sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: puppeteer
Issue: [Bug]: PDF page overflow/incorrect break when the y-margin of the first page differs from the rest
Labels: bug,upstream,confirmed,P3

### Bug description

When the first page of the PDF has a different `margin-top`/`margin-bottom` (using `@page :first {margin-top: x}`) the page break points of the rest of the pages is incorrect. This causes either overflow or the content breaking too soon.

## My understanding of the issue
The inner height (content height of the page, height without margin) of the first page seems to determine the inner height of the other pages.

Example; given a document that is 20 cm in length, a first page margin-top of 0 cm, and rest of page margin of 2 cm. The inner height of the first page is 20 cm (20 cm page height - 0 cm margin). For the second page, the content starts 2 cm from the start of the page but keeps going for 20 cm instead of 18 cm. This causes overflow.

Example; given a document that is 20 cm in length, a first page margin-top of 2 cm, and rest of page margin of 0 cm. The inner height of the first page is 18 cm (20 cm page height - 2 cm margin). For the second page, the content starts 0 cm from the start of the page but keeps going for only 18 cm instead of 20 cm. This causes an early break.

The same problem occurs with margin-bottom.

## Reproduction
I made a reproduction here:  <https://github.com/MatthiasKunnen/puppeteer-page-margin-overflow-bug>. Examples can be found in the [`examples`](https://github.com/MatthiasKunnen/puppeteer-page-margin-overflow-bug/tree/master/examples) folder.

### Short reproduction steps:

1. Have a document with the following CSS
   ```CSS
   @page :first {
     margin-top: 0;
   }
   @page {
     margin-top: 2cm;
   }
   ```
2. Have an element that spans at least 3 pages (or 2 pages and starts on the second page)
3. Use puppeteer's `page.pdf()` function to convert the page to PDF and observe the overflow.


### Puppeteer version

16.1.0

### Node.js version

16.4.2

### npm version

8.5.0

### What operating system are you seeing the problem on?

Linux

### Relevant log output

_No response_
Repository: rust
Issue: Document JsonDocCk and checkmissingitems.py
Labels: T-rustdoc,A-contributor-roadblock,A-rustdoc-json

The testing infra for rustdoc-json isn't well documented.

It would be good to write down how it works, as well as some tips for developing tests.

Things to documents

- jsondocck commands
- JSONPath usage
- Variables
- Semantics of jsonpath multiple selections, and when to use `[*]`
- no_core for smaller output
- selecting on `doc` to simplify queries.
- my oj format script
- only rerunning jsondocck (not x.py)
- Modifying checkmissingitems.py after changing schema

@rustbot claim

@rustbot modify labels: +A-rustdoc-json +T-rustdoc +A-contributor-roadblock 

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"aDotInTheVoid"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
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Repository: rust
Issue: `core::iter::Fuse` Does Not Fuse Iterators
Labels: T-libs-api,C-bug

This is acknowledged in `Iterator::fuse` with
> fuse() may therefore behave incorrectly if the [FusedIterator](https://doc.rust-lang.org/nightly/std/iter/trait.FusedIterator.html) trait is improperly implemented.

But I believe this should not be the case. `Fuse` still incurs a memory overhead for all iterators, whether or not it specializes, and it's useless because it currently doesn't actually do anything in the general case.


Example code:
```rust
struct UwU<'a>(&'a (), bool);

impl<'a> Iterator for UwU<'a> {
    type Item = bool;
    fn next(&mut self) -> Option<Self::Item> {
        self.1 = !self.1;
        match self.1 {
            true => Some(true),
            false => None,
        }
    }
}

impl<'a> std::iter::FusedIterator for UwU<'a> { }

fn main() {
    let a = ();
    let mut owo = UwU(&a, true).fuse();
    assert_eq!(owo.next(), None);

    // this should ideally hold because we called `fuse`, and 
    // the first call was `None` but it returns `Some`
    assert_eq!(owo.next(), None);
}
```
It fails with
```
thread 'main' panicked at 'assertion failed: `(left == right)`
  left: `Some(true)`,
 right: `None`', /app/example.rs:23:5
 ```
 Since rustc 1.26.0, when this type was added, through current nightly (2022-08-13).
Repository: go
Issue: cmd/compile: generic method values behave differently than specific ones
Labels: NeedsInvestigation,compiler/runtime

https://go.dev/play/p/zU0yk_nHw0_w

The above test program demonstrates the semantics of `var t T; _ = t.M` where T is either a type alias of one of a few types (`I`, `struct { I }`, or `struct { *X }`); or it's a type parameter instantiated as that same type.

I think the intended spec semantics are that the corresponding specific and generic cases should always match.

Further, under the interpretation in https://github.com/golang/go/issues/6475#issuecomment-66086074, I believe that all cases should panic.

/cc @griesemer @ianlancetaylor for confirming expected behavior
Repository: rust
Issue: STATUS_STACK_BUFFER_OVERRUN on Windows 11 when using rust-lld with dylib
Labels: O-windows,C-bug

On Windows 11 when linking a `dylib` which uses `XInput1_4.dll` using `rust-lld` the compiled binary will crash will a message: `STATUS_STACK_BUFFER_OVERRUN`.

This issue was originally reported on Bevy project: https://github.com/bevyengine/bevy/issues/2921

Here is a minimal example that reproduces the error: https://github.com/afonsolage/xinput_link_example
```
error: process didn't exit successfully: `target\debug\xinput_link_example.exe` (exit code: 0xc0000409, STATUS_STACK_BUFFER_OVERRUN)
```

The error won't happens when using MSVC `link.exe` 

### Meta
`rustc --version --verbose`:
```
rustc 1.65.0-nightly (75b7e52e9 2022-08-13)
binary: rustc
commit-hash: 75b7e52e92c3b00fc891b47f5b2efdff0a2be55a
release: 1.65.0-nightly
LLVM version: 15.0.0
```

Windows version:
```
Edition:	Windows 11 Home Single Language
Version:	22H2
Installed:	‎16/‎07/‎2022
OS Build:	22622.575
Experience:	Windows Feature Experience Pack 1000.22634.1000.0
```
Repository: opencv
Issue: OpenCV-MinGW-Build: DLL files can't be found, CMake's find_package() doesn't work
Labels: invalid,question (invalid tracker)

### System parameters:
OpenCV = OpenCV-4.5.5-x64
Operating System = Windows 10 64 Bit
Compiler = MinGW-W64 x86_64-ucrt-posix-seh, built by Brecht Sanders 11.2.0
### Description:
I have a few issues with precompiled OpenCV library from [here](https://github.com/huihut/OpenCV-MinGW-Build).
1. For some reason the command **find_package(OpenCV REQUIRED)** in CMakeLists.txt doesn't work, and I have to manually specify the path like **find_package(OpenCV REQUIRED PATHS "C:/libs/OpenCV455")**.
 2. My C++ program which uses OpenCV compiles, but when I run it, the errors occur: **libopencv_core455.dll cannot be found**,  and, actually, it cannot find any of .dlls (e.g. libopencv_highgui455.dll, etc.). However, those .dlls are present in the corresponding folders: C:\libs\OpenCV455\x64\mingw\bin and C:\libs\OpenCV455\x64\mingw\lib, and also I added the folder C:\libs\OpenCV455\x64\mingw to the system PATH.

NB: It seems like I have problem with .dlls, maybe someone knows how I can use OpenCV static libraries,  instead of dynamic ones? What should be specified in the CMakeLists.txt to link static libraries?
Repository: pytorch
Issue: How to turn off determinism just for specific operations, e.g. upsampling through bilinear interpolation?
Labels: module: cuda,triaged,module: determinism

This is the error caused by upsampling through bilinear interpolation when trying to use deterministic algorithms:

`RuntimeError: upsample_bilinear2d_backward_cuda does not have a deterministic implementation, but you set 'torch.use_deterministic_algorithms(True)'. You can turn off determinism just for this operation if that's acceptable for your application. You can also file an issue at https://github.com/pytorch/pytorch/issues to help us prioritize adding deterministic support for this operation.`

How to turn off determinism just for upsampling_bilinear2d (and any other operation)? Thanks!

cc @ngimel @mruberry @kurtamohler
Repository: godot
Issue: Editor viewport refreshes even when out of focus
Labels: discussion,topic:editor,performance

### Godot version

3.5 stable

### System information

Windows 10

### Issue description

Editor viewport keep redrawing its content even when it's out of focus. It becomes problematic when running the game from the editor, as it will be rendering the scene twice, causing double GPU usage. The only workaround is to minimize the editor window when running the game.

### Steps to reproduce

- Create a 3D project
- Run the game from editor
- Run process manager and check GPU usage on both Godot instances

### Minimal reproduction project

_No response_
Repository: TypeScript
Issue: Custom inlay hint provider is not invoked for "external" files
Labels: Needs Investigation

# Bug Report

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  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

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  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
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- Inlay hints missing file
- Inlay hints not called
- Inlay hints not fired
- Custom inlay hints are not displayed
- Inlay hints in node_modules
- Typescript server plugin scope

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
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If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

Note: The TypeScript Playground can be used to try older versions of TypeScript.

Please keep and fill in the line that best applies:
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- This is a crash
- This is the behavior in every version I tried: `4.4.3`, `4.7.4`

### ⏯ Playground Link

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  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->

A plugin implementation [repo](https://github.com/alfredsgenkins/ts-server-plugin). The `example` folder contains:
- the `inside.ts` which shows inline hints as expected
- the `bower_components/outside.ts` which shows default inline hints

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
// ... plugin declaration logic
proxy.provideInlayHints = (...args) => {};
// ^^^ this function is not invoked for `node_modules` or in `bower_components`
```

A plugin implementation [repo](https://github.com/alfredsgenkins/ts-server-plugin). The `example` folder contains:
- the `inside.ts` which shows inline hints as expected
- the `bower_components/outside.ts` which shows default inline hints

### 🙁 Actual behavior

The plugins proxy for `provideInlayHints` is executed correctly in application folder (aka. inline hints are provided), but not in `node_modules` or in `bower_components`, because plugins proxy is not invoked.

<img width="1326" alt="Screen Shot 2022-08-14 at 16 24 59" src="https://user-images.githubusercontent.com/29531824/184539338-3f1b87d8-69f7-4d31-bc19-74b06f3e7c6f.png">

### 🙂 Expected behavior

The plugins proxy for `provideInlayHints` is executed for all files in project.
Repository: pytorch
Issue: Test public bindings in CI gives weird output on error
Labels: high priority,module: ci,module: tests,triaged,module: python frontend

### 🐛 Describe the bug

https://github.com/pytorch/pytorch/runs/7824028166?check_suite_focus=true

There is a bunch of irrelevant failures. The real failure is reproducible locally and tells me only that there are some public API in symbolic_shapes that are not exported, but the CI output is useless

### Versions

master

cc @gchanan @zou3519 @seemethere @malfet @pytorch/pytorch-dev-infra @mruberry
Repository: godot
Issue: C# float doesn't correspond to the correct float type of GDScript implementation
Labels: topic:dotnet

### Godot version

3.4.4stable

### System information

Windows 11, OpenGL ES 3.0 Renderer: Intel(R) UHD Graphics 620

### Issue description

This is the definition of a Vector2 in GDScript.
![image](https://user-images.githubusercontent.com/63069499/184544646-1c4eb2fb-73c6-480c-ba9f-402a43c0da86.png)
In turn, it defines float as:
![image](https://user-images.githubusercontent.com/63069499/184544669-1dc367d6-57ec-43d0-ae8e-a02f221383e8.png)
It says 64bit, or a double in C++
Now, C++ doubles in C# are also doubles.
When I look at the type definition of the Vector2 implementation in C#, instead of seeing a double, I see float
![image](https://user-images.githubusercontent.com/63069499/184544746-d8aa5414-8551-4465-ac50-bfd19fd9e0ed.png)
This contradicts the 64 bit floating types that are implementation in the GDScript version of Vector
Although I have only tested this on Vectors, many other float implementations most likely became float instead of double

### Steps to reproduce

Look in C# Vector2 type defs

### Minimal reproduction project

_No response_
Repository: godot
Issue: Re-computation of AABB every frame in Node3DEditorViewport::_notification is expensive with many nodes
Labels: discussion,topic:editor,topic:3d,performance

### Godot version

4.0.alpha.custom_build.97c0dd74d

### System information

Linux 5.18.14-arch1-1

### Issue description

When working with voxel_tools, I noticed very high idle CPU usage whenever a VoxelInstancer, or any child of a VoxelInstancer, is selected in the editor: https://github.com/Zylann/godot_voxel/issues/422

It turns out that the 3D viewport recomputes the AABB of every selected node and all their children every frame. voxel_tools uses StaticBody instances in the instancer, so this means it is recomputing 1000s of AABBs every frame, even if the camera is not moving. It might be that voxel_tools could work around this, but it seems like a lot of work to update AABBs that aren't changing.

[profile.txt](https://github.com/godotengine/godot/files/9333718/profile.txt)

https://github.com/godotengine/godot/blob/f2a61684143af02a8cbe7002645af817607f9bd6/editor/plugins/node_3d_editor_plugin.cpp#L2498 appears to be the offending section.

### Steps to reproduce

1. Create a StaticBody
2. Add 1000s of CollisionShape children
3. Select the StaticBody in the editor
4. Note that CPU climbs
5. Select a single one of the CollisionShape children
6. Note that CPU drop

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/9333815/example.zip)
Repository: excalidraw
Issue: Can't unlock element on Android
Labels: bug

This is recorded on a Samsung Galaxy Note 8. I am able to select the action to unlock, but the element does not unlock. Unlock works as expected on my iPad and Windows desktop. I am using Chrome as my web view on Android.

https://user-images.githubusercontent.com/14358394/184548841-511db255-fc4b-4469-9e2e-1a9ad3efe70f.mp4
Repository: excalidraw
Issue: context menu scrolling not working consistently on Android
Labels: bug

I received an issue for Obsidian Excalidraw reporting problems with the context menu positioning and scrolling [#742](https://github.com/zsviczian/obsidian-excalidraw-plugin/issues/742). 

I did my own testing as well: 
- ok on Samsung Note 8
- NOT OK on Pixel 4A 
- ok on iPhone 5SE

Interestingly on both the Samsung Note 8 and the Pixel 4A the browser was the same Chrome version: 104.0.5112.69

According to @pikatwinky the issue did not appear on Xiaomi Redmi Note 8 Pro and Motorola E4 plus with Firefox and Mi browser, but it did appear when using a chromium browser.

This is the screen recording of the Pixel 4A. As you can see the context menu is displayed, then repositioned. I can't observe this repositioning on the Note 8.

https://user-images.githubusercontent.com/14358394/184549541-89ff166d-cdfb-4af9-ae99-ee4625d9b188.mp4
Repository: godot
Issue: LSP: Neovim not initilzing correctly
Labels: bug,topic:gdscript,topic:editor,needs testing

### Godot version

v4.0.dev.custom_build

### System information

Windows 10, Vulkan, GTX 780Ti

### Issue description

VScode work fine but when i debug Neovim it seems it's missing some steps when initializing that leaves it hanging, this may have to do with possible json-rpc parsing.

### Steps to reproduce

Use Neovim LSP with godot open any GDscript file it will be unresponsive.
possibly windows only.

### Minimal reproduction project

_No response_
Repository: rust
Issue: Regression evaluating `impl` bounds with `generic_const_exprs`
Labels: C-bug,A-const-generics,requires-nightly,F-generic_const_exprs,requires-incomplete-features

### Code

I tried this code:

```rust
#![feature(generic_const_exprs)]

trait FixedStorage<const BITS: usize> {}
impl<const BITS: usize> FixedStorage<BITS> for i16 where [(); 16 - ( BITS )]: {}

struct Fixed<T>(T)
where
    T: FixedStorage<{ 1 + 0 }>;

fn main() {
    let fixed_value = Fixed(0i16);
}
```

I see the following compilation error:
```rust
error[[E0275]](https://doc.rust-lang.org/nightly/error-index.html#E0275): overflow evaluating the requirement `i16: FixedStorage<{ 1 + 0 }>`
  --> src/main.rs:11:23
   |
11 |     let fixed_value = Fixed(0i16);
   |                       ^^^^^
   |
note: required by a bound in `Fixed`
  --> src/main.rs:8:8
   |
6  | struct Fixed<T>(T)
   |        ----- required by a bound in this
7  | where
8  |     T: FixedStorage<{ 1 + 0 }>;
   |        ^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `Fixed`
```

Specifying the generic parameter changes the error slightly:
```rust
#![feature(generic_const_exprs)]

trait FixedStorage<const BITS: usize> {}
impl<const BITS: usize> FixedStorage<BITS> for i16 where [(); 16 - ( BITS )]: {}

struct Fixed<T>(T)
where
    T: FixedStorage<{ 1 + 0 }>;

fn main() {
    let fixed_value = Fixed::<i16>(0i16);
}
```

```rust
error[[E0275]](https://doc.rust-lang.org/nightly/error-index.html#E0275): overflow evaluating the requirement `[(); _] well-formed`
  --> src/main.rs:11:23
   |
11 |     let fixed_value = Fixed::<i16>(0i16);
   |                       ^^^^^^^^^^^^
   |
note: required because of the requirements on the impl of `FixedStorage<{ 1 + 0 }>` for `i16`
  --> src/main.rs:4:25
   |
4  | impl<const BITS: usize> FixedStorage<BITS> for i16 where [(); 16 - ( BITS )]: {}
   |                         ^^^^^^^^^^^^^^^^^^     ^^^
note: required by a bound in `Fixed`
  --> src/main.rs:8:8
   |
6  | struct Fixed<T>(T)
   |        ----- required by a bound in this
7  | where
8  |     T: FixedStorage<{ 1 + 0 }>;
   |        ^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `Fixed`
```

If the const generic parameter to `FixedStorage` is a single value, rather than expression it builds successfully. 

### Meta

I see the error when running `rustc --version --verbose`:
```
rustc 1.65.0-nightly (75b7e52e9 2022-08-13)
binary: rustc
commit-hash: 75b7e52e92c3b00fc891b47f5b2efdff0a2be55a
commit-date: 2022-08-13
host: aarch64-apple-darwin
release: 1.65.0-nightly
LLVM version: 15.0.0
```

This previously worked with `rustc --version --verbose`:
```
rustc 1.63.0-nightly (99930ac7f 2022-06-11)
binary: rustc
commit-hash: 99930ac7f8cbb5d9b319b2e2e92794fd6f24f556
commit-date: 2022-06-11
host: aarch64-apple-darwin
release: 1.63.0-nightly
LLVM version: 14.0.5
```
Repository: neovim
Issue: Neovim not sending hightlight attributes (hl_attr_define) to remote UI (nvim-qt)
Labels: bug,ui-extensibility

### Neovim version (nvim -v)

0.8.0-dev-848-g36acb803c

### Vim (not Nvim) behaves the same?

No, VIM8.1

### Operating system/version

Ubuntu 20.04

### Terminal name/version

gnome-terminal 3.36.2

### $TERM environment variable

xterm-256color

### Installation

Repo

### How to reproduce the issue

nvim --headless --listen 127.0.0.1:12346 --clean
nvim-qt --server 127.0.0.1:12346
:set guicursor=n-v-c:block-Cursor/lCursor,i-ci-ve:ver25-Cursor2/lCursor2,r-cr:hor20,o:hor50
:highlight Cursor guibg=#ff007f


### Expected behavior

Cursor color should change to pink.  This seems to be related to the fact that ui_ext[kUILinegrid] is not set when calling remote_ui_hl_attr_define() in src/nvim/api/ui.c.  If I comment that portion of code out the cursor is the correct color.

![image](https://user-images.githubusercontent.com/21166472/184566725-8405e7a0-0654-4f64-96fe-908b327f0ac5.png)


### Actual behavior

Cursor color stays white.
Repository: TypeScript
Issue: Parameter decorator doesn't work when applying to symbol methods
Labels: Needs Investigation

# Bug Report

I find that I cannot use parameter decorators on symbol methods. In `ts-node` it results in `target[key]` being `undefined`, while on the playground it just results in a error involving the JS, as in the code generated is incorrect.

### 🔎 Search Terms

* symbol
* parameter decorator

### 🕗 Version & Regression Information

* 4.6.4 to 4.7.4

### ⏯ Playground Link

* https://www.typescriptlang.org/play?noImplicitAny=false&target=99&ts=4.7.4#code/GYVwdgxgLglg9mABBBUCmAPKAKKBDAJwHM0oAuRAeQCMArNaAGkQGs0BPCgZygJjCKIAPoi7sAttTgAbZvwAmmCmBCS0BAJSIA3gChEyBFxloAdNLhFchElADabdgF0NAbl0BfXbpRgeoxABeRABlCSlpbAByPGoIKLdvCGk8Li5EAGEdfUQABxBqaRgIRDsuJ2wAAV90LDzuXn4iLT0DA19jaTMLKyj5BDQE9wMvLx8jKGQgxDA0AHdM7ESIMoqYuKGgA

### 💻 Code

```ts
function context(target: Object, key: string | symbol, index: number) {
  console.log(target[key]);
}

const s = Symbol('abc');

class C {
  public [s](@context p: string) {
    console.log('done');
  }
}

const c = new C();
c[s]('abc');
```

### 🙁 Actual behavior

On my `ts-node` on `4.6.4` it shows `undefined` for `target[key]`, but on playground the code it shows as:

```
[ERR]: "Executed JavaScript Failed:" 
[ERR]: _a is not defined 
```

However upon trying again, I'm getting:

```
[nix-shell:~/Projects/Polykey]$ npm run ts-node -- ./src/test-dec2.ts 

> polykey@1.0.0 ts-node
> ts-node "./src/test-dec2.ts"

undefined
/home/cmcdragonkai/Projects/Polykey/src/test-dec2.ts:14
c[s]('abc');
    ^
TypeError: c[s] is not a function
    at Object.<anonymous> (/home/cmcdragonkai/Projects/Polykey/src/test-dec2.ts:14:5)
    at Module._compile (node:internal/modules/cjs/loader:1105:14)
    at Module.m._compile (/home/cmcdragonkai/Projects/Polykey/node_modules/ts-node/src/index.ts:1618:23)
    at Module._extensions..js (node:internal/modules/cjs/loader:1159:10)
    at Object.require.extensions.<computed> [as .ts] (/home/cmcdragonkai/Projects/Polykey/node_modules/ts-node/src/index.ts:1621:12)
    at Module.load (node:internal/modules/cjs/loader:981:32)
    at Function.Module._load (node:internal/modules/cjs/loader:822:12)
    at Function.executeUserEntryPoint [as runMain] (node:internal/modules/run_main:77:12)
    at phase4 (/home/cmcdragonkai/Projects/Polykey/node_modules/ts-node/src/bin.ts:649:14)
    at bootstrap (/home/cmcdragonkai/Projects/Polykey/node_modules/ts-node/src/bin.ts:95:10)
```

### 🙂 Expected behavior

I would have thought that parameter decorators work fine with symbol methods.