sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Script changes made with an external editor are not live reloading
Labels: bug,topic:editor

### Godot version

3.51.stable.mono.official

### System information

Ubuntu 22.04.2 LTS, GLES3, GeForce RTX 3090

### Issue description

Live reloading changes made by an external editor doesn't seem to work for me, tried this on two different machines. In my understanding, since #51828 (which aims to address #10946) has been merged quite a while ago, it _should_.

I don't see any errors in the console or debugger, just nothing happens after I save the file with an external editor. I tried it with and without setting _Use External Editor_.

**Update:** Did some debugging (full story in the comments) and figured out that it _does_ reload, but only if the editor window is focused after the file has been saved. I'd love a truly automatic reload though, without having to touch the editor first.

### Steps to reproduce

I made a project to reproduce this, but it's pretty simple:

1. Create a new project
2. Create a new _User Interface_ scene
3. Add a _Label_ node
4. Attach a script to the _Label_ node
5. Add a `_process` function with `$Label.text = "Test"`

Steps to reproduce once the project is in place:
1. Run the project
2. Change the string `"Test"` to something else in the Godot script editor and observe that it live reloads
3. Change the string in an external editor and observe that it does not live reload

### Minimal reproduction project

[external-editor-live-reload.zip](https://github.com/godotengine/godot/files/10812136/external-editor-live-reload.zip)
Repository: PowerToys
Issue: Allow customization of the quick access icons
Labels: Idea-Enhancement,Area-Flyout

### Description of the new feature / enhancement

Act like the Windows 11 start menu, being able to pin items to it
(here's the menu I mean)
![image](https://user-images.githubusercontent.com/71360210/220870012-22b99228-237b-4333-9a1c-2f7c81a3c740.png)


### Scenario when this would be used?

I often use the Keyboard manager to change keybinds in a game I play, so it would be useful to quickly toggle it when I open the game without having to open the full PowerToys menu or clicking more and scrolling to find it

### Supporting information

Allow it to act like this portion of the Start menu, but with switches below the title to toggle certain features:
![image](https://user-images.githubusercontent.com/71360210/220870525-986d7240-30bb-4674-834d-55e022f934ce.png)
Repository: angular
Issue: Missing `Q` for cldr
Labels: area: i18n

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

_No response_

### Description

I saw that there was a TODO from two years ago

[`TODO(ocombe): support all missing cldr formats: U, Q, D, F, e, j, J, C, A, v, V, X, x `](https://github.com/angular/angular/blob/3d589d8bdeb81e953d1c3b6516cebcf07c214f52/packages/common/src/i18n/format_date.ts#L448)


I want to know if anyone is working on this implementation now. 

### Proposed solution

If no one is working on this I can implement for `Q`

### Alternatives considered

Someone else to implement :)
Repository: svelte
Issue: Provide types for forms using static analysis
Labels: feature request,types / typescript

### Describe the problem

Typescript is kinda bad at knowing what is in a form; Which makes sense since it can't deduce what types certain fields have without having access to the markup. 

But, this makes form-handling code very frustrating to write. After doing `const data = new FormData(form)`, you then have to manually type-check every single entry in that form data. This adds a **lot** of code.

Svelte offers the alternative of binding to an input's value, and then using that value instead of a FormData object, but this also has it's problems. Mainly duplication, and all the dangers that come with that.
Adding `bind:value={data.name}` to every single input is very cumbersome on large forms, as well as error-prone. 

For example: When doing the client-side form handling as a progressive enhancement step over a regular form-submit, it is very easy to change a `name` attribute on an input, while forgetting to change it on the manual value binding, leading to nasty bugs. 

### Describe the proposed solution

## What Svelte could do
As a compiler, Svelte has a (more or less) God's eye view of all the input-elements that *could* be in the DOM, as well as what attributes they could have. What type are they?, Are they required?, What's the name?, Are they disabled? etc.

This could allow Svelte to statically figure out what Types of key/value pairs can be in a form, even if the inputs are abstracted away very far down in the Component Tree and nested in conditional statements.
It would be nice if such Type-information could be exposed to the developer somehow. This would drastically reduce the amount of redundant type-checking code.

## Caveat
If the DOM gets tampered with from outside Svelte's eyes, then static analysis is no longer possible, and types can't be guaranteed. 
However, as long as developers are made aware of this, I think they can be trusted to handle the generated types responsibly.

### Alternatives considered

Simply live with the pain

### Importance

would make my life easier
Repository: vscode
Issue: Profile badge background colour too strong in light theme compared to dark theme
Labels: themes

Light theme

![Screenshot 2023-02-23 at 11 26 12](https://user-images.githubusercontent.com/1926584/220881253-32ff990a-8eda-41d8-bdd1-5be4baedca37.png)

Dark theme
![Screenshot 2023-02-23 at 11 26 48](https://user-images.githubusercontent.com/1926584/220881299-b6d1362c-3819-443f-83ea-0ffbb402e682.png)


Notice how the dark theme badge background blends much better with the activity bar.
The light theme background is too strong, and IMHO should blend better like the dark theme.

Motivation is that these badge is not clickable, so we really want the colour to be calm.
Repository: PowerToys
Issue: Extreme input lag caused by PowerToys running in the background
Labels: Issue-Bug,Area-Quality,Priority-2,Area-App Compat

### Microsoft PowerToys version

0.67

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

Step 1: Launch Power Toys.
Step 2: Launch any Fullscreen game.
Step 3: Input lag can be observed within a couple of minutes.
This persists after closing the app/game e.g. Using a browser

When typing on the keyboards the characters appear with a 1-5 second delay depending on the keystrokes entered.

During the gameplay the character moves long after button is no longer pressed and there is an initial delay.

### ✔️ Expected Behavior

Instant response to the keypress

### ❌ Actual Behavior

Delayed initial response with recurring delay between each keystroke.

### Other Software

Dota 2 current update
Opera GX LVL4 (core: 95.0.4635.54)
Tom Clancy's Rainbow Six Siege Y7S4.2
Repository: go
Issue: proposal: encoding/json: wrap error from TextUnmarshaler/Unmarshaler to locate the problem in input
Labels: Proposal

### Issue:

Currently, unmarshaling json with `json.Unmarshal()` (or `json.NewDecoder().Decode()` ), when a value is being unmarshaled into a struct field that implements `encoding.TextUnmarshaler` (or the `json.Unmarshaler`) and the `.UnmarshalText()` returns an error, this error is returned unchanged from the whole `json.Unmarshal` function:

https://go.dev/play/p/G5ag-Cq2OMf
```
type CustomType string

func (p *CustomType) UnmarshalText(_ []byte) error {
	return errors.New("test err")
}

type A struct {
	B B `json:"b"`
}
type B struct {
	Cs []C `json:"cs"`
}
type C struct {
	D CustomType `json:"d"`
}

func main() {
	a := A{}
	err := json.Unmarshal([]byte(`{"b":{"cs":[{"d": "val"}]}}`), &a)
	fmt.Println(err)
	fmt.Printf("%#v\n", err)
}
```

output:
```
test err
&errors.errorString{s:"test err"}
```

This way, caller has no way to locate the error in input json when the input is a bit larger / contains multiple fields, some of them nested.

Compare to a similar error when a type in input json is not compatible with the struct field type:

https://go.dev/play/p/ZgexFrs-r_c
```
// same type definitions

func main() {
	a := A{}
	err := json.Unmarshal([]byte(`{"b":{"cs":[{"d": 0}]}}`), &a)
	fmt.Println(err)
	fmt.Printf("%#v\n", err)
}
```
output:
```
json: cannot unmarshal number into Go struct field C.b.cs.d of type main.CustomType
&json.UnmarshalTypeError{Value:"number", Type:(*reflect.rtype)(0x4b5460), Offset:19, Struct:"C", Field:"b.cs.d"}
```

In this case, the returned error contains a lot of useful information to locate the problem in intput, specifically a `Field` containing a path in json to the problematic value.

### Proposal:
In a similar way to `json.UnmarshalTypeError`, when the `json.Unmarshal` gets an error from either `.UnmarshalText()` or `.UnmarshalJSON()`, the error would be wrapped into a similar structure, for example (currenlty not existing, proposed error) `&json.UnmarshalerError{Type:(*reflect.rtype)(0x4b5460), Offset:19, Struct:"C", Field:"b.cs.d", Err: &errors.errorString{s:"test err"}}`. Compared to `json.UnmarshalTypeError`, the `Value` is removed, as it might be not useful (and if needed can be added by the field type's unmarshal method), but `Err` with the original error is added, so that the original error is still `Is`able/`As`able

(Also, the `Field:"b.cs.d"` could be `Field:"b.cs[0].d"` to better locate error in json lists, but to remain consistent with `json.UnmarshalTypeError`, it would be the same, that is `Field:"b.cs.d"`)

### Note
I see a very similar proposal was submitted very recently - returning a more friendly error, although in a different scenario (disallowed unknown field): https://github.com/golang/go/issues/58649
So maybe the solution could be somewhat similar (for each case a special error type?) and could be possibly implemented together
Repository: pytorch
Issue: Add oscillating activation functions to PyTorch.
Labels: module: loss,triaged,needs research

### 🚀 The feature, motivation and pitch

Oscillating activation functions enable the neurons to learn the XOR function without manual feature engineering. With this kind of activation function, a single neuron can learn to approximate an XOR-like function. Otherwise, it needs multiple hyperplanes from multiple neurons. These activation functions also reduce training time and allow problems to be solved with smaller networks. The experimental results indicate that these activation functions are computationally cheaper than the state-of-art activation functions.

There are four oscillating activation functions to be added:
*	Growing Cosine Unit (GCU): f(z) = zcos(z)
*	Shifted Quadratic Unit (SQU): f(z) = $z^2$ + z
*	Decaying Sine Unit (DSU): f(z) = $\pi$/2(sinc(z - $\pi$) - sinc(z + $\pi$))
*	Non-Monotonic Cubic Unit (NCU): f(z) = z - $z^3$

### Alternatives

_No response_

### Additional context

## **Prior Art**
*	Noel, Mathew Mithra, Advait Trivedi, and Praneet Dutta. "Growing cosine unit: A novel oscillatory activation function that can speedup training and reduce parameters in convolutional neural networks." arXiv preprint arXiv:2108.12943 (2021).
*	Noel, Matthew Mithra, Shubham Bharadwaj, Venkataraman Muthiah-Nakarajan, Praneet Dutta, and Geraldine Bessie Amali. "Biologically inspired oscillating activation functions can bridge the performance gap between biological and artificial neurons." arXiv preprint arXiv:2111.04020 (2021).
*       https://analyticsindiamag.com/how-oscillatory-activation-function-overcomes-problems-with-gradient-descent-and-xor/
*       https://twitter.com/martin_gorner/status/1463294997436899332?lang=en

The most interesting part is that a single neuron activated by the oscillating activation units can learn to represent the XOR logical function, something that is known to be impossible for other artificial neuron designs (one needs multiple layers with those).

cc @ezyang @soumith @msaroufim @wconstab @ngimel @bdhirsh
Repository: next.js
Issue: Standalone build does not include server-side variables from `.env.local`
Labels: bug,Output (export/standalone)

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

  Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.2.0: Fri Nov 11 02:04:44 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T8103
    Binaries:
      Node: 18.13.0
      npm: 8.19.3
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.1.7-canary.28
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

Standalone mode (output: "standalone")

### Link to the code that reproduces this issue

https://github.com/evakkuri/nextjs-standalone-envvar-bug

### To Reproduce

- Build Docker image: `docker build -t nextjs-standalone-envvar-bug:latest .`
  - Dockerfile from NextJS [with-docker](https://github.com/vercel/next.js/blob/canary/examples/with-docker/Dockerfile) example, apart from creating `.env` and `.env.local` files 
- Run container: `docker run -p 3000:3000 nextjs-standalone-envvar-bug `
- Navigate to `http://localhost:3000`
- Note that from server logs that `process.env.API_URL_1` is undefined, and all other environment variables are defined as expected

### Describe the Bug

Standalone build does not include server-side environment variables from `.env.local`, at least with the Dockerfile as per NextJS example.

### Expected Behavior

Also `process.env.API_URL_1`should have retrieved a value from `.env.local`, indicating that server-side variables are read at build-time from `.env.local`.

### Which browser are you using? (if relevant)

Firefox 110.0 (64-bit)

### How are you deploying your application? (if relevant)

Dockerfile (included in repo)
Repository: material-ui
Issue: [docs] Translate the documentation
Labels: docs,discussion

The translation is not available. It used to be good.
Repository: vscode
Issue: Support hover popup webview
Labels: feature-request,api,webview

<!-- ⚠️⚠️ 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. -->

[The Book of Shaders](https://thebookofshaders.com/) has some very cool widgets for picking scalars and vectors:

![GIF of Book of Shaders widgets](https://camo.githubusercontent.com/2f8ebe336b1b376c8325a09b72c6e43c355006bb/687474703a2f2f706174726963696f676f6e7a616c657a7669766f2e636f6d2f696d616765732f676c736c456469746f722f30302e676966)

These are great because they colocate the interaction with the source of truth for that quantity in the code itself. I propose that the VS Code extension API support such widgets, similar to the builtin color picker widget VS Code already has.

This proposal is a more concrete version of #66493, which was closed as a duplicate of #3220. I am opening this new issue because I do not believe that the original was actually a duplicate: a hover popup is fundamentally different from an inline peek widget, as (unless I am mistaken) there can only be one hover popup visible at a time.

Specifically, I would like to add a new extension API that combines the [webview API](https://code.visualstudio.com/api/extension-guides/webview) with the [hover API](https://code.visualstudio.com/api/language-extensions/programmatic-language-features#show-hovers) (and possibly the [decoration API](https://vscode.rocks/decorations/)) to allow extensions to render custom interactive HTML content in popups, similar to the builtin color picker. At a high level, this should look the same as it currently does to provide a webview, except that the webview will be in a popup element floating above an existing editor, instead of in a separate pane.

I understand that the webview API docs mention that they are "resource heavy" and "should be used sparingly", which is why I believe the popup context is appropriate: since there can only be one at a time, this API should allow only a single webview to be created per extension, with that webview being shown on hover and hidden when the hover focus is lost, re-rendering with different content when hover focus reappears on a different item. Thus the resource costs of this proposal should be similar to those of existing webviews.
Repository: godot
Issue: Expression failed on `range()` and `if else`
Labels: bug,topic:core

### Godot version

v4.0.rc3.official.7e79aead9

### System information

Windows 10, Forward+, NVIDIA GeForce GTX 860M

### Issue description

It seems that Expression can't deal with `range()` and `if else`

```
extends Node2D


func _ready():
	# ok
	print(cmd("1+1")) # print: 2
	
	# ok
	print(cmd("[1,2,3].max()")) # print: 3
	
	# err
	print(cmd("range(1, 5)")) 
#	E 0:00:01:0182   Main.gd:41 @ cmd(): On call to 'range':
#	  <C++ 错误>       Condition "p_show_error" is true. Returning: Variant()
#	  <C++ 源文件>      core/math/expression.cpp:1507 @ execute()
#	  <栈追踪>          Main.gd:40 @ cmd()
#	                 Main.gd:12 @ _ready()
	
	# ok
	print(cmd("1+10")) # print: 11
	
	# ok
	cmd("print('abc')") # print: abc
	
	# err
	cmd("print(5 if true else 0)")
#	E 0:00:01:0189   Main.gd:38 @ cmd(): Expected ',' or ')'
#	  <C++ 源文件>      core/variant/variant_utility.cpp:880 @ push_error()
#	  <栈追踪>          Main.gd:37 @ cmd()
#	                 Main.gd:26 @ _ready()
	
	
func cmd(command, variable_names = [], variable_values = []):
	var expression = Expression.new()
	var error = expression.parse(command, variable_names)
	if error != OK:
		push_error(expression.get_error_text())
		return
		
	var result = expression.execute(variable_values, self)
	if not expression.has_execute_failed():
		return result

```

### Steps to reproduce

download minimal reproduction project and run.

### Minimal reproduction project

[test for expression.zip](https://github.com/godotengine/godot/files/10813901/test.for.expression.zip)
Repository: godot
Issue: SSR causes opaque meshes inside a subviewport with transparent bg to get invisible
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0 RC3

### System information

Windows 10, Vulkan

### Issue description

Enabling SSR in the environment causes opaque objects placed inside subviewport with transparent backround enabled disappear, they are not being rendered.

### Steps to reproduce

- Create subviewport in the scene with camera in it and place it inside subviewport container.
- Create mesh instances inside and set its layer to be rendered only by the subviewport
- Enable SSR in the scene's environment

### Minimal reproduction project

[Subviewport transparent bg.zip](https://github.com/godotengine/godot/files/10813996/Subviewport.transparent.bg.zip)
Repository: rust
Issue: Linking with `cargo-zigbuild` failed on `armv7-unknown-linux-{gnu, musl}eabihf` due to missing symbols
Labels: A-linkage,P-medium,T-compiler,C-bug,requires-nightly

[release-builds / armv7-unknown-linux-musleabihf](https://github.com/cargo-bins/cargo-binstall/actions/runs/4232724321/jobs/7352930484#logs)

[release-builds / armv7-unknown-linux-gnueabihf](https://github.com/cargo-bins/cargo-binstall/actions/runs/4232724321/jobs/7352930077#logs)

This can be reproduced by running:

```
git clone https://github.com/cargo-bins/cargo-binstall
cd cargo-binstall

export CI=true
export JUST_FOR_RELEASE=true
export CARGO_BUILD_TARGET="armv7-unknown-linux-gnueabihf"
export GLIBC_VERSION='2.17'
export JUST_USE_CARGO_ZIGBUILD=true
just build
```

Or by running the following cmds on the clone:

```
export RUSTFLAGS='-Z share-generics -C linker-plugin-lto -C link-arg=-static-libgcc -C link-arg=-Wl,--icf=safe'

cargo-zigbuild build  --release --target armv7-unknown-linux-musleabihf -Z build-std=std,panic_abort -Z build-std-features=panic_immediate_abort --config='profile.release.split-debuginfo="packed"' --config=profile.release.debug=2 --features static,rustls,trust-dns,fancy-no-backtrace,zstd-thin,log_release_max_level_debug,cross-lang-fat-lto
```

The CI failed with several missing symbols.

Also, `cargo-zigbuild` failed to handle several link args:

```
  = note: warning: unsupported linker arg: -znoexecstack
          warning: unsupported linker arg: -plugin-opt
          warning: unsupported linker arg: O2
          warning: unsupported linker arg: -plugin-opt
          warning: unsupported linker arg: mcpu=generic
          warning: unsupported linker arg: -zrelro
          warning: unsupported linker arg: -znow
          warning: unsupported linker arg: --icf
          warning: unsupported linker arg: safe
```

### Version it worked on

It most recently worked on: `rust version 1.69.0-nightly (7aa413d59 2023-02-19)`

### Version with regression

```
rust version 1.69.0-nightly (5243ea5c2 2023-02-20)
```

@rustbot modify labels: +regression-from-stable-to-nightly -regression-untriaged
Repository: godot
Issue: Freeing a node in `EditorScenePostImportPlugin._internal_process` crashes Godot
Labels: bug,topic:editor,topic:plugin,crash

### Godot version

v4.0.rc.custom_build [ba5a70ccc]

### System information

Linux

### Issue description

Deleting a node inside `EditorScenePostImportPlugin._internal_process` crashes Godot.

Code that calls this function: https://github.com/godotengine/godot/blob/e0de3573f3fc86062763152f5a1ac62f5a986da3/editor/import/resource_importer_scene.cpp#L1131-L1139

### Steps to reproduce

Create a post import plugin:

```gdscript
extends EditorScenePostImportPlugin

func _internal_process(category: int, base_node: Node, node: Node, resource: Resource) -> void:
	if category == INTERNAL_IMPORT_CATEGORY_NODE:
		node.free()
```

Reimport a scene.

### Minimal reproduction project

[PostImportCrash.zip](https://github.com/godotengine/godot/files/10814210/PostImportCrash.zip)

### Notes

The correct way to delete nodes in a post import plugin would be this:

<details>

```gdscript
func _post_process(scene: Node) -> void:
	walk(scene)


func walk(node: Node):
	if get_option_value(OPTION) in node.name:
		node.free()
	else:
		for child in node.get_children():
			walk(child)
```

</details>
Repository: neovim
Issue: :tag command completion should use 'tagfunc'
Labels: enhancement,needs:vim-patch,options

### Problem

Before switching from ctags to LSP, I would often use the `:tag` command very frequently to jump to a desired section of the code, but the completion functionality within the commandline is only valid with the use of tag files instead of the equivalent LSP functionality. Can there be a way for the code in `cmdexpand.c` to be modified in such a way to achieve this?

### Expected behavior

I'm not sure exactly how LSP is done on neovim because I'm actually currenly a vim9 user, but for vim9 I was thinking of an extra 'tagsearch' option that functions similarly to 'tagfunc' but for cmd completion instead of jumping to the symbol definition underneath the cursor. Let me know what you all think.
Repository: godot
Issue: When setting a default value for an exported variable with `CustomResource.new()` the script exporting the variable needs to be a `@tool` script
Labels: enhancement,discussion,topic:gdscript

### Godot version

4.0 rc2

### System information

MacOS 13.1 M1 Pro

### Issue description

If you try to export a variable which default value is a new Custom Resource. The CustomResource won't be created and the inspector will have an empty Object instead.

https://user-images.githubusercontent.com/66184050/220940521-ea101fc2-3e65-4357-a6bf-3c59aba6321e.mp4



### Steps to reproduce

- create a custom Resource 
- try to instantiate it through new() in a non tool script
- check the inspector the variable won't be instantiated 

### Minimal reproduction project

N/A