sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Returning bare trait from an async function gives subpar suggestion
Labels: A-diagnostics,T-compiler,A-async-await,D-invalid-suggestion

### Code

```rust
trait Trait {}

async fn fun() -> Trait {
    todo!()
}

fn main() {}
```

### Current output

```
error[E0782]: expected a type, found a trait
 --> src/main.rs:3:19
  |
3 | async fn fun() -> Trait {
  |                   ^^^^^
  |
help: you can add the `dyn` keyword if you want a trait object
  |
3 | async fn fun() -> dyn Trait {
  |                   +++
help: you might have meant to write a bound here
  |
1 | : Trait {
  | ~
```

### Desired output

```
error[E0782]: expected a type, found a trait
 --> src/main.rs:3:19
  |
3 | async fn fun() -> Trait {
  |                   ^^^^^
  |
help: use `impl Trait` to return an opaque type, as long as you return a single underlying type
  |
3 | async fn fun() -> impl Trait {
  |                   ++++
help: alternatively, you can return an owned trait object
  |
3 | async fn fun() -> Box<dyn Trait> {
  |                   +++++++      +
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Rust Version

rustc 1.83.0-dev
binary: rustc
commit-hash: ecf2d1fa4bd8166c696883b10f483122b1fe98a3
commit-date: 2024-10-13
host: x86_64-unknown-linux-gnu
release: 1.83.0-dev
LLVM version: 19.1.1


### Anything else?

Originally reported in https://github.com/rust-lang/rust/issues/127691#issuecomment-2400169110

The non-async case was fixed in #131239


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Repository: godot
Issue: Movie Writer does not work on Web Editor export
Labels: bug,platform:web,topic:editor,needs testing

### Tested versions

4.3 web

### System information

firefox

### Issue description

On chromium, it would hang the entire system, on firefox, it at least complete and respond to the movie_quit_on_finish

So, basicaly, i tried several folders of the virtual filesystem, and none works. There is no file being written. 
And, the terminal does not output any text regarding the movie being writen and stoped by the movie_quit_on_finish

So, the movie writer Is or Is Not implemented on the web editor (editor.godotengine.org)? 


-----------

Actualy, looking at the console, this is outputed:

![image](https://github.com/user-attachments/assets/c3bf41e4-4cd2-4ef5-b921-11e93f3148e3)




### Steps to reproduce

Run the project on the online editor.

### Minimal reproduction project (MRP)

[Movie Writer Bug.zip](https://github.com/user-attachments/files/17356337/Movie.Writer.Bug.zip)
Repository: godot
Issue: Packet Loss in unreliable UDP localhost
Labels: discussion,needs testing,topic:multiplayer

### Tested versions

- Reproducible in 4.4 dev3 (and probably earlier versions)

### System information

Godot v4.4.dev (0a9ad8f9d) - Artix Linux #1 SMP PREEMPT_DYNAMIC on Tty - X11 display driver, Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce GTX 1050 Ti (nvidia; 560.35.03) - AMD Ryzen 5 2600 Six-Core Processor (12 threads)

### Issue description

I use an RPC with `"unreliable"` or `"unreliable_ordered"` mode. The channel doesn't matter.
The bug is that sometimes, some RPCs aren't received (aka packets are lost)
Now, that is normal because of UDP, but I am uncertain if this is the case because this is localhost.
As in, I have no LAN or wifi connected, and send just integers. I searched if UDP packets can drop at localhost and https://stackoverflow.com/questions/7968566/what-would-cause-udp-packets-to-be-dropped-when-being-sent-to-localhost#7968907 users claim yes at MB/s to overflow the buffer, but this isn't even 1 KB/s

Granted, packets dropping at localhost are rare, but it got me to wonder and at least want to report it in case there is some ENET initialization bug or something, given it often happens near the start of joining.
So feel free to close this issue without warning, as it is very likely a false flag.

As for my testing, this is a tldr video 

https://github.com/user-attachments/assets/778794fc-a8b3-4dfe-870b-8ea6d13be1d8

of the MRP. And I have to admit it takes like 5+ boots to get it to happen.

### Steps to reproduce

1. Open the MRP
2. Press F5/F6
3. Host as server
4. Join as client
5. Await a few seconds, if no errors, F8, repeat step 2 until you get an error.

### Minimal reproduction project (MRP)

(The MRP is a tweak of a very old MRP made by @Mathis-Z)

[mrp.zip](https://github.com/user-attachments/files/17356345/mrp.zip)

Its code is just 1 class with this code, posted below by filtering away the host/join code:
```gdscript

extends Node

var peer: ENetMultiplayerPeer = null

var last_tick: int = 0

func _process(delta: float):
	if peer and not multiplayer.is_server() and peer.get_connection_status() == ENetMultiplayerPeer.CONNECTION_CONNECTED:
		last_tick += 1
		set_num.rpc(last_tick)

@rpc("any_peer", "call_remote", "unreliable")
func set_num(tick: int):
	if tick != last_tick + 1:
		if tick < last_tick:
			push_error("SHUFFLED! Received tick %s while last tick is %s" % [tick, last_tick])
		else:
			push_error("Received tick %s while last tick is %s" % [tick, last_tick])
	last_tick = tick
	if multiplayer.is_server():
		print(tick)

```
Repository: godot
Issue: Unable to right click menu on the VR Android editor
Labels: bug,topic:editor,topic:xr

### Tested versions

- Reproducible on https://github.com/V-Sekai/godot/commits/groups-4.4 which the earliest mainline commit is https://github.com/godotengine/godot/commit/92e51fca7247c932f95a1662aefc28aca96e8de6
- Reproducibile on the Meta Quest 3 app store app for the Godot Engine Editor


### System information

Meta Quest 3

### Issue description

On a new Godot Engine editor, on the Meta Quest 3 there is no way I can find to right click menu on the godot engine scene tree (tree) to toggle make a child scene node editable children.

### Steps to reproduce

1. Download meta app for Godot Engine
2. Create a new project
3. Create a new scene B and save 
4. Create a new scene A
5. On the right side of the screen on the node tree tree attach the B scene as a child
6. There is no uiux for making the B scene editable.
7. There is no uiux to trigger the scene tree right click menu

Note I may have missed a binding. Help!

### Minimal reproduction project (MRP)

N/A

The reproduction steps are not project dependent (e.g. the bug is visible in a brand new project).
Repository: terminal
Issue: Organization.md has room for improvement
Labels: Help Wanted,Issue-Docs,Product-Meta,Needs-Tag-Fix

<!-- Briefly describe which document needs to be corrected and why. -->
The [terminal](https://github.com/microsoft/terminal/tree/main)/[doc](https://github.com/microsoft/terminal/tree/main/doc)/ORGANIZATION.md
 file doesn't speak about folders like .config .github etc which may be necessary for someone who is new to this repository.
Also it is a bit outdated like it talks about /src/host/tools but it doesn't exist currently.

Thus it can be worked upon and can be improved
Repository: kubernetes
Issue: In a CRD's schema, invalid schemas for array elements are accepted
Labels: kind/bug,sig/api-machinery,priority/important-longterm,triage/accepted

### What happened?

I accidentally wrote an invalid OpenAPI v3.0 schema for the elements of an array in a CRD's schema. `kubectl create --validate=strict` accepted my CRD definition without complaint, and silently discarded my invalid schema property. I have attached two files that demonstrate the problem. test1.yaml.txt gets rejected, while test2.yaml.txt is accepted but the `{propertyNames: {pattern: foo}}` gets silently transformed to `{}`.

[test2.yaml.txt](https://github.com/user-attachments/files/17356492/test2.yaml.txt)

[test1.yaml.txt](https://github.com/user-attachments/files/17356493/test1.yaml.txt)



### What did you expect to happen?

I expected my schema to be implemented or rejected.

### How can we reproduce it (as minimally and precisely as possible)?

Shown above.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
Client Version: v1.29.2
Kustomize Version: v5.0.4-0.20230601165947-6ce0bf390ce3
Server Version: v1.29.2
```

</details>


### Cloud provider

<details>
none
</details>


### OS version

<details>

MacOS 15.0.1
container runtime is docker in Rancher Desktop.
Inside the VM guest, `/etc/os-release` says:

```
NAME="Alpine Linux"
ID=alpine
VERSION_ID=3.20.3
PRETTY_NAME="Alpine Linux v3.20"
HOME_URL="https://alpinelinux.org/"
BUG_REPORT_URL="https://gitlab.alpinelinux.org/alpine/aports/-/issues"
BUILD_ID="v0.2.39.rd4"
VARIANT_ID="rd"
```

</details>


### Install tools

<details>
kind v0.22.0
</details>


### Container runtime (CRI) and version (if applicable)

<details>
docker in Rancher Desktop; client v27.2.1-rd; server engine 26.1.5, containerd v1.7.17, runc 1.1.14, docker-init 0.19.0
</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: neovim
Issue: vim.on_key does not expose a way to only trigger on completion of a valid action
Labels: enhancement,input,multicursor,mappings

### Problem

I am trying to collect keystroke statistics like [somebody did in emacs](http://xahlee.info/emacs/emacs/command-frequency.html), however, there is no way to make actions like `ci[` to be sent to `vim.on_key` together. Instead, the function will be triggered 3 times, with `c`, `i` and `[`.

### Expected behavior

The ability to write
```lua
vim.on_key(f, {
  ns = nil,
  on_action_complete = true
})
```
... and get `ci[` sent to `f`!
Repository: godot
Issue: When the "maximise" button is pressed on the window the contents of the window do not scale
Labels: bug,needs testing,topic:gui

### Tested versions

Godot Engine v4.2.2.stable.mono.official.15073afe3

### System information

Windows10 Vulkan API 1.3.280 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1660 Ti

### Issue description

When pressing the maximise button on a window it's contents do not scale no mater the scaleing settings

### Steps to reproduce

make a simple scene set the scale to ignore and viewport then run it and maximise the window

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: proposal: x/pkgsite, go/doc: un-name result parameters starting with an underscore in docs
Labels: Proposal

Using a defer func to read/modify a function's results is convenient, except that it requires that you name the results, often unnecessarily, violating the style norms as documented at https://go.dev/wiki/CodeReviewComments#named-result-parameters, adding distracting repetition.

I was complaining about this with @ianlancetaylor @griesemer et al, and me saying how I wished there was a way to reference result parameters without naming them.

It was then counter-proposed that instead of changing the language, we could just change the pkgsite/godoc text+HTML-ifier to hide the named results based on a heuristic, such as names starting with an underscore.

Concretely, the proposal is that functions like:

```go
func ExportedFoo(x int) (_node *Node, _err error) { ... }
func ExportedBar() (_err error) { ... }
```

... be instead rendered in godoc (either plaintext or HTML) as:

```go
func ExportedFoo(x int) (*Node, error) { ... }
func ExportedBar() error { ... }
```

The alternative is either putting up with ugly docs, or writing this boilerplate:

```go
func ExportedFoo(x int) (*Node, error) {
    return actualFoo(x)
}

func actualFoo(x int) (node *Node, err error) { ... }
```
Repository: Python
Issue: Add Edmonds' Blossom Algorithm for Maximum Matching in Graphs
Labels: enhancement

### Feature description

## Description
I would like to propose adding an implementation of Edmonds' Blossom Algorithm to our codebase. This algorithm efficiently finds the maximum matching in general graphs, including those with odd-length cycles, by contracting blossoms and searching for augmenting paths.

## Rationale
The current implementation of graph algorithms in our codebase lacks a robust solution for finding maximum matchings in arbitrary graphs. Implementing Edmonds' Blossom Algorithm would provide a powerful tool for users who need to solve matching problems, such as:

Graph Theory Applications: Providing solutions to problems involving bipartite and non-bipartite graphs.
Real-World Applications: Solving problems in job assignments, network flows, and matching problems in social networks.
Potential Impact
Adding this feature would:

Enhance Functionality: Expand our library’s capabilities for graph algorithms, making it more versatile for users.
Improve Performance: Offer an efficient solution for maximum matching, especially in dense graphs or graphs with odd cycles.
Encourage Adoption: Attract users who require advanced graph algorithms, potentially increasing the library's user base.
Additional Information
Dependencies: Review any dependencies required for implementing the algorithm, such as data structures or external libraries.
Testing: Develop unit tests and examples demonstrating the algorithm's performance and use cases.
Documentation: Ensure comprehensive documentation is provided, including usage examples and performance benchmarks.
## Proposed Implementation
Language: Java (or specify another language as needed)
Algorithm: Edmonds' Blossom Algorithm
Basic structure:
Define the algorithm in a dedicated class (e.g., EdmondsBlossomAlgorithm).
Implement methods for finding maximum matchings, updating matches, and handling blossoms.
Include comments and documentation for clarity.
## Conclusion
Implementing the Edmonds' Blossom Algorithm will significantly improve our graph algorithm toolkit and provide users with a powerful resource for solving complex matching problems. I believe this addition aligns with our project goals and enhances our offerings.
Repository: deno
Issue: --watch-exclude doesn't work
Labels: bug,--watch

Version: Deno 2.0.0

```sh
echo 'console.log(new Date());' > date.js
touch a.txt
deno run --watch=. --watch-exclude=a.txt date.js
```

Steps to reproduce:

1. Run the above command.
2. Edit `a.txt`

Actual result:
The script `date.js` is run again when editing `a.txt`.

Expected result:
The script should not run again, since `--watch-exclude=a.txt` was specified.
Repository: godot
Issue: Incorrect parsing error 'Cannot use subscript operator on a base of type "null"'
Labels: bug,topic:gdscript

### Tested versions

- Reproducible in: v4.3.stable.mono.official [77dcf97d8]

### System information

Windows 10.0.19045 - GLES3 (Compatibility) - AMD Radeon RX 7800 XT (Advanced Micro Devices, Inc.; 31.0.24019.1006) - AMD Ryzen 7 1700 Eight-Core Processor (16 Threads)

### Issue description

Godot is in some circumstances incorrectly determining that a value is "null" at parsing time.
It seems to be related to using higher-order functions in conditions - Godot seems to be assuming that the function returned by the high-order function always returns `false`, though that doesn't entirely explain it.
When this occurs, the project refuses to run, (`'Cannot use subscript operator on a base of type "null"'`) though the code is correct.

My full source code is included in "Steps to reproduce"

As an aside, I'm using the GDscript language server, and you can also see the error within VS code
![image](https://github.com/user-attachments/assets/68001e71-bc4b-46fe-845e-32680ddb8309)


### Steps to reproduce

Created a new project, created a single Node2D, added a script to it.
Script is below:

```gdscript
extends Node2D

func returns_callable():
    var f = func(): return true
    return f

func uses_returns_callable():
    if returns_callable().call(): # Always true
        return [1, 2, 3]
    return null

func _ready():
    var value = uses_returns_callable()
    print(value) # prints [1, 2, 3]

    # Though the following line should work, if uncommented it results in an error during parsing 
    # 'Cannot use subscript operator on a base of type "null".gdscript(-1)'
    # if value: print(value[0])
    
    # Curiously, if I actually replace 'var value = uses_returns_callable()` with `var value = null`
    # no parsing error is produced
```

### Minimal reproduction project (MRP)

[minimal-parser-bug-example.zip](https://github.com/user-attachments/files/17357093/minimal-parser-bug-example.zip)
Repository: PowerToys
Issue: Add ability to set darkmode to specific window (or application)
Labels: Needs-Triage

### Description of the new feature / enhancement

Add ability to set darkmode to specific window (or application)

### Scenario when this would be used?

You use an old app that doesn't have dark mode yet ... and is not maintained anymore

### Supporting information

darkmodeanyapp and windowtop has similar ability
Repository: godot
Issue: _unhandled_key_input's 'event' argument does not have InputEventKey as its type
Labels: discussion,topic:core

### Tested versions

4.3

### System information

Window 11

### Issue description

_unhandled_key_input's event has a type of InputEvent, but shouldn't it use InputEventKey? To get the correct auto-complete, you have to use a workaround like var _event: InputEventKey = event. Unless I am mistaken, event in this method should always be InputEventKey, so there is no reason to use the parent InputEvent instead. event's type cannot otherwise be overridden.

### Steps to reproduce

Use _unhandled_key_input. 

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Add `deno.lock` as default nesting pattern for package.json
Labels: feature-request,file-nesting

<!-- ⚠️⚠️ 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. -->
Add `deno.lock` as default nesting pattern for package.json
Repository: deno
Issue: Typechecking fails unexpectedly when using manual nodeModulesDir
Labels: bug,tsc,2.0 feedback

Version: Deno 2.0.0

clone [this repo](https://github.com/redabacha/react-deno-typecheck-error) and run `deno check test.tsx`. the command fails with the error:
```
error: Failed resolving types. [ERR_TYPES_NOT_FOUND] Could not find types for 'file:///home/reda/Documents/Projects/react-deno-typecheck-error/node_modules/.deno/react-dom@18.3.1/node_modules/react-dom/client.js' imported from 'file:///home/reda/Documents/Projects/react-deno-typecheck-error/test.tsx'
    at file:///home/reda/Documents/Projects/react-deno-typecheck-error/test.tsx:1:28
```
which is strange as when you run the same command with `--node-modules-dir=none` or `--node-modules-dir=auto` it works normally.

output when running with `RUST_BACKTRACE=1`:
```
❯ RUST_BACKTRACE=1 deno check test.tsx
error: Failed resolving types. [ERR_TYPES_NOT_FOUND] Could not find types for 'file:///home/reda/Documents/Projects/react-deno-typecheck-error/node_modules/.deno/react-dom@18.3.1/node_modules/react-dom/client.js' imported from 'file:///home/reda/Documents/Projects/react-deno-typecheck-error/test.tsx'
    at file:///home/reda/Documents/Projects/react-deno-typecheck-error/test.tsx:1:28

Stack backtrace:
   0: anyhow::error::<impl core::convert::From<E> for anyhow::Error>::from
   1: deno_core::error::custom_error
   2: <core::iter::adapters::flatten::FlatMap<I,U,F> as core::iter::traits::iterator::Iterator>::next
   3: deno::graph_util::graph_valid
   4: deno::module_loader::ModuleLoadPreparer::prepare_module_load::{{closure}}
   5: deno::graph_container::MainModuleGraphContainer::check_specifiers::{{closure}}
   6: deno::spawn_subcommand::{{closure}}
   7: <deno_unsync::tokio::task::MaskFutureAsSend<F> as core::future::future::Future>::poll
   8: tokio::runtime::task::raw::poll
   9: deno::main
  10: std::sys_common::backtrace::__rust_begin_short_backtrace
  11: std::rt::lang_start::{{closure}}
  12: std::rt::lang_start_internal
  13: main
  14: __libc_start_call_main
  15: __libc_start_main_alias_1
  16: _start
```
Repository: rust
Issue: Duplicated primitive in search results
Labels: T-rustdoc,A-docs,A-rustdoc-search,T-rustdoc-frontend

### Location

In the search pages when looking for primitive items in the std/core documentation.


### Summary

If you search for `str` for example, you will see:

![Image](https://github.com/user-attachments/assets/67c3120c-34e4-4410-a46b-e5279fa60715)

cc @notriddle
Repository: yt-dlp
Issue: [Youtube] .jpg thumbnails are actually better than .webp (?)
Labels: site-enhancement,discussion/announcement,site:youtube

### 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 requesting a site-specific feature
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
- [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 issues **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)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

Germany

### Example URLs

Any

### Provide a description that is worded well enough to be understood

Maybe I'm missing something ... but for some time now I've noticed that .jpg thumbnails, although having far more artifacts, tend to retain more detail than .webp.

I'm not sure what's causing this, but I'm pretty convinced that .jpg is the superior choice for thumbnails.

Would be nice if someone who is familiar with this kind of stuff could confirm this. To me it looks like youtube did a conversion of `original image -> .jpg -> .webp`.

Just to clarify, .jpg looks worse at first glance, but if you compare closely, you can see that the best .jpg has details that the best .webp thumbnail misses, which is more visible in lower quality uploads.

At the end of the day, this is nitpicking and doesn't really matter, but it would be nice to have the best version possible, so that's why I'm asking this question anyway.

Not a tech guy, this "-vU flag" and verbose stuff is giving me a headache, hopefully you can let it slide? Instead, here is my configuration file, some batch script I copied from stackoverflow. (probably unnecessary for this issue, but maybe someone reading this will find it useful)

```
@echo off
set "url=%~1"
if not defined url set /p "url=Enter URL: "
yt-dlp ^
 --output "D:/xyz/%%(upload_date)s %%(title).100s %%(id)s.%%(ext)s"^
 --download-archive "xyz.txt"^
 --embed-metadata --embed-thumbnail --embed-chapters --embed-subs --sub-langs all,-live_chat^
 --xattrs --merge-output-format mkv^
 %url% 2>>log.txt
timeout 5

```

### Provide verbose output that clearly demonstrates the problem

- [X] 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
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

```shell
grtrf
```