sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Impls are not resolved correctly when using generic const expressions
Labels: C-bug,requires-nightly,F-negative_impls,F-generic_const_exprs,requires-incomplete-features

Hi, consider the following code (live version [here](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=4c2df73816f9569e596f516117422151)), which basically implements heterogeneous lists: 

```rust
#![feature(generic_const_exprs)]
#![feature(auto_traits)]
#![feature(negative_impls)]
#![feature(trait_alias)]


// =============
// === HList ===
// =============

pub struct Nil;
pub struct Cons<Head, Tail>(pub Head, pub Tail);


// ===============
// === NotZero ===
// ===============

struct PhantomConstUsize<const N: usize>;
auto trait NotZeroCheck {}
impl !NotZeroCheck for PhantomConstUsize<0> {}
trait NotZero<const N: usize> = where PhantomConstUsize<N>: NotZeroCheck;


// ==================
// === FieldIndex ===
// ==================

pub trait FieldIndex<const I: usize> {
    type Type;
}

impl<H, T> FieldIndex<0> for Cons<H, T> {
    type Type = H;
}

impl<H, T, const N: usize> FieldIndex<N> for Cons<H, T>
where
    (): NotZero<N>,
    T: FieldIndex<{ N - 1 }>,
{
    type Type = <T as FieldIndex<{ N - 1 }>>::Type;
}

pub type FieldAt<const I: usize, T> = <T as FieldIndex<I>>::Type;


// =============
// === Tests ===
// =============

type Test0 = FieldAt<0, Cons<usize, Cons<usize, Cons<usize, Nil>>>>;
type Test1 = FieldAt<1, Cons<usize, Cons<usize, Cons<usize, Nil>>>>;
type Test2 = FieldAt<2, Cons<usize, Cons<usize, Cons<usize, Nil>>>>;

fn main() {
    let t0: Test0 = 1; // WORKS OK
    let t1: Test1 = 1; // WORKS OK
    // let t2: Test2 = 1; // DOES NOT WORK
}
```

After uncommenting the last line we got an error:

```
the trait bound `Cons<usize, Cons<usize, Nil>>: FieldIndex<{ N - 1 }>` is not satisfied
```

Which is incorrect. Please note, that Rust was able to resolve it for `N=0` and `N=1`, but not for `N=2`.

Another bug is that if we reverse the order of these lines:

```
    (): NotZero<N>,
    T: FieldIndex<{ N - 1 }>,
```

The code does not compile either.
Repository: ant-design
Issue: 期望Form组件rules的validator的param支持source来源。
Labels: Inactive,unconfirmed

### What problem does this feature solve?

背景：由于dependencies会无视rules内部的validateTrigger，导致在标记了validateTrigger为onSubmit的validator仍会被触发。
期望：validator的param带上source，能够让开发者"根据来源所触发的校验”自由书写校验逻辑。如此，针对“初始化时校验、变化时校验、受联动时的校验、提交时的校验”等综合校验规则的表单场景，开发者不必再在多处留痕，只需要在rules里管控规则即可。

### What does the proposed API look like?

validator: (rule, value, source) => Promise

sourceEnum:
[ 'fromChange', 'fromSubmit', 'fromDependencies', 'fromBlur', 'other' ]

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: [macos] Trigger secondary / right click via  control + click 
Labels: framework,platform-mac,a: fidelity,c: proposal,a: desktop,a: mouse,P3,team-macos,triaged-macos

### 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

macos Users expect `control`+`click` to behave like a right click

however currently, e.g. `GestureDetector.onSecondaryTap` is not triggered by `control` + `click`

### Proposal

`control`+`click` on macos should behave like a right click
Repository: tauri
Issue: [bug] Cannot set window position correctly between monitors for tray
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

I have a menubar app, as expected when user clicks on tray icon app places itself correctly but if the user has dual monitor tray click gives correct position but `window.set_position` cannot place the window correctly for first 1 or 2 clicks.

Sorry for phone recording but couldn't find a way to record multiple monitors.

https://github.com/tauri-apps/tauri/assets/47540799/d2f7a290-51e3-416b-89ba-06c015ed6382



### Reproduction

```rust
fn handle_system_tray_event(app: &AppHandle, event: SystemTrayEvent) {
    let window = app.get_window("main").unwrap();

    if let SystemTrayEvent::LeftClick { position, .. } = event {
        window.show().unwrap();
        window.set_focus().unwrap();
        window.set_position(position);
    }
}
```

The code above is used for the video, actual code is in the following link: https://github.com/Gitification-App/gitification/blob/main/src-tauri/src/main.rs#L24-L52

### Expected behavior

_No response_

### Platform and versions

```text
Environment
  › OS: Mac OS 13.3.1 X64
  › Node.js: 18.15.0
  › npm: 9.5.0
  › pnpm: 8.6.0
  › yarn: 1.22.18
  › rustup: 1.25.1
  › rustc: 1.67.0
  › cargo: 1.67.0
  › Rust toolchain: stable-aarch64-apple-darwin 

Packages
  › @tauri-apps/cli [NPM]: 1.2.3 (outdated, latest: 1.3.1)
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Unicode characters are not rendering when exported to Android
Labels: bug,platform:android,confirmed,topic:gui

### Godot version

4.0.3

### System information

Windows 11, Android Samsung A14

### Issue description

When rendering a label with Chinese characters, on the exported Android app, they render as the hex value instead of the actual character.

I am using a font that supports these characters (noto-sans), and they render correctly when being run locally on PC, as well as exported to iOS.

### Steps to reproduce

Run the reproduction project. Export to android, you will see the error case. Export / run locally or to iOS and you will see that it works correctly.

Please see screenshots attached of the reproduction project:

Error case from android device:

![Screenshot_20230606_174126_unicode_android_debug](https://github.com/godotengine/godot/assets/1914950/f569e461-f9ed-4627-a84b-cb31c66dffed)

Local run on PC:

![image](https://github.com/godotengine/godot/assets/1914950/5afbd5e7-d8d2-4e3c-9a57-0f7e90805629)

Project in UI:

![image](https://github.com/godotengine/godot/assets/1914950/afca294f-f0ce-43d8-9cba-5649864a581e)



### Minimal reproduction project
[unicode_android_debug.zip](https://github.com/godotengine/godot/files/11663146/unicode_android_debug.zip)
Repository: storybook
Issue: [Feature Request]: Add support for configuring the Vite React plugin 
Labels: feature request,react,builder-vite

### Is your feature request related to a problem? Please describe

We need to exclude certain files from fast refresh as they return components created by higher order components. Adding our own React plugin results in an error being thrown, as multiple instances of the plugin are not allowed We've had to modify the plugins array using the Storybook config's viteFinal function and remove the pre-existing React plugin in order to add our own. 

### Describe the solution you'd like

A builder option for @storybook/react-vite to configure the React plugin.

### Describe alternatives you've considered

We tried adding our custom config in a vite.config.ts, which the builder treats as the "base" config. Unfortunately this resulted in plugins acting unpredictably - particularly vite-plugin-checker. Moving the config to viteFinal resolves this. Perhaps we could also do with a builder option to allow us to specify whether our custom config is intended as a base config or to behave as a decorator?

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: PowerToys
Issue: Peek - Add filtering/resampling to images viewed trough Peek
Labels: Needs-Triage

### Description of the new feature / enhancement

Filtering/resampling should be added to images to avoid grainy pictures or moiré effects

### Scenario when this would be used?

With big images the effect is very noticeable

Left is Peek right is Microsoft Photos
![image](https://github.com/microsoft/PowerToys/assets/73604118/f8a52a79-7e6e-4548-ad12-e181b60df371)


### Supporting information

_No response_
Repository: flutter
Issue: When TextField enters Chinese in Windows 10, the candidate list will flicker
Labels: a: text input,framework,engine,a: internationalization,platform-windows,a: desktop,has reproducible steps,P2,found in release: 3.10,found in release: 3.11,team-windows,triaged-windows

### 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)

### Steps to reproduce

It is found that when running the Flutter program on Windows 10, when entering Chinese into the TextField component, there will always be flickering shadows in the candidate list of the input method. I have tried other input methods and the same problem occurs.

### Expected results


Under normal circumstances, such flickering shadows should not appear.

### Actual results

Under normal circumstances, there should be no afterimage flickering in the input method candidate list

### Code sample

<details><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

main() {
  runApp(const MaterialApp(
    home: MainPage(),
  ));
}

class MainPage extends StatelessWidget {
  const MainPage({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: const Text('AppBar'),
      ),
      body: Container(
        child:TextField(
          minLines: 10,
          maxLines: 20,
        ),
      ),
    );
  }
}

```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload  #media here]

</details>

https://github.com/flutter/flutter/assets/14797238/0051a4db-8ca9-4a32-8c62-40f78276479d



### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Flutter assets will be downloaded from https://storage.flutter-io.cn. Make sure you trust this source!
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.10.3, on Microsoft Windows [版本 10.0.19041.264], locale zh-CN)
[√] Windows Version (Installed version of Windows is version 10 or higher)                    
[√] Android toolchain - develop for Android devices (Android SDK version 33.0.2)              
[√] Chrome - develop for the web                                                
[√] Visual Studio - develop for Windows (Visual Studio Community 2022 17.5.1)   
[√] Android Studio (version 2021.2)                                             
[√] Android Studio (version 2022.2)                                             
[√] IntelliJ IDEA Community Edition (version 2020.2)                            
[√] VS Code (version 1.78.2)                                                    
[√] Connected device (3 available)                                              
[!] Network resources   
```

</details>
Repository: vscode
Issue: Different Font Setting for Light/Dark modes.
Labels: feature-request,font-rendering

<!-- ⚠️⚠️ 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. -->

Thanks a lot for the amazing product. Before you introduced the setting to automatically change the theme based on the system appearance, people like me who used both the Light and Dark views given the room light / time of the day had to change the theme each time the system appearance changed. Which was annoying to a point I had to write a system daemon to do it for me. 

Now days I have discovered that actually the weight of the typeface has a significant contribution to the comfort of my eyes. When given the light themes, since there are so much white coming out of the background, it makes reading the text so hard and so I have to use medium to bold typefaces and settings to easily read text. In dark the opposite is the truth. The text has a white that shines on the black surroundings and makes it hard for me to read so I have to go with light and regular fonts there. 

I have to change these fonts each time I change the system appearance and that's not as easy as the theme colors. So I wanted to ask you to actually provide a system like the automatic theme or language based ones for the the appearance. There I could have perhaps two different font families with different weights and sizes and line heights and they would automatically change based on my selected theme or dark/light settings.

It could contribute so much to people like me. Changing the fonts are hard and when I forgot to do it, after sometime they hurt my eyes so much that I have to leave my system and call it a day. If I had that automatically I could have worked so much more with so much more comfort. I really hope you give this a shot since I don't think I can start a campaign and collect votes for the feature.

Love you all for making the best coding experience I have ever had.
As always, thanks a lot and hope you have some great time.
Repository: vscode
Issue: editor.renderFinalNewline is misleading
Labels: polish,editor-core

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- VS Code Version: 1.78.2
- OS Version: Windows 10 21H2

`editor.renderFinalNewline` doesn't actually control if the final newline is rendered or not, but controls properties of the line number instead. The setting `off` should completely hide the final newline, like vim does it for example. The current setting `off` should be renamed to something like `hiddenLineNumber` and `dimmed` could be `dimmedLineNumber`.
Repository: deno
Issue: [Feature request] Support importing Workers without `--allow-read`
Labels: web,upstream,suggestion

Suppose I have three files, `import_worker.ts`, `dyn_import.ts` and `some_types.ts`:

```ts
// import_worker.ts
const worker = new Worker(
    new URL("./dyn_import.ts", import.meta.url).href, { type: "module" }
);

// dyn_import.ts
const { foobar } = await import('./some_types.ts');

console.log(foobar.foo);
export { foobar };

// some_types.ts
export const foobar = {
    foo: 'foo',
    bar: 42,
}
```

If I run `dyn_import.ts` directly, the program executes without complaint, [because Deno statically checks dynamic imports](https://deno.com/blog/v1.33#fewer-permission-checks-for-dynamic-imports), and is therefore aware that they're within the "bundle" of files the code wants to access.

However, if I run `import_worker.ts`, deno will ask me for permission to read both `dyn_import.ts` and `some_types.ts`:

```shell
┌ ⚠️  Deno requests read access to "/home/olivier-faure/Documents/test-deno/static_import.ts".
├ Requested by `import()` API.
├ Run again with --allow-read to bypass this prompt.
└ Allow? [y/n/A] (y = yes, allow; n = no, deny; A = allow all read permissions) > y
┌ ⚠️  Deno requests read access to "/home/olivier-faure/Documents/test-deno/some_types.ts".
├ Requested by `import()` API.
├ Run again with --allow-read to bypass this prompt.
└ Allow? [y/n/A] (y = yes, allow; n = no, deny; A = allow all read permissions) > y
```

This can be mitigated by adding the following chunk to `import_worker.ts`:

```ts
if (false) {
    import("./static_import.ts");
}
```

... but that seems like a huge hack.

Overall, that seems like a hole in Deno's import story. I recently had a job where we needed to use WebAssembly stuff from a Worker; having to import stuff differently depending on whether it was in a Worker on a regular module was a big pain point.

I wish there was a syntax like:

```ts
Deno.importWorker("./relative-path-to-worker.ts")
```

that took a path with the same syntax as `import()` and had the same integration with read permissions, `deno compile`, `deno deploy`, etc. If you could do that, Workers would just become another way to import a JS tree, and thus a lot more convenient to use.
Repository: next.js
Issue: Docs: README for eslint-config-next just to link to ESLint rules
Labels: Linting

### What is the improvement or update you wish to see?

This is a very minor thing. As a brand new user of Next.js, I saw that it comes with an ESLint configuration, so from habit I went to [its package page](https://www.npmjs.com/package/eslint-config-next). However `eslint-config-next` doesn't have a README so that was a dead end. It would have saved me having to go search for the docs page (linked below) if there had been a README with a link to it.

### Is there any context that might help us understand?

Just smoothing the path for new users of Next.js who don't know their way around the Next.js docs.

### Does the docs page already exist? Please link to it.

https://nextjs.org/docs/pages/building-your-application/configuring/eslint

<sub>[DX-1696](https://linear.app/vercel/issue/DX-1696/docs-readme-for-eslint-config-next-just-to-link-to-eslint-rules)</sub>
Repository: storybook
Issue: [Bug]: ➤ YN0002: │ @storybook/vue-vite@npm:7.0.18 [544ae] doesn't provide css-loader (p43ebe), requested by @storybook/vue
Labels: bug,dependencies,vue

### Describe the bug

The module `@storybook/vue` has webpack-related peerDependencies...
```json
    "babel-loader": "^7.0.0 || ^8.0.0 || ^9.0.0",
    "css-loader": "*",
```

In our case, we are using `@storybook/vue-vite` but it has a dependency on `@storybook/vue` so we get the warning in yarn that we didn't provide the css-loader.

### To Reproduce

Use yarn 3.5.1 with any `@storybook/vue-vite` configuration.

### System

```shell
System:
    OS: macOS 13.4
    CPU: (10) arm64 Apple M1 Pro
  Binaries:
    Node: 18.16.0 - /opt/homebrew/bin/node
    Yarn: 3.5.1 - /opt/homebrew/bin/yarn
    npm: 9.6.7 - /opt/homebrew/bin/npm
  Browsers:
    Chrome: 114.0.5735.90
    Firefox: 113.0.2
    Safari: 16.5
```


### Additional context

_No response_
Repository: pytorch
Issue: Ambiguitiy in causal-mask in scaled_dot_product_attention
Labels: triaged,module: sdpa

### 🐛 Describe the bug

When `is_causal=True`, `torch.nn.functional.scaled_dot_product_attention` is defined as an efficient implementation of the following

```
# Q: (N, ..., L, E)
# K: (N, ..., S, E)
# V: (N, ..., S, Ev)
attn_mask = torch.ones((L, S), dtype=torch.bool).tril(diagonal=0)
attn_mask = attn_mask.maksed_fill(not attn_mask, -float('inf'))
attn_weight = torch.softmax((Q @ K.transpose(-2, -1) / math.sqrt(Q.size(-1))) + attn_mask, dim=-1)
out = attn_weight @ V
```

If `L != S`, the definition of attn_mask may be ambiguous. 

For example, during the auto-regressive generation process of a GPT-like model, when kv-cache is enabled, usually `L=1`. In this case, 

```python
In [1]: attn_mask = torch.ones((1, S), dtype=torch.bool).tril(diagonal=0); attn_mask
Out[1]: tensor([[ True, False, False, False, False, False, False, False]])
``` 

However, the correct `attn_mask` in this scenario should be `[True, True, ..., True]`.

I'm not sure it's a bug or feature. I guess there must be a reason why the causal mask is designed in the current way. It would be helpful to discuss.

### Versions

2.0

cc @jbschlosser @bhosmer @cpuhrsch @erichan1 @drisspg @mikaylagawarecki
Repository: PowerToys
Issue: Remote Sleep on LAN
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

This feature would allow a smartphone to hibernate a pc through Android app.

### Scenario when this would be used?

You turn your PC on with Wake On LAN, and when you're done, you turn it of with Sleep On LAN.

### Supporting information

_No response_
Repository: opencv
Issue: Generation of getter and setter for the QRCodeEncoder_Params.correction_level property is skipped during Java wrapper generation.
Labels: bug,category: objdetect,category: java bindings,confirmed

### System Information

OpenCV version: 4.7.0
Operating System / Platform: Windows 10 22H2
Compiler & compiler version: CMake 3.24.3

### Detailed description

The creation of the get_correction_level() and set_correction_level (int CorrectionLevel) methods are skipped when the Java wrapper is generated. 
I am guessing that the cause is probably the same as the issue below.
https://github.com/opencv/opencv/issues/23700

https://github.com/opencv/opencv/blob/4.7.0/modules/objdetect/include/opencv2/objdetect.hpp#L741

```
    //
    // C++: CorrectionLevel QRCodeEncoder_Params::correction_level
    //

    // Return type 'CorrectionLevel' is not supported, skipping the function


    //
    // C++: void QRCodeEncoder_Params::correction_level
    //

    // Unknown type 'CorrectionLevel' (I), skipping the function
```

The creation of the get_mode() and set_mode (int EncodeMode) methods are skipped when the Java wrapper is generated. 

https://github.com/opencv/opencv/blob/4.7.0/modules/objdetect/include/opencv2/objdetect.hpp#L742

```
    //
    // C++: EncodeMode QRCodeEncoder_Params::mode
    //

    // Return type 'EncodeMode' is not supported, skipping the function


    //
    // C++: void QRCodeEncoder_Params::mode
    //

    // Unknown type 'EncodeMode' (I), skipping the function
```

### Steps to reproduce

Build with the BUILD_opencv_java_bindings_generator flag ON.

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)