sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: RunAs Administrator returning "SYSTEM" as $env:USERNAME in PowerShell
Labels: Issue-Bug,Area-TerminalConnection,Product-Terminal,Priority-2

### Windows Terminal version

1.19.2682.0

### Windows build number

10.0.22621.0

### Other Software

Windows PowerShell 5.1.22621.2428
PowerShell 7.3.8

### Steps to reproduce

Launch Terminal as Administrator (Win+X, A)
Issue the following:
```powershell
$env:USERNAME
```

### Expected Behavior

The username of the currently logged in user should be returned

### Actual Behavior

`SYSTEM` is returned

The screenshot included shows PWSH 7.3.8 running outside Terminal (top left) and inside Terminal (top right) and Windows PowerShell 5.1 running outside Terminal (bottom left) and inside Terminal (bottom right).
![image](https://github.com/microsoft/terminal/assets/7157790/5ef3961f-12c0-48d0-ba64-bdc4f7114657)

The output of `$env:USERNAME` (which is the expected output) has been redacted in the screenshots and the prompt customized to prevent data leak - but this occurs with no customizations and with a fresh installation of Terminal from the Windows Store.
Repository: Python
Issue: Duplicate algorithms in `maths/primelib.py`
Labels: enhancement

### Feature description

`maths/primelib.py` contains multiple functions for commonly-used computations related to primes (sieve of Eratosthenes, least common multiple, prime factors, etc.), and most if not all of these are also implemented in other files. In an effort to remove duplicate algorithms, should we delete `maths/primelib.py` in favor of separate files for each algorithm, or should we delete the other files and consolidate their implementations into `maths/primelib.py`?
Repository: PowerToys
Issue: FancyZones causes zones to rearrange when using Snagit to capture a screenshot
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.74.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

zones rearrange when I used Snagit to capture a screenshot.
When I start a screen capture with Snagit, the zones displayed on my top monitor are shown on my bottom monitor, in addition to being shown on the top monitor until I complete the screen capture.

### ✔️ Expected Behavior

stay as is

### ❌ Actual Behavior

rearrange. see prior ticket:
https://github.com/microsoft/PowerToys/issues/17757

### Other Software

_No response_
Repository: godot
Issue: GridMap is always visible when in a scene loaded through a script
Labels: bug,topic:core,topic:3d

### Godot version

4.1.2

### System information

Linux Mint 20.3

### Issue description

I am attempting to set up a system in a platformer in which some blocks can be toggled on and off via a switch. This involves changing their collision layer, and their visibility, based on signals. It works fine when I run the map via F6 (this map only), but the grid maps are always initially visible, regardless of their state in the inspector, when loaded from another scene. (Collision seems to turn off just fine, but not visibility.)

![image](https://github.com/godotengine/godot/assets/7585255/9ad608f6-ad5a-45f8-8e66-71554e4fc734)
(Intended)

![image](https://github.com/godotengine/godot/assets/7585255/9a193070-9d39-42f6-8b4a-b6d52f657f83)
(Loaded from script)

The loading script is relatively simple:

```
extends Node3D

func _input(event):
	if event.is_action("jump"):
#		get_tree().change_scene_to_file("res://scene/World.tscn")
		get_tree().change_scene_to_packed(preload("res://scene/World.tscn"))
#		get_tree().change_scene_to_packed(preload("res://scene/Test.tscn"))
```

This affects both `change_scene_to_file` and `change_scene_to_preloaded`.

I created a test scene to ensure that my issue was not related to my other scripts, and confirmed it there as well. (Test scene and title scene, with relevant script, will be uploaded; texture and sound assets mostly removed for the sake of brevity).

I believe that this is a bug in the engine or editor, as behavior is inconsistent.

### Steps to reproduce

Create any two scenes, with one loading the other via `get_tree().load_scene_from_*`, and add a gridmap to the loaded scene. Toggle its visibility to false. Note that it loads fine with F6, invisible grid map, but loading it from the other scene always has the grid map visible.

This carries over into game builds. Moreover, I've looked at the inpsector on Remote mode and noted that the inspector thinks the grid map is not, in fact, visible, but it is.

![image](https://github.com/godotengine/godot/assets/7585255/0e743336-6572-468a-8eae-adf11614be5d)


### Minimal reproduction project

[bug report gridmap.zip](https://github.com/godotengine/godot/files/13046140/bug.report.gridmap.zip)
Repository: flutter
Issue: Write, update or find documentation for how flutter plugins should bundle and validate proguard rules
Labels: platform-android,P2,team-android,triaged-android

We have a class of issue like #135983 where users get release crashes because of proguard related misconfiguration. Our expectations for flutter developers and plugin authors for how to bundle and use proguard rules could be better. 

Write best practices on proguard usage in flutter (or find and update) existing documentation.
Repository: deno
Issue: Dynamic import module is not found when created after the application started.
Labels: working as designed

To reproduce, save the following as `foo.ts` and run `deno run -A foo.ts`
```ts
await Deno.writeTextFile("bar.ts", "export const bar = 'bar'");

const {bar} = await import("./bar.ts");
console.log(bar);
```

This results in
```
error: Uncaught (in promise) TypeError: Module not found "file:///.../bar.ts".
```

Running it a second time works as expected.

---

A workaround is to make the import not statically analysable:
```ts
await import("" + "./bar.ts");
```

But this causes you to lose type info for `bar.ts`. You can cast it, but it gets a bit tedious:
```ts
const {bar} = await import("" + "./bar.ts") as typeof import("./bar.ts");
```

especially when using JSDoc:
```js
const {bar} = /** @type {import("./bar.js")} */ (await import("" + "./bar.js"));
```
Repository: deno
Issue: The --cert flag cannot find the certificate when used with --watch flag
Labels: suggestion,--watch

I am trying to run my Deno Fresh site with the following command:

`deno run -A --cert ~/tmp/ca.crt main.ts`

This works fine. However, if I add the `--watch` flag, it can no longer find the certificate:

```
$ deno run -A --cert=/home/jlcarveth/tmp/ca.crt --watch=static/,routes/ dev.ts
> An error occurred during route handling or page rendering. Error: Failed opening CA file: No such file or directory (os error 2)
```

So why can Deno find the cert when the --watch flag is omitted? Could this be a permissions discrepancy between running the command myself and the deno process executing it?
Repository: angular
Issue: Provide better suggestions on erronous defer triggers 
Labels: area: core,area: language-service,area: compiler,core: defer

### Description

I wrote `@defer (immediate)` and wondered what was wrong with my trigger, checked for typos but there were none. I just forgot the `on` leading the trigger. 

It might be helpfull to provide such suggestions ! 

### Proposed solution

Suggestion to add missing `on` on valid triggers !
Repository: PowerToys
Issue: Fancyzones: Win+up should maximize the window (isntead of noop)
Labels: Issue-Bug,FancyZones-Dragging&UI,FancyZones-Settings,Product-FancyZones,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.74.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

Configure row layout with two rows:

![image](https://github.com/microsoft/PowerToys/assets/1366654/d1ad0d67-0743-46d9-b92a-c0d68d8f5533)

![image](https://github.com/microsoft/PowerToys/assets/1366654/63e93d21-90f1-4119-9470-bb9547c80bcb)

Put Window in lower zone

Press <kbd>Win</kbd>+<kbd>Up</kbd>

### ✔️ Expected Behavior

Window maximized (or in upper zone)

### ❌ Actual Behavior

Nothing happens

### Other Software

_No response_
Repository: tauri
Issue: [feat] macOS Share Menu support
Labels: type: feature request

### Describe the problem

I'd love support for the macOS Share Menu. It really gives an app a native feel, and electron supports it [here](https://www.electronjs.org/docs/latest/api/share-menu)

![image](https://github.com/tauri-apps/tauri/assets/10426513/ed4d7ffc-2930-4a90-9f03-718089d4abff)


### Describe the solution you'd like

API access to the macOS share menu that's similar to Electron's or @c2r0b's excellent https://github.com/c2r0b/tauri-plugin-context-menu/

### Alternatives considered

Currently I just use Tauri's `open` dialog function for saving files to disk, which I then share via other apps.

Resources:
https://support.apple.com/guide/mac-help/use-the-share-menu-on-mac-mh40614/mac#:~:text=The%20Share%20menu%2C%20available%20in,such%20as%20Mail%20or%20Messages.

https://developer.apple.com/documentation/uniformtypeidentifiers/defining_file_and_data_types_for_your_app#3590382 (How Swift lets you define data that's sharable via AirDrop, for example)
Repository: kubernetes
Issue: eventsv1 API documentation seems inaccurate
Labels: kind/bug,kind/documentation,sig/instrumentation,sig/docs,needs-triage

The eventsv1.Event documentation says:

```
	// reason is why the action was taken. It is human-readable.
	// This field cannot be empty for new Events and it can have at most 128 characters.
	Reason string `json:"reason,omitempty" protobuf:"bytes,7,name=reason"`
```

The "human-readable" part contradicts everything else I can find (such as the examples in [KEP-383](https://github.com/kubernetes/enhancements/tree/master/keps/sig-instrumentation/383-new-event-api-ga-graduation#few-examples)), and in particular, `corev1.Event.Reason` (which is the same field, right?) is "`a short, machine understandable string`".

The "cannot be empty for new Events" also contradicts the examples in KEP-383, though maybe that's a case of the KEP being out of date with what was eventually agreed on.

I'm not sure if there are other bugs in the documentation as well. It seems that the docs were updated kind of at the last minute while pushing to v1 (https://github.com/kubernetes/kubernetes/pull/91645#discussion_r437017227)


/kind bug
/kind documentation
/sig instrumentation
Repository: godot
Issue: Trying to delete tile from tileset using Delete key deletes node instead
Labels: bug,discussion,topic:editor,topic:2d

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___ 

### Godot version

v4.2.beta2.official [f8818f85e]

### System information

Godot v4.2.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

### Issue description

I have a tileset with multiple tiles as in the first screenshot. The tile list seems to have the keyboard focus. Pressing up/down keys moves the selection in list confirming this. But when I try to delete a tile by pressing Delete key, the whole TileMap node is deleted as shown in the second screenshot.

![kuva](https://github.com/godotengine/godot/assets/49998025/cccd71aa-3423-4f6a-a6aa-6bd332eaceae)

![kuva](https://github.com/godotengine/godot/assets/49998025/9e92aa9b-30d1-4e12-8268-3062f0aa6c97)

Tile can be deleted using the Delete button in the TileSet UI.

I would expect pressing the Delete key to affect the focused UI element (spaceShips_004.png tile in this case). At least Delete key should not delete the whole TileMap node.


### Steps to reproduce

1. Open the example project 
2. Click TileMap in scene tree 
3. Select TileSet from the bottom bar
4. Click spaceShips_004.png tile 
5. Move selection up/down in the list using arrow up/down keys to confirm the keyboard focus
6. Press Delete key 

### Minimal reproduction project

[g42_tileset_deletion.zip](https://github.com/godotengine/godot/files/13047623/g42_tileset_deletion.zip)
Repository: angular
Issue: `forbidOrphanComponents` hangs a brand new CLI application
Labels: area: compiler

### Which @angular/* package(s) are the source of the bug?

compiler-cli

### Is this a regression?

No

### Description

Adding `"forbidOrphanComponents": true,` to a brand new CLI application (17.0.0-rc.0) hangs `ng serve`

```
npx @angular/cli@next new orphan-components --defaults --no-routing --skip-tests
cd orphan-components
# add forbidOrphanComponents to tsconfig.json
ng serve
```

`ng serve` is stuck on `Building.`

### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.0.0-rc.0
Node: 18.16.0
Package Manager: npm 9.7.1
OS: darwin arm64

Angular: 17.0.0-rc.0
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1700.0-rc.0
@angular-devkit/build-angular   17.0.0-rc.0
@angular-devkit/core            17.0.0-rc.0
@angular-devkit/schematics      17.0.0-rc.0
@schematics/angular             17.0.0-rc.0
rxjs                            7.8.1
typescript                      5.2.2
zone.js                         0.14.0
```


### Anything else?

_No response_
Repository: PowerToys
Issue: When I clicked on the icon in the tray, it opened the menu snapped to the full screen
Labels: Issue-Bug,Product-FancyZones

### Microsoft PowerToys version

0.74.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

Just clicking on the icon on tray.
[PowerToysReport_2023-10-19-13-01-37.zip](https://github.com/microsoft/PowerToys/files/13047648/PowerToysReport_2023-10-19-13-01-37.zip)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: TypeScript
Issue: This 1 line of TS code makes the editor unusable, cpu 100%
Labels: Needs Investigation

Type: <b>Bug</b>

Started noticing the editor was unusable and CPU went to 100%. Narrowed it down to the one commented line below. Confirmed that this happens with `--disable-extensions`, seems it's an issue with TS itself?

```ts
  const formHelpers = createForm({
    // initialValues: startValues,
    onSubmit: (values) => {
      console.log(values);
    },
  });
```

VS Code version: Code 1.83.1 (f1b07bd25dfad64b0167beb15359ae573aecd2cc, 2023-10-10T23:45:31.402Z)
OS version: Linux x64 6.2.0-35-generic
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 9 7950X 16-Core Processor (32 x 5489)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|1, 1, 1|
|Memory (System)|62.53GB (59.15GB free)|
|Process Argv|--disable-extensions project --crash-reporter-id 099379be-f15c-45a1-a4c7-b487f53f2ffb|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|ubuntu|
|XDG_CURRENT_DESKTOP|Unity|
|XDG_SESSION_DESKTOP|ubuntu|
|XDG_SESSION_TYPE|wayland|
</details>Extensions disabled<details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492cf:30256860
vslsvsres303:30308271
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscoreces:30445986
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
pythonvs932:30410667
py29gd2263cf:30856253
vsclangdf:30486550
c4g48928:30535728
dsvsc012:30540252
pynewext54:30695312
azure-dev_surveyone:30548225
3biah626:30602489
f6dab269:30613381
2i9eh265:30646982
showlangstatbar:30737416
0bi6i642:30841073
03d35959:30757346
pythonfmttext:30731395
fixshowwlkth:30771522
showindicator:30805244
pythongtdpath:30769146
i26e3531:30792625
gsofa:30866041
pythonnosmt12:30797651
pythonidxptcf:30805731
pythonnoceb:30805159
copilotsettingt:30859503
dsvsc013:30795093
dsvsc014:30804076
diffeditorv2:30821572
dsvsc015:30845448
pyreplss1:30865275
pythontbext0cf:30864173

```

</details>

<!-- generated by issue reporter -->
Repository: next.js
Issue: Docs: Caching in GitHub Actions with Bun
Labels: good first issue

### What is the improvement or update you wish to see?

It would be helpful to know what's the official way to cache Next.js files for subsequent builds with [Bun](https://bun.sh/) in GitHub Actions:
https://nextjs.org/docs/pages/building-your-application/deploying/ci-build-caching#github-actions

🙏🏻 

### Is there any context that might help us understand?

I'm receiving this warning during `next build` step in GitHub Actions, when running it with Bun:

```
- warn No build cache found. Please configure build caching for faster rebuilds. Read more: https://nextjs.org/docs/messages/no-cache
```

In my case, it takes around 50s to build the Next app, which can be improved with caching, I believe

### Does the docs page already exist? Please link to it.

_No response_
Repository: Python
Issue: More detailed information on test failures in Actions page
Labels: enhancement

### Feature description

When creating tests for various algorithm files, there isn't a way to see what test failed on the Github Actions. You see something like this:
<img width="739" alt="image" src="https://github.com/TheAlgorithms/Python/assets/33266041/07bcfec3-5e29-46ab-9582-887962231bc2">

Something like ```doctest.testmod()``` provides more usable data to work off of
<img width="1158" alt="image" src="https://github.com/TheAlgorithms/Python/assets/33266041/48d005b9-9e45-48a2-a375-953645927d40">
Repository: godot
Issue: GPU Particles 2D/3D spawn subemitters "At End" earlier than expected
Labels: bug,topic:rendering,topic:particles

### Godot version

v4.1.2; v4.2-beta2

### System information

Godot v4.2.beta2 - Windows 10.0.19045 - Vulkan (Forward+, Mobile) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)

### Issue description

Setting sub-emission "At End" fires before the particle dies. This bug is stretched together with the main particle's lifetime.

The expected behavior would be for the main particle to die and for the subemitter's particle to spawn, both at the same frame.

A workaround I've found is setting an Alpha Curve to hide the particle just before it dies.
But, if you use random lifetime, it doesn't work well on versions prior to 4.2-beta2. (maybe it was fixed in PR #83488 ?)

### Steps to reproduce

The reproduction project has "main_2d" and "main_3d" scenes that show the issue, even in the editor.

### Minimal reproduction project

[GPUParticles Subemitter.zip](https://github.com/godotengine/godot/files/13126906/GPUParticles.Subemitter.zip)
Repository: godot
Issue: GPU Particles 2D/3D don't use scaling for collision when spawning
Labels: bug,topic:rendering,topic:2d,topic:particles

### Godot version

v4.1.2.stable; v4.2.beta2

### System information

Godot v4.2.beta2 - Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)

### Issue description

Under certain conditions (see below), spawning particles don't take into account "Use Scale", spawning the particles away from their intended point or hiding them (depending on the collision type).

This happens when:
 - A big particle texture is scaled down in Display > Scale
 - With collisions active and "Use Scale" enabled
 - Using "Spawn Velocity" or a "speed scale" above 3 in 2D or 12 in 3D
 - With a collider nearby that would collide if the particle scale was 1.0

Compatibility rendering also has collision scaling issues beyond just the spawning.
The moving particles also don't properly handle the scale when colliding, but with a different size.

_*Any references to a Collider means the LightOccluder2D or GPUParticlesCollisionBox3D_

### Steps to reproduce

The reproduction project has "main_2d" and "main_3d" scenes that show the issue, even in the editor.

### Minimal reproduction project

[GPUParticles Scaling.zip](https://github.com/godotengine/godot/files/13126272/GPUParticles.Scaling.zip)
Repository: rust
Issue: `improper_ctypes` fails to trigger on invalid `repr(transparent)` types
Labels: A-lints,A-FFI,T-compiler,C-bug,A-repr,L-improper_ctypes

This is the estranged cousin of
- https://github.com/rust-lang/rust/issues/115457
- https://github.com/rust-lang/rust/issues/36464

This code is erroneously accepted ([Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=e136f26f30e445c5240ce3d784cc5c22)):

```rust
#![deny(improper_ctypes)]
#![deny(improper_ctypes_definitions)]

#[repr(transparent)]
pub struct Array([u64; 2]);
#[no_mangle]
pub unsafe extern "C" fn function(arg: Array) -> Array {
    arg
}
```

It has an invalid repr in the C ABI, as I understand it.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.75.0-nightly (49691b1f7 2023-10-16)
binary: rustc
commit-hash: 49691b1f70d71dd7b8349c332b7f277ee527bf08
commit-date: 2023-10-16
host: x86_64-unknown-linux-gnu
release: 1.75.0-nightly
LLVM version: 17.0.2
```
Repository: flutter
Issue: The uri is reconstructed without all of it's parts
Labels: framework,f: routes,P2,team-framework,triaged-framework

https://github.com/flutter/flutter/blob/25bed918b81beda4dec2f6a87515ce3630a81f72/packages/flutter/lib/src/widgets/app.dart#L1550-L1557
```
final Uri uri = routeInformation.uri;
navigator.pushNamed(
      Uri.decodeComponent(
        Uri(
          path: uri.path.isEmpty ? '/' : uri.path,
          queryParameters: uri.queryParametersAll.isEmpty ? null : uri.queryParametersAll,
          fragment: uri.fragment.isEmpty ? null : uri.fragment,
        ).toString(),
      ),
    );
```
Should be
```
navigator.pushNamed(
      Uri.decodeComponent(
       uri.toString(),
      ),
    );
```

Things like the host and scheme are dropped between the native and flutter layers