lib/utils",
  "ui": "Frontend/components/ui",
  "lib": "Frontend/lib",
  "hooks": "Frontend/hooks"
}
```

With that done, the files are being generated in the correct directory as expected.
Unfortunately, this isn't the end of the issue, though, if I add a new component, like the separator, for example `npx shadcn@latest add separator`, then the generated file will, for whatever reason, still use "F/" as the import path, resulting in the components to use imports like `import { cn } from "F/lib/utils"`, this is not a valid import. The import needs to be `import { cn } from "Frontend/lib/utils"` as specified in the components.json file.

Another somewhat unrelated but easy to fix thing I've noticed is that `*` isn't recognized as an import path, I spent at least half an hour until I finally looked at the source code to figure out what the issue was.

### Affected component/components

all of them I assume

### How to reproduce

Use the following as the global import alias:
```json
"paths": {
  "Frontend/*": ["*"]
}
```

1. The installation won't work because the path is `*` and not `./*`, the CLI won't recognize it as a global import path
2. The alias itself will be cut off at the first character instead of the slash

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Windows 11
Vite 5.3.3
React 18.3.1
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: tauri
Issue: [bug] DragDropEvent::Drop does not add https:// url into paths vec.
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

When dragging a file into the Tauri Window a `WindowEvent::DragDrop` event is created. If the file's source was the file system, it will be a relative path to that file. If the file's source is a browser, such as Firefox, it the `paths` Vec will be empty.

### Reproduction

1. Create a new Tauri app.
2. In `tauri.conf.json` set `dragDropEnabled` to `true`
3. Call the following method for the Tauri Builder:

```rust
tauri::Builder::default()
        .on_window_event(|_, event| match event {
            WindowEvent::DragDrop(drop) => {
                dbg!(drop);
            }
            _ => (),
        })
 ```
 
 4. Drag an [image](https://uploads.dailydot.com/2018/10/olli-the-polite-cat.jpg?auto=compress&fm=pjpg) into the Tauri window.

### Expected behavior

Console outputs:

```
[app/src-tauri/src/lib.rs:14:17] drop = Drop {
    paths: [
        "https://uploads.dailydot.com/2018/10/olli-the-polite-cat.jpg",
    ],
    position: PhysicalPosition {
        x: 407.0,
        y: 346.0,
    },
}
```

### Full `tauri info` output

```text
WARNING: no lock files found, defaulting to npm
       Error `tauri.conf.json` error on `build`: Additional properties are not allowed ('devUrl', 'frontendDist' were unexpected)
       Error `tauri.conf.json` error: Additional properties are not allowed ('app', 'bundle', 'identifier', 'productName', 'version' were unexpected)
```
```


### Stack trace

_No response_

### Additional context

_No response_