sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `unused_imports` on `pub use macros::*` should explain that `[macro_export]` macros don't need to be exported.
Labels: A-lints,A-diagnostics,A-macros,T-compiler,D-terse,L-unused_imports

### Code
```rust
mod macros {
    #[macro_export]
    macro_rules! some_macro {
        () => {{println!("Hello, World")}};
    }
}

pub use macros::*;
```

### Current output
```
warning: unused import: `macros::*`
 --> src/lib.rs:8:9
  |
8 | pub use macros::*;
  |         ^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default

warning: `tester` (lib) generated 1 warning (run `cargo fix --lib -p tester` to apply 1 suggestion)
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.02s
```

### Desired output
```
warning: unused import: `macros::*`
 --> src/lib.rs:8:9
  |
8 | pub use macros::*;
  |         ^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default
  = note: this import only imports macros exported with `#[macro_export]`, therefore the `pub use` does nothing

warning: `tester` (lib) generated 1 warning (run `cargo fix --lib -p tester` to apply 1 suggestion)
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.02s
```

### Rationale and extra context

I ran into this myself, because I'm so used to `pub use ...` functions/structs to nicely organise my libraries.
So I think this can also help others who don't realise that `#[macro_export]` makes the `pub use` unnecessary.

### Other cases

_No response_

### Rust Version

rustc 1.84.0-nightly (4f2f477fd 2024-10-23)
binary: rustc
commit-hash: 4f2f477fded0a47b21ed3f6aeddeafa5db8bf518
commit-date: 2024-10-23
host: x86_64-unknown-linux-gnu
release: 1.84.0-nightly
LLVM version: 19.1.1

### Anything else?

_No response_
Repository: godot
Issue: Forward+/Mobile: Missing sky cube reflections in shaders with specific `Environment` settings
Labels: bug,topic:rendering,topic:3d

### Tested versions

v4.3.stable.official.77dcf97d8

### System information

OpenGL API 4.2 (Core Profile) Mesa 23.2.1-1ubuntu3.1~22.04.2 - Compatibility - Using Device: Intel - Mesa Intel(R) HD Graphics 4000 (IVB GT2)

Tested also on Windows 10 with nVidia GTX 960.

### Issue description

This bug is similar to issue https://github.com/godotengine/godot/issues/53817, but that case it refers to the situation when `Reflected Light` does not work without `Sky`.

Here the situation is different, `Sky` is generated and works, but in special cases of `Environment` settings, reflections in the materials stop displaying the sky. They are not black (they look different than in `Disabled` mode). A reflection of "something" appears on the objects, but it is not the sky.

In addition, the same settings work in `Compatibility` mode.

### when it doesn't work

- `Background` == `Clear Color`
- `Ambient Light` == `Background`

This is how it looks with `Reflected Light` == `Sky`

![pic 2024-10-24 10-50-47](https://github.com/user-attachments/assets/498aff86-9a68-4439-912b-b736820e6a04)

For comparison `Reflected Light` == `Background` (this is because there is no `Sky`, same effect with `Disabled`)

![pic 2024-10-24 10-51-01](https://github.com/user-attachments/assets/e5905c3b-637f-4205-8e55-e51e16512c77)

Similar effect with `Background` == `Custom Color`

![pic 2024-10-24 10-51-09](https://github.com/user-attachments/assets/b0e3a8e6-ed64-4e82-a0fe-543963a6660a)

### when it does work

- `Background` == `Clear Color`
- `Ambient Light` == `Disabled` :warning: 
- `Reflected Light` == `Sky`

![pic 2024-10-24 10-51-22](https://github.com/user-attachments/assets/cb19f786-a715-421b-806a-c135b1dfa58c)

With `Ambient Light` == `Color`

![pic 2024-10-24 10-51-29](https://github.com/user-attachments/assets/d7eb21b7-a137-421b-bdf6-12196c2ce161)

With `Background` == `Sky` and `Ambient Light` == `Background`

![pic 2024-10-24 10-51-15](https://github.com/user-attachments/assets/16609069-26e8-4fd4-9f1f-dee1fe044d4d)

With `Background` == `Clear Color` and `Ambient Light` == `Sky`

![pic 2024-10-24 10-51-33](https://github.com/user-attachments/assets/955cd67c-59b0-4a69-a8a2-9d08b164bbd8)


### Steps to reproduce

Open MRP and fiddle with `Environment` settings in `test_scene_01.tscn`.

Good first test is to change `Ambient Light` between `Background` and `Disabled`.


### Minimal reproduction project (MRP)

[sky-issues-mrp.zip](https://github.com/user-attachments/files/17505092/sky-issues-mrp.zip)
Repository: ui
Issue: [feat]: Select fields update
Labels: area: request

### Feature description

Select field should be able to accept number values too not only string

### Affected component/components

Select

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: ui
Issue: [bug]: Theme Provider creates hydration error in Next.js 15.0.1
Labels: bug

### Describe the bug

Implementing dark mode, and putting `ThemeProvider` into the layout is making hydration error in newest version of Next.js (15.0.1).

<img width="954" alt="Screenshot 2024-10-24 at 12 05 15" src="https://github.com/user-attachments/assets/52e33a0d-b8c3-4cff-a1a3-d5c69dce4f03">



### Affected component/components

ThemeProvider

### How to reproduce

1. Do npm install next-themes
2. Create `ThemeProvider` component.
3. Wrap children in layout file

### Codesandbox/StackBlitz link

https://ui.shadcn.com/docs/dark-mode/next

### Logs

```bash
Hydration failed because the server rendered HTML didn't match the client. As a result this tree will be regenerated on the client. This can happen if a SSR-ed Client Component used


-className="dark"
-style={{color-scheme:"dark"}}
```
```


### System Info

```bash
Next.js 15.0.1

MacOS, Google Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: next.js
Issue: When using router.replace() from next/navigation for routing, the modal opened with the next.js slot does not close.
Labels: create-next-app,bug

### Link to the code that reproduces this issue

https://github.com/2dubbing/nextgram

### To Reproduce

1. npm install
2. npm run dev
3. Open web browser http://localhost:3000
4. Click the square UI with the number on it on the screen.
5. Click the X button in the modal window.

### Current vs. Expected behavior

Current: If you route with router.replace() while the modal window is open, the modal window will not close.

Expected behavior: Routing with router.replace() should close any open modal windows.


### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 24.0.0: Mon Aug 12 20:51:54 PDT 2024; root:xnu-11215.1.10~2/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 10
Binaries:
  Node: 20.18.0
  npm: 10.8.2
  Yarn: N/A
  pnpm: 9.6.0
Relevant Packages:
  next: 15.0.0-canary.61
  react: 19.0.0-rc.0
  react-dom: 19.0.0-rc.0
  typescript: 5.5.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

create-next-app

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

You might want to use router.replace for the following reasons
Because we think it's better for usability to use router.replace rather than router.back if the data change is successful on the Change Form Data page.

thank you.
Repository: tauri
Issue: [feat] Allow setting window appId dynamically to prevent Windows from combining taskbar buttons
Labels: type: feature request

### Describe the problem

Currently, if you have a multi-windowed app, you can set the icon of each window to a unique icon using `window.setIcon`.

However, Windows will by default combine the taskbar buttons even if they have different icons.

Electron provides an API to get around this. You can do something like:

```
window.setAppDetails({ appId: 'uniqueAppId' });
```

As far as I can tell, there is no equivalent API in Tauri

### Describe the solution you'd like

I would like to have the addition of an API that allows me to control the grouping of taskbar buttons of app windows on Windows.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: go
Issue: proposal: x/crypto/ssh: read single packets from SSH channels
Labels: Proposal

### Proposal Details

I propose a new `ssh.Channel` function to read a single SSH packet. 

This is required in to inter-opt with some channel types in use by OpenSSH. 

For example to inter-opt with the `tun@openssh.com` channel type defined in section 2.3 of the [openssh protocol standard](https://cvsweb.openbsd.org/src/usr.bin/ssh/PROTOCOL?annotate=HEAD):

>   283: Once established the client and server may exchange packet or frames
     284: over the tunnel channel by ***encapsulating them in SSH protocol strings***
     285: and sending them as channel data. ***This ensures that packet boundaries
     286: are kept intact.*** Specifically, packets are transmitted using normal
     287: SSH_MSG_CHANNEL_DATA packets:

It is required that you are able to read each individual SSH packet as it defines the length of each Network packet. 

Currently the `Read(...)` function defined by the `ssh.Channel` interface reads all buffered SSH packets. 
This requires the implementer of `tun@openssh.com` and other similar channel types to attempt to determine SSH packet size (and thus network packet size) from the data that is returned from `Read(...)`. 

This is error prone and in some cases not feasible. 


The following are two snippets to show how this may be implemented.


Example addition to `ssh.buffer`:
```go
func (b *buffer) ReadSingle() ([]byte, error) {

	sb.Cond.L.Lock()
	defer sb.Cond.L.Unlock()

	if sb.closed {
		return nil, io.EOF
	}

	if len(sb.head.buf) == 0 && sb.head == sb.tail {
		// If we have no messages right now, just wait until we do
		sb.Cond.Wait()
		if sb.closed {
			return nil, io.EOF
		}
	}

	result := make([]byte, len(sb.head.buf))
	n := copy(result, sb.head.buf)

	sb.head.buf = sb.head.buf[n:]

	if sb.head != sb.tail {
		sb.head = sb.head.next
	}

	return result, nil
}
```


Example addition to `ssh.channel` (and thus the `ssh.Channel` interface):
```go
func (c *channel) ReadSSHPacket() ([]byte, error) {
	buff, err := m.pending.ReadSingle()
	if err != nil {
		return nil, err
	}

	if len(buff) > 0 {
		err = c.adjustWindow(uint32(len(buff)))
		if len(buff) > 0 && err == io.EOF {
			err = nil
		}
	}

	return buff, err
}
```


Additionally, here is a working example of how this must currently be done which uses incredibly brittle reflections.

https://github.com/NHAS/reverse_ssh/blob/f5d2a6cd8562e5f5ff33551aa37285651b90a309/internal/client/handlers/tun.go#L356
Repository: svelte
Issue: Svelte 5: create_in_transition from svelte/internal no longer usable
Labels: transition/animation

### Describe the problem

I have encountered an issue when migrating from Svelte 4 to Svelte 5 where my application fails due to the removal of the svelte/internal module. Specifically, I was using create_in_transition from svelte/internal to implement custom page transitions in a mobile app.

### Error Message:

Error: Your application, or one of its dependencies, imported from 'svelte/internal', which was a private module used by Svelte 4 components that no longer exists in Svelte 5. It is not intended to be public API. If you're a library author and you used 'svelte/internal' deliberately, please raise an issue on https://github.com/sveltejs/svelte/issues detailing your use case.

### Code Snippet:

Here is the code I used in Svelte 4:

```
import { create_in_transition } from "svelte/internal";

let intro = create_in_transition(document.querySelector("#page-" + page), fly, {
    x: previousPage < page ? -100 : 100,
    duration: 250,
});
intro.start();
```

### Use Case:

I am developing a mobile app where all pages are pre-rendered and fully loaded in the DOM. However, I still want smooth transitions between pages when the user navigates. In Svelte 4, I used the create_in_transition function from svelte/internal to manage these transitions based on the current and previous page.

### Why Standard Transitions Won't Work:

I couldn't use Svelte’s standard transitions (e.g., the transition directive with if blocks) because standard transitions only trigger when elements are added or removed from the DOM. Using them with if implies that the pages would only be loaded when they are displayed, which isn't suitable for my use case. In my app, all pages are already in the DOM, and I want to transition between them without reloading or re-rendering content.

### Describe the proposed solution

Could you please provide guidance on how to handle this use case in Svelte 5, or consider making create_in_transition or an equivalent API available? I understand that svelte/internal was not intended as a public API, but this functionality is crucial for my mobile app’s user experience.

Thank you for your attention!

### Importance

would make my life easier
Repository: kubernetes
Issue: Kubectl exec disconnects automatically after 5m post upgrading the k8s cluster to 1.30
Labels: kind/bug,kind/support,sig/cli,needs-triage

### What happened?

We have several automated scripts that run kubectl commands to exec into the pods and execute some custom scripts scripts. We observed that on all clusters running version 1.30.x, the session automatically gets disconnected without any error message, which was not the case in versions lower than 1.30.

### What did you expect to happen?

Session should not terminate until we disconnect or exit from the pod 

### How can we reproduce it (as minimally and precisely as possible)?

Just run a script which does kubectl exec into the pod and you will see that it gets disconnected with in 5 min

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```
Client Version: v1.30.3
Kustomize Version: v5.0.4-0.20230601165947-6ce0bf390ce3
Server Version: v1.30.3

</details>


### Cloud provider

<details>
Azure
</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: node
Issue: EALREADY when reconnecting socket after destroying immediately after connecting
Labels: net

### Version

v22.10.0

### Platform

```text
Darwin xxx.local 23.6.0 Darwin Kernel Version 23.6.0: Mon Jul 29 21:14:21 PDT 2024; root:xnu-10063.141.2~1/RELEASE_ARM64_T8103 arm64
```


### Subsystem

_No response_

### What steps will reproduce the bug?

```
import { Socket } from 'node:net';

const socket = new Socket();
socket.on('error', (err) => {
  console.log(err);
});
socket.on('connect', () => {
  console.log('connected');
});
socket.connect({ host: 'google.com', port: 80 });
socket.once('close', () => {
  console.log('closed');
  socket.connect({ host: 'google.com', port: 80 });
});
socket.destroy();
```

### How often does it reproduce? Is there a required condition?

Always

### What is the expected behavior? Why is that the expected behavior?

Seeing 
```
closed
connected
```
in the console.

### What do you see instead?

```
closed
Error: connect EALREADY 142.250.179.174:2404 - Local (192.168.178.178:61323)
    at internalConnect (node:net:1097:16)
    at defaultTriggerAsyncIdScope (node:internal/async_hooks:464:18)
    at GetAddrInfoReqWrap.emitLookup [as callback] (node:net:1496:9)
    at GetAddrInfoReqWrap.onlookupall [as oncomplete] (node:dns:132:8) {
  errno: -37,
  code: 'EALREADY',
  syscall: 'connect',
  address: '142.250.179.174',
  port: 2404
}
```

### Additional information

Calling `socket.destroySoon();` or `socket.end();` does work as intended, but IMO `socket.destroy();` should also allow a reconnect immediately afterwards. Note that calling `socket.destroy();` on a socket that has been connected does allow for immediate reconnect afterwards as expected.
Repository: vscode
Issue: Add flag to disable welcome page on first start
Labels: feature-request,workbench-welcome

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Right now the welcome page will always be shown as can be seen by this:
https://github.com/microsoft/vscode/blob/main/src/vs/workbench/contrib/welcomeGettingStarted/browser/startupPage.ts#L108
https://github.com/microsoft/vscode/blob/main/src/vs/workbench/contrib/welcomeGettingStarted/browser/startupPage.ts#L121

Would it be possible to add a flag to disable this?
Repository: godot
Issue: Button node registers press when disabled
Labels: bug,topic:input,topic:gui

### Tested versions

I'm only using 4.3

### System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 970 (NVIDIA; 32.0.15.6094) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Button is not fully inactive when disabled

You can still click a disabled button and then register a release after it's enabled again without registering a button down signal

### Steps to reproduce

Button node -> set to disabled
Press the button and hold down the mouse - NOTE: No down signal is sent (as expected), but the button still registered it's been pressed (which it shouldn't)
Keep the disabled button pressed
Wait for timer to enable the button
Release button - button up signal IS sent (even though it wasn't pressed)

Button node -> set to disabled
Hold down the mouse outside the button - NOTE: No down signal is sent (as expected)
Keep the mouse pressed
Wait for timer to enable the button
Move mouse over button
Release button - button up signal is NOT sent (as expected)



### Minimal reproduction project (MRP)

[button-bug-report.zip](https://github.com/user-attachments/files/17506970/button-bug-report.zip)
Repository: kubernetes
Issue: Allow different orders in OrderedReady podManagementPolicy
Labels: kind/feature,sig/apps,lifecycle/stale,needs-triage

### What would you like to be added?

On top of the existing [OrderedReady](https://kubernetes.io/docs/concepts/workloads/controllers/statefulset/#orderedready-pod-management) policy for a StatefulSet, I'd like to be able to pick minor variants to the order, like a descending rather than ascending order.

### Why is this needed?

When the pods in the StatefulSet come with significant state (for example clustered databases where each pod carries its own volume with one shard of the data), there can be significant differences between the first pod and the last, and therefore it can become important to pick in which order they should be deployed. In my case, the older pods (with alphabetically lower names) hold older data, while newer pods have newer data and should ideally come online first. Reversing the ordered followed by the scheduler would allow my workload to become mostly functional again in minutes rather than hours, after a major maintenance such as a kubernetes version upgrade to the node.

I've considered workarounds like [custom schedulers](https://kubernetes.io/docs/tasks/extend-kubernetes/configure-multiple-schedulers/) but they seem overkill and aren't always supported natively by most helm charts out there.

https://github.com/kubernetes/kubernetes/issues/88362 was withdrawn back in 2020 but it was more about interdependencies between pods.
Repository: ui
Issue: [bug]: In button components section, on click of login button navigates to 404 page could not be found page.
Labels: bug

### Describe the bug

In Button components docs section, on click of the login button the page navigates to **/login** and shows 404 Page could not be found error.
![Screenshot from 2024-10-24 18-48-15](https://github.com/user-attachments/assets/2a77c758-416d-458b-b83c-bafdddc320fb)
![Screenshot from 2024-10-24 18-48-59](https://github.com/user-attachments/assets/f1875615-2340-4ff8-b18e-086bbd405d31)


### Affected component/components

Button

### How to reproduce

1. Go to Button components in docs section
2. Scroll down to login button
3. Click on login button
4. You will see 404 page could not be found

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Ubuntu 20
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: OS.has_feature doesn't work with custom features and Small Deploy
Labels: bug,needs testing,topic:export

### Tested versions

- Reproduced in v3.6.stable.official [de2f0f147]

### System information

Ubuntu Linux

### Issue description

When debugging in an android device with "Small Deploy with Network Filesystem" debug option checked, all calls to has_feature("some_custom_feature") returns false;
Without this option checked, it works as expected.

### Steps to reproduce

- create android export;
- create custom feature;
- check Debug > Deploy with remote debug
- check Debug > Small Deploy with Network Filesystem
- run on android device
- call OS.has_feature("some_feature") > returns False, should return True
- call OS.has_feature("Android") > returns True, as expected

### Minimal reproduction project (MRP)

[test_custom_feature.zip](https://github.com/user-attachments/files/17508374/test_custom_feature.zip)
Repository: Python
Issue: adding optimized code for largest rectangle histogram
Labels: enhancement

### Feature description

You are given an array of integers heights where heights[i] represents the height of a bar. The width of each bar is 1.

Return the area of the largest rectangle that can be formed among the bars.
giving optimized solution for this problem using stacks  
kindly assign me this issue
Repository: pytorch
Issue: autograd.Function HOP (maybe others) have name conflict when lifting freevars
Labels: triaged,oncall: pt2,module: dynamo,module: higher order operators,module: pt2-dispatcher,dynamo-autograd-function

We should land https://github.com/pytorch/pytorch/pull/129817

I think someone ran into this internally ([internal ref](https://fb.workplace.com/groups/1075192433118967/permalink/1530131980958341/))

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames @rec @ydwu4 @bdhirsh @yf225