sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Control nodes get resized randomly when using AnimationPlayer and instancing
Labels: bug,confirmed,topic:gui,topic:animation

### Godot version

3.4.stable

### System information

MacOS Intel

### Issue description

When a AnimationPlayer is used to animate Control based nodes in a scene that is instanced, and the instanced scene is run, the Control node gets resized and moved, both in the instanced and in the original scene. The rect_size property gets doubled, and if I don't fix it and open it a few more times, it gets tripled, quadrupled  etc., and sometimes this happens with rect_position too. The animation player does not have to contain the property which gets changed, I had the rect_position animated, and the rect_size was changed. It seems to only happen when using instancing, as I already mentioned.

### Steps to reproduce

- Open included project
- Open BaseScene.tscn, there is a Panel at the bottom exactly as wide as the window
- Open InstancedScene.tscn, play scene, Panel should be missing
- Close game
- Click on the BaseScene tab, Panel gets moved and resized
- If the InstancedScene is run more times the Panel gets bigger and bigger

### Minimal reproduction project

[Control resize bug.zip](https://github.com/godotengine/godot/files/7698955/Control.resize.bug.zip)
Repository: flutter
Issue: improve error message when gradlew assembledebug is used with -Pdart-defines that are not base64 encoded
Labels: platform-android,tool,t: gradle,c: proposal,P3,team-android,triaged-android

I propose a better error message when -Pdart-defines are not base64 encoded. 

With Flutter 2.5 the following message is output:
**"Error parsing assemble command: your generated configuration may be out of date. Try re-running 'flutter build ios' or the appropriate build command."**

This message didn't help. Only a search for the message in the flutter_tools source revealed the true cause of the problem:

A message containing a hint about the required base64 encoding would be more helpful for many developers using integration tests with CI. They will probably use -Pdart-defines to add some parameters for their tests.

## Steps to Reproduce

1. in android folder of any project 
2. run ./gradlew app:assembleDebug   -Pdart-defines=MY_ENV=whatever 

## Logs

 ./gradlew app:assembleDebug  -Pdart-defines=MY_ENV=whatever 
...
> Task :app:compileFlutterBuildDebug FAILED
Error parsing assemble command: your generated configuration may be out of date. Try re-running 'flutter build ios' or the appropriate build command.


A gradlew task with correct base64 encoded dart-defines build without problem. 

The issue is just the misleading error message.

 ./gradlew app:assembleDebug   -Pdart-defines=TVlfRU5WPXdoYXRldmVy 
...
BUILD SUCCESSFUL in 15s
Repository: rust
Issue: E0623 gives very confusing message
Labels: A-diagnostics,A-lifetimes,T-compiler,D-confusing,D-newcomer-roadblock,D-terse,A-variance

<!--
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.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
fn bar(writer: &mut Writer) {
    baz(writer.indent());
    writer.write("world");
}

fn baz(writer: &mut Writer) {
    writer.write("hello");
}

pub struct Writer<'a> {
    target: &'a mut String,
    indent: usize,
}

impl<'a> Writer<'a> {
    fn indent(&'a mut self) -> &'a mut Self {
        &mut Self {
            target: self.target,
            indent: self.indent + 1,
        }
    }

    fn write(&mut self, s: &str) {
        for _ in 0..self.indent {
            self.target.push(' ');
        }
        self.target.push_str(s);
        self.target.push('\n');
    }
}
```

The current output is:

```
error[E0623]: lifetime mismatch
 --> src/writer.rs:2:16
  |
1 | fn bar(writer: &mut Writer) {
  |                -----------
  |                |
  |                these two types are declared with different lifetimes...
2 |     baz(writer.indent());
  |                ^^^^^^ ...but data from `writer` flows into `writer` here
```

This is really confusing. The error mentions two types, but then it only points to one type. And then it says "data from `writer` flows into `writer`". What? The data flows into itself?
Repository: go
Issue: encoding/pem: Decode method uses extensive CPU when providing large data
Labels: Performance,NeedsInvestigation



### What version of Go are you using (`go version`)?

<pre>
$ go version
17.5
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
go env
GO111MODULE=""
GOARCH="amd64"
GOBIN="/home/sammy/go/bin"
GOCACHE="/home/sammy/.cache/go-build"
GOENV="/home/sammy/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/sammy/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/sammy/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/nix/store/i8x0bv8v69j8c2njymgs4cl3albqc20h-go-1.17.5/share/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/nix/store/i8x0bv8v69j8c2njymgs4cl3albqc20h-go-1.17.5/share/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.17.5"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/run/user/1000/go-build3984378223=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

As part of fuzz testing https://github.com/sigstore/sigstore/issues/188 using oss-fuzz we ran into an issue where the `pem.Decode` is consuming extensive CPU and here is the test case for it https://github.com/sigstore/sigstore/files/7676542/clusterfuzz-testcase-minimized-FuzzUnmarshalCertificatesFromPEM-4710187355734016.zip



### What did you expect to see?
The `pem.Decode` finishing sooner than it consumes large amount of CPU


### What did you see instead?
It being slow
Repository: flutter
Issue: [Proposal] Add new 'empty' project template that has no boilerplate code or comments
Labels: c: new feature,tool,c: proposal,P3,team-tool,triaged-tool

## Use case

As a developer, I want to create a project without the boilerplate example code and comments.  This applies to the _main.dart_ file and the _pubspec.yaml_ file.

It would be super helpful to just call '_flutter create -t empty_' and it generates a new project but with a main.dart with only a main() method and a pubspec.yaml with only the most minimal of fields and very little commenting.

This is more a feature for the more seasoned developers who regularly create projects and don't want to be encumbered by boilerplate.

## Proposal

Update the 'flutter' tool to include a new template 'empty' which, like 'app' and 'skeleton' will create a new project but only include the most basic main.dart and pubspec.yaml files.

`flutter create -t empty my_empty_project`

**main:dart:**
`void main() { }
`

**pubspec.yaml:**
```
name: {{projectName}}
description: {{description}}

publish_to: 'none'

version: 1.0.0+1

environment:
  sdk: {{dartSdkVersionBounds}}

dependencies:
  flutter:
    sdk: flutter

  cupertino_icons: ^1.0.2

dev_dependencies:
  flutter_test:
    sdk: flutter

  flutter_lints: ^1.0.0

flutter:
  uses-material-design: true

```
Repository: create-react-app
Issue: The development server has disconnected error in webpackHotDevClient.js
Labels: needs triage,issue: bug report

I'm getting this error message in my  app created using CRA.

```
The development server has disconnected.
Refresh the page if necessary. webpackHotDevClient.js:76
[HMR] Waiting for update signal from WDS..

```
here are the dependencies in my project

```
  "dependencies": {
    "@testing-library/jest-dom": "^5.16.1",
    "@testing-library/react": "^11.2.7",
    "@testing-library/user-event": "^12.8.3",
    "react": "^17.0.2",
    "react-dom": "^17.0.2",
    "react-router-dom": "^6.0.2",
    "react-scripts": "4.0.3",
    "web-vitals": "^1.1.2"
  },
```

![webpackHotDevClient](https://user-images.githubusercontent.com/7776779/145719623-121db980-c808-43cf-9d29-5cecea36befd.png)
Repository: pytorch
Issue: JIT / TorchScript docs missing any mention of typing.cast
Labels: oncall: jit,Stale

### 📚 The doc issue

The `typing.cast` typing hint is commonly used in organizations and projects for ensuring Mypy compatibility.

https://docs.python.org/3/library/typing.html#typing.cast


But there is no mention of `typing.cast` in the JIT documentation:

https://github.com/pytorch/pytorch/blob/master/docs/source/jit_language_reference.rst

https://github.com/pytorch/pytorch/blob/master/docs/source/jit_language_reference_v2.rst

Currently when using `typing.cast` and JIT, the following error is returned and thus I don't believe it's supported yet.

```
RuntimeError: 
type cannot be used as a value:
```


### Suggest a potential alternative/fix

The `typing.cast` function / type hint should be mentioned.
Repository: godot
Issue: Vulkan Mobile backend: LightmapGI is not sampled during rendering if a DirectionalLight3D with shadows enabled is visible
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0.dev (2a9dd654b)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

If a DirectionalLight3D with shadows enabled is visible, LightmapGI won't be sampled during rendering. This means the scene will not receive lighting from the lightmap (but it will still ignore environment lighting).

### Vulkan Clustered backend

![2021-12-12_20 17 16](https://user-images.githubusercontent.com/180032/145726374-ebb37ff9-ef6d-41c5-a520-b97db5899f84.png)

### Vulkan Mobile backend

![2021-12-12_20 17 57](https://user-images.githubusercontent.com/180032/145726378-2565879f-67f2-408b-ac9d-2bb943238402.png)

**Edit:** I've found that this is linked to directional light shadows.

#### DirectionalLight3D hidden

![2021-12-12_22 59 30](https://user-images.githubusercontent.com/180032/145731258-f14fa1a3-3f26-4696-bcce-c670da0534d5.png)

#### DirectionalLight3D **without shadows** visible

![2021-12-12_22 59 54](https://user-images.githubusercontent.com/180032/145731261-108f18e9-6a5a-4d36-a3d6-ed97f1c806b5.png)

#### DirectionalLight3D **with shadows** visible

![2021-12-12_22 59 34](https://user-images.githubusercontent.com/180032/145731260-c6be2911-a474-472b-a5a8-26e72af7b678.png)

### Steps to reproduce

- Import a glTF scene. Set the light bake mode to **Static Lightmaps** in the Import dock and click **Reimport**.
- Add a LightmapGI node.
- Bake lightmaps.
- Switch to Vulkan Mobile backend in the project settings (search for `back end`).
  - **Note:** The MRP linked below already uses the Vulkan Mobile backend by default.
- Restart the editor. Notice lightmaps no longer contribute to the static objects' lighting.

### Minimal reproduction project

~~[test_vulkan_clustered_vs_mobile_lightmap_sampling.zip](https://github.com/godotengine/godot/files/7699372/test_vulkan_clustered_vs_mobile_lightmap_sampling.zip)~~

*With `.godot/` included to workaround importing issue:* https://0x0.st/orQD.zip <sub>(link expires in September 2022)</sub>
Repository: godot
Issue: [TRACKER] Mobile rendering method-specific issues
Labels: bug,topic:rendering,tracker

This issue tracks issues specific to the Vulkan (Forward) Mobile backend (such as bugs and undocumented missing features), **regardless of the host platform**.

See also https://github.com/godotengine/godot/issues/39033, which is specific to Android-only issues. See also https://github.com/godotengine/godot/issues/66458, which is specific to issues only present in the 4.x OpenGL renderer.

```[tasklist]
### Bugs
- [x] https://github.com/godotengine/godot/issues/55253
- [ ] https://github.com/godotengine/godot/issues/55867
- [ ] https://github.com/godotengine/godot/issues/55868
- [x] https://github.com/godotengine/godot/issues/55870
- [ ] https://github.com/godotengine/godot/issues/55878
- [ ] https://github.com/godotengine/godot/issues/55879
- [x] https://github.com/godotengine/godot/issues/55881
- [ ] https://github.com/godotengine/godot/issues/55882
- [x] https://github.com/godotengine/godot/issues/55892
- [ ] https://github.com/godotengine/godot/issues/55900
- [x] https://github.com/godotengine/godot/issues/55901
- [x] https://github.com/godotengine/godot/issues/56555
- [x] https://github.com/godotengine/godot/issues/58631
- [x] https://github.com/godotengine/godot/issues/59047
- [x] https://github.com/godotengine/godot/issues/65848
- [x] https://github.com/godotengine/godot/issues/69908
- [x] https://github.com/godotengine/godot/issues/70231
- [ ] https://github.com/godotengine/godot/issues/70774
- [x] https://github.com/godotengine/godot/issues/71606
- [ ] https://github.com/godotengine/godot/issues/73401
- [ ] https://github.com/godotengine/godot/issues/73827
- [ ] https://github.com/godotengine/godot/issues/75956
- [ ] https://github.com/godotengine/godot/issues/77295
- [ ] https://github.com/godotengine/godot/issues/67234
- [ ] https://github.com/godotengine/godot/issues/82263
- [ ] https://github.com/godotengine/godot/issues/84846
- [ ] https://github.com/godotengine/godot/issues/85172
- [ ] https://github.com/godotengine/godot/issues/87644
- [ ] https://github.com/godotengine/godot/issues/94401
```

```[tasklist]
### Documentation
- [x] https://github.com/godotengine/godot/issues/55880
```

```[tasklist]
### Enhancements
- [ ] https://github.com/godotengine/godot/issues/53731
- [ ] https://github.com/godotengine/godot/issues/76774
```
Repository: godot
Issue: Replace (ctrl r) input box, press: enter, observed: nothing happens, expected: replace
Labels: enhancement,topic:editor,usability

### Godot version

v3.4.stable.official [206ba70f4] and https://editor.godotengine.org/releases/3.4.1.rc2/

### System information

Windows 10 21H1, Geforce GTX 550 Ti, GLES2 and GLES3

### Issue description

Pressing `enter` in the replace (`ctrl r`) input box.
Observed: Nothing happens.
Expected: Replace the highlighted text in the script editor,
based on the text in the find (`ctrl f`) input box,
with the text in the replace input box.

### Steps to reproduce

- create a new or open an existing script
- type:
```
abc
```
- duplicate the line twice: `ctrl d` `ctrl d`
```
abc
abc
abc
```
- press: `ctrl f` to open the find input box
- type: `abc`
>highlight start = `[`
highlight end = `]`

```
[abc]
abc
abc
```
- press: `ctrl r` to open the replace input box below the find input box
- type: `def`
- press `enter`

### observed
Nothing happens.

The same thing is observed when `shift enter` is pressed in the replace input box.

### expected
`enter` should replace the currently highlighted match of `abc` in the script editor,
with `def`, and the next occurrence of `abc` should be highlighted.
```
def
[abc]
abc
```

When `shift enter` is pressed in the replace input box,
then the expected behavior probably is to replace the currently highlighted text,
and highlight the previous text.

For example:
```
abc
[abc]
abc
```
with `abc` in the `ctrl f` find input box
and `def` in the `ctrl r` replace input box
pressing `shift enter` would result in:
```
[abc]
def
abc
```

### workaround
With the replace input box focused.
Pressing `tab` focuses (shows a blue border on) the Replace button,
to the right of the replace input box.
Pressing `enter` replaces the highlighted word,
and highlights the next occurrence of `abc`.

### Note
`enter` behaves as expected when the find input box is focused,
`enter` highlights the next occurrence, 
and `shift enter` highlights the previous occurrence.


### Minimal reproduction project

_No response_
Repository: godot
Issue: Vulkan Mobile backend: FXAA and debanding have no effect when enabled
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.dev (2a9dd654b)

### System information

 Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

When using the Vulkan Mobile backend, FXAA and debanding have no effect when enabled in the Project Settings. These should logically be supported, since the Vulkan Mobile backend uses HDR rendering (which allows for debanding to work). FXAA is also supported on any GLES 2.0-class hardware, which includes any hardware that supports Vulkan.

### Vulkan Clustered backend

![2021-12-12_22 30 46](https://user-images.githubusercontent.com/180032/145730394-39ac4752-4cb5-47ae-8062-88012784fed4.png)

### Vulkan Mobile backend

![2021-12-12_22 30 31](https://user-images.githubusercontent.com/180032/145730393-56f9767b-7e84-47a1-a649-2caa07bc353a.png)

### Steps to reproduce

- Add a MeshInstance3D node.
- Set **Screen Space Aa** to **FXAA** in the Project Settings. Notice how the mesh's edges appear smoothed out.
- Switch to Vulkan Mobile backend in the project settings (search for `back end`).
  - **Note:** The MRP linked below already uses the Vulkan Mobile backend by default.
- Notice that the mesh's edges are no longer smoothed out.

### Minimal reproduction project

[test_vulkan_clustered_vs_mobile_fxaa_debanding.zip](https://github.com/godotengine/godot/files/7699910/test_vulkan_clustered_vs_mobile_fxaa_debanding.zip)
Repository: PowerToys
Issue: Double pressing the `Escape` key closes the active `explorer` window.
Labels: Idea-Enhancement,Idea-New PowerToy

### Description of the new feature / enhancement

The feature is described in the title.

I think it will be convenient, if this feature is only available for `explorer`, because closing the active application by double pressing the `Escape` key is very dangerous for data loss and active processes.

### Scenario when this would be used?

Anytime. Helps with opened many temporary `explorer` windows. I know we have a keyboard shortcut `Ctrl+W`, but double `Escape` is very handy.

### Supporting information

_No response_
Repository: godot
Issue: Vulkan Mobile backend: Angular Distance (PCSS) does not work with DirectionalLight3D shadows
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.dev (2a9dd654b)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

Angular Distance (PCSS) does not work as expected with directional light shadows. It is *not* completely ignored, as the shadowmap is still adjusted accordingly.

### Vulkan Clustered backend (working)

https://user-images.githubusercontent.com/180032/145731158-69dd9080-a090-4472-b522-809153a4c9af.mp4

### Vulkan Mobile backend (broken)

https://user-images.githubusercontent.com/180032/145731162-4b1e30b2-b1d0-4de9-a2c9-882e359b600f.mp4

On point lights, adjusting **Size** while using the Vulkan Mobile backend works as expected:

https://user-images.githubusercontent.com/180032/145731143-5f318fc6-7d4a-41d0-8e5c-a30b7fe4e553.mp4




### Steps to reproduce

- Add several MeshInstance3D nodes so you can see shadows being casted.
- Add a DirectionalLight3D node. Enable shadows on it.
- Add an OmniLight3D and SpotLight3D node. Enable shadows on them.
- Select the DirectionalLight3D and increase **Angular Distance** slowly. Notice how shadows become blurrier the further away they are from the caster.
- Select the OmniLight3D and SpotLight3D, and increase **Size** (not Range) slowly. Notice how shadows become blurrier the further away they are from the caster.
- Switch to Vulkan Mobile backend in the project settings (search for `back end`).
  - **Note:** The MRP linked below already uses the Vulkan Mobile backend by default.
- Notice that changing **Angular Distance** on DirectionalLight3D no longer makes the shadows *progressively* blurrier the further away they get from the object casting them. Shadows will however become more pixelated as the angular distance increases.
  - However, point light shadows remain correct.

### Minimal reproduction project

[test_vulkan_clustered_vs_mobile_lights.zip](https://github.com/godotengine/godot/files/7699930/test_vulkan_clustered_vs_mobile_lights.zip)
Repository: next.js
Issue: React DevTools throws error: Fetch API cannot load webpack-internal:///... URL scheme "webpack-internal" is not supported.
Labels: bug,Webpack

### What version of Next.js are you using?

12.0.7

### What version of Node.js are you using?

16.13.1

### What browser are you using?

Chrome

### What operating system are you using?

Windows 10

### How are you deploying your application?

next start

### Describe the Bug

When using React DevTools with Next.JS, any actions (searching or clicking on components, using profiler, etc) throws an error:
```
injectGlobalHook.js:2116 Fetch API cannot load webpack-internal:///./node_modules/styled-jsx/dist/stylesheet-registry.js. URL scheme "webpack-internal" is not supported.
```

The `webpack-internal` path changes depending on what component and/or feature is being used. The hook parsing feature fails, but other features are still functional (while still displaying the error message).

### Expected Behavior

I expect there to not be this error.

### To Reproduce

1. Create a new Next project via `create-next-app`.
2. Start project.
3. Use React DevTools.
Repository: rust
Issue: Factual error in `PartialEq` documentation
Labels: T-lang,T-libs-api,A-docs

[The documentation for `PartialEq`](https://doc.rust-lang.org/std/cmp/trait.PartialEq.html) states:
> `x.eq(y)` can also be written `x == y`, and `x.ne(y)` can be written `x != y`.

This is not true, as #44762 illustrates, as well as this [URLO](https://users.rust-lang.org/t/why-can-we-not-compare-values-references/68709)-inspired [example](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=9623954d3bfbe3c1bf98078b21802fc9):
```rust
    let val = 1i32;
    let val_ref = &val;
    let is_equal = val.eq(val_ref); // Compiles
    let is_equal = val == val_ref; // Does not compile    
```

The other operator's documentation don't have this error.  [`Shl`](https://doc.rust-lang.org/std/ops/trait.Shl.html) (and `Shr`) also explicitly note some differences in inference between operators and the method call.  

@rustbot label +A-docs
Repository: TypeScript
Issue: Inconsistency for whether partialed tuple is assignable to rest parameter
Labels: Bug

# Bug Report

### 🔎 Search Terms

partial, rest parameter

### 🕗 Version & Regression Information

- It feels like an inconsistency in the compiler, for whether partialed tuple is assignable to rest parameter

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.1.5#code/C4TwDgpgBAIgjAHgAoD4oF4pKhAHsCAOwBMBnKAV0IGtCB7Ad0IG0BdKAfigAoA6fgIYAuLAIBOwAJYCANshQBKDGgBudScSgjCEFRDEBuKAHpjOMWLpiAsACg7oSLABMyHPiJlKNekzZpMPkERJHEpWXkldFV1YiNTKFIKAGNkiFJSOzsEgBUAC2hgBjp3AQBbMBloUjy6ChlNACM6YDzElLSMiE0rKAAzAUkq4izbIA)

### 💻 Code

```ts
type D1<P> = P extends unknown[] ? (...a: Partial<P>) => void : never; // error

type D2<P extends unknown[]> = (...a: Partial<P>) => void; // success

// The two example should both successed or failed
```

### 🙁 Actual behavior

`D1` failed while `D2` succeed.

### 🙂 Expected behavior

The two example should both successed or failed.