sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Hats on HOTAS are mapped as d-pad
Labels: bug,topic:input

### Godot version

v4.2.beta.custom_build [a574c0296]

### System information

Windows 11 - Logitech G X52

### Issue description

Some game controllers have hats. A hat works like a d-pad but should NOT be mapped as a d-pad. This results in conflicting bindings as seen in #60862.
The offending code is in `Input::joy_hat` which is in `core\input\input.cpp`

Edit:
Seems like `JoypadWindows::process_joypads()` only supports 1 hat while `JoypadMacOS::process_joypads()` and `JoypadLinux::process_joypads()` can have multiple hats, but since they all go through `Input::joy_hat` they all get mapped as a d-pad

### Steps to reproduce

Not relevant

### Minimal reproduction project

Not relevant
Repository: next.js
Issue: `request instanceof Request` is false
Labels: bug,Pages Router,linear: next

### Link to the code that reproduces this issue

https://github.com/pyshif/next-bug-reproduce-1

### To Reproduce

1. choose a server component, and write:

```
const request = new Request('http://localhost:3000');

console.log('request instanceof Request :>>', request instanceof Request);
```
2. run server, and check log result `npm run dev`

### Current vs. Expected behavior

log result should be 'true', but got 'false'

### 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 22.1.0: Sun Oct  9 20:15:09 PDT 2022; root:xnu-8792.41.9~2/RELEASE_ARM64_T6000
Binaries:
  Node: 16.20.2
  npm: 8.19.4
  Yarn: 1.22.19
  pnpm: 8.6.12
Relevant Packages:
  next: 13.5.5-canary.15
  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)

Data fetching (gS(S)P, getInitialProps)

### Additional context

<img width="1510" alt="Screenshot 2023-10-14 at 7 50 20 PM" src="https://github.com/vercel/next.js/assets/87467923/69f6ddbd-a7f5-4c1e-9c34-fadc47d8bdf1">

<sub>[NEXT-1686](https://linear.app/vercel/issue/NEXT-1686/request-instanceof-request-is-false)</sub>
Repository: godot
Issue: Inherited folder color is not displayed correctly in the favorite folders list
Labels: bug,discussion,topic:editor

### Godot version

v4.2.beta.custom_build [a574c0296]

### System information

linux

### Issue description

In this case I set the color of the parent folder, but the children's one is the default.

|tree view|favorites view|
|-|-|
|![image](https://github.com/godotengine/godot/assets/71937306/e194df80-b5c2-44c1-8c58-468cdb45d14c)|![image](https://github.com/godotengine/godot/assets/71937306/c0b7d52e-3208-42bd-812e-0a7915e343a6)|

edit: also note that colored folders are not highlighted in the favs list.

### Steps to reproduce

- set a color for a parent folder
- notice how it's children folders inherit the color
- favorite one of the children
- notice how it's inherited color is not taken into account

### Minimal reproduction project

a directory with a directory inside of it
Repository: rust
Issue: `"".split('.')` in build.rs with `-Cremark=all` causes compiler segfault on ARM
Labels: I-crash,A-LLVM,T-compiler,C-bug

```sh
cargo new --bin foo
cd foo
echo "fn main() { _ = \"\".split('.'); }" >build.rs
RUSTFLAGS="-Cremark=all -Cdebuginfo=1" cargo +nightly build --release
```

- on M1 macOS (ARM) results in

```sh
note: /rustc/.../library/core/src/str/pattern.rs:546:9 gisel-legalize (missed): unable to legalize instruction: G_STORE %26:_(<4 x s8>), %25:_(p0) :: (store (<4 x s8>) into %ir.18, align 8)

error: could not compile `foo` (build script)

Caused by:
  process didn't exit successfully: `rustc --crate-name build_script_build --edition=2021 build.rs --error-format=json --json=diagnostic-rendered-ansi,artifacts,future-incompat --diagnostic-width=323 --crate-type bin --emit=dep-info,link -C embed-bitcode=no -C metadata=01a3112ac4ce4489 -C extra-filename=-01a3112ac4ce4489 --out-dir target/debug/build/foo-01a3112ac4ce4489 -C incremental=foo/target/debug/incremental -L dependency=target/debug/deps -Cremark=all -Cdebuginfo=1`

(signal: 11, SIGSEGV: invalid memory reference)
```

- on `c7g` AWS instance (ARM) results in

```
note: /rustc/.../library/core/src/str/pattern.rs:543:0 size-info (analysis): AArch64O0PreLegalizerCombiner: Function: _ZN52_$LT$char$u20$as$u20$core..str..pattern..Pattern$GT$13into_searcher17h670b9d7d5e22c8caE: MI Instruction count changed from 43 to 40; Delta: -3

note: /rustc/.../library/core/src/str/pattern.rs:546:9 gisel-legalize (missed): unable to legalize instruction: G_STORE %26:_(<4 x s8>), %25:_(p0) :: (store (<4 x s8>) into %ir.18, align 8)

error: rustc interrupted by SIGSEGV, printing backtrace
```

- on `c6i` AWS instance (x64) compiles fine

(was randomly discovered while trying out `cargo-remark` which makes use of LLVM remarks)

A few notes of interest:
- This crashes on both M1 (ARM, macOS) and c7g (ARM, Linux); works on x64 Linux
- Seems to happen for both debug and release builds
- Interestingly enough, if you replace `'.'` with `"."`, it won't crash
Repository: material-ui
Issue: Next JS 13.4  appDir - MUI Compiled /page in 8.2s (2728 modules)
Labels: nextjs

I am using "@mui/material": "5.14.13" and "next": "13.5.4" but during development and also build is slow I saw another topic that was discussing this issue but I couldn't find any answer that will work I also tried flatten import example from this:

import { Box } from "@mui/material";

to this: 

import Box from "@mui/material/Box";

this reduces first load js but again its not how it should be, again it loads 2728 modules.

this is screenshot when I run yarn dev:

![N37xD](https://github.com/mui/material-ui/assets/49072837/1f505e30-c0d1-4b66-b77a-94b1732557f9)

this is documentation that I followed to implement MUI in next js: [MUI DOC](https://mui.com/material-ui/guides/next-js-app-router/)

please don't close this until it has solution this is headache.
Repository: godot
Issue: Internal editor types are partially recognised in GDScript
Labels: bug,topic:gdscript,topic:editor,needs testing

### Godot version

v4.2.beta.custom_build [a574c0296]

### System information

linux

### Issue description

This line:
```gdscript
var import_dock: ImportDock
```
yields an editor error: `Line 13:Could not find type "ImportDock" in the current scope.`

But:
- it's correctly colored,
- <kbd>CTRL</kbd>-clicking it takes you to an empty docs page.

Idk if it's possible to type against it, but in any case it's currently broken.

### Steps to reproduce

```gdscript
var import_dock: ImportDock
```

### Minimal reproduction project

any
Repository: PowerToys
Issue: [doc > `project_structure.md`] Wox.Core links 404.
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes


- I notice it change in #7820
Repository: godot
Issue: Skinned Meshes don't appear in Godot 4.x's GLES3 rendering on Gen 3 Intel HD Graphics (works with ANGLE)
Labels: enhancement,platform:windows,topic:rendering,topic:porting

### Godot version

4.2.beta1, 4.2.dev6, 4.2.dev4, 4.1.1.stable

### System information

Windows 10 LTSC - [Intel Pentium G2020](https://ark.intel.com/content/www/us/en/ark/products/71070/intel-pentium-processor-g2020-3m-cache-2-90-ghz.html) - Intel HD Graphics - ANGLE (Compatibility)

### Issue description

when using ANGLE (Compatibility) rendering, Skinned Meshes do appear normally in the editor's viewport. but don't appear at all in play mode.
![image](https://github.com/godotengine/godot/assets/128482298/e012ee66-3277-4b2c-87e5-9a7ebc73365e)
![image](https://github.com/godotengine/godot/assets/128482298/9c81a50e-2320-4fa8-990b-d48fe18d394b)

in addition, i get this error in the Debugger when i enter play mode:
```E 0:00:00:0576   _display_error_with_code: SkeletonShaderGLES3: Vertex shader compilation failed:
ERROR: 0:328: ';' : syntax error syntax error


  <C++ Source>   drivers/gles3/shader_gles3.cpp:252 @ _display_error_with_code()
```

when using GLES3 (Compatibility), they don't appear in both the editor and play mode.

### Steps to reproduce

--GLES3:
-create a new project in any Godot 4.x
-select Compatibility rendering
-import any sort of a skinned mesh and add it to the scene

--ANGLE:
-create a shortcut to Godot 4's exe
-in the properties of the shortcuts, add --rendering-driver opengl3_angle to the "Target" field
-launch Godot from that shortcut
-do the same steps as GLES3 above

### Minimal reproduction project

N/A
Repository: rust
Issue: Compiler could be more helpful
Labels: A-diagnostics,T-compiler,D-newcomer-roadblock

### Code

Cargo.toml
```toml

[package]
name = "clippy-lint-unwrap"
version = "0.1.0"
edition = "2021"

# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html

[dependencies]
fs-err = "2.9.0"
serde = { version = "1.0.189", features = ["derive"] }
serde_json = "1.0.107"
```

main.rs
```
use std::fs::File;
use std::path::Path;

fn main() {
    let path = Path::new(file!()).parent().unwrap();

    let f = fs_err::File::open(path);
    let j = serde_json::from_reader(f).unwrap();
    println!("{:?}", f);
}
```



### Current output

```Shell
error[E0277]: the trait bound `std::result::Result<fs_err::File, std::io::Error>: std::io::Read` is not satisfied
    --> src\main.rs:8:37
     |
8    |     let j = serde_json::from_reader(f).unwrap();
     |             ----------------------- ^ the trait `std::io::Read` is not implemented for `std::result::Result<fs_err::File, std::io::Error>`
     |             |
     |             required by a bound introduced by this call
     |
note: required by a bound in `serde_json::from_reader`
    --> xxxxxxxxxxxxxxxxxxx\serde_json-1.0.107\src\de.rs:2590:8
     |
2588 | pub fn from_reader<R, T>(rdr: R) -> Result<T>
     |        ----------- required by a bound in this function
2589 | where
2590 |     R: crate::io::Read,
     |        ^^^^^^^^^^^^^^^ required by this bound in `from_reader`
```


### Desired output

The error occurs because I forgot to deal with the Result, but I think the compiler could suggest here that `.expect` could be called here as I've seen in other situations. It seems possible to suggest that if `Result<T,V>` fails a trait requirement but `T` passes then this could be an incident of `Result` forgetfulness.


### Rationale and extra context

This would only be checked in case of failure, so I don't think it would add overhead to the compilation time?

### Other cases

I checked with `std::fs` and `fs-err` just in case, the output was the same

### Anything else?

_No response_

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"3tilley"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: PowerToys
Issue: [MWB] Once running in service mode the file transfering function will not work
Labels: Issue-Bug,Priority-2,Product-Mouse Without Borders

### Microsoft PowerToys version

0.74.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

1. Turn on MWB in two computers with default settings (not running as service), test all the functions(cursor control, clipboard syncing, file transfering), better using one with `Windows 10 22H2 19045.3570`, and another with `Windows 11 22H2 22621。1194`.
2. Change MWB at one of the computers to Service Mode, and then turn on/turn off MWB to ensure all the processes been restarted.
    2.1. Then you will see, the computer with Service Mode MWB can not send files anymore, however it can still receive the files from another computer (That's weird, becuase I thing the clipboard event is handled by the receiver).
    2.2. Open Services panel or run `sc query PowerToys.MWB.Service`, you will see the MWB service has stopped already, I don't know how MWB can finish other works without the service running in a Servcie Mode...
5. Change MWB of another computer to Service Mode, now you can see no one can transfer files to each other.

### ✔️ Expected Behavior

The file transfering function work finely.

### ❌ Actual Behavior

The file in clipboard just could not be transfered to another computer as a clipboard event.

Some times it even broke at Normal Mode (Not Service Mode).
For example:
1. Create a two layer folder `PowerToys.MouseWithoutBorders\ScreenCaptures` at the position you paste file to save files instead of just saving them right at current position.
2. Prompt errors like `The ZIP file is corrupted and can not be opened`.

### Other Software

_No response_
Repository: flutter
Issue: Support uint uniforms in Fragment Shader
Labels: c: new feature,c: proposal,P2,team-engine,triaged-engine

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

LED display simulator, each dot is represented by a single bit.

### Proposal

```dart
shader.setUint(0, <32bit-int-here>);
shader.setInt(0, <32bit-int-here>);
shader.setUintList(0, Uint32List(112 * 16 / 32));
shader.setIntList(0, Int32List(112 * 16 / 32));
```
Repository: godot
Issue: Global enums not being updated in the inspector
Labels: bug,topic:editor,confirmed

### Godot version

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

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i9-10850K CPU @ 3.60GHz (20 Threads)

### Issue description

When I create my custom resource and have an export variable which is an enum created in another script, if I make any changes to the enum, they will not automatically reload in the inspector. In the posted example I have two enum export varibles, one enum is defined in the script itself, the other in another script (called enums.gd in this example). Whenever I add/update/remove some members from the local enum, the changes are automatically reflected in the inspector for any instance of the resource.

When I make changes to the enum defined in the external script, I don't see any changes until I refresh the main resource script.

### Steps to reproduce

In the example, open the new_resource.tres so you can see the values in the inspector, go to the enums.gd script and add a new value to the enum. The value will not be displayed in the dropdown for the enum. Make changes to the test_resource.gd script, the new value will now be added to the dropdown in the inspector.

### Minimal reproduction project

[bug_recreate.zip](https://github.com/godotengine/godot/files/12907656/bug_recreate.zip)
Repository: godot
Issue: Editor ignoring Ctrl + Shortcut on the left side, the right side is working
Labels: bug,needs testing,topic:input

### Godot version

4.1 stable

### System information

Ubuntu 20.04

### Issue description

Hey,

Editor ignoring Ctrl + Shortcut on the left side, the right side is working, in:
![image](https://github.com/godotengine/godot/assets/44213573/9a5cb8d2-a7a9-4a38-ae3b-454940d649e5)
I can choice and filter between two Ctrl, and when i click on the keyboard the right Ctrl than it will work, but on the left Ctrl is no working:
![image](https://github.com/godotengine/godot/assets/44213573/5bcd101f-a704-4688-a4ce-cff57c0e0416)

Best regards

### Steps to reproduce

-

### Minimal reproduction project

-
Repository: godot
Issue: Resizing Editor Docks is not consistent.
Labels: bug,usability,topic:gui

### Godot version

4.0, 4.1, 4.2.beta, all versions

### System information

Godot v4.2.beta (a574c0296) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

Adjusting the split between docks works differently depending on the one dragged. It is not symmetric, all docks to the right are scaled, the left ones aren't affected. 
This also applies anytime there is a hierarchy of `SplitContainer`s intended to work together.
Example:

![godot_dock_resizing_issue1](https://github.com/godotengine/godot/assets/10054226/6571baea-ab3b-4c52-8b5f-09e18f0283d5)

The current behavior is not intuitive to the user and should be fixed.

related https://github.com/godotengine/godot-proposals/issues/7233#issuecomment-1625898356 
related https://github.com/godotengine/godot-proposals/issues/4033 


Also, I'm already working on a PR for this.

### Steps to reproduce

Adjust docks in the editor.
Or create multiple nested `SplitContainers` and see how resizing and dragging works between them.

### Minimal reproduction project

n/a
Repository: pytorch
Issue: There is a performance drop because we have not yet implemented the batching rule for aten::mkldnn_rnn_layer_backward.
Labels: triaged,module: functorch

Hi all,

I just received the following warning, and I am doing what is suggested there. Many thanks!

```
/home/kshamsaei/miniconda3/envs/torch/lib/python3.11/site-packages/torch/autograd/__init__.py:303: UserWarning: There is a performance drop because we have not yet implemented the batching rule for aten::mkldnn_rnn_layer_backward. Please file us an issue on GitHub so that we can prioritize its implementation. (Triggered internally at /opt/conda/conda-bld/pytorch_1682343995622/work/aten/src/ATen/functorch/BatchedFallback.cpp:82.)
  return Variable._execution_engine.run_backward(  # Calls into the C++ engine to run the backward pass
```

cc @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: PowerToys
Issue: Support custom terminals for PowerToys Run Shell plugin
Labels: Idea-Enhancement,Needs-Triage,Run-Plugin,Status-Blocked

### Description of the new feature / enhancement

I would like to customize the Shell plugin to use a shell other than `cmd.exe`, `PowerShell.exe`, or `wt.exe`.

### Scenario when this would be used?

I have been using `wezterm` (https://wezfurlong.org/wezterm/index.html) and would like to have PowerToys Run launch that for the Shell plugin.

### Supporting information

I see the settings file at `%localappdata%\Microsoft\PowerToys\PowerToys Run\Settings\Plugins\Microsoft.Plugin.Shell\ShellPluginSettings.json` (thanks to https://github.com/microsoft/PowerToys/issues/3440#issuecomment-632110274) but it appears that the `Shell` option is hardcoded based on an enum (I gather that from the description of https://github.com/microsoft/PowerToys/pull/25661). I'd like to be able to set the `Shell` to a string or similar to launch a shell/terminal of my choice, e.g. `wezterm.exe`.

Other related issues/PRs that I found in case the context is helpful:
- https://github.com/microsoft/PowerToys/issues/4283
- https://github.com/microsoft/PowerToys/issues/9627
- https://github.com/microsoft/PowerToys/pull/28121
Repository: rust
Issue: Compiler loses the constness information when passing immutable reference to other functions
Labels: A-LLVM,I-slow,C-bug

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
#[inline(never)]
pub fn f(x: &i32) {
    std::hint::black_box(x);
}

// Type your code here, or load an example.
pub fn g() -> i32 {
    let x = 42;
    f(&x);
    x + 1
}
```

I expected to see this happen: *compiler optimize the return value to the constant 43*

Instead, this happened: *compiler actually incremented the value and computed the result at runtime*

But if I pass `x` without reference to the function `f`, it can optimize. [godbolt](https://godbolt.org/#z:OYLghAFBqd5QCxAYwPYBMCmBRdBLAF1QCcAaPECAMzwBtMA7AQwFtMQByARg9KtQYEAysib0QXACx8BBAKoBnTAAUAHpwAMvAFYTStJg1DEArgoKkl9ZATwDKjdAGFUtEywYSAzKUcAZPAZMADl3ACNMYhAAJlIAB1QFQjsGFzcPb3jE5IEAoNCWCKjYq0wbFKECJmICNPdPLh9S8oFK6oI8kPDImMsqmrqMxr72zoKimIBKS1QTYmR2DgBSaK8lgFYAIUDaQMwIIIA3SMmNgBEljQBBOJMwgGoqBkeIdXu8L2jJ%2B6WAdk3Lld7sD7uZ0CAQAhAgQIWEDMgANYAfTCqFUr1OXgB1z%2BFxx1wA9AT7gAVACecUw9zJs2I9zQWHuCEimFI9xI91oqCY6HuhnumFUrDi9AAdIDbg8nqCAI4mar7b4AWiWXmw70%2BP3%2BgJBnMwBHuqh%2BXjO90k0VV2KBIKoGMtOpBRpWm3uXEBuPdhOJAEkqNTZvczFSlgA2DQsJiBCCnMNsrDIAzEKmEPkKH5hyWhjT3IigzDJg2BHPM9kmAi3GESu6PZ4RqPfP4uj3XDjTWicda8TwcLSkVCcABKZgNClpCx%2Bqx4pBhPdb0wRIHNoo0GhD0RDAE51hvopJfiH1vpOJIu5peP2OLwFCANNOz9M4LAYIgQIKymWSORKNVgAplIZMFoIQEFQAB3bspzQFg4joJhbAEf8giAkDwLPUgoJg%2BgomILhfi8W8MLoSJglYRZeEIrCAHky2AsDu17N9kCuYhf04XhGMqfBu14fhBBEMR2CkGRBEUFR1FnUhdC4fRDGMYd9DwMJr0gaZUDieCGGvS8%2B2OYhiDwLBlOjGY5gWPQwUCRDANo1DuF4UDiCYOJOB4NsO1PCSL2wVR3yIOlTHMZBXVFPDl3uCAh3MNlcEIDkVi8LhJl4GctEmedFwADlFEMpC8X4Nw0DLJA3EM8OiQ92w4E9SBYEAvEkEL1hDDKWp3dYMq8dYNCE%2BjzzYywbzvWcH2fR8X1mcsyy/CAKOI0jOFUDKQyVENJHpAwjHCghTAYBEkt8fA/IMvReOEURxCE07RLUNCpNIBynJc1sjw4TtSF6vtOGoyaDVQP0AoIIKuBCrwwogFxoKIul4sS5L72mZkeR6YyFy6l7qo%2Bi8r0GlLnrGiAkFmsgKBm1BIawkAcLw28sEOPAFgANTwTBQMoykIJ4ugCEia8IDCNCwkCaoySe0hBeYYgyUosJtDKGdILJthBEohhaBFiSsDCExgCcMRaC0qcsAjIxxA1vAk3KY4tIYnzkDLRYp2hQC0N2MJHMllwsDQ7a8FquzpioAxfyZlm2cYUXTv4i7pCupQboku6NrkqLXaM1T1JSLSlUo89dP0wz4GmZoNIcBhnFceo9H8PZxh6aSEiSDTBgaLJG5SMZuiiaTi4qfpagroZLEAuXe9GGvO/Mvvm8nsf8gnxKTPmQS3Nejzewve4AaBkGwZivyJwS/bcbS0hEawKIUZANHKuq2rVlFaI8MkDRfmiXDX64DR2vetCsYG29j4r2iLwWqkh1iig3BuZ%2BvwMrrBgesSQsCSo/08v1Y%2BpB8aEzJphSI00iaU1wvhUgtN6aYBDqzdmEcuY80oPzCS4thaiwYZLaWssbCiygkrAgKs1ZoU1trXWtB9aiyNrJU2vZ8AW1sFbNCjF7aiydpVXsrt3Zkk9osXsPs/auT4EHBQ5Cw4c2EmdASEgY6yGuuJXsuhYhJ0pvJVOhc%2BwZwEFpXOkR86YDTkPawJcICOGntJauc9Ch11bjkVIA8W4NwiR3UJXcfEj1aFPKJ5lh4tAYG0GocSJjdxSekFu5hZ5dHiRIIuY5l4vTepjTgm9hzb1CtmCAe84qTiPveDBSAJoVjwdgqGJE2ALVWvcFgChDhBUOFwDcooDDc3MOxQ6JBjrSUjudQS5iRJxysToXoD1nL%2ByqWvPqHBvoVnZP9epwVGnhQhjg6Gqwvhw2GgjTASML4r1vhIaZu4CqfGKk1LgIYvAbhQevfq15pKANIKjX4ECNx5XwtA9YqxkUvS8Ecz62koWVWAaC45TzUrTF0kkewkggA%3D%3D)
Repository: rust
Issue: Invalid error for ambiguous associated type for struct field
Labels: A-diagnostics,T-compiler

### Code

```Rust
pub struct vnode_info_path {
    pub vip_path: [[u8; 32]; 32],
}

fn main() {
    println!("{}", std::mem::size_of::<vnode_info_path::vip_path>());
}
```


### Current output

```Shell
error[E0223]: ambiguous associated type
 --> src/main.rs:7:43
  |
7 |     println!("{}", std::mem::size_of::<vnode_info_path::vip_path>());
  |                                        ^^^^^^^^^^^^^^^^^^^^^^^^^
  |
help: if there were a trait named `Example` with associated type `vip_path` implemented for `vnode_info_path`, you could use the fully-qualified path
  |
7 |     println!("{} {}", std::mem::size_of::<<vnode_info_path as Example>::vip_path>());
  |                                           ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```


### Desired output

If this is not allowed, it should instead say that it's only supported for associated types (and mention that in the current case there is only a struct field matching).

Otherwise, if supporting this is something that we might want, it needs to be updated to support this case (not sure we want that though).

### Rationale and extra context

_No response_

### Other cases

_No response_

### Anything else?

_No response_