sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Failure to assume GAT normalization holds when proving GAT bounds in impl
Labels: F-associated_type_defaults,T-types,A-GATs

```rust
#![feature(associated_type_defaults)]

trait Foo {
    type Bar<T>: Baz<Self> = i32;
    // We should be able to prove that `i32: Baz<Self>` because of
    // the impl below, which requires that `Self::Bar<()>: Eq<i32>`
    // which is true, because we assume `for<T> Self::Bar<T> = i32`.
}

trait Baz<T: ?Sized> {}
impl<T: Foo + ?Sized> Baz<T> for i32 where T::Bar<()>: Eq<i32> {}
trait Eq<T> {}
impl<T> Eq<T> for T {}

fn main() {}
```

This code should pass, but it doesn't after #117542.

Instead, it fails with:

```
error[E0277]: the trait bound `<Self as Foo>::Bar<()>: Eq<i32>` is not satisfied
  --> $DIR/assume-gat-normalization-for-nested-goals.rs:6:30
   |
LL |     type Bar<T>: Baz<Self> = i32;
   |                              ^^^ the trait `Eq<i32>` is not implemented for `<Self as Foo>::Bar<()>`
   |
note: required for `i32` to implement `Baz<Self>`
  --> $DIR/assume-gat-normalization-for-nested-goals.rs:13:23
   |
LL | impl<T: Foo + ?Sized> Baz<T> for i32 where T::Bar<()>: Eq<i32> {}
   |                       ^^^^^^     ^^^                   ------- unsatisfied trait bound introduced here
note: required by a bound in `Foo::Bar`
  --> $DIR/assume-gat-normalization-for-nested-goals.rs:6:18
   |
LL |     type Bar<T>: Baz<Self> = i32;
   |                  ^^^^^^^^^ required by this bound in `Foo::Bar`
help: consider further restricting the associated type
   |
LL | trait Foo where <Self as Foo>::Bar<()>: Eq<i32> {
   |           +++++++++++++++++++++++++++++++++++++

error: aborting due to previous error

For more information about this error, try `rustc --explain E0277`.
```
Repository: go
Issue: proposal : x/crypto/ssh/agent: agent interface with context
Labels: Proposal,Proposal-Crypto

ExtentendAgent is missing a Context on each method with probably a method to init the Context.

In order to implement [https://www.openssh.com/agent-restrict.html](https://www.openssh.com/agent-restrict.html), we need a goroutine shared variable, so a context for each managed socket. No way to extend the current agent interface so it's probably the time to create a fully new interface ?

```golang
type ContextAgent interface {
	InitContext(ctx context.Context) context.Context
	List(ctx context.Context) ([]*Key, error)
	Add(ctx context.Context, key AddedKey) error
	Remove(ctx context.Context, key ssh.PublicKey) error
	RemoveAll(ctx context.Context) error
	Lock(ctx context.Context, passphrase []byte) error
	Unlock(ctx context.Context, passphrase []byte) error
	Signers(ctx context.Context) ([]ssh.Signer, error)
	Sign(ctx context.Context, key ssh.PublicKey, data []byte, flags SignatureFlags) (*ssh.Signature, error)
	Extension(ctx context.Context, extensionType string, contents []byte) ([]byte, error)
}
```

full example with impl: [https://github.com/golang/crypto/compare/master...35niavlys:golang_crypto:add_constraints](https://github.com/golang/crypto/compare/master...35niavlys:golang_crypto:add_constraints)
Repository: ollama
Issue: Mobile support
Labels: feature request

Is there a plan to deploy this to iOS or Android so users can run models locally on their mobile devices?

What would it take to achieve this?
Repository: godot
Issue: GPUParticlesCollisionSDF3D - Texture changes not updating in the Editor
Labels: bug,topic:particles

### Godot version

4.1.3.stable (Steam)

### System information

Windows 10 - Godot 4.1.3.stable - Forward+ and Mobile

### Issue description


https://github.com/godotengine/godot/assets/87317335/d5c57f07-fe31-4757-9ab5-1ceb3570e75d


Changes on the texture-property of the GPUParticlesCollisionSDF3D-Node (like baking or deleting the texture) only take effect in the editor when the project is reloaded or the scene is completely closed and reopened.

I do not know if this is intended or not, but if it is, I believe this should be mentioned in the documentation.

This is the case in both renderers, Forward+ and mobile (not compatibility since particle collision is not yet supported there)

I have tested removing the texture in code at runtime and I can confirm that at this stage everything works as expected and collisions immediately stop, so this seems to be an editor-only issue.

### Steps to reproduce

(video attached)

### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/13259719/project.zip)
Repository: godot
Issue: Potential skinning issue with glb files
Labels: bug,topic:import,topic:3d

### Godot version

4.1.3

### System information

Windows 11 - Godot 4.1.3 - Forward+

### Issue description

I was experimenting with using Blender's bendy bones for animation by copying the transform of the segments to standard bones, but the exported animation shows up weirdly in Godot.  Here's what the animation at a certain frame should look like
![image](https://github.com/godotengine/godot/assets/33815391/e086f0e6-d7cd-4893-8ec2-98959169ecd9)
And here's the result from Godot:
![image](https://github.com/godotengine/godot/assets/33815391/ffd12572-9615-4b04-b444-9bb9d4f743ab)

The same issue doesn't happen when I export to FBX and use FBX2GLTF and with other GLTF viewers (I tried [this](https://gltf-viewer.donmccurdy.com/) and [this](https://playcanvas.com/viewer)), so this is most likely an edge-case in gltf-s godot doesn't handle properly.

### Steps to reproduce

1. Open the attached project
2. Make sure "test" has "Editable children" enabled
3. Select "AnimationPlayer" and set "Current Animation" to "ArmatureAction"

### Minimal reproduction project

[SkinningIssue.zip](https://github.com/godotengine/godot/files/13259731/SkinningIssue.zip)
Repository: godot
Issue: Creating a custom resource with a class name that's already used gives no information/error but prevents it from showing up in the resources list (C#)
Labels: bug,topic:editor,usability,topic:dotnet

### Godot version

v4.2.beta4.mono.official [93cdacbb0]

### System information

Windows 11

### Issue description

I've just spent 20 minutes banging my head against a wall trying to figure out why my custom resource "TileData" wasn't showing in the resource list despite having the GlobalClass attribute. I assume there's a Godot class that's already called that which is why it wasn't showing, though no information was given to let me know there was a problem. I changed my custom resource to "CustomTileData" and now it shows up fine.

If possible, I'd expect a warning or error to show in the console when using the GlobalClass attribute if using a name that's already being used elsewhere. This way people can quickly see that there could potentially be problems and know they should think about changing the class/file name.

If not possible then hopefully this might help someone who has the same issue.

### Steps to reproduce

1. Create new project
2. Create new C# script called "TileData" that inherits from resource
3. Add [GlobalClass] attribute
4. Build project
5. Note that there's no relevant errors/warnings letting you know there was a problem
6. Right click in FileSystem, click "Create Resource" and note that the "TileData" custom resource can't be found
7. Rename "TileData" class and file to "CustomTileData"
8. Rebuild project 
9. Right click in FileSystem, click "Create Resource" and note that the "CustomTileData" custom resource is now showing in the list

### Minimal reproduction project

N/A
Repository: godot
Issue: Errors and prints are outputted in incorrect order with tool scripts
Labels: bug,topic:core,topic:editor

### Godot version

v4.1.3.stable.mono.official [f06b6836a]

### System information

Godot v4.1.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 580 Series (Advanced Micro Devices, Inc.; 31.0.21902.5) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)

### Issue description

When an error or a print happens in a tool script, it is outputted to the `Output` panel.
However the order in which errors and prints are outputted doesn't seem to follow the script execution order.
An error that happened after a print might be printed before the print in the `Output` panel.

If you are unaware of that behavior and you are using prints for debugging it can be pretty confusing.
This problem happens with both GDScript and C# (exceptions) tool scripts.
All print methods seem to be affected (`print`, `prints`, `printerr`...)

### Expected behavior

The errors and prints that happen in a tool script are outputted in the `Output` panel in the same order as they happen in the script.

### Steps to reproduce

1. Open the MRP
2. Open the `csharp` or `gdscript` scene

The following should appear in the `Output` panel:

GDScript
```
 res://Tool.gd:8 - Invalid call. Nonexistent function 'error_out' in base 'Nil'.
print(), should appear before error
```

C#
```
  modules/mono/glue/runtime_interop.cpp:1324 - System.InvalidOperationException: Operation is not valid due to the current state of the object.
...
GD.Print(), should appear before exception
```

### Minimal reproduction project

[Exceptions and prints are out of sync.zip](https://github.com/godotengine/godot/files/13259747/Exceptions.and.prints.are.out.of.sync.zip)
Repository: PowerToys
Issue: remap a shortcut with win key doesn't work
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

remap a shortcut with win key doesn't work. For example "left win" + "Q" to do "Alt" + "F4" doesn't work although it worked with older version. Now it just opens the start menu.

### ✔️ Expected Behavior

Close program

### ❌ Actual Behavior

shows start menu

### Other Software

_No response_
Repository: godot
Issue: Huge performance regression in Chromium 118-120
Labels: bug,platform:web,topic:thirdparty,performance

### Godot version

3.5.3.stable, 3.6.beta3, 4.1.2.stable

### System information

LG G7 ThinQ, Snapdragon 845, Android 8.0 Oreo, Google Chome/Microsoft Edge 118-120

### Issue description

Blank project with HiDPI option, exported to the web and run in Chrome/Edge 118-120 (probably earlier versions as well) on an Android 8 device with a Snapdragon 845 SoC shows no more than 10fps (tested on LG G7 ThinQ). With Chrome Canary 121 empty project runs at 55-57 fps, Chrome 94 - stable 60fps. There is also a performance regression seen on Redmi 9A (low-end octa-core A53 Mediatek with a weak PowerVR GE8 graphics core), but only about 25%. Smartphones with same A53 cores and ARM Mali T8xx series GPU are affected very little or not at all. Maybe it is related to screen resolution.
Solving this issue is important because it seems that Chromium 119 will be the final release for Android 7.0 Nougat (pretty old version but compatibility is still required by several HTML5 game publishers). For now I have no other Adreno-powered devices with different Android versions for additional testing.

### Steps to reproduce

[Test.zip](https://github.com/godotengine/godot/files/13260065/Test.zip)


### Minimal reproduction project

Empty project with HiDPI option and FPS counter exported to HTML5 with official templates
Repository: next.js
Issue: Module not found: Can't resolve '#async_hooks'. Getting error with modules using sub-path imports
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/sharp-spence-fyy83f

### To Reproduce

The codesandbox provided displays the error message when running the application.

> ./node_modules/p-limit/index.js (2:0)
Module not found: Can't resolve '#async_hooks'
Did you mean './#async_hooks'?
Requests that should resolve in the current directory need to start with './'.
Requests that start with a name are treated as module requests and resolve within module directories (node_modules, /workspace).
If changing the source code is not an option there is also a resolve options called 'preferRelative' which tries to resolve these kind of requests in the current directory too.
https://nextjs.org/docs/messages/module-not-found
Import trace for requested module:
./app/page.tsx

Explanation:

In one of my projects I am using p-limit. The last update of this dependency, version 5.0.0 takes advantage of [sub-path imports](https://nodejs.org/api/packages.html#subpath-imports), which apparently NextJS 14 does not handle very well, and reports the error above when compiling the page.

### Current vs. Expected behavior

Expected behaviour:

No error should be raised with the module p-limit used in a server component.

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
Binaries:
  Node: 20.8.1
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.0.1
  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)

Not sure

### Additional context

I did not actually try with canary on codesandbox because when canary, the appDir was said to be experimental. So the example given is with version 14.0.1 of NextJS.
Repository: next.js
Issue: NotFoundError: Failed to execute 'removeChild' on 'Node': The node to be removed is not a child of this node.
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/Abdulahadahmadi/codewithahad.git

### To Reproduce

I have a web app in Nextjs in Navbar component when I go to other router and return to main route it show the above error that I attach in title. 

### Current vs. Expected behavior

I tried many ways in stackoverflow and github issue that people suggested but I couldn't find the solution for this problem.

### Verify canary release

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

### Provide environment information

```bash
operating system: window 11
next.js v 14
node v 20
```


### Which area(s) are affected? (Select all that apply)

Routing (next/router, next/navigation, next/link)

### Additional context

I host this app in vercel
Repository: node
Issue: `url.searchParamsSymbol` may affect the benchmark results of `URLSearchParams.sort()`
Labels: benchmark

The benchmark script `url-searchparams-sort.js` currently utilizes `searchParamsSymbol` to create key-value pairs for `URLSearchParams`, but it has been removed since Node.js version 20.x. This removal may have an impact on the benchmark results, potentially affecting comparisons, such as between versions 18.x and 21.x.

```shell
node-benchmark-compare ./result-18vs21.csv
url/url-searchparams-sort.js n=1000000 type='almostsorted'                                                       ***    280.49 %       ±3.94%   ±5.31%   ±7.04%
url/url-searchparams-sort.js n=1000000 type='empty'                                                              ***    -31.36 %       ±2.43%   ±3.26%   ±4.31%
url/url-searchparams-sort.js n=1000000 type='long'                                                               ***   5610.63 %     ±125.82% ±169.57% ±225.12%
url/url-searchparams-sort.js n=1000000 type='random'                                                             ***   1631.31 %      ±18.26%  ±24.61%  ±32.68%
url/url-searchparams-sort.js n=1000000 type='reversed'                                                           ***   2811.61 %      ±60.96%  ±82.16% ±109.08%
url/url-searchparams-sort.js n=1000000 type='short'                                                              ***    261.52 %       ±5.30%   ±7.13%   ±9.46%
url/url-searchparams-sort.js n=1000000 type='sorted'                                                             ***    264.81 %       ±7.48%  ±10.08%  ±13.37%
url/url-searchparams-sort.js n=1000000 type='wpt'                                                                ***    -29.95 %       ±0.54%   ±0.72%   ±0.93%
```
Repository: next.js
Issue: Client cache incorrectly resolves nested `force-dynamic` routes despite query parameter change (does not happen on `/` route)
Labels: bug,Navigation,Pages Router

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/next-caching-5t73nd

### To Reproduce

1. do `next build && next start` (works ok in `next dev`)
2. Go to `/` and see that the `Load #` link works (updating query parameters)
3. Go to `/route` and see that clicking `Load #` only works initially, and subsequently only every ~15s when client cache is invalidated
4. Comment out the `export const dynamic = "force-dynamic";` in `/route` to fix the problem

### Current vs. Expected behavior

Clicking `Load #` in nested routes marked as `"force-dynamic"` would correctly load server components and not hit client cache.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
Binaries:
  Node: 20.5.1
  npm: 9.8.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.0.1
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Data fetching (gS(S)P, getInitialProps), Routing (next/router, next/navigation, next/link)

### Additional context

Next 14.0.1. I noticed this happening as soon as 13.5.x, but 13.4.12 worked fine.
Repository: TypeScript
Issue: JSX broken generics with polymorphic components
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

"jsx generics", "polymorhic components", "react jsx"

### 🕗 Version & Regression Information

- This is a crash No
- This changed between versions -
- This changed in commit or PR -
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about -
- I was unable to test this on prior versions because - all versions in TS playground have the same output


### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/JYWwDg9gTgLgBAJQKYEMDG8BmUIjgIilQ3wChSkAPSWOTAVwDsNgJG4AFCAGwE8RoYABbA0AYVyRGSRjAA8AQQDOcKjBkATFQHINwAG7a4AHzjaURgLxm9hgHwAKAN6kAkCiUAuOBPBsZMAA0pAC+3i7uXnDKoQCUcBEA9IlwgDLkcAAqIipKQhD03BpwAO7QANZwKIxFAEZIQij6SHAwQs1KKCDNHnB13BDFbkQw9FDscr5SAXBo3B5KAHKdSJbaRol2bsmZvGDN2k4zc0qLy95KMFDAjADmANxwIUbAKowQ8PPAN4woNdzNMAgLV2+wAMsAalAUFBeABZKooG5IDQKGCXCH0dRKOQAUX+XVkgR8xyUqPRNUxSGxAAkMrDQQARAx4pAEmB2OAAMjgtPpZKuFKxcl5jOZ+ICHO5YhJ-IxQpFCmYeSgLLZkuiSugCrRAsp2IAdIa7HZtKFyKRtgAhTEtNpwDpdErlFTATBwN7wehKZGVFQoOBI6RXNCkNBsC4+ST+WRway6AxGHrxwwmMwWUPh+AZHEAZQysbgEyj0hjs3mSy6qyxMHWdiAA

### 💻 Code

```ts
import React from "react"

export function PolymorphicComponent<As extends 'div' | 'a' = 'div'>({
	as: Component,
}: {
	as: As
}) {
	// ❌ This should work and behave the same as below
	return <Component className='' />
	// Type '{ className: string; }' is not assignable to type 'LibraryManagedAttributes<Element, ClassAttributes<HTMLDivElement> & HTMLAttributes<HTMLDivElement> & ClassAttributes<HTMLAnchorElement> & AnchorHTMLAttributes<...>>'
}


// But the same works if not used as a generic
const Component = 'div' as 'div' | 'a'
const TEST = <Component className='test' />
```


### 🙁 Actual behavior

Shows an error.

### 🙂 Expected behavior

No error.

### Additional information about the issue

_No response_
Repository: flutter
Issue: Using Future.delayed(Duration.zero in dispose causes ' Timer is still pending even after the widget tree was disposed.' error
Labels: a: tests,framework,a: error message,has reproducible steps,P3,team-framework,triaged-framework,found in release: 3.13,found in release: 3.17

### 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)

### Steps to reproduce

1. write simple widget test and wrap to to async
```dart
await tester.runAsync(() async {
await tester.pumpWidget(TestPage());
      await tester.pumpAndSettle();
});
```
2. add this dispose
```dart
@override
  dispose() {
    Future.delayed(Duration.zero, () {
      print('TEST');
    });
    super.dispose();
  }
```
3. run it and error will occure

### Expected results

tests should pass.
It is very interesting because same Future.delayed in initState works as expected
this also cause me pain because i have more errrors like this for example when spinner tries to hide using Future.delayed

### Actual results

throws error

```console
══╡ EXCEPTION CAUGHT BY FLUTTER TEST FRAMEWORK ╞════════════════════════════════════════════════════
The following assertion was thrown running a test:
A Timer is still pending even after the widget tree was disposed.
'package:flutter_test/src/binding.dart':
Failed assertion: line 1485 pos 12: '!timersPending'
```

### Code sample

 ```dart
class TestWidget extends StatefulWidget {
  const TestWidget({super.key});

  @override
  State<TestWidget> createState() => _TestWidgetState();
}

class _TestWidgetState extends State<TestWidget> {
  @override
  initState() {
    super.initState();

    Future.delayed(Duration.zero, () {
      print('test 111');
    });
  }

  @override
  dispose() {
    Future.delayed(Duration.zero, () {
      print('test 222');
    });
    super.dispose();
  }

  @override
  Widget build(BuildContext context) {
    return const Text('Sp Sp John');
  }
}
```

```dart
await tester.runAsync(() async {
      await tester.pumpWidget(MaterialApp(home: TestWidget()));
      await tester.pumpAndSettle();

      expect(find.text('Sp Sp John'), findsWidgets);
    });
    
```

### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.13.4, on macOS 13.2.1 22D68 darwin-x64, locale en-CH)
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[✓] Xcode - develop for iOS and macOS (Xcode 14.2)
[✓] Android Studio (version 4.2)
[✓] VS Code (version 1.79.2)
[✓] Connected device (2 available)
[✓] Network resources
Repository: tauri
Issue: [feat] Resize window from specified corner
Labels: type: feature request

### Describe the problem

I am trying to shrink/grow a window from the top left corner instead of the bottom right, and currently to accomplish this, I need to resize and then reposition the window which sometimes leads to a flicker when they don't happen on the same render.

### Describe the solution you'd like

Would love a way to provide the window corner I would like the resize to occur from. Alternatively, being able to ensure that a combination of window transformations (in this case resize and reposition) happen within a single re-render.

### Alternatives considered

_No response_

### Additional context

_No response_