sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `extern crate self as core` import suggests `core::core::core`etc
Labels: A-diagnostics,T-compiler

### Code

```Rust
extern crate self as core;

fn main() {
    core::option::Option::Some("hello");
}
```


### Current output

```Shell
Checking tmp-znzdlj v0.1.0 (/home/ethan/.cache/cargo-temp/tmp-ZNzdlJ)
error[E0433]: failed to resolve: unresolved import
 --> src/main.rs:4:11
  |
4 |     core::option::Option::Some("hello");
  |           ^^^^^^ unresolved import
  |
help: a similar path exists
  |
4 |     core::core::option::Option::Some("hello");
  |           ~~~~~~~~~~~~
help: consider importing one of these items
  |
1 + use core::option::Option;
  |
1 + use std::option::Option;
  |
help: if you import `Option`, refer to it directly
  |
4 -     core::option::Option::Some("hello");
4 +     Option::Some("hello");
  |

For more information about this error, try `rustc --explain E0433`.
error: could not compile `tmp-znzdlj` (bin "tmp-znzdlj") due to previous error
```


### Desired output

```Shell
Checking tmp-znzdlj v0.1.0 (/home/ethan/.cache/cargo-temp/tmp-ZNzdlJ)
error[E0433]: failed to resolve: unresolved import
 --> src/main.rs:4:11
  |
4 |     core::option::Option::Some("hello");
  |           ^^^^^^ unresolved import
  |
help: consider importing one of these items
  |
1 + use core::option::Option;
  |
1 + use std::option::Option;
  |
help: if you import `Option`, refer to it directly
  |
4 -     core::option::Option::Some("hello");
4 +     Option::Some("hello");
  |

For more information about this error, try `rustc --explain E0433`.
error: could not compile `tmp-znzdlj` (bin "tmp-znzdlj") due to previous error
```


### Rationale and extra context

The compiler continues to suggest adding more `core`s.

```rust
help: a similar path exists
  |
4 |     core::core::core::option::Option::Some("hello");
  |                 ~~~~~~~~~~~~
```

```rust
help: a similar path exists
  |
4 |     core::core::core::core::option::Option::Some("hello");
  |                       ~~~~~~~~~~~~
```

### Other cases

_No response_

### Anything else?

_No response_
Repository: terminal
Issue: Terminal opens on the wrong screen if the main screen changes over time
Labels: Issue-Bug,Product-Terminal,Priority-2,Area-Windowing

### Windows Terminal version

1.18.2822.0

### Windows build number

10.0.22621.0

### Other Software

_No response_

### Steps to reproduce

I have 2 screens, A and B, with A configured as the main display in the Windows display settings.
If I boot with only B turned on, Terminal opens on B.
However, if I later turn on A, Terminal continues opening on B, even after I've turned it off.

I have this with my PC (A with DisplayPort, B with HDMI) and my laptop (A with HDMI, B the laptop screen).

Note that other applications, like Notepad, don't have this behavior, so I assume this must be a Terminal issue. This is with all Terminal's settings at default (except that I've changed `Default profile` and added additional profiles, but that's irrelevant).

### Expected Behavior

Terminal opens on the current main display as configured in the Windows display settings.

### Actual Behavior

Terminal opens on the secondary display, even if it is turned off.
Repository: godot
Issue: When setting a glTF files "Import As" preset to Animation Library, texture import settings are still present
Labels: enhancement,usability,topic:import

### Godot version

4.1.2.Stable

### System information

Windows 10

### Issue description

When setting a glTF files "Import As" preset to Animation Library, texture import settings are still present.
I would not expect the "Embedded Image Handling" setting to be there or do anything if I'm importing only the animations.

![image](https://github.com/godotengine/godot/assets/4955051/ffb21a98-a77e-444e-b501-e208a453616c)


### Steps to reproduce

1. Select a glTF file in the file explorer
2. in the Import tab, set the "Import As" option to "Animation Library".
3. Observe the issue

### Minimal reproduction project

NA, any glTF fille will do.
Repository: material-ui
Issue: [RFC][joy-ui] variant:outlined should not mutate the box-model
Labels: package: joy-ui,RFC,enhancement

### What's the problem? 🤔

When switching a variant from `plain|solid|soft` to `outlined` the box-model of the component is changing due to the use of border.
This is a common issues in many UI libraries

https://github.com/mui/material-ui/assets/1148334/c13727d8-0b24-4081-b9c3-ff58ca8c4930


### What are the requirements? ❓

As a Developer,
I want to switch variant without changes in the box-model,
So that I can use them all in the same way.

Given the component uses variant "soft"
When I hover the component
Then the component should use variant "outlined"
And the component should keep its box-model
And the page flow should persist

### What are our options? 💡

The only solution to this problem is to manually overwrite every component and therefore causing a potentially unmaintaiable problem (not future-safe, will not affect newly added components)

### Proposed solution 🟢

1. Personally I've been using `box-shadow` for decorative outlines such as "Ghost buttons" for a decade.
2. If `box-shadow` does not satisfy the methodology of this library you could use a transparent border or use the background-color (this should be easy to implement due to the use of css-variables/custom-properties). It would then be applied to all variant, therefore ensuring a stable and consistent box-model.

### Resources and benchmarks 🔗

Sadly I am not aware of any libraries that solve this problem efficiently.

mui/material and mui/joy both have this problem, while I'm only proposing this for the new standard JOY.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Allow to pass arguments to initialization file
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

With this I could use the bat from an external app and pass arguments to it.

### Proposed workflow

From this:
https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/5ef669de080814067961f28357256e8fe27544f4/webui-user.bat#L8
Change to:
```bat
call webui.bat %*
```


### Additional information

_No response_
Repository: excalidraw
Issue: not visible grouping line on a dark background in a light theme
Labels: good first issue,UX/UI

![image](https://github.com/excalidraw/excalidraw/assets/71871141/76cd8548-1ea6-4996-8486-8893dd217474)

In the picture above, the black dashed lines are not visible
It would be great if the color inverted depending on the background.

upd: I had to write not "it will be great" but "as an option". Purple - great 🎉
Repository: godot
Issue: Problem when baking shadows. The settings for importing finished images are not taken into account.
Labels: bug,topic:rendering,needs testing

### Godot version

3.6 Beta 3,2,1 / 3.5.3, 3.5.2

### System information

Ubuntu 22

### Issue description

Problem when baking shadows. The settings for importing finished images are not taken into account.

The project has import configured for "Texture" as Lossy, specifying 0.7. This is set as the default option in the project settings.

The video shows how after baking, the new created images (shadows) have Lossless as import settings, I have to click "Load Default" and re-import the images.

In the video you can see how I bake the shadows, then manually import the files.

Parameters set to "Default" are ignored.


https://github.com/godotengine/godot/assets/13809475/e0376cd2-e41f-4030-83d5-1ec5e9839a12




### Steps to reproduce

Проблема при запекании теней. Не учитываются настройки импорта готовых изображений.

### Minimal reproduction project

Not
Repository: material-ui
Issue: [material-ui][Button] `startIcon` size is different when icon is wrapped with `Badge`
Labels: component: button,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/loving-booth-8zq3q7?file=/src/Demo.js


### Current behavior 😯

The `startIcon` wrapped into `Badge` is larger than the one that is not wrapped with `Badge`

<img width="123" src="https://github.com/mui/material-ui/assets/13808724/aef74b28-ded1-4637-987c-0925ea763e76">


### Expected behavior 🤔

Both icons should be of the same size.

### Context 🔦

This is coming from the [DataGrid's toolbar issue](https://github.com/mui/mui-x/issues/10739), where the "Filters" button is wrapped with `Badge`:

<img width="409" src="https://github.com/mui/material-ui/assets/13808724/2bdddbf3-d076-4f39-b41b-fa5068c69d55">


### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: rust
Issue: Extend Profile-Guided Optimization guide with Sampling PGO
Labels: T-compiler,A-docs,A-PGO

### Location

https://doc.rust-lang.org/rustc/profile-guided-optimization.html

### Summary

Right now the page describes in detail only one approach for doing PGO - PGO via Instrumentation. But as the documentation already mentions at the beginning there is one more way - PGO via Sampling (`perf`-based).

Clang already [describes](https://clang.llvm.org/docs/UsersManual.html#using-sampling-profilers) sampling PGO, but I guess we need to mention and describe it explicitly in the Rustc documentation too. Now, after the documentation describes in detail only the approach with the instrumentation and PGO users in Rust can miss the sampling way.
Repository: godot
Issue: Visual Shader: "If"-Node - generated code is incorrect for "tolerance == 0"
Labels: enhancement,topic:shaders

### Godot version

v4.1.2.stable.mono.official [399c9dc39]

### System information

Godot v4.1.2.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 31.0.15.3758) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

I have created a very primitive color replacement shader in visual shader. It simply checks if the green component of the input color is 1 and if so replaces the color with red

![image](https://github.com/godotengine/godot/assets/327257/c39400da-0602-403a-8eb4-d90e64ca747d)

From this the visual shader editor generates the following code:

```glsl
shader_type canvas_item;
render_mode blend_mix;




void fragment() {
// Input:2
	vec4 n_out2p0 = COLOR;
	float n_out2p2 = n_out2p0.g;


	vec3 n_out3p0;
// If:3
	float n_in3p1 = 1.00000;
	float n_in3p2 = 0.00000;
	vec3 n_in3p3 = vec3(1.00000, 0.00000, 0.00000);
	if(abs(n_out2p2 - n_in3p1) < n_in3p2)
	{
		n_out3p0 = n_in3p3;
	}
	else if(n_out2p2 < n_in3p1)
	{
		n_out3p0 = vec3(n_out2p0.xyz);
	}
	else
	{
		n_out3p0 = vec3(n_out2p0.xyz);
	}


// Output:0
	COLOR.rgb = n_out3p0;
}
```

If we replace the generated names with something more readable we get:

```glsl
shader_type canvas_item;
render_mode blend_mix;




void fragment() {
// Input:2
	vec4 original_color = COLOR;
	float a = original_color.g;


	vec3 result;
// If:3
	float b = 1.00000; // value from b slot
	float tolerance = 0.00000; // value from tolerance slot
	vec3 replacement = vec3(1.00000, 0.00000, 0.00000);  // red color
	
	if(abs(a - b) < tolerance)
	{
		result = replacement;
	}
	else if(a < b)
	{
		result = vec3(original_color.xyz);
	}
	else
	{
		result = vec3(original_color.xyz);
	}


// Output:0
	COLOR.rgb = result;
}

```

The problem is that now the first part:

```glsl
	if(abs(a - b) < tolerance)
	{
		result = replacement;
	}
```

will actually not work in this example, since `a` is `1`, `b` is `1` and `tolerance` is `0`, so we get 

```glsl
    if (abs(1-1) < 0) 
    {
	result = replacement;
    }
```

So if `a==b` and `tolance == 0` then this will actually not use the value that is in `a == b` , but the value that is in `a > 0`, because  `if (a < b)` will be false and  so the final `else` branch is taken. See in this image where everything that is green, is now blue, because the `a > b` branch is taken:

![image](https://github.com/godotengine/godot/assets/327257/3eb7a41a-c501-4bb9-91e3-e8ee497dc3b0)

A fix would be to change the first condition to:

```glsl
  if(abs(a - b) <= tolerance)
```
which should catch the edge case of the tolerance being `0`. 



### Steps to reproduce

With the attached project, open the example scene and inspect the generated code for the color replacement visual shader.

### Minimal reproduction project

[if_node_reproducer.zip](https://github.com/godotengine/godot/files/13060753/if_node_reproducer.zip)
Repository: godot
Issue: Global classes/class_names created via @tools are processed in editor until the scene is closed and opened again
Labels: discussion,topic:core,topic:editor,documentation

### Godot version

v4.2.beta2.mono.official [f8818f85e]

### System information

Godot v4.2.beta2.mono - Fedora Linux 39 (Workstation Edition) - Wayland - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i3-1215U (8 Threads)

### Issue description

When creating nodes with a `class_name` in GDScript or a `[GlobalClass]` attribute in C# via a constructor through a script with the `@tool`/`[Tool]` attribute, it starts processing until the scene is closed and opened again. When the base node is created first, and then it has the script attached to it, it works as expected.

If this is intentional behavior, then this caveat should be noted in the documentation somewhere.

[Screencast from 2023-10-21 16-47-37.webm](https://github.com/godotengine/godot/assets/8017858/05ed5c26-2e21-4b79-9628-63a6296b5056)


### Steps to reproduce

1. Open the attached project
2. Enable the test plugin in Project Settings
3. On the panel to the left, hit Create Spinning Sprite
4. Two sprites will spawn with the same script - the first one was created with `SpinningSprite.new()`, which the second one was created with `Sprite2D.new()` and then had the script set. The first one will be spinning, and it'll also print `Object spawned` to the output
5. Save the scene, close it and open it again
6. The first sprite will stop spinning

### Minimal reproduction project

[ToolBugRecreation.zip](https://github.com/godotengine/godot/files/13060824/ToolBugRecreation.zip)
Repository: react-native
Issue: `flexGrow: 1` inside `alignItems: <non-stretch>` covers siblings
Labels: Issue: Author Provided Repro,Component: ScrollView,Needs: Triage :mag:,Newer Patch Available

### Description

![image](https://github.com/facebook/react-native/assets/36894700/688c6948-94ad-424d-94e4-c0cea0d85984)

Android:

![394606776_754158426725135_4092957756381229100_n](https://github.com/facebook/react-native/assets/36894700/98920f73-801c-4886-aafb-e5be3e510c6e)


### React Native Version

0.72.5

### Output of `npx react-native info`

```
> npx react-native info
info Fetching system and libraries information...
System:
  OS: Windows 10 10.0.22621
  CPU: "(12) x64 AMD Ryzen 5 5600 6-Core Processor              "
  Memory: 16.28 GB / 31.91 GB
Binaries:
  Node:
    version: 20.2.0
    path: C:\Program Files\nodejs\node.EXE
  Yarn: Not Found
  npm:
    version: 9.7.2
    path: C:\Program Files\nodejs\npm.CMD
  Watchman: Not Found
SDKs:
  Android SDK: Not Found
  Windows SDK: Not Found
IDEs:
  Android Studio: Not Found
  Visual Studio:
    - 17.5.33424.131 (Visual Studio Community 2022)
Languages:
  Java:
    version: 11.0.20.1
    path: C:\Program Files\Eclipse Adoptium\jdk-11.0.20.101-hotspot\bin\javac.EXE
  Ruby: Not Found
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.5
    wanted: 0.72.5
  react-native-windows: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: true
iOS:
  hermesEnabled: Not found
  newArchEnabled: Not found
```

### Steps to reproduce

```
import { View, Text } from 'react-native';

export default function App() {
  return (
    <View>
			<View style={{ alignItems: 'center', }}>
        <View style={{ backgroundColor: 'red' }}>
          <View style={{ flexGrow: 1 }}>
            <Text>foo</Text>
          </View>
        </View>

        <Text>foo</Text>
        <Text>foo</Text>
        <Text>foo</Text>
        <Text>foo</Text>
			</View>
    </View>
  );
}
```

### Snack, screenshot, or link to a repository

https://snack.expo.dev/@szmarczak/blessed-violet-cheese
Repository: godot
Issue: Building with `proxy_to_pthread=yes` breaks WebXR
Labels: bug,platform:web,topic:xr

### Godot version

v4.2.beta.custom_build [f71f4b80e]

### System information

Chromium-based browser (Brave) on the desktop, and Oculus browser on the Quest 2

### Issue description

Trying any of my WebXR games with a web export template built with `proxy_to_pthread=yes`, I get a litany of these sort of errors from various places:

```
Caller thread can't call this function in this node (/root/XXX). Use call_deferred() or call_thread_group() instead.
```

... and the app doesn't work.

However, if I recompile with `proxy_to_pthread=no`, then everything works as expected.

I still need to dig in deeper to figure exactly what's happening here. I'm guess that when an event happens on the WebXR side, and it emits a signal that goes into Godot, it's coming from a different thread. So, perhaps using `call_deferred()` like the error says is the right fix? Or, maybe changing the `*__proxy` setting on some individual functions, now that that's actually being respected?

Related to https://github.com/godotengine/godot/pull/79711

### Steps to reproduce

1. Download the [Godot XR Tools](https://github.com/GodotVR/godot-xr-tools) demo
2. Export using an export template built with `proxy_to_pthread=yes`
3. Open in browser and notice the errors in the console!

### Minimal reproduction project

The [Godot XR Tools](https://github.com/GodotVR/godot-xr-tools) demo can show the issue.
Repository: next.js
Issue: Shared package in NPM workspace being transpiled
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/silent-violet-5yzkcy

### To Reproduce

As shown in the CodeSandbox repro, a shared package in an NPM workspace that is installed in a Next.js site appears to be transpiled, resulting in some standard ESM errors not being thrown. This shared package is located in node_modules, but is a symlink to within the NPM workspace, which I _suspect_ is why it is being transpiled.

### Current vs. Expected behavior

I would expect only the code in the Next.js site itself to be transpiled, not code located outside the site. At best, I'd expect a way to at least be able to disable transpiling of coe outside the site, or a way to mark specific NPM packages as external.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
Binaries:
  Node: 18.18.2
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 7.1.0
Relevant Packages:
  next: 13.5.7-canary.11
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: PowerToys
Issue: Improvement of OneNote plugin
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

I would like to improve the current OneNote plugin.
The main goal would be to port many of the features from this [OneNote plugin](https://github.com/Odotocodot/Flow.Launcher.Plugin.OneNote)[^1] for [Flow Launcher](https://github.com/Flow-Launcher/Flow.Launcher) (an application that also uses Wox).
It should help with some of the points mentioned here #22153.

### Outline of potential new features
- View notes hierarchically (support for notebooks, section groups, sections and pages).
- Quickly create new notebooks, section groups, sections and pages.
- Search only in a specific hierarchy item.
- View recent items.

[^1]: Full disclosure this is made by me! 😄.

### Scenario when this would be used?

Ideally whenever you want to use OneNote!

### Supporting information

Evidence would be the already created [plugin](https://github.com/Odotocodot/Flow.Launcher.Plugin.OneNote).
For instance here is a gif of the "Notebook Explorer" feature:

![notebook_explorer](https://github.com/microsoft/PowerToys/assets/48138990/7c4011b9-a8bc-45e0-a21b-86d0202e2d8f)

The readme for repo also contains other examples of what the plugin can do.
This would also change the plugin dependency from [Scipbe.Common.Office.OneNote](https://github.com/scipbe/ScipBe-Common-Office) to [Linq2OneNote](https://github.com/Odotocodot/Linq2OneNote)[^1].
Repository: godot
Issue: Crash when Colour Picking with ColorRect
Labels: bug,platform:macos,topic:porting,confirmed,crash,topic:gui

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

MacOS Monterey Version 12.6

### Issue description

When using a ColorRect, changing its colour with the Color Picker crashes Godot. It should change the colour of the ColorRect.

### Steps to reproduce

1. Open a Scene
2. Add a ColorRect Node
3. Click on the coloured rectangle in the Inspector window
4. In the popup, click the Colour Picker
5. Crash

<img width="529" alt="image" src="https://github.com/godotengine/godot/assets/15221092/dc119e71-7103-4c36-9d3d-d1a3c70490b9">


### Minimal reproduction project

N/A
Repository: storybook
Issue: [Bug]: preview-head.html not picked up by Vite during build
Labels: bug,has workaround,builder-vite

### Describe the bug

To include some global styles for the components I use `preview-head.html`

```html
<link href="/assets/index.pcss" rel="stylesheet" />
```

This works during the dev server, but during the build code from `preview-head.html` just copied to the final bundle without Vite transforms. And inside `storybook-static/iframe.html` I see the same link with `.pcss` extension.

### To Reproduce

https://github.com/edikdeisling/issue-storybook-preview-head

1. pnpm i
2. pnpm storybook:dev
3. // text is red
4. pnpm storybook:build
5. pnpm serve-build
6. // text is not red

### System

```bash
System:
    OS: macOS 14.0
    CPU: (10) arm64 Apple M1 Pro
  Binaries:
    Node: 18.12.0 - /usr/local/bin/node
    Yarn: 1.22.15 - /usr/local/bin/yarn
    npm: 8.19.2 - /usr/local/bin/npm
  Browsers:
    Chrome: 118.0.5993.88
    Safari: 17.0
  npmPackages:
    @storybook/addon-essentials: 7.4.2 => 7.4.2 
    @storybook/manager-api: 7.4.2 => 7.4.2 
    @storybook/theming: 7.4.2 => 7.4.2 
    @storybook/vue3: 7.4.2 => 7.4.2 
    @storybook/vue3-vite: 7.4.2 => 7.4.2
```


### Additional context

This bug duplicates already created one here
https://github.com/storybookjs/builder-vite/issues/486

But I'm not sure that bug is alive, because it's in the repository for 6.x version