sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Illegal instruction compiling `core` and `compiler_builtins` for target mips3 with ABI n64.
Labels: A-LLVM,O-MIPS,T-compiler,C-bug,requires-custom-config

Both modules `core` and `compiler_builtins` fail to compile with target mips3 and ABI set to n64.  Note: they compile with ABI n32 no problem.

To reproduce, you could try checking out my project https://github.com/sarchar/libdragon-rs and changing the ABI from n32 to n64 in `mips-nintendo64-none.json`.

I expected to see this happen: core and compiler_builtins should compile

Instead, this happened: LLVM crashes with SIGILL (Illegal instruction) with opcode "ud2".  I believe LLVM intentionally crashes when UB code is encountered.

### Meta
`rustc --version --verbose`:
```
rustc 1.75.0-nightly (09df6108c 2023-10-17)
binary: rustc
commit-hash: 09df6108c84fdec400043d99d9ee232336fd5a9f
commit-date: 2023-10-17
host: x86_64-unknown-linux-gnu
release: 1.75.0-nightly
LLVM version: 17.0.2
```
Repository: storybook
Issue: [Bug]: storybook cli init not working with NX "package based" repo
Labels: bug,cli,has workaround,monorepos,sev:S3

### Describe the bug

Running either `npx storybook@latest init` or `npx storybook@next init` in an NX monorepo produces the following error:

```bash
SB_CLI_INIT_0001 (NxProjectDetectedError): We have detected Nx in your project. Nx has its own Storybook initializer
, so please use it instead.
Run "nx g @nx/storybook:configuration" to add Storybook to your project.
```
Forcing with the -f flag doesn't work either.

This may be intentional in order to let NX manage versions of the same package with its generators. But NX has [several flavors](https://nx.dev/concepts/integrated-vs-package-based) of ways to work with it. In this project, I'm using "package based" which means generators are not used and each package has a user managed package.json. Workspaces are managed by p/npm or yarn. It's pretty similar to how Turborepo works or stand alone Lerna.

As far as I can tell, there is currently no way using the CLI to install Storybook in an NX repo without a generator. That means, I'll have to install it manually in this project since I'm not using generators (which isn't a big deal as long as I can!).






### To Reproduce

No repro, but here's the monorepo in question: https://github.com/unleashit/npm-library. Steps I've taken

1. npx create-vite ./demos/storybook --template react-ts
2. cd into storybook folder
3. npx storybook@latest init --force

### System

```bash
System:
    OS: Linux 5.15 Ubuntu 20.04.6 LTS (Focal Fossa)
    CPU: (8) x64 Intel(R) Core(TM) i7-4720HQ CPU @ 2.60GHz
    Shell: 5.0.17 - /bin/bash
  Binaries:
    Node: 20.5.0 - ~/.nvm/versions/node/v20.5.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v20.5.0/bin/yarn
    npm: 10.2.5 - ~/.nvm/versions/node/v20.5.0/bin/npm
    pnpm: 8.15.1 - ~/.nvm/versions/node/v20.5.0/bin/pnpm <----- active
  Browsers:
    Chrome: 121.0.6167.85
```


### Additional context

_No response_
Repository: storybook
Issue: [Bug]: storybook7 fails in headless mode
Labels: bug

### Describe the bug

I have storybook7 to generate static html files, and use playwright to do the visual regression tests. It works fine in headmode. But when I enable the headless mode, it failed with error:
![image](https://github.com/storybookjs/storybook/assets/81340450/63c7f572-188e-4070-9312-38b9d327d771)


And it works fine in storybook6.
After debug, there is a fetch method in the [Preview.tsx](https://github.com/storybookjs/storybook/blob/981c2bdcef785f324faf08578d1281b36b391b1d/code/lib/preview-api/src/modules/preview-web/Preview.tsx#L168)

Is there any solution to fix this issue? Or can we remove the fetch method here? Many thanks for your help!

### To Reproduce
https://github.com/RongqiZ/storybook7-test
```npm run build-storybook``` to generate the static files
``` npm run playwright ``` to start headless mode test
_No response_

### System

_No response_

### Additional context

_No response_
Repository: Web-Dev-For-Beginners
Issue: Arabic translation support
Labels: no-issue-activity

I would like to work on adding Arabic translation support to the site document.

If anyone would like to collaborate on this, please let me know.
Repository: ant-design
Issue: 面包屑组件添加省略菜单功能
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

当空间有限时（例如出现五级以上的面包屑），使用省略菜单来截断面包屑。通常显示首页与两个页面标签，其余面包屑被收起在省略菜单中。

### What does the proposed API look like?

autoCollapse	是否超出maxItemCount后自动折叠	boolean	true，
maxItemCount	超出多少个进行自动折叠	number	4

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Bug]: Spamming logs in browser console
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

When opening the webui, the browser console outputs a large amount of `verbose`: `CLEARY/* | photoClips []` in a loop

This causes the page to be very laggy

### Steps to reproduce the problem

Open webui

### What should have happened?

Should not appear

### What browsers do you use to access the UI ?

Microsoft Edge

### Sysinfo

[sysinfo-2024-02-18-08-43.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/14321748/sysinfo-2024-02-18-08-43.json)


### Console logs

```Shell
Model loaded in 20.9s (load weights from disk: 3.4s, create model: 3.8s, apply weights to model: 10.0s, apply channels_last: 0.6s, load VAE: 0.5s, hijack: 0.2s, load textual inversion embeddings: 0.1s, calculate empty prompt: 2.1s).
Python 3.11.6 (tags/v3.11.6:8b6ee5b, Oct  2 2023, 14:57:12) [MSC v.1935 64 bit (AMD64)]
Version: v1.7.0
Commit hash: cf2772fab0af5573da775e7437e6acdca424f26e
Launching Web UI with arguments: --medvram-sdxl --theme dark --xformers --xformers-flash-attention --opt-channelslast --api --autolaunch --skip-python-version-check
Loading weights [54537df37b] from D:\Software\Stable Diffusion\webui\models\Stable-diffusion\「天空之境」sdxlAnime_v31.safetensors
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Startup time: 30.5s (prepare environment: 3.6s, import torch: 5.5s, import gradio: 3.5s, setup paths: 13.7s, initialize shared: 0.4s, other imports: 1.1s, setup codeformer: 0.2s, load scripts: 1.2s, create ui: 0.8s, gradio launch: 0.6s, add APIs: 0.1s).
Creating model from config: D:\Software\Stable Diffusion\webui\repositories\generative-models\configs\inference\sd_xl_base.yaml
Loading VAE weights found near the checkpoint: D:\Software\Stable Diffusion\webui\models\VAE\「天空之境」sdxlAnime_v31.safetensors
Applying attention optimization: xformers... done.
Model loaded in 18.1s (load weights from disk: 2.5s, create model: 1.5s, apply weights to model: 11.3s, apply channels_last: 0.4s, load VAE: 0.4s, calculate empty prompt: 1.7s).
```
```


### Additional information

_No response_
Repository: godot
Issue: Angular Limit from Pinjoint2D causes to rotate Node B erraticly.
Labels: bug,topic:physics,topic:2d

### Tested versions

Reproducable in: 
4.2.1.stable_mono
4.3-dev3_mono

### System information

Windows 10

### Issue description

If you create RigidBody2Ds, neither is a child of the other, and use Pinjoint2D to connect the two. The issue begins when you enable angular limit and set the upper and lower rotation limit, one of the nodes in the joint will start rotating around the joint uncontrollably.

In the video, the torque around the joint isn't building up immediately after it rotates around, it only starts to build up torque. This seems rather unpredictable.

When lower > upper || upper < lower, the node immediately builds up torque more and more unpredictably. Otherwise, other forces have to rotate the node around the joint before triggering the effect, with the two limits converging makes it more likely with less rotation required.

https://github.com/godotengine/godot/assets/138860645/3d411aa8-9a3f-477b-a438-3a56cb2b843a



### Steps to reproduce

Physics bodies and a Rigidybody connected with a pinjoint. 
Enable angular limit.
Set the upper and lower limit.

### Minimal reproduction project (MRP)

[TestProject.zip](https://github.com/godotengine/godot/files/14321747/TestProject.zip)

```[tasklist]
### Tasks
```
Repository: godot
Issue: Unnecessary margin in docks?
Labels: discussion,topic:editor,topic:gui

### Tested versions

v4.3.dev3.official [36e943b6b]

### System information

w10 64

### Issue description

Is all this margin necessary without any use?
This means that you have to expand the dock further to the left, taking up more space in the editor because that margin remains there, for what reason?


![Captura4](https://github.com/godotengine/godot/assets/19652075/c51559de-fff9-4073-8d70-c2de2a111805)


The editor font is size 14 by default, I reduced it to 12

### Steps to reproduce

...

### Minimal reproduction project (MRP)

...
Repository: godot
Issue: If local-to-scene is true, SubResource ID is modified whenever scene is instantiated, re-packed, and saved
Labels: bug,discussion,topic:core,documentation,needs testing

### Tested versions

Reproducible in v4.2.1.stable.mono.official [b09f793f5]

### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon (TM) R9 390 Series (Advanced Micro Devices, Inc.; 27.20.20913.2000) - Intel(R) Core(TM) i5-4430 CPU @ 3.00GHz (4 Threads)

### Issue description

If Local to Scene is checked for any given SubResource within a scene, if that scene is instantiated, re-packed, and saved, (as in the following code example), the id for that SubResource will change.

```
var packed_scene := load("res://test_scene.tscn")	
var instance_root = packed_scene.instantiate()	
packed_scene.pack(instance_root)	
ResourceSaver.save(packed_scene)
```

test_scene.tscn before running script:
```
[gd_scene load_steps=2 format=3]

[sub_resource type="BoxShape3D" id="BoxShape3D_j7mo4"]
resource_local_to_scene = true

[node name="CollisionShape3D" type="CollisionShape3D"]
shape = SubResource("BoxShape3D_j7mo4")
```

test_scene.tscn after running script:
```
[gd_scene load_steps=2 format=3]

[sub_resource type="BoxShape3D" id="BoxShape3D_aqm20"]
resource_local_to_scene = true

[node name="CollisionShape3D" type="CollisionShape3D"]
shape = SubResource("BoxShape3D_aqm20")
```

Possibly related: #82702, #74001, #55190

### Steps to reproduce

Run the MRP and see if the SubResource ID of the BoxShape3D within test_scene.tscn changes

### Minimal reproduction project (MRP)

[SubResourceIdIssue.zip](https://github.com/godotengine/godot/files/14321929/SubResourceIdIssue.zip)
Repository: godot
Issue: Cannot use class names in AnimationTree StateMachine's advance expression box
Labels: discussion,topic:gdscript,needs testing

### Tested versions

Reproducible in : Godot 4.2.1

### System information

Linux Mint 21.3 Cinnamon 6.0.4

### Issue description
Edit 21.04.2024: The issue has nothing to do with *custom* classes, using any class name in the advance expression box will not work. 
`var v = Node.NOTIFICATION_READY` Set a variable to any random enum from any class.
`v == Node.NOTIFICATION_READY` Putting this in the advance expression box will not advance.

Original post:

I have a character that's script extends a custom class that i made. A 'state' variable in the custom class is used to control the animation tree, via the advance expression property. (see below)

Custom class script:
```
class_name MyCustomClass
extends Node

enum State {
	IDLE,
	JUMP,
}

var state = State.IDLE
```

Character script:
```
extends MyCustomClass

func _process(_delta):
	if Input.is_action_just_pressed("ui_accept"):
		state = State.JUMP

# Called by the jump animation
func print_jump():
	print("JUMP")
	state = State.IDLE
```

Putting `owner.state == owner.State.JUMP` in the animation tree's advance expression box works, but `owner.state == MyCustomClass.State.JUMP` doesn't, even though it should. MyCustomClass gets syntax highlited in the advance expression box, indicating that it is recognized as a class name, but the transition doesn't advance.

edit: adding a `static var ADVANCE = true` variable into MyCustomClass and setting the advance expression to `owner.ADVANCE` will make the transition travel, but `MyCustomClass.ADVANCE` will never travel.

(I don't know what exactly is the issue, please change the title that describes it better. Thank you)
edit: added some extra info

### Steps to reproduce

Please see minimal reproduction project. Currently the advance expression is `owner.state == owner.State.JUMP` and it works, but change the advance expression to `owner.state == MyCustomClass.State.JUMP` and it will stop working.

According to my testing, in the advance expression box, trying to access any variable like `CustomClass.my_variable` won't work.

### Minimal reproduction project (MRP)

[AdvanceExpressionTest.zip](https://github.com/godotengine/godot/files/14322134/AdvanceExpressionTest.zip)
Repository: godot
Issue: Reimporting scene resources erroneously open the last opened script
Labels: bug,topic:editor,usability,topic:import

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.24002.92) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

When reimporting any scene resources (GLTF, FBX & OBJ), the editor will open any script you last opened after the reimport finishes. Also affect external editors.

~~May be related to the Scene Format Importer system, as this bug also affect custom SF importers.~~

### Steps to reproduce

1. Open a script
2. Switch to views other than "Script"
3. Reimport any model
4. The Script editor is opened

### Minimal reproduction project (MRP)

[Reimport bug.zip](https://github.com/godotengine/godot/files/14322205/Reimport.bug.zip)
Repository: go
Issue: cmd/compile: expose what contributes to consuming the inlining budget
Labels: Performance,NeedsInvestigation

### Proposal Details

## Expose what contributes to consuming the inlining budget as a debug flag

Sometimes, understanding why a function is inlined or not or what the main contributors to the function budget consumption are is not easy.

This proposal is to add a `-d` flag to the `go tool compile` command that enables traces of budget consumption.

### Proof of concept

I already have a POC that does more or less the job and a tool that takes advantage of that to give a summary.

This is an example of this execution:

```
> go build -gcflags "-d=inlcostreason" hello.go
./hello.go:24:6: inline-function-cost: 123
./hello.go:24:6: inline-function-cost: 0,not inlining too expensive
./hello.go:25:13: inline-cost: 57,non-leaf inlining,0
./hello.go:25:13: inline-cost: 1,node,1
./hello.go:25:13: inline-cost: 1,node,2
./hello.go:25:13: inline-cost: 1,node,6
./hello.go:25:16: inline-cost: 1,node,3
./hello.go:25:16: inline-cost: 1,node,4
./hello.go:25:25: inline-cost: 1,node,5
./hello.go:26:20: inline-cost: 59,inlined function body,7
./hello.go:26:20: inline-cost: 1,node,7
...
```

This file, passing from a tool that I built, gives you this (showing only part of the output):

```go
...
func usage() {  //  123, total inline cost, not inlining too expensive
	fmt.Fprintf(os.Stderr, "usage: helloserver [options]\n")  //  63, non-leaf inlining, node
	flag.PrintDefaults()  //  60, inlined function body, node
	os.Exit(2)
}
...
```

To understand what I did, I just added in the right places (where the budget changes) blocks like this:
```go
if base.Debug.InlCostReason != 0 {
    base.WarnfAt(v.lastFunctionPos, "inline-cost: %d,%s,%d", inlineExtraThrowCost, "trow", v.counter)
    v.counter++
}
```

The counter avoids line deduplication, and the `lastFunctionPos` avoids showing already inlinable code as part of other functions. But those are implementation details that we need to figure out later the best approach here.
Repository: stable-diffusion-webui
Issue: [Bug]: DAT upscaler in extra tab is not working
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

dev branch newest ver.
The DAT upscaler is working in text2img tab hires.fix actually. 
In extra tab, the console shows the processing bar by tiling. After a while, the result is just the same as if choosing None or a lanczos, the model is outputing nothing. Perhaps it's working but the result is not showed properly or something went wrong. Tested for DATx2 or DATx4. I set scale by value 2 if that is no wrong.

### Steps to reproduce the problem

None

### What should have happened?

None

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

win10 torch 2.1 cuda12

### Console logs

```Shell
just normal
```


### Additional information

_No response_
Repository: excalidraw
Issue: Regression: Laser point collaboration broke onPointerUpdate button state 
Labels: bug

Due to the below change, onPointerUpdate in view mode (maybe in others as well, I did not test it) does not receive the down button.

https://github.com/excalidraw/excalidraw/blob/47f87f4ecbc62058b6e2b6b7d953952bf6f3ecaf/packages/excalidraw/components/App.tsx#L5494-L5506

This change resolved it for me in the Obsidian fork (as collab does not affect Obsidian), but this should be fixed.
![image](https://github.com/excalidraw/excalidraw/assets/14358394/b1e8055c-b260-4427-adef-0eb4cab72951)
Repository: godot
Issue: .blend files not found/opened when project is on smb-drive
Labels: bug,platform:linuxbsd,topic:editor,needs testing,topic:import

### Tested versions

- Reproducible in v4.2.1.stable.official.b09f793f5



### System information

Ubuntu 22.04

### Issue description

When the Godot-project is on a smb-drive (/var/run/user/<n>/gvfs/<smb-share>/..) an error occurs when Godot is trying to handle any .blend-files. According to the error, Godot incorrectly claims that the blender-executable would be missing (illustrated in the screenshot).

![problem](https://github.com/godotengine/godot/assets/1550368/1a2063ec-f8f7-45ac-bcda-e856712bab2b)



### Steps to reproduce

Prepare:

1. Create a new LOCAL godot project
2. Open Blender and save the default box as "box.blend" in the godot-project directory.
3. Verify that Godot automatically updates the project and imports the box (illustrated in screenshot)
![Local](https://github.com/godotengine/godot/assets/1550368/e8f1d17f-f3a8-4717-9359-ad389f0730a6)

Reproduce:
1. Close Godot
2. Copy the project-folder to a smb-share
3. Restart Godot
4. Click on the existing project and select "Remove"
5. Click on "Import" and browse to the network directory containing the project. 
The following error appears:
![problem](https://github.com/godotengine/godot/assets/1550368/48d679fd-e937-4be4-beab-3adf4ec35588)



### Minimal reproduction project (MRP)

In case you don't want to create that project, I have the box-project with included blend-file here.
[Blend_problem.zip](https://github.com/godotengine/godot/files/14323022/Blend_problem.zip)
Repository: godot
Issue: Vulkan API using incorrect Vulkan Device, using Intel Graphics instead of NVIDIA GPU
Labels: bug,needs testing,crash

### Tested versions

4.2.1

### System information

Pop_OS! Razer Blade 17, NVIDIA 3070

### Issue description

I am trying to open my projects using Godot 4.2.1 on Pop_OS!

The project selection window pops up, and when I select a project (any project) I get the following error:

```txt
jacques@pop-os:~$ godot4
Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 470.199.02 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 3070 Laptop GPU
 
Editing project: /home/jacques/Code/godot/udemy-gamedevtv-complete-godot-2d/projects/SpeedySaucer
Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org
Vulkan API 1.3.238 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) UHD Graphics (TGL GT1)
X Error:  BadDrawable
  Request Major code 149 ()
  Request Minor code 4
  ResourceID 0x340000a
  Error Serial #196
  Current Serial #235
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketLargeE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools12BucketMediumE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketSmallE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: BUG: Unreferenced static string to 0: TextServerDummy
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: IPUnix
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ResourceFormatImporterSaver
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MovieWriterMJPEG
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: interface_added
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: TextServerAdvanced
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ImageFormatLoader
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ResourceFormatSaver
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: GDScriptEditorTranslationParserPlugin
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: MovieWriterPNGWAV
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ScriptLanguage
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: ResourceFormatLoader
   at: unref (core/string/string_name.cpp:129)
```

### Steps to reproduce

Open a project using Godot 4.2.1 on Pop_OS!

### Minimal reproduction project (MRP)

Any project on Pop_OS!
Repository: go
Issue: x/pkgsite: builtins with lowercase names not searchable
Labels: pkgsite,pkgsite/search

### What is the URL of the page with the issue?

https://pkg.go.dev/search?q=builtin.make&m=symbol

### What is your user agent?

firefox

### Screenshot

sorry, don't have one handy

### What did you do?

search for make on pkg.go.dev

### What did you see happen?

results for Make

### What did you expect to see?

builtin.make, aka the `make` function that's part of the base language.

it looks to me like pkg.go.dev is (correctly for EVERY OTHER case) only searching for exported symbols, but for the handful of language builtins (make, min, max, nil, etc) with lowercase names that are predeclared identifiers, this isn't working.