sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Input.is_action_pressed triggers on each frame after resuming from a breakpoint, action cache not invalidated
Labels: bug,platform:windows,topic:input

### Tested versions

Reproducible in 4.2.2.stable and 4.2.1stable

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - GLES3 (Compatibility) - AMD Radeon (TM) RX 480 (Advanced Micro Devices, Inc.; 31.0.21916.2) - Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz (4 Threads)

### Issue description

`Input.is_action_pressed("")` gets triggered for multiple frames after a debugger breakpoint gets hit and resumed, it doesn't matter how many frames occur it never gets removed from cache.

`Input.is_action_just_pressed("")` seems to work as expected like when running the app normally.

I'd expect that only a limited amount of frames will get the cached value just like when running the app without hitting the debug breakpoints.

### Steps to reproduce

- Import the project
- Make sure there is a breakpoint IN the "ui-accept" jump check
  ```
  if Input.is_action_pressed("ui_accept") and is_on_floor():
	velocity.y = JUMP_VELOCITY     # breakpoint here
  ```
- Run the app in debug mode
- Hit space to jump
- The debugger opens hit F12 / resume.
- It will enter a breakpoint loop, each frame considering the jump button being pressed.
See [my comment bellow](https://github.com/godotengine/godot/issues/95361#issuecomment-2282203447) with more permutations as some recover correct behaviour.

### Minimal reproduction project (MRP)

[test.zip](https://github.com/user-attachments/files/16570114/test.zip)
Repository: pytorch
Issue: The more detailed GELU formula should be added to the doc of `GELU()`:
Labels: module: nn,triaged,topic: docs

### 📚 The doc issue

[The doc](https://pytorch.org/docs/stable/generated/torch.nn.GELU.html) of `GELU()` has the formula which is not enough to explain GELU clearly as shown below:

![Screenshot 2024-08-11 014846](https://github.com/user-attachments/assets/a24376ae-ef7d-4569-be9b-6a174cd92085)


### Suggest a potential alternative/fix

So, the more detailed GELU formula below should be added to the doc:

![Screenshot 2024-08-11 014743](https://github.com/user-attachments/assets/93574f82-bbda-4533-b5a0-2ce9c4710d05)

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: rust
Issue: Allow exactly one mutable reference even after multiple immutable reference in same scope
Labels: A-borrow-checker,C-discussion

I think there is no issue with allowing one mutable reference with any number of immutable references in single scope.Having single mutable reference ensure there is one and only one mutator, while all immutable reference can yet access the mutated information from the variable.
Repository: ui
Issue: [bug]: toast doesn't show with select form demo
Labels: bug

### Describe the bug

toast doesn't show with select form demo. But I confirm that onSubmit can be triggered

### Affected component/components

Toast

### How to reproduce

1. clone `https://github.com/Crayon-ShinChan/test-shadcn`
2. `pnpm dev` to run
3. there is a select form in the home page which is just the code from shadcn/ui docs

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
macOS
Browser: Arc Version 1.55.0 (52417)
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: PowerToys
Issue: Automatic unzipping for downloaded zip-archives
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Unzips any kind of archive that is downloaded to the Downloads folder. It also shows a notification with the current progress report during the process of unzipping. Should show a different notification after unzipping has finished and give you the option to open the folder in Windows Explorer and Visual Studio Code if it is installed (could also be extended to support any kind of software)

Features:
 - Have a system tray icon with different options
     - Enable: Provides the option to quickly enable/disable the tool
     - Notification: Enables notifications during unzipping
     - Auto delete zip: Automatically deletes the zip after unzipping has been completed

Example of an implementation I currently have:
![image](https://github.com/user-attachments/assets/5717b38c-100f-478a-bfe1-46a664a6c9ff)




### Scenario when this would be used?

I often download zip files from the internet and want to directly use them without having to go through the manual labor to open File Explorer, go to downloads, select the file, and unzip the file. 

Since any kind of data is usually zipped to save on download size this happens very frequently.
Use cases:
   - browsing GitHub and seeing cool repos where I want to inspect pieces of code quickly. I usually press download as zip since that is quicker than cloning especially when I don't want to commit anything.
   - sharing files between colleagues via gdrive/dropbox, etc is commonly downloaded as zip but then used as bare data on the computer itself.



### Supporting information

_No response_
Repository: ui
Issue: [bug]: fix chart breaking theme on install
Labels: bug

### Describe the bug

When install the charts the app theme get broken set all components in dark and others in light

### Affected component/components

all components

### How to reproduce

1. Install the charts
2. run the app

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
windows 11
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: Invalid local symbol errors linking shared library with rust-lld
Labels: A-linkage,T-compiler,C-bug

I have a project generating bindings for FMOD using bindgen: https://gitlab.com/spearman/fmod-rs/-/tree/master/fmod-sys

Trying to build and link an executable with rust-lld generates the following errors:
```
  = note: rust-lld: error: /home/spearman/rs/local/fmod-rs/fmod-sys/lib/x86_64/libfmod.so: invalid local symbol '__bss_start' in global part of symbol table
          rust-lld: error: /home/spearman/rs/local/fmod-rs/fmod-sys/lib/x86_64/libfmod.so: invalid local symbol '_end' in global part of symbol table
          rust-lld: error: /home/spearman/rs/local/fmod-rs/fmod-sys/lib/x86_64/libfmod.so: invalid local symbol '_edata' in global part of symbol table
          collect2: error: ld returned 1 exit status
```
For now I am using the rustflags option `-Zlinker-features=-lld` to avoid using rust-lld
Repository: excalidraw
Issue: nested frames
Labels: enhancement,frames

Hi

I have a case that might put several child frames into a big frame and then expect to see the parent frameid when read frameID of the child frame elements.

Now I can make it happen when force to override child frame id from null to parent frame id. But it is little bit hacking. Is it any possible to make it happen to automatically apply parent frame id to child frame id?
Repository: terminal
Issue: Navigation menu automatically expands and overlaps settings page content in small windows
Labels: Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3

### Windows Terminal version

1.21.1772.0

### Windows build number

10.0.19045.0

### Other Software

_No response_

### Steps to reproduce

1. Open Windows Terminal.
2. Resize the Terminal window to a very small size.
3. Open the settings page.
4. Observe that the navigation menu automatically expands and overlaps the content of the settings page.

### Expected Behavior

The navigation menu should remain hidden by default in small windows to prevent overlapping with the settings page content.

### Actual Behavior

![issue](https://github.com/user-attachments/assets/371c9122-576d-42d7-83a3-276217fbd806)
Repository: godot
Issue: Rotation gizmo interaction scheme (radial or linear) can be incorrect when object not centered in viewport
Labels: bug,topic:editor,usability,topic:3d

### Tested versions

Reproducible in everything from 4.2 stable through 4.3rc3. Earlier versions than 4.2 not tested.

### System information

Godot v4.3.rc2 - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.6070) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)

### Issue description

The rotation gizmo can behave in two ways when you drag it by one of its rings:
- radially (spin your mouse around the pivot)
- linearly (move your mouse linearly as though you're "scrolling")

The expected behaviour is that the radial interaction happens when the ring looks more like a ring, and the linear interaction happens when the ring is at an angle to the camera such that it looks more like a line. However, you can get the radial interaction even when the ring is almost completely linear in the camera, making it impossible to rotate the object in a practical manner. In some cases, the rotation can even be inverted (you have to spin your mouse clockwise to get the object to spin counterclockwise on the screen).

The reverse can also happen. i.e. it is possible to get a linear interaction even when the rotation ring is clearly round on the screen. 

The reason for this is because the interaction uses the camera's _normal_ to determine perpendicularity with the rotational rings, which in perspective view does not actually correlate with perpendicularity unless the object is centered in the viewport.

https://github.com/user-attachments/assets/4ea71f06-d9fe-4904-83a5-f6e8fd574d5e

### Steps to reproduce

Rotate any 3D object with one of the axis rings looking almost completely linear, but make sure you're in perspective mode and the object is not in the center of the screen. There's a good chance it will use the radial interaction, and sometimes be inverted.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: HSplitContainer Becomes Sticky When One Half Has Visibility Toggled and Then Dragged Off Screen
Labels: bug,regression,topic:gui

### Tested versions

- Reproducible in 4.3.rc3

- Not reproducible in 4.2 stable

### System information

Windows 11 - Godot Engine v4.3.rc3.official - Vulkan(Forward+)

### Issue description

hsplitcontainer dragger is never released when one of the two halves has visibility toggled and then the dragger is grabbed by the mouse and pulled outside the viewport window. It should be released as it works when there is no panel visibility change.


https://github.com/user-attachments/assets/94c30679-df71-4ced-9ee2-bbbe7cfab999



### Steps to reproduce

toggle the visibility of half of the hsplitcontainer, then grab the dragger and pull it out of the viewport. The dragger is then stuck to the mouse it is never released.

### Minimal reproduction project (MRP)

[hsplitcontainer_test.zip](https://github.com/user-attachments/files/16570901/hsplitcontainer_test.zip)
Repository: rust
Issue: Failure to compile unit tests for procedural macros on stable-x86_64-pc-windows-gnu
Labels: T-compiler,O-windows-gnu,C-bug

I tried the following code.

In the proc-macro nested crate `macros-derive`:
```rust
use proc_macro::TokenStream;

#[proc_macro_derive(NoDerive)] // does nothing
pub fn derive_print_type(_input: proc_macro::TokenStream) -> proc_macro::TokenStream {
    TokenStream::new()
}

#[cfg(test)]
mod tests {

    #[test]
    fn test() {}
}

```

In the main crate:
```
use macros_derive::NoDerive;

fn main() {
    _ = S;
}

#[derive(NoDerive)]
struct S;
```
I expected to see this happen: `cargo test` runs to completion.

Instead, compilation of the test target fails:

> Compiling macros v0.1.0 (…\proc-macro failure\macros)
> Compiling macros-derive v0.1.0 (…\proc-macro failure\macros\derive)
> error: Error calling dlltool 'dlltool.exe': program not found
> 
> error: could not compile `macros-derive` (lib test) due to 1 previous error
> warning: build failed, waiting for other jobs to finish...

If I add dlltool from self-contained folder (from inside the toolchain folder) to PATH, the compilation fails with:

> error: Dlltool could not create import library

Stable version:

> rustc 1.80.0 (051478957 2024-07-21)
> binary: rustc
> commit-hash: 051478957371ee0084a7c0913941d2a8c4757bb9
> commit-date: 2024-07-21
> host: x86_64-pc-windows-gnu
> release: 1.80.0
> LLVM version: 18.1.7

Nightly version (same result):

> rustc 1.82.0-nightly (ca5d25e2c 2024-08-09)
> binary: rustc
> commit-hash: ca5d25e2c41f5a6b4ce65c681bf2f94c7ead1f14
> commit-date: 2024-08-09
> host: x86_64-pc-windows-gnu
> release: 1.82.0-nightly
> LLVM version: 19.1.0
Repository: godot
Issue: Poor performancy in the inspector tab
Labels: bug,topic:editor,needs testing,performance

### Tested versions

- Reproducible in 4.2.2stable

### System information

Godot v4.2.2.stable - Linux Mint 22 (Wilma) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (amdgpu; 6.7.0) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

When I interact with anything in the inspector tab, there is pretty bad lag and context menus take at least 3 seconds to come up. This even happens in a practically empty scene/project. This is not always the case, but when it happens and I open a new project it still exists.

### Steps to reproduce

Open new project, add control node for example, interact with eg. any dropdown many

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Axes disappear when wireframe mode is enabled
Labels: bug,topic:editor,topic:3d

### Tested versions

Godot v4.3.dev.custom_build [89850d553]
Godot 4.3 rc3


### System information

Windows 10 64 bits NVIDIA GeForce GTX 1060

### Issue description

There are colored lines in the 3D editor indicating where the axes are:
![image](https://github.com/user-attachments/assets/9813a42b-56bf-4d3b-a5d1-5ab9de3e5446)
They are visible when `View Origin` is enabled in the `View` toolbar menu, which is on by default.

But when wireframe mode is enabled, those lines disappear. They should not disappear.

### Steps to reproduce

Open any project, open the 3D view, enable wirefame mode.

### Minimal reproduction project (MRP)

N.A
Repository: rust
Issue: Seedable hashmap for testing?
Labels: C-feature-request,T-libs

This is inspired by the many regressions in https://github.com/rust-lang/rust/issues/128899 that appeared to be "sorting" issues but actually seem to be hashmap issues. It would be nice if we had some way, even if only for unstable/nightly/internal/literally-just-crater usage, to tweak std's hashmap (or just the RNG for it?) so that we could determine if the hashmap's iteration order is the reason a crate's tests are failing.
Repository: godot
Issue: Scene state is missing value after property passed to local_to_scene ShaderMaterial
Labels: bug,topic:core

### Tested versions

v4.2.2.stable.official [15073afe3]
v4.3.rc3.official [03afb92ef]

### System information

Ubuntu

### Issue description

This is not super straight forward to explain so I'll have to rely on the MRP.

In essence, I do this:
```gdscript
var packed_scene = preload("res://entity.tscn")
print(packed_scene.get_state().get_node_property_value(0, 2))
```
prints:
```
[1, 2, 3]
```

Then a moment later that code is ran again, but prints:
```
[]
```

### Steps to reproduce

Here's what happens in the MRP:

1. We preload a `tscn` file.
2. The `tscn` file contains a node with an array property `my_prop` and a serialized value: `my_prop = Array[int]([1, 2, 3])`
3. We instantiate from the packed scene, add the resulting node instance to the tree, and pass the aforementioned property into `material.set_shader_parameter()` where `material` is a `ShaderMaterial` that has `local_to_scene` set to `true`.
4. We reload the current scene, bringing us back to step 1. again, only this time the packed scene state is faulty: the value of my `my_prop` is an empty array.

### Minimal reproduction project (MRP)

[godot_4_packed_scene_values_missing_bug.zip](https://github.com/user-attachments/files/16571127/godot_4_packed_scene_values_missing_bug.zip)
Repository: godot
Issue: Type Hint checking not working with typed arrays
Labels: topic:gdscript

### Tested versions

- Reproducible in `4.3 rc 2` and `4.3 rc 3` as well as `4.2 (stable)`

### System information

Godot v4.2.2.stable.mono - Ubuntu 24.04 LTS 24.04 - Wayland - Vulkan (Forward+) - integrated Intel(R) HD Graphics 4400 (HSW GT2) () - Intel(R) Core(TM) i7-4600U CPU @ 2.10GHz (4 Threads)

### Issue description

Say I have a variable `my_var` defined as follows:
```gdscript
# values don't matter here; just for demonstration
var my_var: Array = ["foo", 2345678, {"bar":123456}]
```
Then, I assign `my_var` to another variable, this time type hinted as an `Array[int]` (for example):
```gdscript
var some_other_var: Array[int] = my_var
```
No editor error is shown, even though an `Array` is not an `Array[int]`. This crashes the application when this specific line of code is run (not during compile).

I believe this should throw an error like when assigning a `String` to an `int` field, for example.

### Steps to reproduce

1. Create a new script.
2. Create a standard array (with type `Array`) and optionally, add some items to it.
3. Create another array with a (nested?) type hint (eg. `Array[int]`) and assign the previously created array to it (in a function, perhaps, to see that nothing breaks during compilation).
4. Observe no editor error thrown.
5. Run the project, and see it crash when that line is run.

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: Several platforms still have incorrectly aligned `u128`/`i128`
Labels: A-LLVM,A-FFI,O-MIPS,T-compiler,O-PowerPC,O-SPARC,C-bug,A-ABI,llvm-fixed-upstream,S-waiting-on-LLVM

I tried this code:

```rust
fn main() {
    dbg!(std::mem::align_of::<u128>());
}
```

I expected to see this happen: The printed alignment to match the alignment used for `__int128_t` by GCC and Clang.

Instead, this happened: On 64-bit PowerPC, 64-bit SPARC and 64-bit MIPS, Rust thinks the alignment is 8 whereas GCC and Clang think the alignment is 16. The PowerPC 64-bit ABI specifications (both ELFv1 and ELFv2) agree with GCC and Clang (I'm not aware of any specification for 128-bit integers on SPARC64 or MIPS64, but GCC/Clang's behaviour seems to be the de-facto standard). This is because the LLVM data layout for the affected platforms doesn't correctly specify the alignment. This is the same as #54341 but on different architectures (cc rust-lang/lang-team#255). I initially discovered this when running [abi-cafe](https://github.com/Gankra/abi-cafe/) on PowerPC64 to test #128643. I've filed an LLVM bug at llvm/llvm-project#102783.

### Meta
`rustc --version --verbose`:
```
rustc 1.82.0-nightly (ca5d25e2c 2024-08-09)
binary: rustc
commit-hash: ca5d25e2c41f5a6b4ce65c681bf2f94c7ead1f14
commit-date: 2024-08-09
host: x86_64-unknown-linux-gnu
release: 1.82.0-nightly
LLVM version: 19.1.0
```
Repository: rust
Issue: Indeterminate `HashSet::contains` behavior
Labels: T-libs-api,A-docs,T-libs,C-discussion

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
use std::borrow::Borrow;
use std::collections::HashSet;

#[derive(PartialEq, Eq, Hash)]
struct Label(pub [u8; 7]);

impl Label {
    pub fn new(x: &str) -> Self {
        let mut bytes = x.bytes();
        Label(std::array::from_fn(|_| bytes.next().unwrap()))
    }
}

impl Borrow<str> for &Label {
    fn borrow(&self) -> &str {
        println!("───────────────────────────────────────────────────────────────────");
        std::str::from_utf8(&self.0).unwrap()
    }
}

impl Borrow<[u8]> for &Label {
    fn borrow(&self) -> &[u8] {
        &self.0
    }
}

fn main() {
    let labels = [
        Label::new("label01"),
        Label::new("label02"),
        Label::new("label03"),
    ];
    let mut hs = HashSet::new();
    for i in 0..labels.len() {
        hs.insert(&labels[i]);
    }

    println!("Contains -> {}", hs.contains(b"label01" as &[u8]));
    println!("Contains -> {}", hs.contains("label01"));
}
```

I included an implementation of `Borrow<[u8]> for &Label` as a sanity check, but the main focus here is `Borrow<str> for &Label`.

#### I expected to see this happen:

For every run to print the long line "────", triggered by the `.contains()` call in the last line of `main()`.

#### Instead, this happened:

The long line "────" is only printed on certain runs. It prints at about one in every 30 runs of `cargo run`.

### 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 1.80.0 (051478957 2024-07-21)
binary: rustc
commit-hash: 051478957371ee0084a7c0913941d2a8c4757bb9
commit-date: 2024-07-21
host: aarch64-apple-darwin
release: 1.80.0
LLVM version: 18.1.7
```

<details>
<summary>Screenshot of trying `cargo run` multiple times</summary>

![Screenshot 2024-08-11 at 09 46 52](https://github.com/user-attachments/assets/c8f0586d-5b28-45ea-b468-25aa9dc3f610)

</details>
Repository: rust
Issue: compiletest: test suites handle normalizations differently and inconsistently
Labels: C-cleanup,E-hard,T-compiler,A-docs,A-compiletest,E-needs-design,E-needs-investigation

Noticed in https://github.com/rust-lang/rust/pull/128929#discussion_r1712861343.

Some test suites use `normalize_output` when error format is JSON, some test suites do a bit of their own normalization with custom rules, and what we end up with is likely some duplicate logic and subtle inconsistencies. We should probably have e.g. paths normalized consistently across test suites, and document the suite-specific normalizations.
Repository: rust
Issue: Remove `LlvmArchiveBuilder` after a few months if no regression is found
Labels: C-cleanup,T-compiler

[Support reading thin archives in ArArchiveBuilder #128936](https://github.com/rust-lang/rust/pull/128936) switches from using `LlvmArchiveBuilder` to `ArArchiveBuilder`.