sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [feat] Improve IDE toolchain and debugging on iOS
Labels: type: feature request

### Describe the problem

When developing Tauri applications on iOS there is considerable friction with the Xcode toolchain and debugging.

- Xcode does not display all source files, including Rust/Swift code, making it challenging to see the project structure.
- Xcode does not recognize Swift packages that are direct dependencies of the Tauri application.
- It is impossible to inspect or set breakpoints in plugin code, hindering in-depth debugging.
- Log outputs are not easily accessible, which complicates diagnosing runtime issues.

These limitations collectively slow down development and debugging cycles, especially when working with platform-specific features or debugging plugins.

<img width="1245" alt="Screenshot 2025-01-03 at 16 53 45" src="https://github.com/user-attachments/assets/bad9a8a8-449b-4c65-a815-c769d0587b55" />

### Describe the solution you'd like

1. Ensure that Xcode can load and display all relevant source files, including Rust and Swift.
2. Make Swift packages that are direct dependencies of the Tauri app visible and manageable within Xcode.
3. Add the ability to inspect and set breakpoints in Tauri plugin code, whether written in Swift or Rust.
4. Provide a way to stream and display log outputs more effectively, directly integrated with Xcode’s debugging tools.
5. Reduce build/deploy times.

### Alternatives considered

N/A

### Additional context

#10197
#12172
Repository: tauri
Issue: [feat] Improve IDE toolchain and debugging on Android
Labels: type: feature request

### Describe the problem

When developing Tauri applications on Android there is considerable friction with the Android Studio toolchain and debugging.

- Android Studio does not display all source files, including Rust/Kotlin code, making it challenging to see the project structure.
- It is impossible to inspect or set breakpoints in plugin code, hindering in-depth debugging.
- Log outputs are not easily accessible, which complicates diagnosing runtime issues.

These limitations collectively slow down development and debugging cycles, especially when working with platform-specific features or debugging plugins.

### Describe the solution you'd like

1. Ensure that Android Studio can load and display all relevant source files, including Rust and Kotlin.
2. Add the ability to inspect and set breakpoints in Tauri plugin code, whether written in Kotlin or Rust.
3. Provide a way to stream and display log outputs more effectively, directly integrated with Android Studio's debugging tools.
4. Reduce build/deploy times.

### Alternatives considered

N/A

### Additional context

_No response_
Repository: godot
Issue: Auto interface scaling for the editor does not work on a per-monitor basis on Wayland.
Labels: bug,platform:linuxbsd,topic:gui

### Tested versions

Tested in 4.3.stable

### System information

Arch Linux with [Hyprland](www.hyprland.org)

### Issue description

I am using a Framework 13 laptop that is set to scale the laptop display to 2x. My monitor is set to scale to 1x. When the Godot Editor is set to "Auto" scale, it only uses 200%, even on the 1x monitor.

### Steps to reproduce

1. Using Wayland, set one monitor to 1x scale, and another to 2x scale.
2. Set Godot to prefer Wayland (run/platforms/linuxbsd/prefer_wayland in editor settings)
3. Set Godot's display scale to Auto (interface/editor/display_scale in editor settings)
4. Restart Godot
5. On both monitors, Godot scales to 200%.

### Minimal reproduction project (MRP)

N/A
Repository: ui
Issue: [bug]: Sidebar hides in mobile view
Labels: bug

### Describe the bug

I have implemented the sidebar with collapse button. The collapse button is inside the sidebar, and the sidebar hides in mobile view. There is no way to access the sidebar in mobile view. I want it to collapse to icons instead of hiding.

This can also be seen on some shadcn blocks.

https://ui.shadcn.com/view/styles/new-york/sidebar-13

sidebar in dialog

https://ui.shadcn.com/view/styles/new-york/sidebar-15
right sidebar in this case

![image](https://github.com/user-attachments/assets/f47ff62c-d36a-4f4d-997d-21b07295867b)





### Affected component/components

Sidebar

### How to reproduce

1. Create a sidebar with trigger inside the sidebar
2. reduce the size of the screen below 768px

### Codesandbox/StackBlitz link

https://ui.shadcn.com/view/styles/new-york/sidebar-13

### Logs

_No response_

### System Info

```bash
Windows 11, NextJS 15, Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Setter called twice if script is extended in instance
Labels: bug,topic:gdscript

### Tested versions

4.4 dev7 and earlier

### System information

W10

### Issue description

Given this simple script:
```GDScript
extends Node

@export var skin: String:
	set(s):
		print(">", s)
		skin = s
```
There are cases when the setter will run twice (as evident by double print). This happens when you attach the script to a node and save as scene, then instantiate the scene in another scene, set the property to a different value in the inspector and extend the script. When you run the scene, the setter will be called with the default value and then your exported value.

### Steps to reproduce

Run MRP.

### Minimal reproduction project (MRP)

[SetterBug.zip](https://github.com/user-attachments/files/18304274/SetterBug.zip)
Repository: godot
Issue: TextEdit strips \r characters and doesn't remember that they were there, causing data loss
Labels: discussion,topic:gui

### Tested versions

4.4.dev7

### System information

Godot v4.4.dev7 - Windows 10 (build 19045) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - AMD Radeon RX 6800 (Advanced Micro Devices, Inc.; 32.0.12033.1030) - AMD Ryzen 5 7600X 6-Core Processor (12 threads)

### Issue description

When assigning the text of a `TextEdit` node, it completely loses all information about whether the assigned string originally contained any `\r` characters at all. It can't even differentiate a consistently `\r\n` buffer from a `\n` buffer, and the API doesn't provide a way to recover this information. This happens even if you assign individual lines containing `\r` characters with `set_line`.

**This also means that any files edited with Godot's built-in script editor will immediately lose their `\r`s upon being saved, causing data loss.** In some cases, e.g. with text file processing test cases, this is a problem even if you're ideologically opposed to `\r\n` linefeeds.

To some extent some amount of information loss here is expectable because LineEdit is (apparently) based on an array of single-line strings without line terminators, but it should probably at least attempt to detect LF vs CRLF and restore that information when generating the output of `get_text()`, at least in simple cases like when `\n` never appears without a preceding `\r`. A way to query and override this detection would also be nice.

Also, `\r` characters should never be silently stripped from the **middles** of lines. Such characters can be the result of e.g. terminal capture logging, where `\r` literally means "go back to the start of the line and start typing from there again".

### Steps to reproduce

Assign `"\r\n\r\nasdf\rasdf\rasdf\rasdf"` to a TextEdit's `text` field and note that all the `\r` characters completely disappear (e.g. by running `print(editor.text.c_escape())`).

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: x/website, x/pkgsite, x/build/cmd/relui, vscode-go, x/telemetry: vulnerability GHSA-3xgq-45jj-v275/CVE-2024-21538 in cross-spawn dependency version 7.0.3
Labels: Security,NeedsInvestigation

### Go version

1.23.4

### Output of `go env` in your module/workspace:

```shell
N/A - Container-based (docker image) scan.
```


### What did you do?

Anchore scans run periodically.

### What did you see happen?

Vulnerability scanners (such as Anchore) are detecting GHSA-3xgq-45jj-v275/CVE-2024-21538 in `cross-spawn` 7.0.3.  That dependency needs to be upgraded to 7.0.5 or higher.  Thank you.

Note: This was reported as Issue 71114, but that was closed with `not planned`.  It is not a duplicate according to issue search, so asking for an explanation.

### What did you expect to see?

Clean scan results.
Repository: tauri
Issue: [feat] EdgeToEdge on Android / iOS 
Labels: type: feature request

### Describe the problem

On Android, there is a feature to allow the app to hide the Notification bar and the Navigation bar, otherwise called Edge to Edge.
[Documented Here](https://developer.android.com/develop/ui/views/layout/edge-to-edge#kotlin)

I know iOS has a similar API, but I am on android myself so this will be targeted mostly towards that.

### Describe the solution you'd like

It would be nice if we can programmatically change this, like the documentation says in the android dev site, or get a `tauri.conf.json` line about this as well.

### Alternatives considered

A plugin could be written, but this seems more "first-party" to me.

### Additional context

_No response_
Repository: node
Issue: `tlsSocket.getPeerCertificate()` doesn't document format of `valid_from` / `valid_to`
Labels: doc

### Affected URL(s)

https://nodejs.org/api/tls.html#tlssocketgetpeercertificatedetailed

### Description of the problem

The "Certificate object" returned from `getPeerCertificate` is merely documented as,

> `valid_from <string>` The date-time the certificate is valid from.
> `valid_to <string>` The date-time the certificate is valid to.

First, these would be better as `Date`s, but I'm assuming that such a change cannot be made, as it would be a breaking change.

In lieu of that … the documentation should specify what format these strings are in. Unfortunately, it appears that these strings are in the format:
```
Mar 25 18:18:52 2025 GMT
```
which isn't in any standardized format I'm aware of. [It appears to be](https://github.com/nodejs/node/blob/01554f316c8647e1f893338f822b1116a937473d/deps/ncrypto/ncrypto.cc#L871) the output of [`ASN1_TIME_print`](https://docs.openssl.org/3.0/man3/ASN1_TIME_set/) from OpenSSL.

It would be nice to note at least that much; maybe, an example of the output?

---

Since this necessitates anyone wanting to use the data for more than printing to write a parser, I'll also note the following:

OpenSSL's documentation _also_ doesn't really document this format, instead only saying,

> The ASN1_TIME_print(), ASN1_UTCTIME_print() and ASN1_GENERALIZEDTIME_print() functions print the time structure s to BIO b in human readable format. It will be of the format MMM DD HH:MM:SS YYYY [GMT], for example "Feb 3 00:55:52 2015 GMT", which does not include a newline. If the time structure has invalid format it prints out "Bad time value" and returns an error. The output for generalized time may include a fractional part following the second.

Note that the example in the documentation is wrong; AFAICT with examples, that would output `Feb  3 00:55:52 2015 GMT`, not `Feb 3 00:55:52 2015 GMT`.

`ASN1_TIME_print` seems to be equivalent to calling `ASN1_TIME_print_ex` with `flags` set to `ASN1_DTFLGS_RFC822` (but don't let the name fool you, it's not RFC 822 format, which is like `25 Mar 25`, which matches nothing seen thus far…)

So `DD` = "space padded" day number, and the `[GMT]` is concerning, so I dug into OpenSSL's code to see in what circumstances it would be omitted.

The exact code is in `ossl_asn1_time_print_ex` in OpenSSL, but to save anyone the time, one of two format strings get used:
```
GenerializedTime = "%s %2d %02d:%02d:%02d%.*s %d%s",
        UTC time = "%s %2d %02d:%02d:%02d %d%s"
```
With those replacements being 3-char month, day, hour:min:sec, (fractional sec, only for GeneralizedTime), year, and then " GMT" or ""; if the datetime is in GMT, then " GMT", if it's not, then "" — (and the string is thus mangled; AFAICT the underlying data has a UTC offset, it's just not printed!)

Cf. https://github.com/openssl/openssl/issues/26313 — I've asked if OpenSSL can't also document this a little more, too.
Repository: godot
Issue: AudioStreamPlayer doesn't loop with parameters/looping set to true in web export
Labels: bug,platform:web,topic:audio

### Tested versions

- Reproducible in 4.3.stable, 4.4.dev7

### System information

Godot v4.4.dev7 - macOS Sequoia (15.1.1) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - Apple M1 Pro - Apple M1 Pro (8 threads)

### Issue description

Looping an audio stream in an AudioStreamPlayer only works when the file is imported with the `loop` property set to true in web exports. Using the `parameters/looping` property of the AudioStreamPlayer node does not loop the audio, whereas this works as expected on desktop exports and in the editor. This occurs both with threads enabled and disabled and has been tested in Firefox 133.0.3 and Chrome 131.0.6778.205.

### Steps to reproduce

1. Create new scene
2. Add AudioStreamPlayer node, add an AudioStream (with the `loop` import property set to false), set `autoplay` to true, set `parameters/looping` to true
3. Run project in web browser
4. Observe that the stream does not loop

Alternatively:
1. Open minimal reproduction project
2. Run project in web browser

### Minimal reproduction project (MRP)

[web-audio-loop-bug.zip](https://github.com/user-attachments/files/18304864/web-audio-loop-bug.zip)
Repository: node
Issue: Implement iterator/async iterator support for web crypto digest
Labels: crypto,feature request,webcrypto

### What is the problem this feature will solve?

Per https://github.com/w3c/webcrypto/pull/390 ...

The `crypto.subtle.digest(...)` method will soon allow passing both an iterator or async iterator in addition to a `BufferSource`. The implementation will need to be updated to support it. Eventually `crypto.subtle.sign(...)` and `crypto.subtle.verify(...)` will also support iterator inputs.

### What is the feature you are proposing to solve the problem?

Modifying the web crypto impl to support streaming inputs.

### What alternatives have you considered?

_No response_
Repository: node
Issue: Support webcrypto hash algorithm arguments in node.js crypto hash apis
Labels: crypto,feature request,webcrypto

### What is the problem this feature will solve?

In Node.js, we would do `crypto.createHash('sha256')` ... in web crypto we can do either `crypto.subtle.digest('sha256', ...)` or `crypto.subtle.digest({ name: 'sha256' }, ...)` (string or object). For consistency, it would be helpful to be able to support the webcrypto style arguments in the Node.js APIs also..

### What is the feature you are proposing to solve the problem?

```js
const { createHash } = require('node:crypto');

const algorithm = { name: 'sha256' };

// Support the same argument types in createHash/createHmac that are supported in web crypto..

const hash = createHash(algorithm);
// ...
```

### What alternatives have you considered?

_No response_
Repository: godot
Issue: The editor UI navigation experience is poor when using the `Tab` key
Labels: bug,discussion,topic:editor,usability

### Tested versions

v4.4.dev7.official [46c8f8c5c]

### System information

Godot v4.4.dev7 - Linux Mint 22 (Wilma) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (nvidia; 535.183.01) - Intel(R) Core(TM) i5-7300HQ CPU @ 2.50GHz (4 threads)

### Issue description

1. `MenuButton` is not navigable (its `focus_mode` defaults to `None`).  Although the `focus` style is set, it does not seem to be used.
 https://github.com/godotengine/godot/blob/bdf625bd54958c737fa6b7213b07581cc91059ad/scene/theme/default_theme.cpp#L276
https://github.com/godotengine/godot/blob/bdf625bd54958c737fa6b7213b07581cc91059ad/editor/themes/editor_theme_manager.cpp#L758
 
2. Some Buttons use the `FlatMenuButton` theme variations based on `MenuButton`. Although navigation is possible, it is not highlighted and it is unclear where to navigate.
https://github.com/godotengine/godot/blob/bdf625bd54958c737fa6b7213b07581cc91059ad/scene/theme/default_theme.cpp#L369

### Steps to reproduce

https://github.com/user-attachments/assets/49439e98-290d-468f-a54b-b024418e80a2

https://github.com/user-attachments/assets/6565aa22-292c-4015-b40a-f8ac66a98d9e


### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: TinyTask Doesnt Recognize PowerToys
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

TextExtractor

### Steps to reproduce

So I opened tinytask, and I pressed record what I did first was I clicked the button to text extractor which was window + shift + t and it worked on my screen, it copied the text and I could paste it. However when I was done recording it I played my tinytask, it did what I did but the difference was that the text extractor didn't copy the text. My cursor just kept on moving trying to copy the text but it didn't show any signs of it copying like a snap shot.
Additionally, I think the tiny task pressed the windows + shift + T but the text extractor didn't recognize this action.

Because when you press Window + shift + T it will take a snap shot right? the screen goes blurry and the cursor turns into a + button and when you hold the left click it will select into a box and you can select where you want to copy. However when the tinytask did the action windows + shift + t nothing happened.

(I was doing a macro on roblox)

### ✔️ Expected Behavior

When I recorded my tiny task to copy text I expected it to do the same when I played it. When it played I wanted it to take a snap shot of the text and copy in into a captcha and submit.

### ❌ Actual Behavior

What happened was when I played the tiny task or the macro the cursor just moved and the text extractor didn't work. I think the tiny task really pressed the keys windows + shift + T however the power tools didn't recognize this action.

Because when you press Window + shift + T it will take a snap shot right? the screen goes blurry and the cursor turns into a + button and when you hold the left click it will select into a box and you can select where you want to copy. However when the tinytask did the action windows + shift + t nothing happened.

### Other Software

_No response_
Repository: godot
Issue: Sometimes depth prepass inaccuracies leak the background color.
Labels: bug,discussion,topic:shaders

### Tested versions

- Reproducible in master
- Reproducible in 4.3stable

### System information

Windows 11 - Vulkan 1.3.280 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3070 Ti

### Issue description

When using a shader that writes to DEPTH along with depth prepass, sometimes fragments are lost.

![Image](https://github.com/user-attachments/assets/d79df393-7a11-4082-883a-2af140801007)


### Steps to reproduce

1. Load the attached project into the editor
2. The scene is a white sphere, intersected by a green box with a yellow sphere in the center.
3. Set the useless_work variable of the shader to get a low frame rate.
4. Move the camera around inside the green box, from time to time red static will appear on the green box where the clear color leaks though.

### Minimal reproduction project (MRP)

[prepass-leak.zip](https://github.com/user-attachments/files/18305568/prepass-leak.zip)
Repository: Python
Issue: Addition of AI algorithms
Labels: enhancement

### Feature description

I would like to add a few AI algorithms like DPLL, TT-ENTAILS, WALKSAT, UNIFY, FOL-BC-ASK algorithms. To your repository as I beleive it will be a good contribution.
Repository: rust
Issue: Rustdoc does not combine documentation in re-exports of extern functions
Labels: T-rustdoc,C-bug,T-rustdoc-frontend

<!--
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.
-->

With the code

```rust
mod native {
    extern "C" {
        /// bar.
        pub fn bar();
    }
}

/// foo
pub use native::bar;
```

I expected to have the documentation in the private module and the re-export to be combined

Instead, only the documentation in the private module in shown

![Image](https://github.com/user-attachments/assets/2b45ab33-44ab-4da6-a3b2-210b086a70ef)

### Meta
<!--
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.
-->

`rustdoc --version --verbose`:
```
rustdoc 1.86.0-nightly (3f43b1a63 2025-01-03)
binary: rustdoc
commit-hash: 3f43b1a636738f41c48df073c5bcb97a97bf8459
commit-date: 2025-01-03
host: x86_64-unknown-linux-gnu
release: 1.86.0-nightly
LLVM version: 19.1.6
```
Repository: godot
Issue: Compatibility Renderer: LIGHT_VERTEX does not affect shadows
Labels: discussion,topic:rendering

### Tested versions

- Reproducible in: v4.3.stable.official [77dcf97d8], v4.4.dev.mono.gh [bdf625bd5]

### System information

Godot v4.3.stable - Fedora Linux 41 (Workstation Edition) - Wayland - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (nvidia; 565.77) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)

### Issue description

Shadows seem to ignore `LIGHT_VERTEX` in the Compatibility renderer.

These screenshots and the MRP change `LIGHT_VERTEX` to create a 4x4 grid on a plane.
> Compatibility
![Image](https://github.com/user-attachments/assets/07b26fde-b667-4f1d-8c20-6e07357f4b8c)
Forward+
![Image](https://github.com/user-attachments/assets/508c772e-7438-4322-8f4a-cf7cd38da996)

Shader code:
```glsl
shader_type spatial;

uniform vec3 albedo_color : source_color;

#define SURFACE_SIZE 2.0
#define TEXEL_SIZE 4.0

void fragment() {
	ALBEDO = albedo_color;

	vec2 snapped_uv = (floor(UV * TEXEL_SIZE) / TEXEL_SIZE) + vec2(0.5 / TEXEL_SIZE);
	vec2 uv_diff = snapped_uv - UV;

	LIGHT_VERTEX += TANGENT * uv_diff.x * SURFACE_SIZE;
	LIGHT_VERTEX += -BINORMAL * uv_diff.y * SURFACE_SIZE;
}
```

### Steps to reproduce

1. Open MRP
2. View shadows in Compatibility
3. Switch to Forward+
4. View shadows in Forward+

### Minimal reproduction project (MRP)

[light_vertex_mrp.zip](https://github.com/user-attachments/files/18305710/light_vertex_mrp.zip)
Repository: godot
Issue: Infinite log spamming 'Condition "!v.is_finite()" is true.'
Labels: bug,topic:3d

### Tested versions

v4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 32.0.15.6094) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

I was learning how to use quaternions and after some accidental mishap (or something, I'm not entirely sure) , my log is spammed with
```
servers/rendering/renderer_scene_cull.cpp:935 - Condition "!v.is_finite()" is true.
```
There is no spam if I do not select the affected node, but upon selecting it, it causes that to log every tick.
If I try to edit the Quaternion rotation in the editor during the spam, it occasionally comes up with:
```
Basis [X: (nan, nan, nan), Y: (nan, nan, nan), Z: (nan, nan, nan)] must be normalized in order to be casted to a Quaternion. Use get_rotation_quaternion() or call orthonormalized() if the Basis contains linearly independent vectors
```
I can only assume something failed and set the basis to invalid numbers.

### Steps to reproduce

Unfortunately I am not able to reproduce what occured. I have been attempting to re-attempt the steps I had been doing to cause the issue to no avail. But from what I could understand:
- I was rotating a Camera3D (with ``rotation_edit_mode`` set to ``Quaternion``) and seeing how the numbers changed.
- The numbers would get locked to ``1``, so I would attempt to force it by moving my mouse quickly.
- At some point, it bugged and would no longer update the Quaternion values and began spamming the log.

### Minimal reproduction project (MRP)

N/A