sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Run at startup only works for a single user account
Labels: Issue-Bug,Product-Settings,Priority-1

### Microsoft PowerToys version

0.69.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

1. Have two users; one a domain account and another a local account. Both users should have admin rights.
2. Log on with the first user.
3. Open PowerToys an enable "Run at startup".
4. Log off and then back on again as the same user.
5. Test to confirm PowerToys has automatically started (expected behaviour).
6. Log off and then log on as the second user.
7. Repeat steps 3, 4 and 5
8. Log off and then log back on as the first user.
9. Despite having previously set "Run at startup" for this user, you will find that PowerToys does not automatically start.
10. Open Task Scheduler. Drill down to the PowerToys folder. You will find a single "Autorun for xxx" task is present, with the user account details stored in the task being for the second user.

**IMPORTANT** - If when testing you find that PowerToys has created two unique tasks for each user, then the underlying issue may be due to the task being overwritten when both users have the same name. In my situation, I use firstname.lastname for both user accounts, with the only difference being the username prefix i.e. DOMAIN\firstname.lastname vs COMPUTER\firstname.lastname.

### ✔️ Expected Behavior

Setting "Run at startup" to "On" for a particular user would create a Task Scheduler entry that is unique to that user.

### ❌ Actual Behavior

PowerToys alters all Tasks under the "PowerToys" folder in Task Scheduler in the following ways:

- In the task's settings, it sets the user under General - Security options to be the user that was logged on the last time that PowerToys was run.
- In the task's settings, it sets the "At log on" trigger user to be the user that was logged on the last time that PowerToys was run.

The issue this creates is that only one user account at a time can have PowerToys automatically start on logon.

### Other Software

Windows 11 Pro 22H2
Repository: rust
Issue: Stack overflow not caught in Drop for TLS data
Labels: A-runtime,A-thread-locals,C-bug,A-thread,A-stack-probe

Rust attempts to catch stack overflow by installing a guard page at the end of the valid stack range. This guard page is stored in TLS and is torn down when a thread exits (including the main thread).

However other thread local data may run `drop` after this guard page is torn down. Stack overflows occurring in these `drop` implementations are not detected by Rust. (It may be backstopped by the OS, but this is system dependent.)

To reproduce:

```rust
use std::thread_local;
struct First;
struct Second;

impl Drop for First {
    fn drop(&mut self) {
        // First is materialized in TLS in main().
        // Second is materialized in First's dtor, thereby registering a
        // dtor for Second.
        // This dtor is guaranteed to run after the Thread data (including
        // its guard page) has been unmapped.
        SECOND.with(|_s| {} );
    }
}

impl Drop for Second {
    fn drop(&mut self) {
        // Trigger a stack overflow.
        recurse(0);
    }
}

thread_local! {
    static FIRST: First = First;
}

thread_local! {
    static SECOND: Second = Second;
}

// Triggers a stack overflow.
fn recurse(count: usize) {
    if count < usize::MAX {
        recurse(count + 1);
    }
    println!("{} bottles of beer on the wall", count);
}

fn main() {
    FIRST.with(|_f| {});
}
```

This causes a `SIGILL` on macOS and a `SIGSEGV` on Linux. In both cases I confirmed that Rust's stack overflow signal handler is not run.

Reproduced on rust stable and master branch.
Repository: vscode
Issue: extensions with ffi.Library can not be loaded after 1.78.0
Labels: electron-22-update

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: 1.78.0
- OS Version: Windows 10/WIndows 11 (64bit)

Steps to Reproduce:

1.  follow https://code.visualstudio.com/api/get-started/your-first-extension, create a new extension
2.  add ffi-napi to this extension, call ffi.Library in any place in your source code.
3.  activate this extension, and see "Activating extension 'xxx' failed: Error in native callback."
Repository: godot
Issue: push_error/warning should print GDScript line, not C++
Labels: enhancement,topic:core,topic:gdscript

### Godot version

4.0.2

### System information

Windows 11/64, RTX 3070, Vulkan

### Issue description

These functions should print the GDScript line number, not some random C++ line number. The first is useful for a gdscript developer. The second two are not.

**print_debug**()
```
unlock not found in Controls.INPUT_ACTIONS
   At: res://src/ui/hud/Commands.gd:23:_ready()
```

**push_warning**()
```
WARNING: unlock not found in Controls.INPUT_ACTIONS
     at: push_warning (core/variant/variant_utility.cpp:922)
```

**push_error**()
```
ERROR: unlock not found in Controls.INPUT_ACTIONS
   at: push_error (core/variant/variant_utility.cpp:902)
```

Related to https://github.com/godotengine/godot-proposals/issues/1378, https://github.com/godotengine/godot-proposals/issues/919

### Steps to reproduce

See above

### Minimal reproduction project

n/a
Repository: pytorch
Issue: compile torch2.0 in debug mode
Labels: triaged,topic: build

### 🐛 Describe the bug

Hello, I want to compile torch2.0 in debug mode. However, I met some problems.

[1/1817] Performing build step for 'nccl_external'
FAILED: nccl_external-prefix/src/nccl_external-stamp/nccl_external-build nccl/lib/libnccl_static.a /pytorch/build/nccl_external-prefix/src/nccl_external-stamp/nccl_external-build 
/pytorch/build/nccl/lib/libnccl_static.a 
cd /pytorch/third_party/nccl/nccl && make -j64 -l64 CXX=/mnt/lustre/share/gcc-10.1.0/bin/c++ CUDA_HOME=/share/cuda-11.2-cudnn8.1 
NVCC=/share/cuda-11.2-cudnn8.1/bin/nvcc NVCC_GENCODE=-gencode=arch=compute_80,code=sm_80 BUILDDIR=/pytorch/build/nccl VERBOSE=0 && /anaconda3/envs/torch_compile/bin/cmake -E touch /pytorch/build/nccl_external-prefix/src/nccl_external-stamp/nccl_external-build
make -C src build BUILDDIR=/pytorch/build/nccl
NVCC_GENCODE is -gencode=arch=compute_80,code=sm_80
make[1]: Entering directory `
/pytorch/third_party/nccl/nccl/src'
NVCC_GENCODE is -gencode=arch=compute_80,code=sm_80
make[2]: Entering directory `
/pytorch/third_party/nccl/nccl/src/collectives/device'
In file included from /share/cuda-11.2-cudnn8.1/bin/crt/link.stub:129:
/tmp/tmpxft_00012f69_00000000-4_devlink.fatbin.c:33985860: internal compiler error: Segmentation fault
33985860 | ".text\n");
         | 
0xc6221f crash_signal
        ../../gcc/toplev.c:328
0xe9dc53 build_string(int, char const*)
        ../../gcc/tree.c:2229
0x71134b cp_parser_string_literal
        ../../gcc/cp/parser.c:4274
0x722151 cp_parser_asm_definition
        ../../gcc/cp/parser.c:20275
0x722151 cp_parser_block_declaration
        ../../gcc/cp/parser.c:13513
0x746c82 cp_parser_declaration
        ../../gcc/cp/parser.c:13433
0x7473a4 cp_parser_translation_unit
        ../../gcc/cp/parser.c:4734
0x7473a4 c_parse_file()
        ../../gcc/cp/parser.c:43975
0x80f82b c_common_parse_file()
        ../../gcc/c-family/c-opts.c:1190
Please submit a full bug report,
with preprocessed source if appropriate.
Please include the complete backtrace with any bug report.
See <https://gcc.gnu.org/bugs/> for instructions.
make[2]: *** [/pytorch/build/nccl/obj/collectives/device/devlink.o] Error 1
make[2]: Leaving directory `/pytorch/third_party/nccl/nccl/src/collectives/device'
make[1]: *** [/pytorch/build/nccl/obj/collectives/device/colldevice.a] Error 2
make[1]: Leaving directory `
/pytorch/third_party/nccl/nccl/src'
make: *** [src.build] Error 2
ninja: build stopped: subcommand failed.
Building wheel torch-2.1.0a0+gitd4bf76c
-- Building version 2.1.0a0+gitd4bf76c
cmake --build . --target install --config Debug -- -j 1

I have tried set the env variable MAX_JOBS=1, and this problem still occurs. Do you have any suggestions?

### Versions

OS: CentOS Linux 7 (Core) (x86_64)
GCC version: (GCC) 10.1.0
Clang version: Could not collect
CMake version: version 3.22.1
Libc version: glibc-2.17

cc @ezyang @soumith @msaroufim @wconstab @ngimel @bdhirsh @anijain2305
Repository: rust
Issue: "unconstrained generic constant" when adding numbers
Labels: C-bug,A-const-generics,requires-nightly,F-generic_const_exprs

I tried this code:

```rust
#![feature(generic_const_exprs)]

const B: u8 = 1;
const BU: usize = B as usize;

fn works<const A: u8>()
where
    [(); A as usize + BU]:,
{
    ().t::<{ A as usize }, BU>();
}

fn doesnt<const A: u8>()
where
    [(); A as usize + B as usize]:,
{
    ().t::<{ A as usize }, { B as usize }>();
}

trait T {
    fn t<const A: usize, const B: usize>(&mut self)
    where
        [(); A + B]:,
    {
    }
}

impl T for () {}
```

I expected to see this happen: Code compiles

Instead, this happened:

```
error: unconstrained generic constant
  --> src/lib.rs:17:8
   |
17 |     ().t::<{ A as usize }, { B as usize }>();
   |        ^
   |
   = help: try adding a `where` bound using this expression: `where [(); A + B]:`
note: required by a bound in `T::t`
  --> src/lib.rs:23:14
   |
21 |     fn t<const A: usize, const B: usize>(&mut self)
   |        - required by a bound in this associated function
22 |     where
23 |         [(); A + B]:,
   |              ^^^^^ required by this bound in `T::t`
```

Note that both functions are essentially the same, the only difference is that in case when it works, second number is already `usize`, but in case where it doesn't, number casting happens in-place. I was not able to get second version to work with any trait bounds suggested by the compiler.

### Meta
`rustc --version --verbose`:
```
rustc 1.71.0-nightly (f9a6b7158 2023-05-05)
```
Repository: godot
Issue: Call Method in AnimationPlayer is spammed when setting current animation position in seek.
Labels: topic:animation

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10

### Issue description

Transitioning from two animations depending on player input, but maintining frame, is recommended to be coded like this (at least from what I've found):

	anim_frame = anim.current_animation_position
	if (input_vector):
		anim.play(str(character) + "/Run Attack")
	else:
		anim.play(str(character) + "/Attack")
	anim.seek(anim_frame)

Animation transitions fine, however I have a Call Method in the AnimationPlayer for these animations which is now spammed 20~30 times in quick succession.

### Steps to reproduce

Set animation position and seek to that every frame and implement a Call Method into the animation. Call Method will be called multiple times.

### Minimal reproduction project

Can be provided if requested.
Repository: godot
Issue: GeometryInstance3D transparency does not work in mobile or compatibility renderers
Labels: enhancement,topic:rendering,confirmed,topic:3d

### Godot version

4.0.2 stable

### System information

win10 960m + win11 3050

### Issue description

The transparency parameter on a geometry instance 3d object only works  in the forward+ renderer. It does not work with the vulkan mobile or opengl compatibility renderers.

@clayjohn has confirmed that it has not been added to these renderers.

### Steps to reproduce

- add a cube mesh
- move the transparency slider

### Minimal reproduction project

Not really necessary.
Repository: godot
Issue: Loss of nesting scenes
Labels: bug,topic:core,regression

### Godot version

3.6.beta

### System information

Win 10, i5-11400H, 16GB RAM, RTX3050M

### Issue description

I am developing my game for Android and I wanted to update the SDK to the current 33rd version. When switching from version 3.5.2 to version 3.6.beta, in some scenes, the scenes nested in them became just nodes without children.

It is important to note that about half of the project was affected, not the whole one. There can also be a broken nested scene on one scene, or a whole one.
![image](https://user-images.githubusercontent.com/69055489/236612347-18def7fa-0158-4ee2-bb9f-9de46e4f1e63.png)
The head notes of the former scenes have retained their parameters. Also, if the "editable descendants" parameter was enabled _(I do not know how correctly it is called in the english version, my editor is translated)_ and this bug works, then the scene will turn into a normal node, but at the same time it will retain its nodes

### Steps to reproduce

Just move a large project from 3.5.2 to 3.6.beta xD

### Minimal reproduction project

I don't want to provide the source code of my project
Repository: godot
Issue: The exit buttons of the two components on Android are blocked
Labels: bug,platform:android,topic:editor

### Godot version

4.x

### System information

Android

### Issue description

figure，The exit buttons of the theme's management component and the visual shader preview component are obscured
![Screenshot_2023-05-06-17-02-52-882_org godotengine editor v4](https://user-images.githubusercontent.com/64678717/236614629-2b5e7949-5a9b-4b27-8323-0209eb45f714.jpg)
![Screenshot_2023-05-06-17-02-14-996_org godotengine editor v4](https://user-images.githubusercontent.com/64678717/236614637-a5ed9e6d-279a-487d-a4c6-4df70186b36a.jpg)


### Steps to reproduce

null

### Minimal reproduction project

null
Repository: deno
Issue: Provide an estimate API for Deno KV
Labels: public API,suggestion

Related #18415 

Especially on Deploy, KV is currently limited to 1GB, and it can easily become a need to implement some sort of eviction scheme as well as determine a strategy for managing under the limit versus just throwing some error when trying to commit.

While it does not make sense to implement the `StorageAPI`, potentially following [`.estimate()`](https://developer.mozilla.org/en-US/docs/Web/API/StorageManager/estimate) would work. It resolves with an object of `{ quota: number; usage: number; }` where `quota` is a conservative estimate of the available storage in bytes and `usage` is the current used amount of storage.
Repository: deno
Issue: Estimate value sizes for Deno KV
Labels: public API,suggestion

Related #18415, #12379

Deno KV currently has a value limit of 64KiB. While determining the size of things like strings and array buffers are straight forward, serialized objects are not straight forward. Especially things like `Map()` and `Set()` which may have deeply nested complex objects. Attempting the store the value and managing exceptions doesn't feel like a logical way to manage it. A user would want to know if a potential value is too big to store, potentially breaking it down and storing it as sub keys of an additional key.  Like for example if an instance of a `Map()` is too big, recursively iterate over the keys, and store each key individually once it was "small enough".

A straight forward API that allows sizing of a value to be stored. While `Deno.core.serialize()` is available, it rightfully so isn't a public API, and even then it would be wasteful to allocate the ArrayBuffer in memory, only to get its size and discard it, likely to store it in the database.
Repository: vscode
Issue: Allow to preserve all state in the duplicated new window
Labels: feature-request,workbench-state,keep

<!-- ⚠️⚠️ 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. -->
There is a scenario where I want to open a file in a new window and use the same workspace, which **has the same extensions enabled or disabled.**
And then I figured out a command[Duplicate Workspace in new Window](https://code.visualstudio.com/updates/v1_24#_duplicate-workspace-in-new-window) that meets my needs.
But the current version (1.78.0) only sees command **Duplicate as Workspace in new Window**, this will open an untitled workspace without shared settings.
So is there any other way to open a file in a new window and use the same workspace?
Repository: tauri
Issue: [bug] transparent + backdrop-filter: blur() cannot be effective when move window 
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

The transparent effect cannot be effective in real time(when move window).

[discord: demo video](https://discord.com/channels/616186924390023171/1104336773800263689)


### Reproduction

_No response_

### Expected behavior

_No response_

### Platform and versions

```text
[✔] Environment
    - OS: Mac OS 13.3.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.65.0 (897e37553 2022-11-02)
    ✔ Cargo: 1.65.0 (4bc8f24d3 2022-10-20)
    ✔ rustup: 1.25.1 (bb60b1e89 2022-07-12)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 16.16.0
    - pnpm: 8.3.1
    - yarn: 1.22.19
    - npm: 8.11.0

[-] Packages
    - tauri [RUST]: 1.3.0
    - tauri-build [RUST]: 1.3.0
    - wry [RUST]: 0.24.1
    - tao [RUST]: git+https://github.com/tauri-apps/tao?branch=v0.16#ed6aab6b1226e56683798732ad01bf3f4658097e (0.16.0)
    - @tauri-apps/api [NPM]: 1.3.0
    - @tauri-apps/cli [NPM]: 1.3.0

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: rust
Issue: No warning for unused thread_local
Labels: A-lints,T-compiler,C-bug

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
thread_local! {
    static LOCAL: String = String::new();
}

fn main() {}
```

I expected to see this happen: rust outputs warning for unused static `LOCAL`.

Instead, this happened: no warning

### Meta
Rust version: current stable (1.69.0), beta, and nightly

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Repository: TypeScript
Issue: Wrong spread parameters type inference in function with all spread parameters overloads
Labels: Possible Improvement

# Bug Report

### 🔎 Search Terms

overload tuple spread

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior

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[Playground link with relevant code](https://www.typescriptlang.org/play?ts=5.1.0-dev.20230506#code/C4TwDgpgBAggPAaShAHsCA7AJgZygbQEMMQBdAGigDVk1NcDiyA+KAXgFgAoKKAMigBvKAAoAdBMIAnAOY4AXAQliEpAJSKAbgHsAlligBfbrwHDxk2QqUSElZVXVa9B4124B6D1ABy2gO6KImDShAC2EOhSalDSckH4yqr4AAykUAA+Nir2Eo6p6viknt4AoiiQAMboWEEhUuGRENGxVoqJtulZHTlQDsVcldoYOMBQAGbsUIi06Nh4RCQU1LP0C0ykzCIasIiUVKxsrBZicTgxR0JuQA)

### 💻 Code
```ts
type A<K extends [any], V extends [any]> =
  & { (...args: [...K]): void }
  & { (...args: [...K, ...V]): void }

// Now: (parameter) args: ([...K][0] | [...K, ...V][0])[]
// Expected: (parameter) args: [...K] | [...K, ...V]
const f = <K extends [any], V extends [any]>(): A<K, V> => (...args) => {}
```

### 🙁 Actual behavior

`args` have type `([...K][0] | [...K, ...V][0])[]`

### 🙂 Expected behavior

`args` have type `[...K] | [...K, ...V]`
Repository: tauri
Issue: [bug] App window height keeps getting longer when dragging from one window to another.
Labels: type: bug,status: needs triage

### Describe the bug

I use an external monitor with my laptop, and every time I drag the app from one screen to another, the window keeps on increasing in length.
Below is a video capture of  dragging the app across the screens a couple of times.


https://user-images.githubusercontent.com/47380919/236623700-4852c509-c011-4814-a169-4e107157de2e.mp4



### Reproduction

_No response_

### Expected behavior

_No response_

### Platform and versions

```text
[✔] Environment
    - OS: Windows 10.0.22621 X64
    ✔ WebView2: 112.0.1722.68
    ✔ MSVC: Visual Studio Community 2022
    ✔ rustc: 1.69.0 (84c898d65 2023-04-16)
    ✔ Cargo: 1.69.0 (6e9a83356 2023-04-12)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (environment override by RUSTUP_TOOLCHAIN)
    - node: 19.9.0
    - pnpm: 8.4.0
    - yarn: 1.22.19
    - npm: 9.4.0

[-] Packages
    - @tauri-apps/api [NPM]: not installed!
    - @tauri-apps/cli [NPM]: 1.3.0
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: angular
Issue: Add hasOnlyError method to AbstractControl for checking a specific error
Labels: area: forms

### Which @angular/* package(s) are relevant/related to the feature request?

forms

### Description

The hasError method in AbstractControl is really helpful for detecting if a validation error exists on a form control. However, sometimes we need to check if a specific validation error is the only error present on the control.

For example, in some cases, we may want to show an error message only when the user has provided an invalid email address, and there are no other errors present on the control (e.g., required, maxlength, etc.).

Therefore, I would like to request adding a hasOnlyError method to AbstractControl that allows checking if a specific error is the only error present on the control.

The method signature could be:

hasOnlyError(errorCode: string | string[]): boolean

Where errorCode is the validation error code (e.g., 'required', 'email', etc.), or an array of codes, and the method returns true if the control has the specified error code(s) and no other errors, otherwise, it returns false.

This feature would make it easier to implement complex validation scenarios and improve the overall flexibility of the Angular Forms API.

Thank you for considering this feature request!

### Proposed solution

hasOnlyError(errorCode: string | string[]): boolean

### Alternatives considered

currently we have to go through this.formGroup.get('formControl')?.errors

I don't have a good alternatives now.