sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Extend invalid keyword usage help diagnostic
Labels: A-diagnostics,T-compiler

<!--
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.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

Given the following code: [link](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=8e2870afd3c4aef8d1e1fc5ea5f1ceb0)

```rust
trait Trait { }

module test {
    pub constant X: i32 = 123;
    pub immutable Y: i32 = 234;
}

implement Trait for () { }

external "Rust" fn foo() { }

fn main() {
    let mutable a = 0;
}
```

The current output is:

```
   Compiling playground v0.0.1 (/playground)
error: expected one of `!` or `::`, found `test`
 --> src/main.rs:3:8
  |
3 | module test {
  |        ^^^^ expected one of `!` or `::`

error: could not compile `playground` due to previous error
```

There are multiple similar issues and all of them are merged (#99903 #99751 #100140). Hence, I think we should extend such behavior to all relevant rust keywords. Additional details are listed below:

1. `module` -> `mod`
2. `constant` -> `const`
3. `immutable` -> `const`
4. `implement` -> `impl`
5. `external` -> `extern`
6. `mutable` -> `mut`

Any of the wrong keywords on the lhs that is used in place of the right one on the rhs, should suggest changing said invalid keyword with the respective valid ones.


<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

<!--
If dramatically different output is caused by small changes, consider also
adding them here.

If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions. The output might also be
different depending on the Edition.
-->
Repository: godot
Issue: SoftBody3D doesn't always respect collision
Labels: bug,documentation,topic:physics,topic:3d

### Godot version

4.0-alpha16

### System information

PopOS 22.04, 5.19.0-76051900-generic kernel, Ryzen 6800h, Radeon 6700m, amdgpu, Vulkan

### Issue description

The SoftBody3D (The cape) instance ignores the collision shape (capsule) if the character is moved and only respects it, if the Character is moved back to the location that was last respected or if the Character sprints and jumps, but not walks (see other reply)

### Steps to reproduce

[Kooha-2022-09-09-16-28-52.webm](https://user-images.githubusercontent.com/15805689/189437770-0203a0c2-f45f-40e0-a5a6-8ac347a79a4f.webm)

The video shows that the collisions are only respected near the original spot the Character is spawned in and no where else for what ever reason.

Here is how the collision is setup in the project:

In the tree:
![Screenshot from 2022-09-09 16-34-07](https://user-images.githubusercontent.com/15805689/189438637-9d363192-11fb-4ad1-b522-66ef7430379b.png)

Cape Static Body Collision Layer:
![Screenshot from 2022-09-09 16-34-36](https://user-images.githubusercontent.com/15805689/189438660-eec43cd3-7083-414a-bade-f315dce55e23.png)

SoftBody3d Collision Layer and Parent Collision Ignore:
![Screenshot from 2022-09-09 16-34-26](https://user-images.githubusercontent.com/15805689/189438669-5c481a1b-b18c-42de-bff0-b6b43b9dd60e.png)







### Minimal reproduction project

https://github.com/Mikeysax/godot-bug-65588
Repository: PowerToys
Issue: [Screen Ruler] Snap to objects in bounds mode
Labels: Idea-Enhancement,Area-User Interface,Needs-Team-Response,Product-Screen Ruler

### Description of the new feature / enhancement

Are there plans to add the ability to save the dimensions (with a hotkey I guess) of the measurements taken? Easy copying of dimensions would also be a useful functionality.

### Scenario when this would be used?

It will be useful when several measurements are taken consecutively.

### Supporting information

https://getpixelsnap.com/ This program has perhaps everything that a person might need to use.
Repository: vscode
Issue: Adjust settings dialog suggests language, not a script
Labels: feature-request,unicode-highlight

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.71.0
- OS Version: Linux 5.15.0-47-generic 51-Ubuntu SMP Thu Aug 11 07:51:15 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux

Steps to Reproduce:

1.Type a string in any programming language with "а", "б", "г"
2. open "Adjust settings" for any of code issues raised for the above symbols
https://github.com/microsoft/vscode/blob/dce493cb6e36346ef2714e82c42ce14fc461b15c/src/vs/editor/contrib/unicodeHighlighter/browser/unicodeHighlighter.ts#L715

Actual result: Observe "Allow unicode characters that are more common in the language "ru"" as a first option
Expected result: Observe "Allow unicode characters that are more common in the Cyrillic script" as a first option

These aren't exclusively ru letters, also used in ukrainian alphabet and in other european alphabets.
Repository: vscode
Issue: WebSocket is not open: readyState 3 (CLOSED)
Labels: error-telemetry,extension-host,perf

```javascript
Error: WebSocket is not open: readyState 3 (CLOSED)
at sendAfterClose in /node_modules.asar/ws/lib/websocket.js:763:17
at WebSocket.send in /node_modules.asar/ws/lib/websocket.js:345:7
at Chrome._enqueueCommand in /node_modules.asar/chrome-remote-interface/lib/chrome.js:281:18
at <anonymous> in /node_modules.asar/chrome-remote-interface/lib/chrome.js:87:22
at new Promise (<anonymous>)
at Chrome.send in /node_modules.asar/chrome-remote-interface/lib/chrome.js:86:20
at Object.handler [as stop] in /node_modules.asar/chrome-remote-interface/lib/api.js:32:23
at Object.stop in /node_modules.asar/v8-inspect-profiler/index.js:97:41
at n.stopProfiling in src/vs/platform/profiling/node/profilingService.ts:29:32
at Object.call in src/vs/base/parts/ipc/common/ipc.ts:1079:20
at a.onPromise in src/vs/base/parts/ipc/common/ipc.ts:381:22
at a.onRawMessage in src/vs/base/parts/ipc/common/ipc.ts:356:17
at <anonymous> in src/vs/base/parts/ipc/common/ipc.ts:300:63
at S.invoke in src/vs/base/common/event.ts:622:17
at g.deliver in src/vs/base/common/event.ts:824:22
at C.fire in src/vs/base/common/event.ts:785:24
at MessagePort.Z in src/vs/base/common/event.ts:394:41
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=784b0177c56c607789f9638da7b6bf3230d47a8c&bH=b80cac76-f11b-de1d-77a5-2ab6fa5f2dbb)
Repository: vscode
Issue: Regex parse error: missing terminating ] for character class
Labels: bug,error-telemetry,search

```javascript
Error: Regex parse error: missing terminating ] for character class
at A in src/vs/workbench/services/search/common/search.ts:475:10
at <anonymous> in out/vs/workbench/workbench.desktop.main.js:2121:4279
at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
at async in src/vs/workbench/services/search/common/searchService.ts:143:20
at async d.textSearch in src/vs/workbench/services/search/common/searchService.ts:100:24
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=784b0177c56c607789f9638da7b6bf3230d47a8c&bH=d9a72c24-7d7c-75e4-50bf-13603d4ff7e5)
Repository: go
Issue: x/tools/gopls: handle inconsistent vendoring error better
Labels: NeedsInvestigation,gopls,Tools

gopls version: v0.9.5
go version:1.19
gopls settings: `"gopls": {  "ui.semanticTokens": true }`

When inconsistent vendoring is detected, gopls fails to load workspace and shows an overwhelming notification:

![Screen Shot 2022-09-09 at 6 42 30 PM](https://user-images.githubusercontent.com/4999471/189455969-067b58dc-64e0-43ad-8cc0-a549078942d6.png)

(the above screenshot was taken after **starting** gopls)

1) Translate this go command error to a friendly actionable error message. It's already done in diagnostics. 

![Screen Shot 2022-09-09 at 7 04 56 PM](https://user-images.githubusercontent.com/4999471/189456892-f7609bbb-babd-46e0-a181-b608f46cca9c.png)

2) Help users to pay attention to the go.mod diagnostic that already offers a quick-fix.

3) (feeling adventurous :-P) Investigate if we can get rid of this error - what if gopls falls back to load workspace as if there was no vendor directory while reporting the inconsistent vendoring issue in `go.mod`? If the fix for  https://github.com/golang/go/issues/39164 helps, should we prioritize it?
Repository: storybook
Issue: "No code available" when using manual configuration in Sb 6.5.10 and Vue 2.6.14
Labels: bug,needs triage

**Describe the bug**
Using Vue CLI v5.0.8 to create a Vue2 project, running the npm7 migration, and setting up the [manual configuration](https://github.com/storybookjs/storybook/tree/next/code/addons/docs#manual-configuration) for webpack, the code for the story is not generated and shows "No code available".
Though if switching to another variant in the same story (e.g. from Primary to Secondary) the "Show code" button appears and works as expected.

https://user-images.githubusercontent.com/83774467/189457707-052e4109-2289-4aa2-bc21-1abfae01bcb2.mp4

**To Reproduce**

- Code: https://github.com/josedialpad/vue2-sb/tree/main/.storybook
- Project link https://josedialpad.github.io/vue2-sb/storybook-static/?path=/docs/example-button--primary

**System**

```sh
❯ npx sb@next info

Environment Info:

  System:
    OS: macOS 12.5.1
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 16.13.0 - ~/.nvm/versions/node/v16.13.0/bin/node
    Yarn: 1.22.18 - ~/.nvm/versions/node/v16.13.0/bin/yarn
    npm: 8.1.0 - ~/.nvm/versions/node/v16.13.0/bin/npm
  Browsers:
    Chrome: 105.0.5195.102
    Firefox: 100.0
    Safari: 15.6.1
  npmPackages:
    @storybook/addon-actions: ^6.5.10 => 6.5.10
    @storybook/addon-docs: ^6.5.10 => 6.5.10
    @storybook/addon-essentials: ^6.5.10 => 6.5.10
    @storybook/addon-interactions: ^6.5.10 => 6.5.10
    @storybook/addon-links: ^6.5.10 => 6.5.10
    @storybook/builder-webpack5: ^6.5.10 => 6.5.10
    @storybook/manager-webpack5: ^6.5.10 => 6.5.10
    @storybook/testing-library: ^0.0.13 => 0.0.13
    @storybook/vue: ^6.5.10 => 6.5.10
```

**Additional context**
Using the preset configuration, the Show Code button appears and shows the code from the story instead of the result. Switching between stories is the hack that works to show the correct code as it's shown in the video.
<img width="1584" alt="2022-09-09 at 19 51 51@2x" src="https://user-images.githubusercontent.com/83774467/189457973-7f162778-058c-4d13-b48d-a580cafa457a.png">
Repository: go
Issue: x/tools/gopls: revisit the inconsistent vendoring error diagnostics message
Labels: gopls,Tools

![Screen Shot 2022-09-09 at 7 04 56 PM](https://user-images.githubusercontent.com/4999471/189458543-8b4a86dc-4ce8-4391-8fb7-f235a5955862.png)

I was originally about to propose to move the issue URL to LSP Diagnostics `CodeDescription` `href` field (due to the limitation in vscode UI, links in diagnostics message can be easily clicked or copied otherwise). However, reading the issue details, I am not sure how helpful the linked issue is to general audience. Improvement I think of

- Explain what is happening - e.g. "this error prohibits the language server from function correctly. Please fix this issue by running "go mod vendor". 
- Have a better information page that explains what is inconsistent vendoring means, and what's the impact on the editor's functionality (and from there, link the issue 39164 if we want) and supply the link using `CodeDescription` `href` field.
Repository: PowerToys
Issue: The desktop icon disappears after installation PowerToys
Labels: Issue-Bug,Area-Setup/Install,Needs-Repro,Priority-1

### Microsoft PowerToys version

0.62.0

### Running as admin

- [x] Yes

### Area(s) with issue?

General

### Steps to reproduce

After I install PowerToys, when I log in to a non-administrator account, the desktop fails to respond, the desktop icon disappears, and the right button does not respond.
![aBigBug](https://user-images.githubusercontent.com/113222086/189465519-23d168eb-2e24-48c7-b8b9-6fe20020d8c3.png)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: pytorch
Issue: compiling failed from source
Labels: module: sparse,module: build,module: cuda,triaged

### 🐛 Describe the bug

I wanna install pytorch from source. When I began to compile , build process stopped as following :
![image](https://user-images.githubusercontent.com/73052387/189466551-6dc30a24-fc90-4922-8933-ac90e15ba162.png)


### Versions

in conda:

cudatoolkit 11.2.72
magma-cuda112 2.5.2

system:
cuda 11.2
driver 460.32.03


cc @nikitaved @pearu @cpuhrsch @amjames @bhosmer @malfet @seemethere @ngimel
Repository: godot
Issue: Capsule gets stuck certain convex hull geometry using Godot physics
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

4.0.alpha10

### System information

Windows 10, GLES3, NVidia RTX 3080

### Issue description

Using Godot physics with a basic CharacterBody3D results in the capsule getting stuck in a number of locations with convex hulls, like this spot here: 
![image](https://user-images.githubusercontent.com/7751182/189467818-90659d46-d917-4faa-a74c-6b4636695fac.png)

Not sure if it's limited to convex hulls, but that's what I'm using, and I get stuck in places all the time.



### Steps to reproduce

Project attached.  Simply walk forward (up arrow) and note that the capsule gets stuck against the wall and you are completely unable to move.

### Minimal reproduction project

[stuck_collision.zip](https://github.com/godotengine/godot/files/9539533/stuck_collision.zip)
Repository: godot
Issue: TreeItem and UTF-8, 3.5.0 bug
Labels: bug,needs testing,regression,topic:gui

### Godot version

3.5.0 stable

### System information

Windows 10

### Issue description

The Tree class (TreeItem) is not showing UTF-8 properly. This is a regression from 3.4.2, where it works fine.

### Steps to reproduce

GDScript, TreeItem, set_text() with UTF-8 (Umlauts and such)

### Minimal reproduction project

_No response_
Repository: godot
Issue: Directory.copy() not working properly with 4GB+ files on Windows
Labels: bug,topic:core,needs testing

### Godot version

3.4.2.

### System information

Windows 10

### Issue description

Directory.copy() function is not working reliably on large files (at least on Windows).

### Steps to reproduce

`dir = Directory.new()
dir.copy(src, dest) # produces garbled file if source is very large
#WORKAROUND: Had to go with OS.execute() instead
var _err = \
OS.execute( "copy", \
[src, dest], 
true, 
[])`

### Minimal reproduction project

_No response_
Repository: angular
Issue: Allow injecting ComponentRef of a component through DI 
Labels: feature,area: core,needs: clarification,feature: under consideration

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

As of angular 14 we have the new super useful `setInput` on `ComponentRef` for dynamic components. It finally allows fully CD aware dynamic inputs changing.
Currently if I want to extend a component with a directive and set inputs from it I need to do one of the two options:
1. Change the inputs statically in the constructor
2. Change inputs to get/set as `ngOnChanges` won't fire

### Proposed solution

Allowing to inject `ComponentRef` of the host component instead of the actual instance. This way we could just use `setInput` to update inputs and have a full CD aware binding support not through the template.

### Alternatives considered

1. Change the inputs statically in the constructor only - Can't apply to directive input based changes or observable based changes
2. Change inputs to get/set - Possible but annoying and "leaks" the knowledge of this component is being used from a directive outside. How can one explain why `ngOnChanges` was not used...
3. Maybe not through `ComponentRef` but as any other way to use `setInput` from DI injected components
Repository: godot
Issue: The 'chunks' pointer was utilized before it was verified against nullptr. Check lines: 354, 366. rid_owner.h 354
Labels: bug,topic:core

### Godot version

8899f1eec213620c421ba16c07cf1b3681c5a25d

### System information

Windows 11, GLES3, RTX 3000

### Issue description

https://github.com/godotengine/godot/blob/8f05263bd5417f1afeb46405a53a49c687b39240/core/templates/rid_owner.h#L354-L371

> V595 The 'chunks' pointer was utilized before it was verified against nullptr. Check lines: 354, 366. rid_owner.h 354

### Steps to reproduce

Use pvsstudio in trace mode to compile godot on MSVC Windows.

### Minimal reproduction project

This is using the Godot Engine as the static analysis target.
Repository: godot
Issue: The function was exited without calling the Release method of the COM object pointed by the 'enumerator' pointer. drivers/wasapi/audio_driver_wasapi.cpp 220
Labels: bug,platform:windows,topic:audio

### Godot version

8899f1eec213620c421ba16c07cf1b3681c5a25d

### System information

Windows 11, GLES3, RTX 3000

### Issue description

https://github.com/godotengine/godot/blob/8899f1eec213620c421ba16c07cf1b3681c5a25d/drivers/wasapi/audio_driver_wasapi.cpp#L219-L221

V773 The function was exited without calling the Release method of the COM object pointed by the 'enumerator' pointer. audio_driver_wasapi.cpp 220

I think we're supposed to call enumerator->Release() on ERR_FAIL_COND_V.

### Steps to reproduce

Static analyis by pvsstudio and using the capture execution mode.

`scons target=release_debug vsproj=yes bits=64 compiledb=yes warning=no test=yes deprecated=no platform=windows bits=64 custom_modules=../godot-modules-groups`

### Minimal reproduction project

Use godot engine project.
Repository: PowerToys
Issue: Exclude .txt from "dev file previewer"
Labels: Idea-Enhancement,Product-File Explorer

### Description of the new feature / enhancement

Exclude .txt from "dev file previewer"

### Scenario when this would be used?

A text file is not a "dev file", and the default prewiew does better (faster, encoding detection, size limitation, and follows notepad font).

### Supporting information

_No response_
Repository: pytorch
Issue: MPS: allow selecting specific MTLDevice by registryID via environment variable
Labels: triaged,enhancement,module: mps

### 🚀 The feature, motivation and pitch

Hello :wave: _very_ new to pytorch and running it on both M1 macs and on a mac with a couple Radeons.

I would like to be able to use more than one of the Radeons at times (in different processes), or to select one specifically so I can use the other GPU for other tasks while I work on other things, etc.

I think this should (hopefully?) be pretty trivial -- I'm not familiar enough with the build system and intricacies of conda/pip etc to have run a build just yet, but I have a draft PR on my fork here:
https://github.com/jaeschliman/pytorch/pull/1

Open to any changes, pointers, etc.

Thanks!

### Alternatives

At first considered selecting by peerGroup and peerIndex, but Apple's docs state that registryID is stable across processes, so it looks like the correct choice.

### Additional context

https://developer.apple.com/documentation/metal/mtldevice/2915737-registryid?language=objc

cc @kulinseth @albanD
Repository: godot
Issue: SoftBody3D pinned points not visibly selected in 3D viewport
Labels: bug,topic:editor,topic:physics,topic:3d

### Godot version

4.0-alpha16

### System information

PopOS 22.04, 5.19.0-76051900-generic kernel, Ryzen 6800h, Radeon 6700m, amdgpu, Vulkan

### Issue description

One of the vertices (in the top left corner)  that I am attempting to select is added to the Pinned Points array but not visibly shown in the editor. The other points work though, at least the ones that I have selected. See video below.

### Steps to reproduce

You can notice in the video, the point in the very top left getting added to the Array on  the right but not in the viewport, but the other points selected get added and also in the viewport:

[Kooha-2022-09-10-10-00-43.webm](https://user-images.githubusercontent.com/15805689/189486875-a0fc8a15-3919-410e-a00f-6b35df261d5f.webm)


### Minimal reproduction project

_No response_
Repository: go
Issue: cmd/go: tidy behavior regarding ignore tag is hard to find
Labels: Documentation,help wanted,NeedsDecision,GoCommand

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
not applicable
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

I was working with ruleguard, which recommends to use the `ignore` tag to exclude rules form the build.

Quoting from https://github.com/quasilyte/go-ruleguard/blob/master/README.md?plain=1#L72

```
// +build ignore

package gorules

import "github.com/quasilyte/go-ruleguard/dsl"
...
```

ruleguard fails to run because the package `github.com/quasilyte/go-ruleguard/dsl` is not listed in the main module's go.mod file and because of the way it works, it needs to have this package available.

After running:

```
go get github.com/quasilyte/go-ruleguard/dsl
```

ruleguard works.

But after running `go mod tidy`, ruleguard fails again.

Going over `go.mod`, the package is no longer listed.

### What did you expect to see?

The package github.com/quasilyte/go-ruleguard/dsl is still present in go.mod after running go mod tidy.

### What did you see instead?

The package github.com/quasilyte/go-ruleguard/dsl is gone from go.mod after running go mod tidy.

It turns out the problem is that go mod tidy will handle the `ignore` tag in a different way, as mentioned in https://go.dev/ref/mod#go-mod-tidy, which is referenced from the output of `go help mod tidy`:

> go mod tidy works by loading all of the packages in the main module and all of the packages they import, recursively. This includes packages imported by tests (including tests in other modules). go mod tidy acts as if all build tags are enabled, so it will consider platform-specific source files and files that require custom build tags, even if those source files wouldn’t normally be built. There is one exception: the ignore build tag is not enabled, so a file with the build constraint // +build ignore will not be considered. Note that go mod tidy will not consider packages in the main module in directories named testdata or with names that start with . or _ unless those packages are explicitly imported by other packages.

The detail about `ignore` is not minor, and it should be more readily available.