sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Improve error message when PageController is not attached to PageView
Labels: framework,c: proposal,a: error message,P2,team-framework,triaged-framework

### 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

Use either `animateToPage` or `jumpToPage` on an unattached `PageController`:
```dart
var pageController = PageController();
pageController.animateToPage(1);
```

### Expected results

The error message should be more like: `PageController not attached to a PageView. Maybe you forgot to assign it to your PageView widget?`

### Actual results

The error message is: `ScrollController not attached to any scroll views.`, which is very unhelpfull to the user

### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[✓] Flutter (Channel stable, 3.16.0, on Microsoft Windows [Version 10.0.19045.3693], locale de-DE)
    • Flutter version 3.16.0 on channel stable at [...]
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision db7ef5bf9f (8 days ago), 2023-11-15 11:25:44 -0800
    • Engine revision 74d16627b9
    • Dart version 3.2.0
    • DevTools version 2.28.2

[✓] Windows Version (Installed version of Windows is version 10 or higher)

[✓] Android toolchain - develop for Android devices (Android SDK version 32.1.0-rc1)
    • Android SDK at [...]
    • Platform android-32, build-tools 32.1.0-rc1
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 11.0.11+9-b60-7590822)
    • All Android licenses accepted.

[✓] Chrome - develop for the web
    • Chrome at C:\Program Files\Google\Chrome\Application\chrome.exe

[✓] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.7.6)
    • Visual Studio at C:\Program Files\Microsoft Visual Studio\2022\Community
    • Visual Studio Community 2022 version 17.7.34221.43
    • Windows 10 SDK version 10.0.19041.0

[✓] Android Studio (version 2021.1)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.11+9-b60-7590822)

[✓] VS Code (version 1.84.2)
    • VS Code at [...]
    • Flutter extension version 3.54.0

[✓] Connected device (3 available)
    • Windows (desktop) • windows • windows-x64    • Microsoft Windows [Version 10.0.19045.3693]
    • Chrome (web)      • chrome  • web-javascript • Google Chrome 119.0.6045.105
    • Edge (web)        • edge    • web-javascript • Microsoft Edge 119.0.2151.58

[✓] Network resources
    • All expected network resources are available.
```

</details>
Repository: rust
Issue: Confusing error when implementing a trait over a reference and incorrectly using &self as parameter
Labels: A-diagnostics,A-trait-system,T-compiler,D-papercut,D-incorrect

### Code

```Rust
struct S {}
trait Trait { fn f(self); }
impl Trait for &S {
    fn f(&self) { }
}
```


### Current output

```Shell
error[E0053]: method `f` has an incompatible type for trait
 --> src/lib.rs:4:10
  |
4 |     fn f(&self) { }
  |          ^^^^^
  |          |
  |          expected `S`, found `&S`
  |          help: change the self-receiver type to match the trait: `self`
  |
note: type in trait
 --> src/lib.rs:2:20
  |
2 | trait Trait { fn f(self); }
  |                    ^^^^
  = note: expected signature `fn(&S)`
             found signature `fn(&&S)`

For more information about this error, try `rustc --explain E0053`.
```


### Desired output

```Shell
error[E0053]: method `f` has an incompatible type for trait
 --> src/lib.rs:4:10
  |
4 |     fn f(&self) { }
  |          ^^^^^
  |          |
  |          expected `&S`, found `&&S`
  |          help: change the self-receiver type to match the trait: `self`
  |
note: type in trait
 --> src/lib.rs:2:20
  |
2 | trait Trait { fn f(self); }
  |                    ^^^^
  = note: expected signature `fn(&S)`
             found signature `fn(&&S)`

For more information about this error, try `rustc --explain E0053`.
```


### Rationale and extra context

I found this specific part of the message confusing:

```
8 |     fn f(&self) {
  |          ^^^^^
  |          |
  |          expected `S`, found `&S`
```

I would expect it to say either:
```
8 |     fn f(&self) {
  |          ^^^^^
  |          |
  |          expected `&S`, found `&&S`
```
or:
```
8 |     fn f(&self) {
  |           ^^^^
  |           |
  |           expected `S`, found `&S`
```

Note that the error message is the exact same (but not the note) with this other example:
```rust
struct S {}
trait Trait { fn f(self); }
impl Trait for S {
    fn f(&self) { }
}
```

Of course, I might misinterpret how this message should be read. In any case, the attached note is perfectly clear, so this is a minor issue.

### Other cases

_No response_

### Anything else?

_No response_
Repository: godot
Issue: In android screen turns black if you put the app in background and come back
Labels: bug,platform:android,topic:porting,needs testing

### Godot version

v4.2.beta4.official [93cdacbb0]

### System information

Android  13, Galaxy A34 5G

### Issue description

On Android the screen turns black after putting the app to background and returning back.

### Steps to reproduce

Step1 : Download the project and open project.godot file.
Step2 : Got to Project->Export->Android->"Export Project"
Step3 : An apk will be generated. 
Step4 : Install this apk to an Android device
Step5 : Launch the app. You should see a 3D scene
Step6 : Put the app to background by pressing android-home-button 
Step7 : Put the app to forground
Step8 : You should see the black screen

### Minimal reproduction project

[Uploading squash_the_creeps 2.zip…]()
Repository: electron
Issue: [Feature Request]: Exit App instance when main package throws error on load
Labels: enhancement :sparkles:,platform/windows,27-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

27.0.2

### What operating system are you using?

Windows

### Operating System Version

Windows 10 Enterprise  22H2 19045.3693

### What arch are you using?

x64

### Last Known Working Electron version

n/a

### Expected Behavior

If an error occurs while loading the main package an error message should be displayed and the app must exit with an error code.

### Actual Behavior

If an error occurs while loading the main package an error message is displayed but the app contunues to run. In windows taskmanager several task 'name_of_the_app.exe' keep runing, even if the error panel is closed by hitting 'OK'.

### Testcase Gist URL

_No response_

### Additional Information

I guess the issue could be resolved by modifying code in https://github.com/electron/electron/blob/79e714a82506f133516749ff0447717e92104bc1/default_app/main.ts#L140
Current code:
```js
    console.error('App threw an error during load');
    console.error((e as Error).stack || e);
    throw e;
```
Fixed code:
```js
    showErrorMessage(`App threw an error during load of ${packagePath}\n\n${(e as Error).stack || (e as Error).message || e}`);
```
Repository: electron
Issue: [Bug]: Closing Node file watcher just before removing iframe throws illegal access errors
Labels: bug :beetle:,component/node-integration,platform/all,status/confirmed,has-repro-gist,26-x-y,27-x-y,28-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

27.1.2

### What operating system are you using?

Windows

### Operating System Version

Windows 11 Pro 22H2

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Removing an iframe after closing a file watcher should not throw any errors.

### Actual Behavior

When you close a file watcher just before removing an iframe you see 2 or 3 Uncaught illegal access errors in the console. A workaround is to do the iframe removal first and then close the file watcher.

### Testcase Gist URL

https://gist.github.com/dmx-patrick/a176609a8664c2e98599b710545c8997

### Additional Information

_No response_
Repository: flutter
Issue: `--enable-experiment` warning if experiment doesn't exist
Labels: c: new feature,tool,c: proposal,P2,team-tool,triaged-tool

### 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)

### Use case

I was testing `--enable-experiment` for the first time, and I got carried over to https://dart.dev/tools/experiment-flags. By a lack of attention on my part, I was trying to run my project with `flutter run -v -d Windows --enable-experiment=inline-class,no-slow-checks`. 

Please note that the `no-slow-checks` part at the end is not a valid experiment.

### Proposal

There could be a check when running with `enable-experiment` to see if the experiment exists or not. I was a bit confused because I only got the error when running with the option enabled, without it everything worked just fine.
Repository: godot
Issue: Rename a C# Script filename (NOT GdScript) referenced in a Scene, leaves the Scene with the old C# Script filename raising the error "can_instantiate: ..."
Labels: bug,topic:editor,topic:dotnet

### Godot version

4.2 RC 1 for .NET

### System information

Windows 10

### Issue description

Rename a C# Script filename (NOT a GdScript) referenced in a Scene, leaves the Scene with the old C# Script filename raising the error `"can_instantiate: Cannot instance script because the associated class could not be found...".`

IMPORTANT: This bug exists ONLY with C# code and NOT with GdScript.

### Steps to reproduce

Simply create a new scene and attach a new C# script (NOT a GdScript), save all, after rename the attached C# script filename, save all and you will see that the Scene will continue to search for the old script filename. To fix you have to remove the script reference from the scene and add the new one.

### Minimal reproduction project

[Rename Project.zip](https://github.com/godotengine/godot/files/13452491/Rename.Project.zip)
Repository: PowerToys
Issue: [Run] Update PluginAdditionalOption's ComboBoxItems after UI is created
Labels: Idea-Enhancement,Product-PowerToys Run,Product-Settings,Needs-Triage,Run-Plugin,Run-Plugin Manager

### Description of the new feature / enhancement

A PT Run plugin that has a combobox `PluginAdditionalOption` should be able to modify its `ComboBoxItems`. Right now after doing so the combobox doesn't update its UI and still displays the old items.

### Scenario when this would be used?

I want to add a combobox `PluginAdditionalOption` to my [BrowserSearch](https://github.com/TBM13/BrowserSearch) plugin that allows the user to select which browser profile the history should be loaded from.

First the plugin needs to wait for the default browser info, then it will find its profiles and that's when I want it to update `ComboBoxItems`.

### Supporting information

_No response_
Repository: PowerToys
Issue: FancyZones windows key as a trigger
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

1. Would be nice to use Windows key insted of shift key when drag windows over overlays. 
2. Also ideall would be to overwrite windows+tab to switch screens on selected layout, currently default windows tab select is triggered using this combination.
3. Ability to switch layout faster and after start dragging.

### Scenario when this would be used?

1. A lot of hotkeys to remember. We here are using windows features, sow windows button on keyboard is more siutable for that. Currently Shift key is hardcoded.
2. All devs use alt+tab to switch windows. Windows+tab is more logical combination to switch windows in layout section. But currently windows+tab is unusable because default tab selector is triggered ahead of fancyZones
3. As a dev I use several layouts depending on task i'm doing. To be more speciffic GPT(1/5) + Browser(2/5) + Code(2/5). Sometimes I switch to Browser/Other(50/50). I want to be able to do it after I started dragging window to it's position. Meaning, while holding shift -> move window in (1/2/2) layout and then somehow using mosue switch to other layout (50/50). It could be maybe moving that window  left/right/left/right, or something that it intuitive and fast.
Thank you

### Supporting information

_No response_
Repository: godot
Issue: Unable to create a dictionary with lambdas that contains match statements in GDScript
Labels: topic:gdscript,needs testing

### Godot version

4.1.3-stable, 4.2-rc1

### System information

Ubuntu

### Issue description

When trying to create a dictionary of lambdas that contains match statements, GDScript prints out the following error: `Expected expression for match pattern`. It shows the error in the editor and doesn't run the project.

### Steps to reproduce

Code example that produces the error:
```gdscript
var x := 1
var matchDic := {
	first = func ():
		match x:
			1:
				return,
	second = func ():
		match x:
			2:
				return,
}
```

If anyone needs a quick fix, this solves the issue:
```gdscript
var x := 1
var matchDic := {
	first = func ():
		match x:
			1:
				return
		pass,
	second = func ():
		match x:
			2:
				return
		pass,
}
```

It works as expected with if statements:

```gdscript
var ifDic := {
	first = func ():
		if true:
			return,
	second = func ():
		if true:
			return,
}
```

### Minimal reproduction project

N/A
Repository: yt-dlp
Issue: [core] Always provide `requested_formats`
Labels: enhancement

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

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

For easier use, as well as some internal simplifications down the road, `requested_formats` should always be provided and be a list of formats that have been requested.

Since some of the core code assumes that we need to perform a merge if this field is present, if would require some refactoring. From an initual quick look, these seem to be (thx @pukkandan):
https://github.com/yt-dlp/yt-dlp/blob/21dc069bea2d4d99345dd969e098f4535c751d45/yt_dlp/YoutubeDL.py#L3443-L3446
https://github.com/yt-dlp/yt-dlp/blob/21dc069bea2d4d99345dd969e098f4535c751d45/yt_dlp/YoutubeDL.py#L3292
https://github.com/yt-dlp/yt-dlp/blob/21dc069bea2d4d99345dd969e098f4535c751d45/yt_dlp/downloader/external.py#L470-L476

More in-depth investigation would be needed.

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: PowerToys
Issue: [Settings] Quick Accent character sets not sorted alphabetically
Labels: Issue-Bug,Product-Settings,Area-Localization,Needs-Triage,Product-Quick Accent

### Microsoft PowerToys version

0.75.1

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Settings

### Steps to reproduce

The languages in the Quick Accent character set picker combobox aren't sorted alphabetically. It looks like there was an attempt to sort them, but some of them are in the wrong place.
<details>
All<br>Catalan<br>Currency<br>Croatian<br>Czech<br>Danish<br>Gaeilge<br>Gaidhlig<br>Dutch<br>Greek<br>Estonian<br>Finnish<br>French<br>German<br>Hebrew<br>Hungarian<br>Icelandic<br>Italian<br>Kurdish<br>Lithuanian<br>Macedonian<br>Maori<br>Norwegian<br>Pinyin<br>Polish<br>Portuguese<br>Romanian<br>Slovak<br>Spanish<br>Serbian<br>Swedish<br>Turkish<br>Welsh<br>
<summary>Character set picker languages</summary></details>

I understand that this will break anyway when localized and that it is really unimportant, but I think it would be better if it was sorted (at least in English).
I will work on this if someone says I should.

### ✔️ Expected Behavior

Sorted

### ❌ Actual Behavior

Not sorted

### Other Software

_No response_
Repository: node
Issue: `--conditions xxx` cannot pass into `worker_thread`
Labels: confirmed-bug,module,esm,worker,loaders

### Version

v20.10.0

### Platform

Darwin Alexs-MacBook-Pro.local 23.1.0 Darwin Kernel Version 23.1.0: Mon Oct  9 21:28:45 PDT 2023; root:xnu-10002.41.9~6/RELEASE_ARM64_T6020 arm64

### Subsystem

module

### What steps will reproduce the bug?

```js
// main.js
import { Worker } from 'node:worker_threads'

new Worker(new URL('worker.js', import.meta.url), {
  execArgv: ['--conditions', 'react-server']
})
```

```js
// worker.js
import { register } from 'node:module'

register('./register.js', import.meta.url)

console.log('1')

import('./test.js')
```

```js
// register.js
export async function resolve (specifier, context, nextResolve) {
  // Take an `import` or `require` specifier and resolve it to a URL.
  console.log('context', context.conditions)
  return nextResolve(specifier, context, nextResolve)
}

export async function load (url, context, nextLoad) {
  return nextLoad(url, context, nextLoad)
}
```

```js
// test.js
console.log('3')
```

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

```
1
context [ 'node', 'import', 'node-addons', 'react-server' ]
3
```

### What do you see instead?

```shell
1
context [ 'node', 'import', 'node-addons' ]
3
```

### Additional information

Might cause RSC bundle issue https://github.com/dai-shi/waku/pull/178
Repository: godot
Issue: Decals reset sorting offset after 32 instances
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.2.stable.official

### System information

Windows 10 - 4.1.2.stable.official - Forward+

### Issue description

I was making an SMG and while implementing decals for each bullet hole on meshes, I noticed that overlapping bullet holes would glitch because they where all on the same positions and sorting offset.
So I implemented a system where my player would remember each bullet as an Int and set that int as the sorting offset for each bullet hole decal, this way each decal would have a different, rising sorting offset. This fixed my original issue but opened another one that seems unsolvable:
Whenever 32 shots are fired, the next one would "reset" the sorting offset of the decal that was -32 places before to be on top, even though the sorting offset is still set correctly for each one.
I've attached a minimal reproduction project below which shows this issue.
Here's a video also showing the issue:

https://github.com/godotengine/godot/assets/139187233/c092b672-03c2-4c4f-b83d-b6babbefc458



### Steps to reproduce

1) On some mesh, instantiate decals with rising value on the sorting offset for each one
2) On the 32nd decal, each decal instantiated after it will reset the visibility of the '32 places before' decal to be placed on top

### Minimal reproduction project

[Decals Issue.zip](https://github.com/godotengine/godot/files/13453600/Decals.Issue.zip)
Repository: PowerToys
Issue: PowerToy Windows have Wrong Color on Top Border
Labels: Issue-Bug,Product-Settings,Resolution-Fix Committed,Product-Hosts File Editor,Product-Peek

### Microsoft PowerToys version

0.75.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

General, Peek, Settings, Welcome / PowerToys Tour window

### Steps to reproduce

All windows relating to PowerToys or its features have a UI bug that's inconsistent with the OS theme on Windows 10. I don't know what UI framework is being used for this project, but if there's an option to not override the default window frames, that may help.

### ✔️ Expected Behavior

The window borders should respect the user's theme (active/inactive border color setting).

### ❌ Actual Behavior

The top border color is always black, while the other borders are the correct colors.

![Screenshot](https://github.com/microsoft/PowerToys/assets/13255058/04f2867f-5697-4c5e-a595-963cf1344669)

### Other Software

_No response_
Repository: rust
Issue: x86-64 assembler silently truncates 64-bit address
Labels: A-LLVM,O-x86_64,A-inline-assembly,P-high,T-compiler,I-unsound,C-bug,I-miscompile

When using a 64-bit address with the `mov` instruction on x86-64, the assembler truncates the 64-bit address to 32-bit without notifying the user. It seems to expect an `abs` suffix on the `mov` instruction (`movabs`) to correctly use the 64-bit address, which I could not find in the [Intel specification](https://www.intel.com/content/www/us/en/developer/articles/technical/intel-sdm.html). See [godbolt snippet](https://godbolt.org/z/r9xhb596n):

```rust
asm!(
    "mov    [0x1234567890], al",
    "movabs [0x1234567890], al"
);
```

becomes:

```asm
mov BYTE PTR ds:0x34567890,   al ; 88 04 25 90 78 56 34
movabs       ds:0x1234567890, al ; a2       90 78 56 34 12 00 00 00
```

I would expect some form of feedback from the compiler, preferably a compilation failure, instead of the silent truncation.

### Meta

`rustc --version --verbose`:

Stable:

```
rustc 1.74.0 (79e9716c9 2023-11-13)
binary: rustc
commit-hash: 79e9716c980570bfd1f666e3b16ac583f0168962
commit-date: 2023-11-13
host: x86_64-unknown-linux-gnu
release: 1.74.0
LLVM version: 17.0.4
```

Nightly:
```
rustc 1.76.0-nightly (2f8d81f9d 2023-11-21)
binary: rustc
commit-hash: 2f8d81f9dbac6b8df982199f69da04a4c8357227
commit-date: 2023-11-21
host: x86_64-unknown-linux-gnu
release: 1.76.0-nightly
LLVM version: 17.0.5
```