sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: [4.0] Circular references in @export node vars cause error on breakpoint only "Potential infinite recursion detected. Bailing."
Labels: bug,topic:core

### Godot version

v4.0.rc2.official [d2699dc7a]

### System information

Linux Ubuntu 20.04 with Unity desktop

### Issue description

Circular references between nodes are in an odd state where they are partially supported now.

In Godot 3 it is said to cause a crash (did not test) and it has its own issue using PackedScene:
https://github.com/godotengine/godot/issues/24146

In Godot 4, if you add a circular node reference, there is no crash, and in fact, the game plays normally at runtime.

However, when you try to debug one of the scripts that are part of the circle, you get a "Potential infinite recursion" error as soon as you hit a breakpoint:

> E 0:00:00:0729   SelfRef.gd:7 @ _ready(): Potential infinite recursion detected. Bailing.
>   <C++ Error>    Condition "p_depth > Variant::MAX_RECURSION_DEPTH" is true. Returning: ERR_OUT_OF_MEMORY
>   <C++ Source>   core/io/marshalls.cpp:1118 @ encode_variant()
>   <Stack Trace>  SelfRef.gd:7 @ _ready()

Followed by a spam of 400 identical errors:

> E 0:00:00:0729   SelfRef.gd:7 @ _ready(): Condition "err" is true. Returning: err
>   <C++ Source>   core/io/marshalls.cpp:1522 @ encode_variant()
>   <Stack Trace>  SelfRef.gd:7 @ _ready()

This prevented me from debugging and I was lost, as both pre-play script check and normal play worked fine, only breakpoint debugging failed.

Since runtime is working fine, should I assume that circular exported node reference is now acknowledged, and failing on breakpoint only is a bug?

The new strongly-typed @export var node: MyClass in Godot 4 is really great and will filter only the nodes you are interested in, so I'd rather use this than a classic string-based NodePath. However, if recursion is really not allowed (and the fact that it works at runtime is pure chance), then I'll make sure to cut the backrefs.

But it would still be great to improve the error message when an @export recursion is detected.

Note that we are talking about actual node references to instances as assigned in the inspector, not class references. As long as the instance references are not circular, Godot 4 handles circular class references (e.g. in member types) fine.

### Steps to reproduce

1. Open the minimal project, which is already setup with Self-reference and two-step circular references of various types (Node, SelfRef, custom types A and B)
2. Open the various scripts and place breakpoint on `pass` statement, one at a time
3. Play and observe breaking and error spam (1 + 400 each time, as described above), on each break

### Minimal reproduction project

[v4.0.rc2 - Potential infinite recursion detected when breaking whereas runtime cyclic dependency is ok.zip](https://github.com/godotengine/godot/files/10777187/v4.0.rc2.-.Potential.infinite.recursion.detected.when.breaking.whereas.runtime.cyclic.dependency.is.ok.zip)
Repository: PowerToys
Issue: Quick access system tray covers the hidden icons list
Labels: Idea-Enhancement,Area-Runner,Needs-Triage

### Description of the new feature / enhancement

The feature added in v67 "quick access tray" is a really good addition, but in my computer at the least I have the PowerToys tray icon in the hidden icons list and not directly on the taskbar, thus when I open the quick access menu, it covers the hidden icons list of windows.
Maybe consider making the tool discover if the tray list is open at the moment, and make an up-shift by some amount of pixels

### Scenario when this would be used?

every time you may use quick access

### Supporting information

_No response_
Repository: svelte
Issue: Component state should be frozen when outro is playing
Labels: transition/animation

### Describe the bug

I have Breadcrumbs component, which updates based on breadcrumbs store. Store updates when +layout.svelte gets mounted or destroyed.

Problem is that breadcrumbs gets updated when outro animation starts, so user sees new bradcrumbs on old page. I think that outgoing component should have its state frozen, so it can not update while animation out. Or there should be at least option to enable this behavior (possibly param in transition function)

This could also fix this issue: [Store updates break transitions and components #3685](https://github.com/sveltejs/svelte/issues/3685) which is wrongfully closed.

### Reproduction

https://github.com/ToP29/svelte-transitions-repro

### Logs

_No response_

### System Info

```shell
System:
    OS: Windows 10 10.0.22621
    CPU: (32) x64 AMD Ryzen 9 7950X 16-Core Processor
    Memory: 1.11 GB / 31.73 GB
  Binaries:
    Node: 18.12.1 - C:\Program Files\nodejs\node.EXE
    npm: 8.19.2 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.22621.1265.0), Chromium (110.0.1587.50)
    Internet Explorer: 11.0.22621.1
  npmPackages:
    svelte: ^3.54.0 => 3.55.1
```


### Severity

blocking all usage of svelte
Repository: terminal
Issue: Pressing Alt-hotkey shows mouse cursor, it won't auto-hide anymore until mouse is moved
Labels: Issue-Bug,Area-TerminalControl,Product-Terminal,Priority-3

### Windows Terminal version

1.16.10261.0

### Windows build number

19044.2604

### Other Software

_No response_

### Steps to reproduce

1. Open terminal
2. Start typing. Mouse cursor is hidden.
3. Press alt-hotkey, e.g. `Alt+a`. Mouse cursor is visible again. Do not move mouse.
4. Type anything. Mouse cursor won't hide anymore.

### Expected Behavior

After pressing `Alt+a` cursor should stay hidden. And even if not, it should hide after entering any letter.

### Actual Behavior

Mouse cursor is reappearing after pressing `Alt+a` and is not hiding after typing.
Repository: godot
Issue: Instancing a preloaded C# class from GDScript fails when the preload is done top level 
Labels: bug,topic:dotnet

### Godot version

3.5.1.stable.mono

### System information

Arch Linux, .NET 7.0.102

### Issue description

When preloading a C# script from GDScript at top level, the instantiation of the former fails with the following error :
``` Parser Error: Too many arguments for "_init()" call. Expected at most 0.```

**When the preload is done inside `_init()` (for example), it works as expected.**

### Steps to reproduce

1.  Create a simple C# script with a class that extends Godot.Object
2.  Preload the C# script at the top-level of a GDScript script. 
3.  Call `new(...)` on the preloaded C# script 

### Minimal reproduction project

### `Test.cs`
```csharp
using Godot;
using System;

class Test : Godot.Object
{
    public string Data;

    public Test(string data)
    {
        this.Data = data;
    }

    public Test()
    {
    }
}
```

### `test.gd`

```gdscript
extends Node
const Test = preload("res://Test.cs")

func _ready():
    var test = Test.new("test")
    print(test)`
Repository: godot
Issue: Editor doesn't warn when appending wrong element to typed array
Labels: bug,topic:gdscript

### Godot version

v4.0.rc2.official [d2699dc7a]

### System information

Windows 10

### Issue description

When you create a typed array and try to initialize it with wrong types, the editor correctly spots the error. When you then later want to append a wrong element, it doesn't warn about it but during runtime we see an error message and the operation didn't happen.

Since the editor knows the type of the array, it could check whether we are appending correct elements. This could probably be expanded to other array methods and operations as well.

### Steps to reproduce

Use this code:

```gdscript
var x: Array[int] = ["1"]  # Editor catches that.
var x: Array[int] = [1]
x.append("2")  # No warning here.
```

### Minimal reproduction project

n/a
Repository: godot
Issue: DrawString does not work when material blend mode is PremultAlpha
Labels: discussion,topic:rendering,documentation,topic:2d

### Godot version

4.0.rc2.mono

### System information

MacOS Ventura 13.1, M1, Vulkan 1.2.231

### Issue description

Using DrawString with a Node2D where the material blend mode is set to `PremultAlpha` renders text as solid rectangles instead of the expected text. This happens when the material blend mode is set from the editor, or via an attached script.
With default material:
<img width="594" alt="Screenshot 2023-02-19 at 4 19 46 PM" src="https://user-images.githubusercontent.com/43939602/219975865-35d8ff32-1763-4d3a-9a88-b03cabf0db32.png">
With CanvasItemMaterial, blend mode set to PremultAlpha:
<img width="594" alt="Screenshot 2023-02-19 at 4 20 47 PM" src="https://user-images.githubusercontent.com/43939602/219975908-e2e31473-1b27-445b-9c11-a47505f9da51.png">


### Steps to reproduce

- load the included minimal project in Godot 4 rc2
- run the main scene (`TextExample.tscn`)
- comment out lines 13-15 in `TextExample.cs` to see default material renders text correctly

### Minimal reproduction project

[TestText.zip](https://github.com/godotengine/godot/files/10777985/TestText.zip)
Repository: next.js
Issue: API routes break when written using camelCase and deployed to Vercel
Labels: bug

### Verify canary release

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

### Provide environment information

 Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 16.14.2
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      13.1.7-canary.21
      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)

Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue

https://github.com/Mi-Ski/dipper/commit/bac763d54f4a5b94bc43cf1f504f2bd1ab631858#diff-07141191bd8fbeba4774631872da5b2761116feb4207d0d37e782c403f670ab7

### To Reproduce

<img width="383" alt="image" src="https://user-images.githubusercontent.com/63957349/219975744-cba0d059-ad7c-4d8c-b0eb-2ce3d0c54ed7.png">

Steps to reproduce:
1) Use or change exisitng /api/ route file name so that it contains an uppercase letter.
2) Build the project (l deployed it on Vercel)


### Describe the Bug

Api route breaks when it contains uppercase letter. This happens when the project is built and deployed on Vercel. 

"Application error: a client-side exception has occurred (see the browser console for more information)."  is not a helpful error message pointing to what caused the bug. There is no mention on https://nextjs.org/docs/api-routes that api routes have to be written exclusively in lowercase.

Server breaks only when built and deployed, camelCase api routes work fine on localhost, which just adds to confusion.

### Expected Behavior

Server respects the camelCase convention of naming javascrip files and api route paths containing uppercase letters work as expected.

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

Chrome 110.0.5481.104

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

Vercel
Repository: rust
Issue: debug assertion ice: bad spans:  -Wunused-lifetimes
Labels: A-lints,I-ICE,T-compiler,C-bug,S-has-mcve,S-bug-has-test,requires-debug-assertions,L-unused_lifetimes


### Code

```Rust
fn main() {
    let _: extern fn<'a: 'static>();
}
```

The problem is this first garbage span:

````
warning: lifetime parameter `'a` never used
 --> recover-fn-ptr-with-generics.rs:2:22
  |
2 |     let _: extern fn<'a: 'static>();
  |            -         ^^
  |            |
  |            help: elide the unused lifetime
  |
  = note: requested on the command line with `-W unused-lifetimes`
````


### Meta


`rustc --version --verbose`:
```
eebdfb55fce148676c24555505aebf648123b2de
```

### Error output

```
<output>
```

[unused_lifetime.txt](https://github.com/rust-lang/rust/files/10778170/unused_lifetime.txt)
Repository: TypeScript
Issue: [beta] Default imports behave as namespace imports for JSON modules with allowArbitraryExtensions
Labels: Needs Investigation,Rescheduled

# Bug Report

### 🔎 Search Terms

allowArbitraryExtensions, json modules, default import

### 🕗 Version & Regression Information

This is a problem with the new feature `allowArbitraryExtensions` in Typescript 5.0 beta.

### ⏯ Playground Link

This is a multi file issue so can't be replicated on the Playground.

### 💻 Code

TSconfig:

```jsonc
{
    "include": [
        "./**/*.ts",
        "./**/*.mts",
        "./**/*.cts",
        "./**/*.json"
    ],
    "exclude": [
        "./**/*.d.ts",
        "./**/*.d.mts",
        "./**/*.d.cts"
    ],
    "compilerOptions": {
        "composite": true,
        "declaration": true,
        "declarationMap": true,
        "downlevelIteration": true,
        "isolatedModules": true,
        "module": "NodeNext",
        "rootDir": "./",
        "sourceMap": true,
        "target": "esnext",
        "newLine": "lf",
        "useDefineForClassFields": true,
        "strict": true,
        "alwaysStrict": true,
        "exactOptionalPropertyTypes": true,
        "noImplicitOverride": true,
        "noUncheckedIndexedAccess": true,
        "importsNotUsedAsValues": "error",
        "forceConsistentCasingInFileNames": true,
        "allowArbitraryExtensions": true
    }
}
```

JSON file:

```jsonc
// mimeMap.json
{
    "text/javascript": ".js",
    "text/css": ".css",
    "text/html": ".html"
}
```

Declaration file for JSON:

```ts
// mimeMap.d.json.ts
declare const mimeMap: Record<string, string>;
export default mimeMap;
```

TS file:

```ts
import mimeMap from "./mimeMap.json" assert { type: "json" };

const mimeType = "some/mimetype";
const ext = mimeMap[mimeType];
```

### 🙁 Actual behavior

We get an error at `mimeMap[mimeType]`:

```
Element implicitly has an 'any' type because expression of type '"some/mimetype"' can't be used to index type 'typeof import("/home/jamesernator/projects/ts-issue/mimeMap.d.json", { assert: { "resolution-mode": "import" } })'.
  Property 'some/mimetype' does not exist on type 'typeof import("/home/jamesernator/projects/ts-issue/mimeMap.d.json", { assert: { "resolution-mode": "import" } })'.ts(7053)
```

This occurs because `mimeMap` has type `{ default: Record<string, string> }` rather than just `Record<string, string>` as it should be.

### 🙂 Expected behavior

The JSON import should behave as a `default` import, not import the whole namespace as the `default` import. This worked correctly for other file types (other than `.json`) so I presume there is a conflict with the fact TS already has JSON module support (with `resolveJsonModule`).
Repository: pytorch
Issue: Whether to consider native support for intel gpu？
Labels: triaged,module: intel

### 🚀 The feature, motivation and pitch

I hope that the support for intel gpu can be implemented like cuda, rather than in the form of plug-ins。I wonder if you have such plans in the future

### Alternatives

_No response_

### Additional context

_No response_

cc @frank-wei @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: neovim
Issue: :xall should quit after confirming "no name" buffers
Labels: enhancement

### Problem

I understand that `xall` is meant to SAVE and quit, but I find myself accidentally modifying No Name buffers often, which causes `xall` to fail, and makes me then have to run `qall` and confirm (or `qall!`)

From the help it says:
```
:xa[ll]!	Write all changed buffers, even the ones that are readonly,
		and exit Vim.  If there are buffers without a file name or
		which cannot be written for another reason, Vim will not quit.
```

What seems unnecessary to me is the `Vim will not quit`. Why can't Vim `confirm` if you're okay trashing the buffer so that you can still make it to your end goal of exiting vim.

### Expected behavior

`:x` / `:xall` in the presence of modified no name buffers confirms if you are okay to lose your work
Repository: godot
Issue: Button size parameter does not automatically update when text is larger than button's preset size
Labels: discussion,topic:gui

### Godot version

4.0.rc1.official.8843d9ad3

### System information

Windows 11, Vulkan API 1.2.133, RTX 2060 mobile

### Issue description

As described in the title, I have noticed that when trying to utilize the size parameter of buttons after setting their text to something that requires the button's size to increase, the size of the button does not automatically update to reflect the increased size of the text, but rather reflects the preset size of the button. I have found a workaround though; if I attempt to set the size of the button to its preset size, or change any of its other parameters, it actually updates to reflect its true size with the boundary-pushing text. However, it would be ideal if users did not have to implement such a fix to get the button's true size.

### Steps to reproduce

var newButton = Button.new()
newButton.size = Vector2(90,90)
newButton.position = Vector2(0,0)
add_child(newButton)
print(newButton.get_size().x)
newButton.text = "abcdefghijklmnopqrstuvwxyz"
print(newButton.get_size().x) #It will print the intended size of the button, but not the actual updated size with all this text
#newButton.size = Vector2(90,90) # Commented out since this method actually forces the button to update its size parameter to reflect its reality
#print(newButton.get_size().x)

### Minimal reproduction project
[MRP.zip](https://github.com/godotengine/godot/files/10787035/MRP.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Do not terminate the entire batch when one image's generation hit exceptions
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 ?

Currently in batch mode, if when generating one image it hits an exception (like `NansException`), webui will terminate the entire batch, which is annoying. It could be better to continue generating the rest images in the batch and "drop" the one with exceptions/broken results.

### Proposed workflow

Implement a mechanism, so that when exceptions happened during generating one image in a batch run, we should drop that image but continue the rest tasks in the batch(es).

### Additional information

_No response_
Repository: godot
Issue: Type casting of certain resources fails unexpectedly
Labels: bug,topic:gdscript

### Godot version

v4.0.rc2.official [d2699dc7a], 4.0.rc3.official [7e79aead99a53ee7cdf383add9a6a2aea4f15beb], v4.0.rc4.official [e0de3573f].

### System information

Steam OS Holo, Steam Deck

### Issue description

Since moving my project over to 4.0, I've encountered several unexpected failures when trying to cast `Resource` objects to custom types.  I don't really understand what is going on (and the bug may be in my code, rather than Godot)... But what I've observed is that these casts can fail because of the presence of seemingly unrelated code that never even runs.

### Steps to reproduce

I've done my best to create a minimal reproducer (see attached).

The two most important files are below.  Running the project as provided in the attached zip causes the `assert` in the Inventory initializer to fail; the Resource is apparently not an Item.  Commenting out the declaration of `item` inside `foo` allows the `assert` to start passing.

**Test.gd**:
```gdscript
extends Node2D

@onready var _inventory = preload("res://Inventory.gd").new()

# NB: foo doesn't even need to be called for this to trigger
func foo(variant):
	# Comment the line below to make the assertion in Inventory.gd pass
	var item : Item = variant
	pass
```

**Inventory.gd**:
```gdscript
class_name Inventory
extends Resource

var contents : Dictionary = {
	preload("res://TestItem.tres") as Item: 0,
}

func _init():
	print_debug("Initializing Inventory")
	for k in contents.keys():
		assert(k is Item)

```

### Minimal reproduction project

[ResourceAsKey.zip](https://github.com/godotengine/godot/files/10779819/ResourceAsKey.zip)
Repository: rust
Issue: E0726 makes invalid mid-keyword suggestion with proc-macro derived on struct
Labels: A-diagnostics,T-compiler,C-bug,D-invalid-suggestion

I tried this code:

```rust
extern crate sort_by_derive;

use sort_by_derive::SortBy;
use std::borrow::Cow;

pub trait Ctx: Clone {}

#[derive(Clone, SortBy)]
pub struct ContextWrapper<'a, T>
where T: Ctx,
{
    ctx: Cow<'a, T>,
    #[sort_by]
    elapsed: i32,
}

impl<'a, T: Ctx> ContextWrapper<'a, T> {
    pub fn new(ctx: T) -> ContextWrapper<'a, T> {
        ContextWrapper {
            ctx: Cow::Owned(ctx),
            elapsed: 0,
        }
    }
}
```

and in `Cargo.toml`:
```toml
[dependencies]
sort_by_derive = "0.1.10"
```

I expected either:
1. the code compiles with `cargo check`
2. any errors point out what needs to be changed

Instead, this error appeared:

```rust
error[E0726]: implicit elided lifetime not allowed here
  --> src/lib.rs:12:1
   |
12 | pub struct ContextWrapper<'a, T>
   | ^^^^^^^^^^^^^^^^^^^^^^^^^ expected lifetime parameter
   |
   = note: assuming a `'static` lifetime...
help: indicate the anonymous lifetime
   |
12 | p'_, ub struct ContextWrapper<'a, T>
   |  +++

For more information about this error, try `rustc --explain E0726`.
```

I'm guessing the error being pointed to is in the procedural macro generated code, but that's not immediately clear as it points to my struct definition. This code compiles when I remove SortBy and its attribute.

### Meta
`rustc --version --verbose`:
```
rustc 1.67.1 (d5a82bbd2 2023-02-07) (Fedora 1.67.1-1.fc37)
binary: rustc
commit-hash: d5a82bbd26e1ad8b7401f6a718a9c57c96905483
commit-date: 2023-02-07
host: x86_64-unknown-linux-gnu
release: 1.67.1
LLVM version: 15.0.7
```

(Issue template requested a backtrace but `RUST_BACKTRACE=1 cargo build` did not produce additional output.)
Repository: vscode
Issue: Workspace Trust - should be made accessible more easily.
Labels: ux,under-discussion,workspace-trust

Type: <b>Feature Request</b>

In a recent update, I saw a shortcut was added to easily switch Trust level.

But accessing this Page requires too many steps and maybe hitting on keyboard on the way. In case of an accidental selection of trusting, finding this page back again is not easy. 

Currently there are 2 occurences this page can be opened easily, and both requires a zero/no trust level. One occasion is when a untrusted folder is opened where the page is auto-popped. and the other is to use the shield icon that sits on the left-bottom corner.

But once you select to trust the folder, game is over. you have to first remember what is the name of this setting so to make a search. then search all the menus where you find almost no traces. then maybe make an internet search. only then open the command palette and start typing Workspace Trust.

This page also supplies a list of other trusted folder, so one can easily check them and remove some or all folders to clean the list. For such an important (and useful) setting, accessing it is too much stressful.

So, in short, please make accessing to Workspace Trust page is easier. Two of the best places I can think of are the status bar (a shield just like an untrusted workspace has) and/or a menu item under the settings menu.

VS Code version: Code 1.75.1 (441438abd1ac652551dbe4d408dfcec8a499b8bf, 2023-02-08T21:32:34.589Z)
OS version: Windows_NT x64 10.0.19044
Modes:
Sandboxed: No


<!-- generated by issue reporter -->