sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: svelte
Issue: Scope css styles to a different Svelte component
Labels: css

### Describe the problem

The existing ways of scoping css styles to a child component don't feel right. Either they require customisable components to expose a lot of properties for styling purposes, which does not feel right, or for ```:global()``` to be used in a way that can cause styles that are designed to target a child component to leak into other descendant components.

### Describe the proposed solution

Just as ```:global()``` is used to strip the prefix from selectors, we could allow the name of a component such as ```:MyButton()``` to be used to add the appropriate prefix to a selector, so that it can target elements in a descendant component. It would look like this:
```
<script>
	import MyButton from "./MyButton.svelte"
</script>

<div>
	<MyButton>Click Me!</MyButton>
</div>

<style>
	div :MyButton(button){
		background-color:red;
	}
</style>
```
I think that a containing element would usually be necessary, to avoid the style from being applied 'globally' to all instances of MyButton (much like how ```:global()``` is generally used).

### Alternatives considered

The usual approach is to use ```:global()```, but that can cause a descendant component to be accidentally targeted as well, such as illustrated here, since the selector in the :global() section cannot be restricted to just the component that we really want to style:
```
<script>
	import MySheet from "./MySheet.svelte"
	import MySection from "./MySection.svelte"
</script>

<div>
	<MySheet>
		<MySection>First Section</MySection>
		<MySection>Second Section</MySection>
	</MySheet>
</div>

<style>
	div :global(div){
		background-color:red;
	}
</style>
```
A child selector can stop the style leaking beyond the child (i.e. ```div > :global(div)```), but then it makes the relationship more fragile. Another way to stop the style leaking is to add uncommon class names to elements so that they can be more precisely targeted from ancestors (i.e. ```div > :global(.mysheet-div)```), but that feels very verbose.

Another approach is to expose styles through attributes, but that requires a lot of repetitive work, and prevents styling from being expressed through css, and so doesn't feel like the correct approach.

### Importance

would make my life easier
Repository: godot
Issue: Engine crash when removing node in specific situation
Labels: bug,topic:core,crash

### Godot version

3.5.2

### System information

Windows 10 x64

### Issue description

I found out that you can delete a node in a specific situation that should be blocked. This causes invalid node to stay in the scene tree, which is basically a ticking bomb:
![image](https://github.com/godotengine/godot/assets/2223172/b1033654-8899-46a8-8588-9b12009d199f)
When the parent node is being freed, the broken node causes hard crash with very obscure stack trace (assuming you use C++ debugger, otherwise there is no error log). This can happen e.g. when changing scenes and also leads to random bugs like `null` during `get_children()` iteration.

The issue does **not** happen in 4.x, as this situation is handled and results in an error.

### Steps to reproduce

1. Attach this script to a node
```GDScript
extends Node

func _ready() -> void:
	var ui = Node.new()
	add_child(ui)
	
	var menu = Node.new()
	ui.add_child(menu)
	
	var interface = Node.new()
	ui.add_child(interface)
	interface.connect("tree_exiting", menu.get_parent(), "remove_child", [menu])
	
	get_tree().create_timer(0.5).connect("timeout", interface, "queue_free") # invalid node here (and cow_data error)
	get_tree().create_timer(1).connect("timeout", self, "queue_free") # crash
```
2. Run

### Minimal reproduction project

N/A
Repository: angular
Issue: resetConfig re-renders the component it was called on
Labels: area: router

### Which @angular/* package(s) are the source of the bug?

router

### Is this a regression?

Yes

### Description

I have a root routing module 
```
{
    path: 'home',
    loadChildren: () => import('./routes/home/home.module').then(m => m.HomeModule),
  },
  {
    path: 'manage',
    loadChildren: () => import('./routes/manage/manage.module').then(m => m.ManageModule),
  },
  {
    path: 'search',
    loadChildren: () => import('./routes/search/search.module').then(m => m.SearchModule),
  },
  {
    path: 'admin',
    loadChildren: () => import('./routes/admin/admin.module').then(m => m.AdminModule),
  }
```
and the child routing module when I have a problem.
```

{
    path: '',
    component: ManageComponent,
    children: [
      {
        path: 'my-files',
        component: MyFilesComponent,
      },
      {
        path: 'some-path',
        component: SomeComponent,
      },
    ],
  }
```
  

I need to add a new route with the same `SomeComponent` component depending on the response from the backend.
after when I call the `resetConfig` method from some component,  every time when I change a route from (for example) MenuComponent, all the module (ManageModule) re-render their depended component.


 ```
...export class MenuComponent {
  constructor(private router: Router) {
    const routes = [
        {
          path: 'somePath/:id/:child1/:child2',
          component: SomeComponent,
        },
        {
          path: 'somePath/:id/:child1',
          component: SomeComponent,
        },
         {
          path: 'somePath/:id/',
          component: SomeComponent,
        },
      ];
  
      this.router.config.find(v => v.path === 'manage')._loadedRoutes[0].children.push(...routes);
      this.router.resetConfig(this.router.config);
    }
}
```

```
  <a [routerLink]="['./some-path']">Some Path</a>
  <a [routerLink]="['./my-files']">My Files</a>
```

I don't know how else to explain.  If needed, I can provide an example


### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

_No response_

### Anything else?

_No response_
Repository: godot
Issue: Recurring crash on startup
Labels: bug,topic:rendering,needs testing,crash

### Godot version

4.0.3

### System information

 Mac OS X Arm64

### Issue description

I was working on the attached scene and while moving around the camera it suddenly crashed. No big deal so I just reopened Godot and it immediately crashed again. It consistently kept doing this where it launched and then immediately crashed without even showing the editor UI. 

Around the time of the crash I had added the two plane variables, so I went into an editor and commented them out, though I was using a different editor and the comment format was `//` instead of hash, so maybe since the script couldn't compile it didn't fix the issue or maybe regardless it's going to try to use a compiled script on startup.

Anyways I ended up just removing the scene and script from my project and then relaunched the project and everything was fine. 

Unfortunately I couldn't repro it when I moved the scene / script into a new project and ran it or when I reran it in my old project. However it does seem like the ViewPort of `SubViewPort` somehow got corrupted in the crash. I'm not sure why it still doesn't crash, maybe the app saves state of the scene it launches to.

I realize there are a few broken aspects of that script. But that is the exact script / scene at the moment of the recurring crash starting.

### Steps to reproduce

All I did was have the attached scene open and was moving around the camera

### Minimal reproduction project

[Crashing.zip](https://github.com/godotengine/godot/files/11567788/Crashing.zip)
Repository: go
Issue: x/image/webp: unable to decode image
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
go version go1.20.4 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/jmooring/.cache/go-build"
GOENV="/home/jmooring/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/jmooring/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/jmooring/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/snap/go/current"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/snap/go/current/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.20.4"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-O2 -g"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-O2 -g"
CGO_FFLAGS="-O2 -g"
CGO_LDFLAGS="-O2 -g"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build960738136=/tmp/go-build -gno-record-gcc-switches"

</pre></details>

### What did you do?

<details>
<summary>main.go</summary>

```go
package main

import (
	"fmt"
	"image"
	"log"
	"os"

	_ "golang.org/x/image/webp"
)

func main() {
	reader, err := os.Open(os.Args[1])
	if err != nil {
		log.Fatal(err)
	}

	m, _, err := image.Decode(reader)
	if err != nil {
		log.Fatal(err)
	}
	fmt.Printf("Successfully decoded %s. Image bounds: %s\n", os.Args[1], m.Bounds())
}
```
</details>

```bash
go run . test.webp
```

### What did you expect to see?

```text
Successfully decoded test.webp. Image bounds: (0,0)-(210,210)
```

### What did you see instead?

```text
2023/05/25 11:56:07 webp: invalid format
exit status 1
```

### Notes

This is not an animated WebP image.

This image is not corrupt:

- It displays as expected in Chrome and Firefox
- It displays as expected in Microsoft Visual Studio Code
- It can be converted with `cwebp`
- It can be processed with ImageMagick
- It can be processed with `exiftool`

### Test image 

[test.webp](https://www.veriphor.com/shared/github/golang/go/issues/60437/test.webp)
Repository: PowerToys
Issue: Copy and Paste Shortcode to Paste Previous Items
Labels: Resolution-Built into Windows

### Description of the new feature / enhancement

It would be nice to have some additional copy and paste features. Sometimes I'm in a situation where I'm copying 2 or 3 different things to a page which are in separate fields. Currently, I would open Notepad, paste the values I would like to copy on separate lines and then copy and paste each item as needed.

It would be nice if I could copy items (say up to 9) and then paste each one without having to go back and recopy as needed.

For example

- I would copy 3 pieces of separate text: first I would copy "value1", then "value2", finally "value3".
- Then I would go back to where I would like to paste these
- If I want to paste the last item I would press CTRL+V
- But if I wanted the third item I would press CTRL+V+3

### Scenario when this would be used?

A possible scenario would be:

- You have 20 forms that you need to add 2 new fields to. The field label and value is the same on each form and the form has no way of creating a template so you have to create each field.
- You copy the four pieces you need to paste: Label 1, Value 1, Label 2, Value 2
- You go to each form and use the keyboard shortcuts to paste each value without having to recopy each time

### Supporting information

_No response_
Repository: rust
Issue: /usr/bin/ld: BFD (GNU Binutils for Ubuntu) 2.38 internal error, aborting at ../../bfd/merge.c:939 in _bfd_merged_section_offset
Labels: I-ICE,T-compiler,C-bug

Non-repeatable loader bug on large program.

Message says "please report this bug". So I did.

### 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.
-->

`rustc --version --verbose`:
```
rustc 1.69.0 (84c898d65 2023-04-16)
```

### Error output

```
 = note: /usr/bin/ld: BFD (GNU Binutils for Ubuntu) 2.38 internal error, aborting at ../../bfd/merge.c:939 in _bfd_merged_section_offset
          /usr/bin/ld: Please report this bug.
          collect2: error: ld returned 1 exit status


error: could not compile `sharpview` due to previous error

```
[loaderbug.txt](https://github.com/rust-lang/rust/files/11568641/loaderbug.txt)
Repository: flutter
Issue: Use `Fake` instead of overriding `noSuchMethod` for `TestPlatformDispatcher`, `TestFlutterView`, and `TestDisplay`
Labels: a: tests,framework,P2,team-framework,triaged-framework

Currently, the test classes from the engine all explicitly override `noSuchMethod` instead of using `Fake`. This could potentially cause unexpected null errors as opposed to the more descriptive `UnimplementedError` that `Fake` uses.

This ticket is to investigate whether the shift from `null` to `UnimplementedError` would have negative impacts on the test bindings and how the change could affect plans for #122255. If the impacts aren't bad, then this ticket would also serve to make and land the change as well, as the `UnimplementedError` is much more descriptive and helpful than returning an unexpected `null`.
Repository: rust
Issue: Using the `backtrace` crate worsens codegen when building with opt-level='s'
Labels: I-slow,A-codegen,C-bug

<!--
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.
-->

My apologies if this is a known issue.  I wanted to see whether the compiler would
optimize the following code in the way that I expected:

```rust
// lib.rs
pub struct Data { body: Box<[u8;509]> }

impl Data {
    pub fn some_bytes(&self) -> u16 {
	u16::from_be_bytes(
		self.body[3..5]
			.try_into()
			.expect("math fail")
	)
    }
}
```

It worked just fine, and compiled it down to a few simple instructions (according to cargo show-asm):
```asm
	mov rax, qword ptr [rdi]
	movzx eax, word ptr [rax + 3]
	rol ax, 8
	ret
```

But when I tried the same code in my own project, it generated a much worse implementation.

After some experimentation, I found that I could reproduce the issue by changing my test code as follows:

```rust
// lib.rs

use backtrace::Backtrace; // <--- ADDED THIS LINE

pub struct Data { body: Box<[u8;509]> }

impl Data {
    pub fn some_bytes(&self) -> u16 {
	u16::from_be_bytes(
		self.body[3..5]
			.try_into()
			.expect("math fail")
	)
    }
}
```
```toml
// Cargo.toml
[package]
name = "slice-playground"
version = "0.1.0"
edition = "2021"

[profile.release]
opt-level = 's'

[dependencies]
backtrace = "0.3.67"
```


With these changes, I got significantly worse code:
```
	.cfi_startproc
	push rax
	.cfi_def_cfa_offset 16
	mov rdi, qword ptr [rdi]
	add rdi, 3
	mov esi, 2
	call qword ptr [rip + core::array::<impl core::convert::TryFrom<&[T]> for [T; N]>::try_from@GOTPCREL]
	test al, 1
	jne .LBB1_1
	shr eax, 8
	rol ax, 8
	pop rcx
	.cfi_def_cfa_offset 8
	ret

.LBB1_1:
	.cfi_def_cfa_offset 16
	lea rdi, [rip + .L__unnamed_2]
	lea rcx, [rip + .L__unnamed_1]
	lea r8, [rip + .L__unnamed_3]
	mov rdx, rsp
	mov esi, 9
	call qword ptr [rip + core::result::unwrap_failed@GOTPCREL]

	ud2
```

Note that ALL of the changes are necessary to see the problem:  I had to add the backtrace crate, I had to use it in the code, and I had to set `opt-level = 's'`.

I've reproduced this behavior with the following versions of Rust:

```
[2223]$ rustc +nightly --version --verbose 
rustc 1.71.0-nightly (c373194cb 2023-05-24)
binary: rustc
commit-hash: c373194cb6d882dc455a588bcc29c92a96b50252
commit-date: 2023-05-24
host: x86_64-unknown-linux-gnu
release: 1.71.0-nightly
LLVM version: 16.0.4
[2224]$ rustc --version --verbose
rustc 1.69.0 (84c898d65 2023-04-16)
binary: rustc
commit-hash: 84c898d65adf2f39a5a98507f1fe0ce10a2b8dbc
commit-date: 2023-04-16
host: x86_64-unknown-linux-gnu
release: 1.69.0
LLVM version: 15.0.7
```

Thanks for taking a look at this!
Repository: deno
Issue: Suggestion: Show relative file paths when logging stack traces
Labels: suggestion,testing

Noticed myself often getting a bit lost in our stack traces to find the relevant bits of information. When working on a project I feel like I'm more interested in which file the error occurred in, rather than what's the full URL to that file. Always showing the current working directory adds a lot of repeated visual noise:

![Screenshot 2023-05-25 at 22 26 41](https://github.com/denoland/deno/assets/1062408/52029af5-8814-436f-9841-81e251abf54d)

Here is the same error with relative paths:

![Screenshot 2023-05-25 at 22 26 09](https://github.com/denoland/deno/assets/1062408/65c47e74-6c99-4f88-9dc7-50ce98d94e33)

I'm thinking something like: If we encounter a `file://` url in the stack frame, we'd check if the path is inside the current working directory. If it is, we'd make it relative.

I know such things are always a little subjective, so I wanted to gather other opinions first. How do other folks feel about this? Yay or nay?
Repository: TypeScript
Issue: Spread operator mixed with destructuring assignment resulting in unsoundness
Labels: Help Wanted,Possible Improvement

# Bug Report

This might have been covered before but I am not sure how to best search for it, apologies if it is a duplicate - when destructuring assignment is used with a spread operator (see example below) TS seems to ignore the possibility that the variable could be assigned `undefined`.

### 🔎 Search Terms

spread, destructure, destructuring

### 🕗 Version & Regression Information

- This is the behavior in every version I tried (since 4.1.5 which is the oldest version on the playground with `noUncheckedIndexedAccess` available)

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?noUncheckedIndexedAccess=true&ts=5.1.0-beta#code/MYewdgzgLgBA2gQwLowLzwHRYBQDMEA2EApjAPwzZwBEC1KCEMokUAlDAFzxJtIDcAKAD0wmOPEA9MoJbQYAIzQx8RUhSq16MRs3DQO3OAJFiJ02ftjBlcLBgUnREmBbmw4AExTpgQ5y4WlqzwCAD6AA4ATgCWALbEPpg4qiTklDR0DEzuhjw6OVZ8-mbmMkA)

### 💻 Code
```ts
const [a] = [...(false ? (["a"] as const) : [])];
//     ^?
const b = false ? (["a"] as const) : [];
//    ^?
const c = [...b];
//    ^?
const [d] = c;
//     ^?

const [a_prime] = [...(false ? (["a"] as const) : [] as const)];
//     ^?
```
### 🙁 Actual behavior

`a` is typed as `"a"`, while `d` and `a_prime` are typed as `"a" | undefined"`. Note this only happens when noUncheckedIndexedAccess is enabled, otherwise all of them are typed as `"a"`.

Note that `d` is the unrolled version of `a` which makes it more surprising that TS is typing them differently.

### 🙂 Expected behavior

They should all be typed `"a" | undefined`.
Repository: go
Issue: x/build: create Luci reverse builders
Labels: Builders,new-builder,umbrella

As part of a migration to a new CI/CD system, there is a need to create images for the machines hosted on the Go GCP project. This is a list of the reverse builders which are currently hosted on the project. This list will be used to seed the task list which must be completed in order to support these builders.

## Builders
- #67299 (aix-ppc64; @trex58)
- [ ] android-arm-corellium (@steeve, @changkun)
- [ ] android-arm64-corellium (@steeve, @changkun)
- ~darwin-amd64-10_14~ (@golang/release)
- [x] darwin-amd64-10_15 (@golang/release)
- [x] darwin-amd64-11_0 (@golang/release)
- [x] darwin-amd64-12_0 (@golang/release)
- [x] darwin-amd64-13 (@golang/release)
- [x] darwin-amd64-longtest (@golang/release)
- [x] darwin-amd64-nocgo (@golang/release)
- [x] darwin-amd64-race (@golang/release)
- [x] darwin-arm64-11 (@golang/release)
- [x] darwin-arm64-12 (@golang/release)
- #67300 (freebsd-arm-paulzhol; @paulzhol)
- #67301 (freebsd-arm64-dmgk; @dmgk)
- #63482 (freebsd-riscv64-unmatched; @mengzhuo)
- #67302 (illumos-amd64; @jclulow)
- #66360 (ios-arm64-corellium; @steeve, @changkun)
- [ ] linux-amd64-wsl (@mengzhuo)
- #65398 (linux-loong64-3a5000; @XiaodongLoong, @abner-chenc)
- #67303 (linux-mips-rtrk; @draganmladjenovic)
- #67305 (linux-mips64-rtrk; @draganmladjenovic)
- #67306 (linux-mips64le-rtrk; @draganmladjenovic)
- #67304 (linux-mipsle-rtrk; @draganmladjenovic)
- #66701 (linux-ppc64-sid-buildlet; @pmur)
- #64588 (linux-ppc64-sid-power10; @pmur)
- #61274 (linux-ppc64le-buildlet; @pmur)
- #64660 (linux-ppc64le-power10osu; @pmur)
- #66667 (linux-ppc64le-power9osu; @pmur)
- #61274 (linux-ppc64le-power8, @pmur)
- [ ] linux-riscv64-jsing (@4a6f656c)
- #63481 (linux-riscv64-unmatched, @mengzhuo)
- #67307 (linux-s390x-ibm; @Vishwanatha-HD, @srinivas-pokala)
- #63698 (netbsd-arm-bsiegert, @bsiegert)
- #63614 (netbsd-arm64-bsiegert, @bsiegert)
- #67103 (openbsd-arm-jsing; @4a6f656c)
- #67104 (openbsd-arm64-jsing; @4a6f656c)
- #67105 (openbsd-mips64-jsing; @4a6f656c)
- #63480 (openbsd-ppc64-n2vi, @n2vi)
- #63599 (plan9-386-0intro, @0intro)
- #63600 (plan9-amd64-0intro, @0intro)
- #63601 (plan9-arm, @0intro)
- #61666 (solaris-amd64-oraclerel, @rorth)
- #67308 (windows-arm-zx2c4; @zx2c4)
- #64587 (windows-arm64-11; @golang/release)

The [label:new-builder in:title LUCI -label:umbrella](https://github.com/golang/go/issues?q=is%3Aopen+label%3Anew-builder+in%3Atitle+LUCI+-label%3Aumbrella) query finds individual builder tracking issues.

@golang/release
Repository: vscode
Issue: Data loss after creating an empty folder in the explorer view unexpectedly 
Labels: bug,important

Not sure how I got to this state but I clicked on the "New Folder..." twice on the explorer title bar, the two folders created, the first one with an empty name. Then I tried to delete this folder, but it deletes an existing folder in the same parent folder.

Undo won't bring the folder back. This is my first data loss in VS Code.
Repository: svelte
Issue: Update `data-sveltekit-` attribute types to allow `boolean | "true" | "false"`
Labels: types / typescript

### Describe the problem

See https://github.com/sveltejs/kit/pull/10039 for context

### Describe the proposed solution

We need to be more permissive here: https://github.com/sveltejs/svelte/blob/3bc791bcba97f0810165c7a2e215563993a0989b/elements/index.d.ts#L554-L560

After making this change, we should deprecate the use of `off` in SvelteKit.

(Open question: do we remove `'off'` from the types here immediately, or leave it for now?

### Alternatives considered

n/a

### Importance

nice to have
Repository: PowerToys
Issue: Increase keyboard shortcut options for Mouse without Borders
Labels: Needs-Triage

### Description of the new feature / enhancement

Right now keyboard shortcuts for mouse without borders is limited to Ctrl Alt and A-Z alphabets. This is very limited choice which nearly all shortcuts conflicting with something or the other.

Provide options for have Ctrl, Alt, Win, Shift and then alphabets, numbers, or special characters on the keyboard.

### Scenario when this would be used?

This is important because many shortcuts are already used and the choices are very limited in mouse without  borders

### Supporting information

_No response_
Repository: flutter
Issue: Remove `vulkan_validation_layers` secondary build file
Labels: engine,P2,team-engine,triaged-engine

https://github.com/flutter/buildroot/pull/736 introduces a secondary build file file the `vulkan_validation_layers` since we believe there is an error in its `BUILD.gn` file.  The secondary build file is intended to be a temporary patch until we can get the issue fixed in upstream.