sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `log_syntax` and `trace_macros` unstable features can be used on stable
Labels: A-macros,C-discussion

Both `log_syntax` and `trace_macro` are unstable features, but currently can be used on the stable compiler (kinda).

One can directly use them, even without enabling the feature flag. The code will not compile and a message error will be displayed, but they're also going to expand as expected.

[playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=5f478032c5ea1ae2341b2e98fb60bdc3)


### 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 1.71.0 (8ede3aae2 2023-07-12)
binary: rustc
commit-hash: 8ede3aae28fe6e4d52b38157d7bfe0d3bceef225
commit-date: 2023-07-12
host: x86_64-unknown-linux-gnu
release: 1.71.0
LLVM version: 16.0.5
```
Repository: godot
Issue: no auto-completion for Dictionary keys
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.1.1

### System information

windows 10

### Issue description

there is no auto-completion for `Dictionary` keys in godot 4 (unless the `Dictionary` is a `const`)

i think this is a bug because there _**is**_ auto-completion for `Dictionary` keys in godot 3 and theres auto-completion when its a `const Dictionary`

### Steps to reproduce

```
var dictionary = { "try_to_autocomplete_this": "it wont work in godot 4" }
#const dictionary = { "try_to_autocomplete_this": "it WILL work in godot 4" }
func _ready():
	dictionary.try_to_
```

### Minimal reproduction project

N/A
Repository: godot
Issue: Selection area for a scene instance in the editor includes areas for locked nodes within the scene
Labels: bug,topic:editor

### Godot version

v4.1.stable.mono.official [970459615]

### System information

Godot v4.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Ti (NVIDIA; 31.0.15.3623) - 12th Gen Intel(R) Core(TM) i7-12700K (20 Threads)

### Issue description

Currently, locked nodes in a scene cannot be selected or moved (as is expected) when editing that scene. However, if that scene is then instanced into another scene in the editor, the locked nodes are considered as part of the selection area for the new node. I would expect for the selection region of the instanced scene to reflect the unlocked selection regions within the scene itself (or a bounding box of those unlocked selection regions).

In cases of effects or lights (as the example below uses), the larger selection area can be undesirable especially as the node order can't be easily picked out visually. It does still work to either select via the scene tree or list select rather than the default tool however this adds a bit of friction when designing levels with many of these elements. It doesn't seem like it should be controversial to change as the node needs to be explicitly locked, unless there is an existing way to handle this?

I took a brief look through the code to try and find what's driving the logic here but unfortunately I'm unfamiliar with the codebase. I'd be happy to try and make a PR if someone could point me in that direction.

### Steps to reproduce

- Create a Node2D scene and add a PointLight2D as a child with a relatively large scale
- Lock the PointLight2D node (such that the base Node2D now acts as a handle to move the light)
- Create a "main" Node2D scene and add several instances of the first scene
- Note that the light's affected area is the selection region for the instance rather than the handle

### Minimal reproduction project

[select_bounds_example.zip](https://github.com/godotengine/godot/files/12235138/select_bounds_example.zip)

In this example, it's impossible to select the TextureRect with the default select mode. If each of the light instances has Editable Children set, each of the 5 elements can be easily selected with the default mode.
Repository: vscode
Issue: Cursor moves to breakpoint when Debug: Focus Editor On Break is turned off
Labels: bug,debug

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 
Version: 1.80.2 (user setup)
Commit: 2ccd690cbff1569e4a83d7c43d45101f817401dc
Date: 2023-07-27T20:40:28.909Z
Electron: 22.3.14
ElectronBuildId: 22695494
Chromium: 108.0.5359.215
Node.js: 16.17.1
V8: 10.8.168.25-electron.0
OS: Windows_NT x64 10.0.22621

- OS Version: Windows 11

Steps to Reproduce:

1. Set 'Debug: Focus Editor On Break' to false (unchecked)
2. Place your cursor
3. Restart your debug session (so it breaks)
4. Cursor is moved

See attached video and screenshot.

Hello, according to the discussion in this thread https://github.com/microsoft/vscode/issues/139950
- The cursor behavior was changed to move to the breakpoint line
- A configuration was added to control this: 'Focus Editor On Break'

There was some discussion about expanding the flags options but I'm not sure it was added.

I'm hoping that the flag can be revised with the options listed here https://github.com/microsoft/vscode/issues/139950#issuecomment-1004737947 so that I can disable the cursor being moved for my use case (continuous inspection while coding). Please checkout my video for more context.

Thank you so much.

![focus_settings](https://github.com/microsoft/vscode/assets/409078/fc0e3e53-eed0-435d-b358-16fea1f5bfe9)

https://github.com/microsoft/vscode/assets/409078/d95b8d22-c916-4fd3-8547-2d7245c16d0f
Repository: tauri
Issue: [bug] Hiding a window on macOS doesn't unfocus
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

Running appWindow.hide() doesn't un-focus the window. The default behaviour of cmd+h doesn't have this issue but using .hide() does.

I've tried using setFocus but that only brings the window in focus, not toggle.

### Reproduction

This is the code I can use to reproduce the issue:

```typescript
import { appWindow } from "@tauri-apps/api/window";
await register("CommandOrControl+Shift+Enter", async () => {
  if (await appWindow.isVisible()) {
    await appWindow.hide();
  } else {
    await appWindow.show();
    await appWindow.center();
    await appWindow.setFocus();
  }
});
```

### Expected behavior

_No response_

### Platform and versions

```text
[✔] Environment
    - OS: Mac OS 13.0.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.67.1 (d5a82bbd2 2023-02-07)
    ✔ Cargo: 1.67.1 (8ecd4f20a 2023-01-10)
    ✔ rustup: 1.25.2 (17db695f1 2023-02-01)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 16.20.0
    - pnpm: 8.6.2
    - yarn: 1.22.19
    - npm: 8.19.4

[-] Packages
    - tauri [RUST]: 1.4.1
    - tauri-build [RUST]: 1.4.0
    - wry [RUST]: 0.24.3
    - tao [RUST]: 0.16.2
    - @tauri-apps/api [NPM]: 1.4.0
    - @tauri-apps/cli [NPM]: 1.4.0

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - framework: SolidJS
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: An option to set a custom/desired browser for the Web-Search and URL-handler in PowerToys Run
Labels: Needs-Triage

### Description of the new feature / enhancement

Presently, I use Google Chrome as my default web browser on my Windows 10 PC. I've set up multiple desktops to ease my workflow, and many Chrome windows and tabs always remain open in the background. If Chrome is running in the background, opening a new tab/window through PowerToys Run for web searches is fine. However, if no instance of Chrome is running (for example, if I've exited Chrome), opening the search results in Chrome becomes resource-intensive, as it opens all my default windows and tabs across all desktops.

To prevent this, it would be a good idea to choose and set another browser (such as Edge, Brave, Firefox, Opera, etc.) as the default in PowerToys Run. This way, the Run-results won't have to open the Chrome browser if it's not already opened.

### Scenario when this would be used?

Opening the Chrome browser to display results or redirected URLs from PowerToys Run, when Chrome is not already open, would be resource-intensive for my PC. To alleviate this issue and to separate web browsing from Chrome if necessary, it's a good idea to set another browser as the default one in the PowerToys Run, for redirecting the results from it.

### Supporting information

_No response_
Repository: TypeScript
Issue: Feat: infer parameter types for the implementation signature of an overloaded method
Labels: Suggestion,Awaiting More Feedback

# Suggestion

implicitly infer parameter types for the implementation signature of an overloaded method
This issue is a complement to #7763, #34319

## 🔍 Search Terms

TypeScript interface with multiple signatures;
infer params from different signatures;
implementation signature of an overloaded method;

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Add an implicit inference to the params or restricted inference in some cases

## 📃 Motivating Example

Before, you can achieve simple 
```ts
class Some {
  async request(action: 'auth', payload: AuthPayload): Promise<AuthResponse>
  async request(action: 'pub', payload: PubPayload): Promise<PubResponse>
  async request<S extends Values<SignalingRequests>>(
    ...params: Parameters<S>
  ): Promise<ReturnType<S>> {
    const [action, payload] = params
    switch (action) { /* ... */ }
  }
}
// redundant declarations
// declare Values<T> = T[keyof T]
declare type SignalingRequests = {
  auth: (action: 'auth', payload: AuthPayload) => AuthResponse
  pub: (action: 'pub', payload: PubPayload) => PubResponse
  // ...
}
```
Now you can use
```ts
class Some {
  async request(action: 'auth', payload: AuthPayload): Promise<AuthResponse>
  async request(action: 'pub', payload: PubPayload): Promise<PubResponse>
  async request(...params) {
    if (params[0] == 'auth') {
      const p: AuthPayload = params[1] // this works
    }
    // or you can write:
    const [action, payload] = params
    switch (action) {
      case 'auth':
        payload // AuthPayload
        break
      case 'pub':
        break
      default:
        // exhaustive check
        const nope: never = action
        throw 'nope'
    }
  }
}

```

## 💻 Use Cases

Prevent complex type annotation workarounds, simplify codes, make TypeScript sound again!



Best regards.
Repository: transformers
Issue: RWKV-WORLD-4
Labels: New model

### Model description

BlinkDL/rwkv-4-world is a repo present on Huggingface i want the model's tokenizer and the model to be added to the Transformers Lib. 

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: yt-dlp
Issue: How to filter videos which have 'chapters' field in their info
Labels: enhancement,triage

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [x] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.07.06** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Please make sure the question is worded well enough to be understood

Hello. Thank you for your great work!

I'm trying to filter videos which have 'chapters' field in their `info.json`.

I'm currently using following command:
`yt-dlp --flat-playlist --match-filter "chapters" --print "https://www.youtube.com/watch?v=%(id)s" https://www.youtube.com/channel/UCNnC_qYu0bjn4YI6Ff8p8DA > ./videos.txt`

I thought it's going to be work, but it seems not. Is there any way to solve this issue?

For your reference, I provide example videos with/without chapters:
- with chapters: https://www.youtube.com/watch?v=YO5fnaRm5L0
- without chapters: https://www.youtube.com/watch?v=I4QEZxfPUmc

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: angular
Issue: Loosen validator directives selectors
Labels: feature,area: forms,forms: validators,forms: directives,feature: insufficient votes,action: global presubmit

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

forms

### Description

I have created few custom input components which are basically wrappers around other controls, and they could use validators like `[min]`, `[max]`, ... but I noticed that the selectors for `MaxValidator` are `input[type=number][max][formControlName],input[type=number][max][formControl],input[type=number][max][ngModel]` and this prohibits the usage on external components.

### Proposed solution

Changing specific selectors to just `[max][formControlName],[max][formControl],[max][ngModel]` would allow using them everywhere. I have created a custom directive inheriting from the original directive and it works straight out of the box.

### Alternatives considered

None
Repository: godot
Issue: Vulkan: LightmapGI generates completely black output and probes on macOS (Intel driver bug)
Labels: bug,platform:macos,topic:rendering,topic:thirdparty,topic:3d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

macOS Big Sur, Macbook Pro Mid 2014 (Intel Iris Pro 1536 MB)

### Issue description

Baking lightmap data results in a completely black scene filled with black lightmap probes.

The directional light's bake mode is set to static and all meshes in the scene have UV2 (confirmed visually with "View UV2").

<img width="677" alt="Screenshot 2023-08-02 at 10 01 55" src="https://github.com/godotengine/godot/assets/4245468/56fe4ff0-2409-4653-a49f-0ccc79661e4f">


### Steps to reproduce

1. Create a new scene with a Node3D.
2. Add some MeshInstances with primitive meshes.
3. For every mesh, click "Add UV2".
4. Add a DirectionalLight3D to the scene and set its Bake Mode to "Static".
5. Add a LightmapGI node to the scene and click "Bake Lightmaps".

### Minimal reproduction project

[Archive.zip](https://github.com/godotengine/godot/files/12237661/Archive.zip)
Repository: kubernetes
Issue: How to make sure pods startup order within one node by kubelet
Labels: sig/node,kind/feature,triage/accepted

## What happened?
When cluster nodes got restart with security/maintenance purpose, for example, linux OS patching. Some control plane pods for example:  [istio-cni did not use the hostNetwork, which make the istio start up very slow](https://github.com/istio/istio/issues/46234). if istio start up later than normal pods. which may make all other pods got evicted or crashing. Whenever the nodes get restart by some reasons, the pods may get eviction if some control plane cannot startup in short time.

/sig node

## What did you expect to happen?

Define some pods start up dependencies, so in one node, if some pods have related dependencies in it. kubelet can follow the dependencies to start up them one by one in order.

for example: network related pods -> monitoring related pods -> application pods -> ...

just like [PriorityClass](https://kubernetes.io/docs/tasks/administer-cluster/guaranteed-scheduling-critical-addon-pods/#marking-pod-as-critical) happened when pods are re-scheduling. If nodes got restarted, some pods should follow the right order to keep that all the environment are set done, and then the normal pods can be startup smoothly.
Define some pods start up dependencies, so in one node, if some pods have related dependencies in it. kubelet can follow the dependencies to start up them one by one in order.


Kubernetes version
v1.23 and master

Cloud provider
None

OS version
Ubuntu22.04

Install tools
None

Container runtime (CRI) and version (if applicable)
N/A

Related plugins (CNI, CSI, ...) and versions (if applicable)
CNI
Repository: godot
Issue: Editor returns error when signal.emit() is used in return statements
Labels: topic:gdscript,needs testing

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.2802) - AMD Ryzen 5 5600 6-Core Processor (12 Threads)

### Issue description

When returning emit method of a signal, in a void function, the following error occurs:

``` Trying to get a return value of a method that returns "void" ```

The expected behaviour should be not giving any error.

And if you put a code above where you are returning, the editor stops giving error. 

Like in the examples below

### Steps to reproduce

This gives error:
```
extends Node2D

signal test_a

func _physics_process(delta: float) -> void:
	return test_a.emit()
```

This does **not** give an error:

```
extends Node2D

signal test_a

func _physics_process(delta: float) -> void:
	print('')
	return test_a.emit()
```

### Minimal reproduction project

[BugTest.zip](https://github.com/godotengine/godot/files/12237668/BugTest.zip)
Repository: PowerToys
Issue: Add the ability to hide plugins
Labels: Needs-Triage

### Description of the new feature / enhancement

There are a lot of plugins and I expect very few people use all of them and some people only use a few. When navigating the UI it feels like there are too many "tabs" (plugins) that you don't need or use and just get in the way. When you toggle the plugin to off, it would help navigation to either completely hide or grey out that tab to give visible feedback that it's off and/or of no interest.
(NB: the current shortcuts menu doesn't help with this suggestion - it does offer what I suggest but is too well-hidden).

### Scenario when this would be used?

Someone who only uses 3 plugins total just sees 3 tabs instead of  22.

### Supporting information

_No response_
Repository: next.js
Issue: `@next/next/no-html-link-for-pages` rule does not work with `pageExtensions`
Labels: good first issue,Linting

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:22:20 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.14.2
      npm: 9.8.1
      Yarn: 1.22.19
      pnpm: 8.3.1
    Relevant Packages:
      next: 13.4.13-canary.9
      eslint-config-next: 13.4.12
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

ESLint (eslint-config-next)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/nnmax/next-eslint-config-reproduction-app

### To Reproduce

1. `git clone https://github.com/nnmax/next-eslint-config-reproduction-app.git`
2. `cd next-eslint-config-reproduction-app`
3. `npm install`
4. `npm run lint`
5. Observe the ESLint output from the terminal.

### Describe the Bug

The `@next/next/no-html-link-for-pages` rule doesn't work after configuring custom `pageExtensions`.

### Expected Behavior

It should recognize `pageExtensions`.

<img width="1322" alt="image" src="https://github.com/vercel/next.js/assets/48519459/d890191a-0d82-40e7-b475-9def57403e8b">


### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_