sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Checking "Collision Animatable" on a TileMap Causes Major Performance Issues
Labels: bug,regression,topic:2d,performance

### Godot version

4.2

### System information

Windows 10, Intel i7 (8th gen), RTX 2070

### Issue description

Creating a TileSet with "Collision Animatable", and then putting a bunch of tiles with Collision enabled in the current scene, causes severe performance issues. I can confirm that this does NOT happen in 4.1.2

### Steps to reproduce

1. Create a TileSet
2. Add a physics layer and check "Collision Animatable"
3. Put a bunch of tiles in the scene
4. Run and observe very low FPS
[Test.zip](https://github.com/godotengine/godot/files/13536727/Test.zip)


### Minimal reproduction project

1. Open provided project
2. Run current scene
3. Observe in Debugger that FPS is very, very low
4. Do the same in GODOT 4.1
5. Observe no issues
Repository: godot
Issue: Inputting any keyboard dead keys softlocks the script editor
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,confirmed,topic:thirdparty

### Godot version

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Fedora Linux 39 (Workstation Edition) - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX Vega (RADV VEGA10) () - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

When inputting a keyboard deadkey, the script editor softlocks. The editor is still responsive and you can change the caret position. But you cannot enter any text in the editor.

## Godot 4.2
[Capture vidéo du 2023-12-02 10-44-53.webm](https://github.com/godotengine/godot/assets/270928/80575173-adfc-42d0-8b2a-99dc92389004)

## Godot 4.1.3 (same thing)
![Capture d’écran du 2023-12-02 10-40-34](https://github.com/godotengine/godot/assets/270928/da768031-ac64-48ed-a313-139886c99267)

## Godot 4.0.4 (same thing, but the deadkey appears)
![Capture d’écran du 2023-12-02 10-40-13](https://github.com/godotengine/godot/assets/270928/73dd10d5-264a-442f-8565-ccbdf64bba70)


### Steps to reproduce

1. Open the script editor
2. Enter a keyboard deadkey
3. Find that the script editor is softlocked, cannot enter any more keys

### Minimal reproduction project

n/a

* *Bugsquad edit, Keywords: accent, circumflex*
Repository: go
Issue: proposal: encoding/json: allow struct encoder to handle undefined fields
Labels: Proposal

### Proposal Details

I'm aware of #63397, but here is a simple approach which I want to use.

I want to use "struct" for defining API responses. But the API is so complicated that some of fields in that "struct" are conditionally initialized (i.e. needs to hide fields when values are not assigned). But due to golang's zero values, I can't hide fields in that "struct".

As a result, I'm currently using "map[string]any" instead of "struct" in order to make sure that only fields that have values defined (they might be golang's zero values) are included in the API responses. But since "struct" is more easy to understand, I want to make it possible to hide fields in a "struct" when values are not assigned.

The diff for json package and an example usage of this proposal are shown below.

```
--- a/json/encode.go
+++ b/json/encode.go
@@ -727,6 +727,10 @@ type structFields struct {
 	nameIndex map[string]int
 }
 
+type ValueDefinedTester interface {
+	IsDefined() bool
+}
+
 func (se structEncoder) encode(e *encodeState, v reflect.Value, opts encOpts) {
 	next := byte('{')
 FieldLoop:
@@ -748,6 +752,9 @@ FieldLoop:
 		if f.omitEmpty && isEmptyValue(fv) {
 			continue
 		}
+		if vdt, ok := fv.Interface().(ValueDefinedTester); ok && !vdt.IsDefined() {
+			continue
+		}
 		e.WriteByte(next)
 		next = ','
 		if opts.escapeHTML {
```

```
package main

import (
	"encoding/json"
	"fmt"
)

type MyInt32 struct {
	intValue  int32
	isNull    bool
	isDefined bool
}

func (t MyInt32) IsDefined() bool {
	return t.isDefined
}

func (t MyInt32) MarshalJSON() ([]byte, error) {
	if t.isNull {
		return []byte("null"), nil
	} else {
		return []byte(fmt.Sprint(t.intValue)), nil
	}
}

func (t MyInt32) GetValue() int32 {
	return t.intValue
}

func (t *MyInt32) SetValue(v int32) {
	t.intValue = v
	t.isNull = false
	t.isDefined = true
}

func (t MyInt32) IsNull() bool {
	return t.isNull
}

func (t *MyInt32) SetNull() {
	t.intValue = 0
	t.isNull = true
	t.isDefined = true
}

func (t *MyInt32) Reset() {
	t.intValue = 0
	t.isNull = false
	t.isDefined = false
}

func main() {
	type MyStruct struct {
		I MyInt32
	}
	var s MyStruct
	s.I.SetValue(100) // => {"I":100}
	s.I.SetNull()     // => {"I":null}
	s.I.Reset()       // => {}
	if out, err := json.Marshal(s); err == nil {
		fmt.Println(string(out))
	}
}
```
Repository: rust
Issue: Temporary lifetime extension applies to the last expression of a `for` loop body, causing unnecessary errors
Labels: A-lifetimes,C-bug

I tried this code (reduced from https://users.rust-lang.org/t/lifetime-of-refcell-borrows/103346):

```rust
use std::cell::RefCell;

fn foo() {
    let mut output = Vec::new();

    for cell in vec![RefCell::new(Some(1))] {
        let cell = cell;

        if let Some(value) = cell.borrow().clone() {
            output.push(value);
        }
    }
}
```

The following error results:

```
error[E0597]: `cell` does not live long enough
  --> src/lib.rs:9:30
   |
7  |         let cell = cell;
   |             ---- binding `cell` declared here
8  |
9  |         if let Some(value) = cell.borrow().clone() {
   |                              ^^^^---------
   |                              |
   |                              borrowed value does not live long enough
   |                              a temporary with access to the borrow is created here ...
...
12 |     }
   |     -
   |     |
   |     `cell` dropped here while still borrowed
   |     ... and the borrow might be used here, when that temporary is dropped and runs the destructor for type `std::cell::Ref<'_, std::option::Option<i32>>`
   |
help: consider adding semicolon after the expression so its temporaries are dropped sooner, before the local variables declared by the block are dropped
   |
11 |         };
   |          +
```

The suggested added semicolon does indeed let the code compile, but it really shouldn't be necessary because:

* A `for` loop cannot ever return a value other than `()`
* An `if let` without `else` cannot ever return a value other than `()` (even if the pattern is irrefutable)

It's also weird that `let cell = cell;` (or some other local `let` binding) is needed to trigger the problem; presumably this happens because there's a drop scope _in between_ the binding of the loop's pattern and the body block, but it's not at all obvious that the pattern should be longer-lived in that way.

### 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 1.76.0-nightly (6b771f6b5 2023-11-15)
binary: rustc
commit-hash: 6b771f6b5a6c8b03b6322a9c77ac77cb346148f0
commit-date: 2023-11-15
host: x86_64-apple-darwin
release: 1.76.0-nightly
LLVM version: 17.0.5
```

Also tested on stable 1.74.0 on the Playground.
Repository: vscode
Issue: No Feedback when Issue Reporter's GitHub API Call Fails
Labels: bug,issue-reporter

Type: <b>Bug</b>

when a user presses the "Create on GitHub" button, it sends a request to the GitHub API. However, if this request fails, there is no feedback to the user.

Probably, instead of just return, it should check the return value and, if it fails, fallback to web-browser method.

https://github.com/microsoft/vscode/blob/ef804e738b931ca4767b71518f77e049ac114976/src/vs/code/electron-sandbox/issue/issueReporterService.ts#L939-L941

VS Code version: Code 1.84.2 (1a5daa3a0231a0fbba4f14db7ec463cf99d7768e, 2023-11-09T10:52:57.054Z)
OS version: Darwin arm64 23.1.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M1 Max (10 x 24)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|4, 5, 6|
|Memory (System)|64.00GB (1.46GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (11)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-intelephense-client|bme|1.10.1
prettier-vscode|esb|10.1.0
csharp|ms-|2.12.19
vscode-dotnet-runtime|ms-|2.0.0
python|ms-|2023.20.0
vscode-pylance|ms-|2023.11.10
remote-ssh|ms-|0.107.1
remote-ssh-edit|ms-|0.86.0
remote-explorer|ms-|0.5.2023110609
vscode-yaml|red|1.14.0
rust-analyzer|rus|0.3.1748


</details>
<!-- generated by issue reporter -->
Repository: flutter
Issue: OverlayPortal needs z-index control
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

Looking at the PR for OverlayPortal https://github.com/flutter/flutter/pull/105335 it was mentioned that a `TODO` would be to add some z-index control between the OverlayPortal elements.  The specific use case would be to place the  `overlayChild` underneath the `child`

### Proposal

Proposal is to add a `zindex`-like variable to give granular control over where the `overlayChild` sits relative to the `child`
Repository: godot
Issue: Horizontal scrolling with shift is broken in animation editor
Labels: bug,topic:editor,needs testing,topic:gui

### Godot version

4.2 stable

### System information

macOS

### Issue description

In the animation editor, you can scroll the timeline horizontally while holding shift, but only if the mouse is over the top timeline bar. I expect to be able to scroll horizontally anytime I can scroll vertically, e.g. anywhere over the tracks area.

Actually it seems like it's kinda trying to work but is broken - it scrolls horizontally for a split second when you release shift. Though I don't know if this ever actually worked.

### Steps to reproduce

Try to shift+scroll while mouse is over a track. View will scroll vertically, not horizontally

### Minimal reproduction project

N/A
Repository: pytorch
Issue: Enable ruff rule PLW1510 codebase wide
Labels: good first issue,module: lint,triaged

### 🚀 The feature, motivation and pitch

Follow up to #111682 and enable it codebase wide in pyproject.toml. Needs a lot of manual fixes to bring the benchmarking and other scripts up to standard so we can enable it. Probably a good starter task.

To complete this task,
add the error code the ruff section of the pyproject.toml
run `lintrunner -a --all-files --take RUFF` to show all the instances where it needs to be fixed.
when you fix all the instances by either adding a check=True or check=False, open a PR.

### Alternatives

_No response_

### Additional context

_No response_

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: flutter
Issue: Use the default NDK version from AGP
Labels: platform-android,tool,t: gradle,c: proposal,P3,team-android,triaged-android

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

Right now Flutter Android tools specify min SDK, compile SDK and so on, which is Ok. However, it also specifies the NDK: https://github.com/flutter/flutter/blob/3.16.2/packages/flutter_tools/gradle/src/main/groovy/flutter.groovy#L62 and pins it to the version of AGP used by Flutter. This isn't necessary as AGP already comes with the default versions they test against and recommend, see https://developer.android.com/studio/projects/install-ndk#default-ndk-per-agp (which is also mentioned in the comment over the line I linked to).

This is a bit problematic when people use a different (newer) AGP version, for whatever reason. In that case, this is what I see with Flutter 3.16.2 (latest stable as of writing this) when I build my app:
```
One or more plugins require a higher Android NDK version.
Fix this issue by adding the following to /Users/wujek/Development/myflutterapp/android/app/build.gradle:
android {
  ndkVersion "25.1.8937393"
  ...
}
```

The solution for me is to simply comment out the line `ndkVersion flutter.ndkVersion`.

### Proposal

I propose that Flutter not manage the NDK version in its internals, and instead lets it be picked up from the AGP version used by the project. If the developer sticks with the AGP version that Flutter defined when the project was generated, it will be the exact same one as the one that Flutter specifies in https://github.com/flutter/flutter/blob/3.16.2/packages/flutter_tools/gradle/src/main/groovy/flutter.groovy#L62. If the developer decides to update their AGP to a newer version, there will be no NDK-related warning because the correct one will be picked up as well.

This is reminiscent of another bug that I filed some time ago (#101373), where Flutter was unnecessarily specifying a Kotlin version, whereas it was already specified by default by the applied Gradle Kotlin plugin. I believe that, similar the Kotlin-version-bug, the solution that will work best is to remove stuff.
Repository: terminal
Issue: Don't send UIA notifications when inserting/deleting text if there is text right from a cursor
Labels: Issue-Bug,Area-Accessibility,Product-Terminal

### Windows Terminal version

Windows Terminal Preview Version: 1.19.3172.0 Windows Terminal Preview

### Windows build number

Version 23H2 (OS Build 22631.2715)

### Other Software

NVDA screenreader using command prompt inside windows terminal using UIA notifications to read output

### Steps to reproduce

Write some text in terminal;
move the cursor so that the text remains to the right of the cursor;
Try to insert/delete text.

### Expected Behavior

Screenreader should not read any text, if character echo is not set to specific value in screenreader itself.

### Actual Behavior

NVDA is reading all text right from a cursor, which is a bit disturbing when editing long lines from beginning
Repository: PowerToys
Issue: Power rename Text format issue
Labels: Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

when I use PowerRename Text format: "Title case" and "Capitalize each word" there seems to be no difference
![image](https://github.com/microsoft/PowerToys/assets/132036660/732a8250-aec3-4cc1-be15-732cbb8488ea)
![image](https://github.com/microsoft/PowerToys/assets/132036660/6318f8db-c863-4156-bd98-67be5f3060db)


### Scenario when this would be used?

Text formatting problem

### Supporting information

_No response_
Repository: angular
Issue: routerLinkActiveOptions should accept partial object
Labels: area: router

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

router

### Is this a regression?

No

### Description

When using routerLinkActiveOptions we are forced to pass all options:

```html
              [routerLinkActiveOptions]="{
                queryParams: 'ignored',
                matrixParams: 'exact',
                paths: 'exact',
                fragment: 'ignored'
              }"
```

In most cases we want to set one of them, for example queryParams ignored. It should accept partial object.

### 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: Notarization for MacOS export under Windows in Godot 4.2. Failed with "invalid number at line 1 column 2"
Labels: bug,platform:macos,topic:export

### Godot version

4.2.stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - GLES3 (Compatibility) - AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.22023.1014) - 13th Gen Intel(R) Core(TM) i7-13700KF (24 Threads)

### Issue description

I am exporting a project for MacOS. I am in the "If you have an Apple Developer ID Certificate and exporting from Linux or Windows" case, as documented [here](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_macos.html#requirements) and I followed all the steps.
Everything seems to be filled up on my end and the code signing step is working.

The notarization fails with a message saying "invalid number at line 1 column 2". It would help a lot to know exact what that line and column reference to, but I wasn't able to find more logs about this. If I try to find my editor logs in "C:\Users\{user}\AppData\Roaming\Godot\app_userdata\{project}\logs I see that the godot.log wasn't updated with any new information related to my exporting attempts.

The documentation also says "You can use the rcodesign notary-log command to check notarization status." but if I do this I get an error "the following required arguments were not provided:  <SUBMISSION_ID>" and since Godot handles the notarization internally, i don't know what the SUBMISSION_ID is or what exact command Godot used for rcodesign so I can replicate it outside Godot.


![Monosnap (_) sofa-ob00005 tscn - seapod - Godot En](https://github.com/godotengine/godot/assets/315149/4ca6f3ee-f59e-4bad-b149-76c36bfc0abd)
![Monosnap Project Export 2023-12-02 21 22 58](https://github.com/godotengine/godot/assets/315149/0e1b2fd6-3840-49b8-8f76-42a5f2b8e749)
![2](https://github.com/godotengine/godot/assets/315149/4dc83934-905a-43c5-8b3d-0c22ac3a5b39)
![1](https://github.com/godotengine/godot/assets/315149/1513156e-20e5-4f40-8c69-2b4e52071167)
![Monosnap logs 2023-12-02 21 24 08](https://github.com/godotengine/godot/assets/315149/cf620f2d-993e-43c4-b09e-db45e57b3d30)


### Steps to reproduce

Follow the instructions [here](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_macos.html#requirements) and then export for MacOS using the settings provided in my screenshots.
An error shows saying that the notarization failed.

### Minimal reproduction project

I tried with a totally empty project, with just a label on it and I input the same export information. The result was the same. I cannot drop my project here since the export settings contain sensitive data and passwords.
Repository: godot
Issue: Can't rename the nodes which i add.
Labels: bug,topic:editor,needs testing

### Godot version

3.5.3

### System information

mac os m1

### Issue description

Adding more than 16 or 17 children nodes to the parent node has a result not to let me rename any new child node which i add to the scene.

### Steps to reproduce

Add more than 17 nodes to the parent of a scene.

### Minimal reproduction project

"N/A"
[Tunnel_01.tscn.zip](https://github.com/godotengine/godot/files/13537337/Tunnel_01.tscn.zip)
Repository: material-ui
Issue: [material-ui][docs] Redo integration docs pages
Labels: docs,priority: important,package: material-ui

## Problems 💡

I think we must rework the whole section of https://mui.com/material-ui/getting-started/example-projects/. It's not great:

1. "Example projects" as a header doesn't make sense to me. These are more specific
2. We are missing integration examples
3. We don't have a detailed guide on how to integrate with each. If you have an existing project, you have to go to the examples to figure it out by yourself, this sucks.
4. https://mui.com/material-ui/getting-started/usage/#globals this is mostly about "Installation". You have to pick how you want to install the library, but overall, it feels backward.

## Proposal

1. Create a new Integration page alongside https://mui.com/material-ui/getting-started/example-projects/ under the getting started area of the docs. Cover all the integrations with the framework that are relevant. We have another Integration section in https://mui.com/material-ui/integrations/routing/ but are a bit different, you don't need those to get started.
2. Have an example and a step-by-step guide on how to configure each integration. Mantine is one that embodies the best proposal, e.g. https://mantine.dev/guides/remix/. https://tailwindcss.com/docs/installation/framework-guides is nice but is missing examples. This is also great when you start and need to rely on two integrations, e.g. Next.js + Tailwind CSS.
3. Move https://mui.com/material-ui/integrations/nextjs/ to be hosted under 1. since it's required to get started. Same for https://mui.com/joy-ui/integrations/next-js-app-router/.
5. Add the missing framework integration
    - [ ] Astro
    - [ ] Laravel
    - [ ] Django
    - [ ] etc.

6. In https://mui.com/material-ui/getting-started/example-projects/, I think we should:

    i. link the showcase too. The whole point of this page is to give people examples they can get inspiration from.
    ii. update "Official examples" to remove this section or point to page 1, since people might land on this page without having seen the integration yets.
    iv. add cool project examples that we can find, assuming that 6.i. isn't enough. Like I could see how having a link to the showcase with open-source project would do the job well.

7. the React-admin and Refine examples should be moved under a general integration docs area https://mui.com/material-ui/integrations/routing/ since they are not needed to get started, it feels more common to add them to an existing project.
8. That general integration docs area should also reference the framework integration so they can be seen as a catalog of all the integrations available, useful as a marketing asset to convince developers.

### Motivation 🔦

Improve the onboarding experience, which is critical in the journey of developers.