sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: godot xr gets stuck at "Next Up" screen on steamvr.
Labels: bug,topic:xr

### Tested versions

reproducible in (v4.3.stable.custom_build [77dcf97d8] https://github.com/Zylann/godot_voxel) And (v4.3.stable.official [77dcf97d8])


### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Intel(R) Arc(TM) A770 Graphics (Intel Corporation; 32.0.101.5972) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)

### Issue description

 i am trying to stream my game to meta quest 2 with alvr but it gets stuck on "next up" screen on vr, other games such as vrchat works and whats more is, the same godot game i am trying to stream to headset works on linux , not sure if this is a bug specific to windows or there is some thing i am doing wrong.
Also when i move my headset i can see movement in game from my pc monitor but its stuck "next up" screen on of the vr headset.
This issue is not related to godot voxel extension by Zylann https://github.com/Zylann/godot_voxel it also accrues in official build.

### Steps to reproduce

Start ALVR and click "Launch SteamVr" button, connect the headset to alvr, then launch the game from godot editor.

### Minimal reproduction project (MRP)

[xrtest.zip](https://github.com/user-attachments/files/16923108/xrtest.zip)
Repository: ui
Issue: [bug]: date-picker.json not available - 404 error
Labels: bug

### Describe the bug

When trying to install date-picker component I receive 404 error. I have tried  both using npx and plain browser and also tried different styles (new york or default). I can download other components (and their json definition files) via npx or browser. 

### Affected component/components

date-picker

### How to reproduce

Go to
https://ui.shadcn.com/r/styles/new-york/date-picker.json -> returns 404
https://ui.shadcn.com/r/styles/default/date-picker.json -> returns 404

or

npx shadcn@latest add date-picker

returns 
```
Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

The component at https://ui.shadcn.com/r/styles/new-york/date-picker.json was not found.
It may not exist at the registry. Please make sure it is a valid component.
```

### Codesandbox/StackBlitz link

https://github.com/shadcn-ui/ui/issues/new?assignees=&labels=bug&projects=&template=bug_report.yml&title=%5Bbug%5D%3A+

### Logs

```bash
see above for error messages
```


### System Info

```bash
npx / web browser
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: Bogus "implementation of `<whatever trait you want>` is not general enough" with RPITIT + async
Labels: A-trait-system,T-compiler,A-impl-trait,C-bug,A-async-await

I tried this code:

```rust
use std::future::Future;

fn bug() {
    let call_me = Wrap(CallMeImpl { value: "test" });

    assert_send(async {
        call_me.call().await;
    });
}

pub fn assert_send<F>(_future: F)
where
    F: Future + Send,
{
}

pub trait CallMe {
    fn call(&self) -> impl Future<Output = ()> + Send;
}

struct Wrap<T>(T);

impl<S> CallMe for Wrap<S>
where
    S: CallMe + Send,
{
    // adding `+ Send` to this RPIT fixes the issue
    fn call(&self) -> impl Future<Output = ()> {
        self.0.call()
    }
}

#[derive(Debug, Clone, Copy)]
pub struct CallMeImpl<T> {
    value: T,
}

impl<T> CallMe for CallMeImpl<T>
where
    // Can replace `Send` by `ToString`, `Clone`, whatever. When removing the
    // `Send` bound, the compiler produces a higher-ranked lifetime error.
    T: Send + 'static,
{
    fn call(&self) -> impl Future<Output = ()> {
        async {}
    }
}
```

I expected to see this happen: Compile successfully

Instead, this happened:

```
error: implementation of `Send` is not general enough
 --> src/lib.rs:6:5
  |
6 | /     assert_send(async {
7 | |         call_me.call().await;
8 | |     });
  | |______^ implementation of `Send` is not general enough
  |
  = note: `Send` would have to be implemented for the type `&'0 str`, for any lifetime `'0`...
  = note: ...but `Send` is actually implemented for the type `&'1 str`, for some specific lifetime `'1`
```

### Meta

`rustc --version --verbose`:
```
rustc 1.83.0-nightly (9c01301c5 2024-09-05)
binary: rustc
commit-hash: 9c01301c52df5d2d7b6fe337707a74e011d68d6f
commit-date: 2024-09-05
host: x86_64-unknown-linux-gnu
release: 1.83.0-nightly
LLVM version: 19.1.0
```

happens with stable too.

I found a lot of similar-looking issues in https://github.com/rust-lang/rust/issues/110338, but none _quite_ like this one, so I chose to report a new one instead. Maybe I overlooked an existing bug report though, sorry if I did!
Repository: godot
Issue: "Unused varying" shader warning inconsisteny based on position of function using the varying
Labels: bug,needs testing,topic:shaders

### Tested versions

Godot v4.4.dev unknown - Windows 10.0.19045 - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 32.0.15.6070) - 13th Gen Intel(R) Core(TM) i5-13500HX (20 Threads)

### System information

Godot v4.4.dev unknown - Windows 10.0.19045 - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 32.0.15.6070) - 13th Gen Intel(R) Core(TM) i5-13500HX (20 Threads)

### Issue description

When the "do_stuff" function is placed below the vertex function, it displays a warning for unused varying.
![image](https://github.com/user-attachments/assets/35fad733-5a9b-48fa-92a3-7bd58da25c2b)


When its placed above the vertex function there is no warning.
![image](https://github.com/user-attachments/assets/1997e162-b77b-4243-9076-688eb828f5ad)



### Steps to reproduce

Make a shader with a varying, and then a function that uses the varying, and then adjust the position of the function using the varying and check the warnings.

### Minimal reproduction project (MRP)

```glsl
shader_type spatial;

varying float test;

void vertex() {
	test = 1.0f;
}

float do_stuff() {
	return test + 2.0f;
}
```
Repository: next.js
Issue: Wrong `error.tsx` matched using both parallel and dynamic routes
Labels: bug,Parallel & Intercepting Routes

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/wonderful-dewdney-gp48mc

### To Reproduce

1. Start the dev server and open the preview: _Home error_ and _Slot error_ are shown correcly.
2. Navigate to `/page/one`: two _Home error_ are shown.

### Current vs. Expected behavior

#### Current
1. Start the dev server and open the preview: _Home error_ and _Slot error_ are shown correcly.
2. Navigate to `/page/one`: two _Home error_ are shown.

#### Expected
1. Start the dev server and open the preview: _Home error_ and _Slot error_ are shown correcly.
2. Navigate to `/page/one`: _Home error_ and _Slot error_ are shown correcly.

### Provide environment information

```bash
Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
  Available memory (MB): 4102
  Available CPU cores: 2
Binaries:
  Node: 20.11.1
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 8.15.4
Relevant Packages:
  next: 14.2.8 // Latest available version is detected (14.2.8).
  eslint-config-next: 14.2.1
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Parallel & Intercepting Routes

### Which stage(s) are affected? (Select all that apply)

next dev (local), next start (local)

### Additional context

_No response_
Repository: neovim
Issue: Mapping a key to `<Nop>` prevents `on_key` callback from being run
Labels: enhancement,input,lua,mappings,events

### Problem

If a key is mapped to `<Nop>` then `on_key` does not fire.

### Steps to reproduce

```
:lua vim.on_key(function(key, typed) if typed == 'M' then print('Pressed M') end end)
```
1. Press `M`; observe `"Pressed M"`
2. `:nnoremap M H`; Press `M`; observe `"Pressed M"`
3. `:nnoremap M <Nop>`; Press `M`; observe nothing.

### Expected behavior

Expect to see "Pressed M" even when M is mapped to `<Nop>`

### Neovim version (nvim -v)

0.10.1

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

N/A

### Operating system/version

MacOS

### Terminal name/version

kitty

### $TERM environment variable

tmux-256color

### Installation

homebrew
Repository: TypeScript
Issue: Provide option to not include `sourceMappingURL` in the generated `.js` file when `sourceMap` is `true`
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

- sourceMappingURL
- sourceMap

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

There should be a compilerOption to disable inclusion of `sourceMappingURL` in the generated `.js` file when `sourceMap` is `true`.

### 📃 Motivating Example

When `sourceMap` is `true` in tsconfig.json, TypeScript compiler generates `.map` file together with `.js` file and also include `sourceMappingURL` in `.js` file.

The inclusion of `sourceMappingURL` in `.js` file is one way of linking generated code with sourcemap.
Another way is to use [SourceMap](https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/SourceMap) header.

Right now, to make use of SourceMap header without including `sourceMappingURL` in `.js` file, I have to:
1. set `sourceMap` to `true`
2. run `npx tsc`
3. set `sourceMap` to `false`
4. run `npx tsc` once again.

There should provide a compilerOption to disable inclusion of `sourceMappingURL` in the generated `.js` file.

### 💻 Use Cases

1. What do you want to use this for?
   I want to use this to use SourceMap header without getting warning in browser. The benefit of using SourceMap header is that the linking of generated file to map file can be controlled by the server without regenerating `.js` file.

2. What shortcomings exist with current approaches?
   `sourceMappingURL` is included in `.js` file.

3. What workarounds are you using in the meantime?
   1. set `sourceMap` to `true`
   2. run `npx tsc`
   3. set `sourceMap` to `false`
   4. run `npx tsc` once again.
Repository: godot
Issue: Editor crashes as of nVidia driver v555.85 on Windows 11
Labels: bug,topic:rendering,topic:thirdparty,needs testing,crash

### Tested versions

- v4.2.2-stable_mono_win64
- v4.3-stable_mono_win64

### System information

Windows 11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 4070

### Issue description

As of nVidia driver version 555.85, Godot editor crashes at any time, especially when quickly moving through drop-down menus or opening any file dialog box.

I've tried Godot v4.2.2 and 4.3 and both happen the same.

After changing the "Vulkan/OpenGL present method" to "Perfer native" in the nVidia settings, the crash problem does not seem to occur anymore. In nVidia driver version 552.44, this problem does not occur no matter which option is set.

https://github.com/user-attachments/assets/6edee96b-303e-4e85-a809-29981b6ad8aa

![Screenshot 2024-09-09 023650-1](https://github.com/user-attachments/assets/c40bf542-98d7-4c11-b437-735e6fef382b)


### Steps to reproduce

- Open a Godot project that is using Forward+ renderer
- Open any drop-down menu and quickly move your mouse over it
- Crash occurs

### Minimal reproduction project (MRP)

n/a
Repository: godot
Issue: Animation Slice system doesn't auto-append filetype despite warning you about overwriting existing files
Labels: bug,topic:import

### Tested versions

Occurs in 4.3

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated GeForce GTX 1060 6GB - Intel(R) Core(TM) i5-10400 CPU @ 2.90GHz (12 Threads)

### Issue description

Re-Importing a model to overwrite an Animation Resource that's in an Animation Library fails, corrupting the model.

Errors:

```
Saving of animation failed: res://Visual/Characters/Player/Animations/Locomotion/Falling_Direction_1
Resource file not found: res://Visual/Characters/Player/Animations/Locomotion/Falling_Direction_1 (expected type: Animation)
scene/resources/animation_library.cpp:54 - Condition "p_animation.is_null()" is true. Returning: ERR_INVALID_PARAMETER
```

Distinct from https://github.com/godotengine/godot/issues/95744 in that Godot doesn't crash when this occurs, as well as occurring when the Animation Window is not open



The Animation Slice system appears to be _very_ unstable at the moment

### Steps to reproduce

-Have a pre-existing Animation Resource saved to a file
-Open Advanced Import Settings on a new model and create an Animation Slice which, when Saved to File, would overwrite the aforementioned Animation Resource.
-Reimport the model
-The Reimport process will fail, Godot will present the error, and the source model will be corrupted

### Minimal reproduction project (MRP)


[mrp.zip](https://github.com/user-attachments/files/16923635/mrp.zip)


All set up- select the Untitled2.glb, enter its Advanced Import Settings, click on Armature_Action, then click Reimport
Repository: godot
Issue: MOUSE_MODE_CONFINED_HIDDEN doesn't work on the web platform
Labels: bug,platform:web,documentation,topic:input

### Tested versions

- Reproduced in: 4.3.stable & 4.2.2.stable.

### System information

Windows 10 - Chrome 128 - Godot 4.3.stable - Compatibility

### Issue description

My game is using `Input.mouse_mode = MOUSE_MODE_CONFINED_HIDDEN` because you're suposed to move your cursor a lot inside of it. The mode doesn't seem to work on web, it doesnt hide or confine the cursor.
I don't know if this is on pourpouse - it might be -but if it is, it's undocumented.

On windows (working correctly)
![windows_example](https://github.com/user-attachments/assets/9588e071-b3be-45c5-8442-d2efb28b8332)

On web (not working)
![web_example](https://github.com/user-attachments/assets/055344d2-8deb-46e8-ba1c-1bbd5b8def01)

Is there a way to fix this?


### Steps to reproduce

**How to test the MRP**
1. Play the project both on windows and the web
2. Open 'main.gd' file and uncomment line 7
3. Play again both on windows and the web (it won't work on the web)

### Minimal reproduction project (MRP)

[mouse_filter_test.zip](https://github.com/user-attachments/files/16923656/mouse_filter_test.zip)
Repository: go
Issue: x/tools/gopls: upstream feature requests
Labels: gopls,Tools

This issue is a place to record all pending upstream requests for changes to LSP and/or VS Code.

- [ ] https://github.com/microsoft/language-server-protocol/issues/2014
- [ ] https://github.com/microsoft/language-server-protocol/issues/1911
- [ ] https://github.com/microsoft/language-server-protocol/issues/1466
- [ ] https://github.com/microsoft/language-server-protocol/issues/1164
- [ ] https://github.com/microsoft/vscode/issues/207634
- [ ] https://github.com/microsoft/language-server-protocol/issues/1885
- [ ] https://github.com/microsoft/language-server-protocol/issues/2037
Repository: pytorch
Issue: [MPS] Possible persistent infinite loop in `nn.ReplicationPad1d`
Labels: high priority,module: performance,triaged,module: mps

### 🐛 Describe the bug

⚠️ Please don't try to reproduce unless you're prepared to reboot your system.

Edge-case input leads to what seems to be a persistent infinite loop. This issue was discovered in #134184 and left as follow-up work. There is also a correctness bug in `nn.ReplicationPad1d` (see #135447).

`shape = [65536, 2, 4]` in the MRE below, results in 100% GPU utilization, which will persist even if the Python process is killed. Other shapes (eg. `shape = [65535, 2, 4]` or `shape = [65537, 2, 4]`) will not produce this behavior.

```python
import torch

device = 'mps'

shape = [65536, 2, 4]
pl, pr = 3, 4

x = torch.randn(shape, device=device, requires_grad=True)
model = torch.nn.ReplicationPad1d((pl, pr))

out = model(x)

g = torch.randn_like(out)
out.backward(g)

print(x.grad[:, :, 1 : -1])
```

### Versions

PyTorch version: 2.5.0a0+git042f2f7
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 14.6.1 (arm64)
GCC version: Could not collect
Clang version: 15.0.0 (clang-1500.3.9.4)
CMake version: version 3.30.1
Libc version: N/A

Python version: 3.12.4 | packaged by conda-forge | (main, Jun 17 2024, 10:13:44) [Clang 16.0.6 ] (64-bit runtime)
Python platform: macOS-14.6.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M3 Max

Versions of relevant libraries:
[pip3] flake8==6.1.0
[pip3] flake8-bugbear==23.3.23
[pip3] flake8-comprehensions==3.15.0
[pip3] flake8-executable==2.1.3
[pip3] flake8-logging-format==0.9.0
[pip3] flake8-pyi==23.3.1
[pip3] flake8-simplify==0.19.3
[pip3] mypy==1.10.0
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.26.0
[pip3] optree==0.12.1
[pip3] torch==2.5.0a0+git042f2f7
[pip3] torch-tb-profiler==0.4.3
[pip3] torchvision==0.20.0a0+0d80848
[pip3] triton==3.0.0
[conda] numpy                     1.26.0                   pypi_0    pypi
[conda] optree                    0.12.1                   pypi_0    pypi
[conda] torch                     2.5.0a0+git042f2f7           dev_0    <develop>
[conda] torch-tb-profiler         0.4.3                    pypi_0    pypi
[conda] torchfix                  0.4.0                    pypi_0    pypi
[conda] torchvision               0.20.0a0+0d80848           dev_0    <develop>
[conda] triton                    3.0.0                    pypi_0    pypi

cc @ezyang @gchanan @zou3519 @kadeng @msaroufim @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: TypeScript
Issue: [ServerErrors][TypeScript] 5.7.0-dev.20240904 vs 5.5.4
Labels: Bug

The following errors were reported by 5.7.0-dev.20240904 vs 5.5.4
[Pipeline that generated this bug](https://typescript.visualstudio.com/TypeScript/_build?definitionId=48)
[Logs for the pipeline run](https://typescript.visualstudio.com/TypeScript/_build/results?buildId=163526)
[File that generated the pipeline](https://github.com/microsoft/typescript-error-deltas/blob/main/azure-pipelines-gitTests.yml)

This run considered 300 popular TS repos from GH (after skipping the top 0).

<details>
<summary>Successfully analyzed 283 of 300 visited repos</summary>

| Outcome | Count |
|---------|-------|
| Detected interesting changes | 15 |
| Detected no interesting changes | 268 |
| Git clone failed | 3 |
| Language service disabled in new TS | 1 |
| Unknown failure | 13 |

</details>

## Investigation Status
| Repo | Errors | Outcome |
|------|--------|---------|
|mobx|stack overflow|repros on both 5.7 and 5.5 locally|
|angular-cli|stack overflow|repros on both 5.7 and 5.5 locally|
Repository: godot
Issue: CompositorEffect in Mobile renderer throws "Image needs the TEXTURE_USAGE_STORAGE_BIT usage flag"
Labels: bug,topic:rendering,confirmed

### Tested versions

- Reproducibe in: v4.3.stable

### System information

Godot v4.3.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 04 Sep 2024 15:16:37 +0000 - Tty - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

### Issue description

I'm trying to use compositor effects in godot 4.3 using the mobile renderer, according to the docs it should work (https://docs.godotengine.org/en/stable/tutorials/rendering/compositor.html first note says "only supported by the Mobile and Forward+ renderers"). I've followed the tutorial in the docs and i've implemented a simple invert color effect for testing, it works with the Forward+ renderer but it breaks when using Mobile.

The errors printed to console are:
 * Image (binding: 0, index 0) needs the TEXTURE_USAGE_STORAGE_BIT usage flag set in order to be used as uniform.
 * servers/rendering/renderer_rd/uniform_set_cache_rd.h:130 - Condition "rid.is_null()" is true. Returning: rid
 * servers/rendering/rendering_device.cpp:4392 - Parameter "uniform_set" is null.
 * Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline.

### Steps to reproduce

Follow the tutorial from the docs using the Mobile renderer.

### Minimal reproduction project (MRP)

https://github.com/manuelmaceira/MRP-CompositorEffectsMobile
Repository: vscode
Issue: Persisted files associated with a test run
Labels: feature-request,testing

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

I'd like to persist files in such a way that they're associated with a test run. Currently I'm storing files in the extension's storage directory and I use `TestRun.onDidDispose` to delete files when a test run is discarded, but that cleanup only works until VSCode is closed. Test runs (can) persist across restarts and it would be valuable to retain associated files across restarts but as far as I can tell there's no way for me to inform VSCode, "When {an old test run loaded from disk} is cleared, also clear {an associated file}". If old test runs were exposed in some way, I could potentially scan those and use onDidDispose, but A) AFAIK old runs are not exposed and B) I don't have any real way of differentiating multiple unnamed runs so I don't know which run should be associated with which file.

CC @connor4312
Repository: tauri
Issue: [bug] Conflicts with DLLS written by go
Labels: type: bug,help wanted,status: needs more info,status: needs triage

### Describe the bug

When I was writing tauri2.0-rc, I used rust to call the dll compiled by go, but I found that after the dll's calling method was executed, the UI would exit without printing the wrong stack content, just like calling exit. But neither my dll nor rust code calls a similar method, I wonder why it causes the exit

### Reproduction

_No response_

### Expected behavior

After testing, the dll written by C++ is called, and no exit phenomenon is found after the execution of the method. However, the completion of the execution of the dll generated by go and other languages will cause the end of the UI process

### Full `tauri info` output

```text
pnpm tauri dev
```


### Stack trace

```text
He exits after printing without stack
```


### Additional context

_No response_
Repository: PowerToys
Issue: MouseWithoutBorders
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Restart both computers and make sure v0.84.0 update is installed on windows. One is running as admin and one is not. Service mode is off on both. Move mouse to edge of screen.

### ✔️ Expected Behavior

Mouse to pass from one screen to the other when touching the edge. This used to work before the v0.84.0 update

### ❌ Actual Behavior

After v0.84.0 update, the mouse passing from one screen to another completely stopped working. The mouse can no longer move between devices

### Other Software

Windows