sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Text Extractor No Longer Works as Expected
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-Text Extractor

### Microsoft PowerToys version

0.83.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

TextExtractor

### Steps to reproduce

Start the tool using the hotkey combination
Attempt to capture text

### ✔️ Expected Behavior

To operate as it did in the last release.

### ❌ Actual Behavior

I have multiple monitors and when starting text extractor I now have odd behavior occurring where I'm getting some new capture dialogue showing up at the top of my screen, an application window from another screen is transposed onto the screen my mouse was on when pressing the hotkey combination and when I am able to get to the application I intend to copy text from the results are truncated and mostly unusable. Prior to this update it worked fine. I just tried it on a machine running 0.82.0 and it still functions as expected.

### Other Software

_No response_
Repository: godot
Issue: C# CompositorEffect does not work, and it will stuck the engine when re-opening the project
Labels: bug,topic:rendering,needs testing,topic:dotnet

### Tested versions

Godot v4.3.rc2.mono.official [3978628c6]

### System information

Godot v4.3.rc2.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 31.0.15.3161) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads)

### Issue description

I'm trying to write a compositor effect for rendering a custom texture for my rendering proposal. 

However, I failed at making translation [the official demo](https://github.com/godotengine/godot-demo-projects/tree/master/compute/post_shader) to C# version in the first step. 

I put the initialization step into the constructor, and marked the class as [GlobalClass] and [Tool]. But it does not work when I attached it to a Compositor of a WorldEnviroment Node. 

More severely, if I saved the scene with a C# compositor effect, the engine will be stuck when the project is re-opened. 

### Steps to reproduce

In MRP, I've made an available CompositorEffect with GDScript and a C# version translation of it.
The custom CompositorEffect will make rendered object completely black. 

1. Switch the GDScript version and C# version for the WorldEnvironment's Compositor in the main scene. 
2. The C# version should take no effect at all. 

3. Save the scene with C# version is attached. Then close the engine. 
4. Re-open this project, engine will be stuck. (later manually delete the compositor in .tscn file can re-open this project successfully)

### Minimal reproduction project (MRP)

[CompositorCSharpMRP.zip](https://github.com/user-attachments/files/16550921/CompositorCSharpMRP.zip)
Repository: PowerToys
Issue: ImageResizer: Request for option to preserve orientation without the EXIF rotation attribute
Labels: Idea-Enhancement,Product-Image Resizer,Needs-Triage

### Description of the new feature / enhancement

Would like to see an option to actually allow rotation of an image without relying on EXIF orientation metadata.
Actually rotating or preserving orientation of an image without an embedded EXIF 'Orientation : Rotate 90 CW' attribute.




### Scenario when this would be used?

This would allow greater compatibility support for websites and browsers that do not respect the EXIF orientation value. 


### Supporting information

There are already several image software tools that can do this, for example: JPEG Lossless Rotator (https://annystudio.com/software/jpeglosslessrotator/)
Repository: godot
Issue: weird error message when opening a repo for the first time after cloning
Labels: platform:android,topic:core,needs testing

### Tested versions

- Reproducible in: 4.2.2.stable,4.3.rc3

### System information

Android 11-Redmi 10 2022-Godot v4.2.2.stable

### Issue description

When i clone my preexisting repo from github and open it for the first time with godot
Editor it there is a error in the output it says
> Cannot convert to <-> from compressed formats. Use compress() and decompress() instead.

![Screenshot_2024-08-08-22-47-59-102_org godotengine editor v4](https://github.com/user-attachments/assets/a1540f39-0df8-4195-b591-bafa8694b0a7)
It doesn't cause any issue tho. Everything works normally AFAIK.
It doesn't pop up ever again just for the first time.

### Steps to reproduce

Clone a repo from github
Open with Godot editor

### Minimal reproduction project (MRP)

~~https://github.com/shahriarlabib000/dice~~

-  Instructions: don't unzip the project externally.directly open with godot

[dice.zip](https://github.com/user-attachments/files/16551836/dice.zip)
Repository: neovim
Issue: pu=strftime "en août" breaks fileencoding
Labels: bug,localization,unicode  💩

### Problem

In August, on a French system, in a `utf-8` file, `:pu=strftime('%B')` puts `ao<fb>t` where that `<fb>` is some kind of holding character. Saving and reloading the file then switches it to `fileencoding=latin1`, and un-undoably replaces existing `utf-8` glyphs with multi-character `latin1` encodings.

### Steps to reproduce

nvim --clean empty_utf8_file
:se fenc=utf8
:pu=strftime('%B')
:w
:e
:se fenc

### Expected behavior

In August in France, `:pu=strftime('%B')` should `:put` "août" with no consequent switching of `fileencoding` to `latin1`.

### Neovim version (nvim -v)

NVIM v0.10.1

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

no, vim 9.1

### Operating system/version

Windows 10 Pro

### Terminal name/version

Windows Terminal v1.20.11781.0

### $TERM environment variable

not applicable

### Installation

winget add Neovim.Neovim
Repository: godot
Issue: Adding node to SubViewport  does not update it correctly in web
Labels: needs testing,topic:gui

### Tested versions

Reproducible: 4.2.2 stable, 4.2.1 stable, 4.3-rc3

### System information

macOS 14.5.0 - GLES3 (Compatibility) - Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

I add Sprite2D after timeout to SubViewport through code. It runs correctly on Desktop, but not in browser. In browser after timeout expires nothing happens, then after I leave the tab for some time and come back later the sprite is there.

### Steps to reproduce

1. Open project
2. Run project on desktop
3. Run project in browser
4. Compare results

### Minimal reproduction project (MRP)

[bag_test.zip](https://github.com/user-attachments/files/16552045/bag_test.zip)
Repository: node
Issue: `nodejs.util.inspect.custom` support for uncaught Errors
Labels: util,feature request

### What is the problem this feature will solve?

When an Error/object is thrown and not caught, the error information printed to the terminal does not consider the `[Symbol.for("nodejs.util.inspect.custom")]()` function. https://nodejs.org/api/util.html#utilinspectcustom
This is potentially a bug.

```js
class C1 {
    [Symbol.for("nodejs.util.inspect.custom")]() {
        return "custom string";
    }
}
console.log(new C1()); // custom string appears
throw new C1() // custom string does not appear
```

### What is the feature you are proposing to solve the problem?

Add `nodejs.util.inspect.custom` function support for uncaught Errors

### What alternatives have you considered?

_No response_
Repository: rust
Issue: `dead_code` warning when private trait is only used as type bound in another trait
Labels: A-diagnostics,T-compiler

### Code

```Rust
trait UInt: Copy + From<u8> {}

impl UInt for u16 {}

trait Int: Copy {
    type Unsigned: UInt;

    fn as_unsigned(self) -> Self::Unsigned;
}

impl Int for i16 {
    type Unsigned = u16;

    fn as_unsigned(self) -> u16 {
        self as _
    }
}

fn priv_func<T: Int>(x: u8, y: T) -> (T::Unsigned, T::Unsigned) {
    (T::Unsigned::from(x), y.as_unsigned())
}

pub fn pub_func(x: u8, y: i16) -> (u16, u16) {
    priv_func(x, y)
}
```


### Current output

```Shell
warning: trait `UInt` is never used
 --> src/lib.rs:1:7
  |
1 | trait UInt: Copy + From<u8> {}
  |       ^^^^
  |
  = note: `#[warn(dead_code)]` on by default
```


### Desired output

```Shell
<empty>
```


### Rationale and extra context

The false positive happens when a private trait is only used as type bound in another trait.

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.80.1 (3f5fd8dd4 2024-08-06)
binary: rustc
commit-hash: 3f5fd8dd41153bc5fdca9427e9e05be2c767ba23
commit-date: 2024-08-06
host: x86_64-unknown-linux-gnu
release: 1.80.1
LLVM version: 18.1.7
```


### Anything else?

_No response_
Repository: rust
Issue: LF_BUILDINFO introduces non-determinism to Windows rlib builds
Labels: O-windows,T-compiler,C-bug,A-reproducibility

The changes from #113492 have introduced a source of non-determinism in our rustc invocations, which causes cache invalidations for us in Buck since the output often changes hashes.

The root issue here seems to be that `LF_BUILDINFO` now contains an absolute path to `rustc.exe`, which is not consistent for our use-case in Meta (our build machines use https://github.com/facebook/dotslash in order to download `rustc` to a temporary directory which is not stable across hosts). The `LF_BUILDINFO` entry is present in every `rlib` artifact we produce. 

### Details

1. Build an rlib crate on windows
2. `ar x foo.rlib` to look at the `rcgu.o` files
3. `llvm-pdbutil dump -all foo-<hash>.foo.<hash>-cgu.0.rcgu.o`

Contents for our Buck built rlib look like:

```
0x100C | LF_STRING_ID [size = 152] ID: <no type>, String: C:\remote_execution\dotslash_cache\keyed_blake3\dc\ef\<hash>\data\bin\rustc.exe
```

The problematic string ends up embedded in the object files within the `rlib` archive, introducing non-determinism in our build outputs.

I'd like to adjust this by proposing one of a few ideas:

1. Amending `LF_BUILDINFO` to accept a relative path (or user-defined path) to rustc.exe. E.g. `-Zbuildinfo_exe_path=rustc.exe` or similar.
2. Omit `LF_BUILDINFO`'s command & command line args entirely, reverting back to pre- #113492 behavior. E.g. `-Zomit_buildinfo_args` or similar.
3. Something else?

Would any of these options make sense to pursue as a PR?
Repository: flutter
Issue: Navigator.onDidRemovePage does not give the result the route was popped with
Labels: framework,f: routes,P2,team-framework,triaged-framework

Starting with 3.24.0 stable, `Navigator.onPopPage` is deprecated and replaced by `Navigator.onDidRemovePage`. However, the new API doesn't provide the result the page-based route has been removed with.
My use case - I have a custom navigation solution implemented with `Router`, let's call it `MyNav`. It manages its own pages, and when a page is added to it, it returns a `Future`. Then, when the page is removed with any method my solution supports, the methods accept an optional `result` and the `Future` is completed with it.
With `Navigator.onPopPage` the result of `Navigator.pop` was available and I could call my page removal method with this result. With the new `Navigator.onDidRemovePage` this is no longer possible. In other words, if I use `MyNav.push` and await on the `Future`, and then use `Navigator.pop(aResult)`, the `Future` has no chance of returning the value.
I read the rationale why this new API exists, but it is mostly about the old one not playing nice with other popping solutions, like the iOS back gesture when the old callback decides to veto and the application hangs. But why is the result gone?

### Expected results

The `Navigator.onDidRemovePage` callback provides access to the value so that custom navigation solutions use it.

### Actual results

The result is not available.
Repository: rust
Issue: Minor clarity concern for drop section of `pin` module docs
Labels: T-libs-api,A-docs,C-discussion

### Location

`pin` module docs under the `Drop` guarantee section https://doc.rust-lang.org/stable/std/pin/index.html#drop-guarantee

https://github.com/rust-lang/rust/blob/2048386fe2898febe7315c0feb915458e41c7aa5/library/core/src/pin.rs#L554-L560

### Summary

As presented, this example using `Option` is a bit unclear to me since setting it to `None`, at least with the most obvious approach of `my_option = None`, would typically involve running drop for `v` such that it would not lead to UB. I guess this line is technically discussing when a value can be invalidated at a location and not specifically when it is invalidated in a way that breaks `Pin`'s invariants by avoiding drop? Or it is implied that the option is being overwritten without dropping the old value?

Regardless, it is a bit confusing to encounter an example in this context that doesn't appear to be able to cause UB, especially since the next line is "Similarly," followed by an example where undefined behavior can occur.
Repository: godot
Issue: Returning a value from void functions not caught if value is returned directly from another function
Labels: bug,topic:gdscript

### Tested versions

- Reproducible in: 4.3.rc3, 4.2 stable, 4.1 stable.

### System information

Godot v4.3.rc3 - Windows 10.0.22631 - GLES3 (Compatibility) - AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.24002.92) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

When using functions with strongly typed return values, the parser correctly shows an error if the programmer attempts to directly return a value:
```gdscript
func correct_void_return() -> void:
	return 1
```
```
Error at (17, 5): A void function cannot return a value.
```

If the same is attempted, but instead of a number, a function call is used, this skips the check.
```gdscript
func incorrect_void_return() -> void:
	return int_return()

func int_return() -> int:
	return 1
```

If the function returns void, there is no situation where it makes sense to attempt to return anything. This is especially the case when it's attempting to return the result of a strongly typed function.

### Steps to reproduce

This can be reproduced by including the following 3 functions in any script. The script will not function until correct_void_return is commented out.
```gdscript
func incorrect_void_return() -> void:
	return int_return()


func int_return() -> int:
	return 1


func correct_void_return() -> void:
	return 1
```

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: cmd/internal/testdir: Test/nosplit.go failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "cmd/internal/testdir" && test == "Test/nosplit.go"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8740145461393550305)):

    === RUN   Test/nosplit.go
    === PAUSE Test/nosplit.go
    === CONT  Test/nosplit.go
        testdir_test.go:145: output should be empty when (optional) expected-output file nosplit.out is not present. Instead saw
            BUG
            rejected incorrectly:
            	start 96 nosplit callind
            
            	linker output:
            	go-test-nosplit: write /Users/swarming/.swarming/w/ir/x/t/go-build2491450351/b001/importcfg: device error
    ...
            	go-test-nosplit: write /Users/swarming/.swarming/w/ir/x/t/go-build1409681356/b001/importcfg: device error
            	
            rejected incorrectly:
            	start 0 call f; f 136
            
            	linker output:
            	error writing long arguments to response file: write /Users/swarming/.swarming/w/ir/x/t/args848228270: device error
            	
            
    --- FAIL: Test/nosplit.go (97.13s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: next.js
Issue: Docker standalone build is not working when adding layout to /app path
Labels: bug,Output (export/standalone)

### Link to the code that reproduces this issue

https://github.com/AdisonCavani/nextjs-docker-reproduction

### To Reproduce

1. docker build -t nextjs-docker . 
2. docker run -p 3000:3000 nextjs-docker
3. Open website

### Current vs. Expected behavior

Current: Website is not loading. React throws errors into console.  
Expected: Website should work

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Pro
  Available memory (MB): 16296
  Available CPU cores: 12
Binaries:
  Node: 22.2.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.5 // Latest available version is detected (14.2.5).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.4
Next.js Config:
  output: standalone
```


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

Output (export/standalone)

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

next start (local), Other (Deployed)

### Additional context

When you change the /app folder name to something else, the website is working fine.
Repository: pytorch
Issue: Add Test for Inductor and Dynamo Config BC Breakages
Labels: triaged,better-engineering,oncall: pt2,module: inductor,module: dynamo,internal ramp-up task

### 🚀 The feature, motivation and pitch

In some cases bc breakages here might be fine. We should at least have the signal.  

See, issue here in torch ao: https://github.com/pytorch/ao/pull/382/

### Alternatives

_No response_

### Additional context

_No response_

cc @msaroufim 

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire
Repository: godot
Issue: GDShader parser should give errors in incorrect usage of `const` and certain array type declarations
Labels: bug,topic:shaders

### Tested versions

Reproducible in:
- v4.2.2.stable.flathub [15073afe3]
- v4.0.4.stable.mono.official [fc0b241c9]

In Godot 3, some constructs are not allowed, so it seems to only have the `const` function issue.
So, partially reproducible in:
- v3.5.3.stable.official [6c814135b]
- v3.3.stable.official

### System information

Godot v4.2.2.stable (15073afe3) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 5500 (BDW GT2) () - Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 Threads)

### Issue description

The Shader code below should give errors of various types, but it's being parsed as valid.

Problems:
- [x] Functions allowing `const` qualifier before return type
- [x] Array of void being allowed at all
- [ ] Local variables of implied array size allowing non-arrays indirectly

`buggy.gdshader`
```glsl
shader_type canvas_item;

// Allowing const here has to be a bug; it doesn't seem to mean anything.
const int const_returned() { return 0; }

// Adding const even causes an error to not trigger. Without const, this gives ERROR:
// "Unknown array size is forbidden in that context".
const bool[] unknown_array_return_being_allowed_with_const() { return true; }

// It's weird that such "unknown array size" allows non-arrays too.
bool bool_fn() { return true; }
uniform int int_var;
void unknown_array_vars_allowing_non_arrays() {
	bool[] a = bool_fn();
	int b[] = int_var;
	// This seems to be a bug, as the line below is an error:
	//bool[] c = true; // Gives ERROR: Expected a '{'
	// Is this form allowed in other contexts, apart from local vars? If so, I didn't test.
	
	// In fact, why is this form even allowed at all? It's better to always require the size.
	// If functions, fields, etc. need to specify size, then it's always known statically, no?
	// It's not useful even as syntatic sugar, as you cannot mix different sizes anyway.
	//int[] d = {2}, e = {3, 4}; // Gives ERROR: Array size mismatch
	// If the purpose is to allow specifying values without having to count them manually,
	// then I suggest instead telling the expected count in the error message
	//int[1] f = {1, 2, 3}; // Could be ERROR: Array size mismatch, expected int[3]
}

// I guess an array of nothings is also nothing. Still, there's no reason to allow it.
// Expected ERROR like "Type void cannot be an array" or "Expected function identifier".
void[2] nothings() { return; }

```

### Steps to reproduce

Simply create a Shader file with the code above and note it shows no errors in Godot's Shader code editor.
I did not make any tests whatsoever involving Visual Shader, I don't know if it's applicable.

### Minimal reproduction project (MRP)

N/A

I was told to report the bug by @Chaosus on devel chat.
Repository: go
Issue: runtime: TestCgoCallbackGC failures
Labels: help wanted,NeedsInvestigation,arch-riscv,compiler/runtime

```
#!watchflakes
default <- pkg == "runtime" && test == "TestCgoCallbackGC"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8740144339884270577)):

    === RUN   TestCgoCallbackGC
    === PAUSE TestCgoCallbackGC
    === CONT  TestCgoCallbackGC
        crash_cgo_test.go:68: /home/swarming/.swarming/w/ir/x/t/go-build402992713/testprogcgo.exe CgoCallbackGC: signal: aborted
        crash_cgo_test.go:71: expected "OK\n", but got:
            free(): invalid pointer
    --- FAIL: TestCgoCallbackGC (0.38s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: crypto/tls: unrecognized failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "crypto/tls" && test == ""
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8740141436994604065)):

    FAIL	crypto/tls [build failed]


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Pop when enabling audio filter, such as LowPassFilter
Labels: bug,topic:audio

### Tested versions

4.0 - 4.3 rc2

### System information

Windows 10, Vulkan forward +, Nvidia 3070

### Issue description

When enabling filters on a bus, there can be a pop or crack, depending on the wave form when the filter is enabled.  For example, I enable a low pass filter when the player enters the water, and sometimes there's a very audible click or pop.

### Steps to reproduce

1. Add a LowPassFilter to the Master bus.
2. Toggle it on and and off with AudioServer.set_bus_effect_enabled()
3. Note that sometimes there's a pretty glaring pop.

### Minimal reproduction project (MRP)

[test_filter_pop.zip](https://github.com/user-attachments/files/16554589/test_filter_pop.zip)
Repository: next.js
Issue: Next.js project in an npm workspace has broken standalone build
Labels: bug,Output (export/standalone)

### Link to the code that reproduces this issue

https://github.com/apexskier/nextjs-repro

### To Reproduce

Clone repro repo and cd to it.

Run `npm run build -w child`

### Current vs. Expected behavior

Current behavior is that the standalone folder puts the `server.js` file in a subdirectory: `cat child/.next/standalone/child/server.js`. Instructions still reference `.next/standalone/server.js` and when the `server.js` file is run CSS and other static resources fail.

Expected behavior is that the `server.js` file is in `child/.next/standalone/server.js`.

Additionally, there are two `package.json` files in the `standalone` directory, one for the parent workspace and one for the child package.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:14:38 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T6020
  Available memory (MB): 32768
  Available CPU cores: 12
Binaries:
  Node: 22.3.0
  npm: 10.8.1
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.2.5 // Latest available version is detected (14.2.5).
  eslint-config-next: 14.2.5
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.4
Next.js Config:
  output: standalone
```


### Which area(s) are affected? (Select all that apply)

Output (export/standalone)

### Which stage(s) are affected? (Select all that apply)

next build (local)

### Additional context

Using standalone output. Found while prepping to deploy to docker.