sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Can't change display mode because of Accents
Labels: Issue-Bug,Needs-Triage,Product-Quick Accent

### Microsoft PowerToys version

0.70

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

- open Nvidia panel 
- change display mode from Nvidia card to integrated one

### ✔️ Expected Behavior

The display mode should change

### ❌ Actual Behavior

I get an error message saying display mode can't be changed because of power toys accents

<img width="538" alt="Screenshot 2023-07-29 183142" src="https://github.com/microsoft/PowerToys/assets/20623740/e480bf08-e878-4f70-aca3-958f31bbb231">


### Other Software

_No response_
Repository: vscode
Issue: Git - Source control picks up wrong git remote when using branch-level remote
Labels: bug,git

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 1.80.2
- OS Version: Darwin arm64 22.5.0

Steps to Reproduce:

1. When using GitHub CLI, it adds branch-level remotes when doing something like `gh pr checkout 123`:
    ```sh
    ❯ git config --get-regexp "^branch\\.$(git branch --show-current)\\."

    branch.current-branch.remote git@github.com:foo/bar.git
    branch.current-branch.pushremote git@github.com:foo/bar.git
    branch.current-branch.merge refs/heads/current-branch
    ```

    x-ref: https://github.com/cli/cli/issues/2942#issuecomment-886840091

2. Make some changes and a commit. Try to hit sync from the source control UI. The built-in Git extension uses repo-level remote, pushing to the wrong repo (origin instead of that pr fork). `git push` from the terminal works right.

PS: `pushremote` is optional, [gh](https://cli.github.com/) creates that, but not [hub](https://hub.github.com/).
Repository: godot
Issue: GPUParticles2D colors are being rendered darker than expected
Labels: bug,topic:rendering,topic:2d,topic:particles

### Godot version

v4.2.dev.custom_build [75f9c97de]

### System information

Windows 11 - Godot 4.1.1 / master [75f9c97de] - AMD RX6800, Vulkan Forward/Mobile 

### Issue description

![particle_color](https://github.com/godotengine/godot/assets/13589801/aab14f53-3e18-4bb7-9142-5fa8f2c94197)

Particles from GPUParticles2D are being rendered darker than expected with the Vulkan backend, for both forward and mobile.

I noticed this with Godot 4.1.1 and the issue is still present on 75f9c97de.

### Steps to reproduce

Create GPUParticles2D with default ParticlesMaterial, change color, set scale, compare to ColorRect with same RGB value.

### Minimal reproduction project

N/A
Repository: rust
Issue: lazy_type_alias: type `is forbidden as the type of a const generic parameter`
Labels: T-compiler,C-bug,requires-nightly,F-lazy_type_alias

<!--
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:
`tests/rustdoc/issue-101743-bold-tag.rs`
```rust
// Regression test for https://github.com/rust-lang/rust/issues/101743

#![crate_name="foo"]

pub type Word = usize;
pub struct Repr<const B: usize>([i32; B]);
pub struct IBig(usize);

pub const fn base_as_ibig<const B: Word>() -> IBig {
    IBig(B)
}

impl<const B: Word> Repr<B> {
    // If we change back to rendering the value of consts, check this doesn't add
    // a <b> tag, but escapes correctly

    // @has foo/struct.Repr.html '//section[@id="associatedconstant.BASE"]/h4' '= _'
    pub const BASE: IBig = base_as_ibig::<B>();
}

```

without  `-Zcrate-attr=feature(lazy_type_alias)´: no warnings

with `-Zcrate-attr=feature(lazy_type_alias)`:

```
error: `Word` is forbidden as the type of a const generic parameter
 --> tests/rustdoc/issue-101743-bold-tag.rs:9:36
  |
9 | pub const fn base_as_ibig<const B: Word>() -> IBig {
  |                                    ^^^^
  |
  = note: the only supported types are integers, `bool` and `char`
  = help: more complex types are supported with `#![feature(adt_const_params)]`

error: `Word` is forbidden as the type of a const generic parameter
  --> tests/rustdoc/issue-101743-bold-tag.rs:13:15
   |
13 | impl<const B: Word> Repr<B> {
   |               ^^^^
   |
   = note: the only supported types are integers, `bool` and `char`
   = help: more complex types are supported with `#![feature(adt_const_params)]`

error: aborting due to 2 previous errors
```



````
rustc 1.73.0-nightly (04abc370b 2023-07-28)
binary: rustc
commit-hash: 04abc370b9f3855b28172b65a7f7d5a433f41412
commit-date: 2023-07-28
host: x86_64-unknown-linux-gnu
release: 1.73.0-nightly
LLVM version: 16.0.5
````
Repository: rust
Issue: lazy_type_alias: trait bound no longer satisified
Labels: T-compiler,C-bug,requires-nightly,fixed-by-next-solver,F-lazy_type_alias

<!--
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:
`tests/ui/associated-types/param-env-normalize-cycle.rs`
```rust
// Minimized case from typenum that didn't compile because:
// - We tried to normalize the ParamEnv of the second impl
// - This requires trying to normalize `GrEq<Self, Square<Square<U>>>`
// - This requires proving `Square<Square<U>>: Sized` so that the first impl
//   applies
// - This requires Providing `Square<Square<U>>` is well-formed, so that we
//   can use the `Sized` bound on `Mul::Output`
// - This requires proving `Square<U>: Mul`
// - But first we tried normalizing the whole obligation, including the
//   ParamEnv, which leads to a cycle error.

// check-pass

trait PrivateSquareRoot {}

pub trait Mul<Rhs = Self> {
    type Output;
}

pub trait IsGreaterOrEqual<Rhs> {
    type Output;
}

pub type Square<A> = <A as Mul>::Output;
pub type GrEq<A, B> = <A as IsGreaterOrEqual<B>>::Output;

impl<A, B> IsGreaterOrEqual<B> for A {
    type Output = ();
}

impl<U> PrivateSquareRoot for U
where
    U: Mul,
    Square<U>: Mul,
    GrEq<Self, Square<Square<U>>>: Sized,
{
}

fn main() {}
```

without  `-Zcrate-attr=feature(lazy_type_alias)´: no warnings

with `-Zcrate-attr=feature(lazy_type_alias)`:

```
error[E0277]: the trait bound `<U as Mul>::Output: Mul` is not satisfied
  --> tests/ui/associated-types/param-env-normalize-cycle.rs:31:1
   |
31 | impl<U> PrivateSquareRoot for U
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ the trait `Mul` is not implemented for `<U as Mul>::Output`
   |
help: consider further restricting the associated type
   |
35 |     GrEq<Self, Square<Square<U>>>: Sized, <U as Mul>::Output: Mul
   |                                         ~~~~~~~~~~~~~~~~~~~~~~~~~

error[E0277]: the trait bound `<U as Mul>::Output: Mul` is not satisfied
  --> tests/ui/associated-types/param-env-normalize-cycle.rs:31:1
   |
31 | / impl<U> PrivateSquareRoot for U
32 | | where
33 | |     U: Mul,
34 | |     Square<U>: Mul,
35 | |     GrEq<Self, Square<Square<U>>>: Sized,
36 | | {
37 | | }
   | |_^ the trait `Mul` is not implemented for `<U as Mul>::Output`
   |
help: consider further restricting the associated type
   |
35 |     GrEq<Self, Square<Square<U>>>: Sized, <U as Mul>::Output: Mul
   |                                         ~~~~~~~~~~~~~~~~~~~~~~~~~

error: aborting due to 2 previous errors

For more information about this error, try `rustc --explain E0277`.
```



````
rustc 1.73.0-nightly (04abc370b 2023-07-28)
binary: rustc
commit-hash: 04abc370b9f3855b28172b65a7f7d5a433f41412
commit-date: 2023-07-28
host: x86_64-unknown-linux-gnu
release: 1.73.0-nightly
LLVM version: 16.0.5
````
Repository: storybook
Issue: [Bug]: Changes to globals don't cause the story to refresh in canvas mode
Labels: bug,vue3,sev:S2

### Describe the bug

When using a toolbar to control a global value, the global value gets updated in the URL and story decorator as you change it, but does not cause stories to re-render. You have to F5 or switch to another story to see the change reflected.

### To Reproduce

* Clone https://github.com/Sidnioulz/storybook-repro-globals-reactivity
* Run `yarn && yarn storybook`
* Visit http://localhost:6006/?path=/story/example-button--primary
* Change the `Mood` global to any value
* Notice the background colour of the story does not change immediately

### System

```shell
Environment Info:

  System:
    OS: Linux 6.2 Arch Linux
    CPU: (8) x64 11th Gen Intel(R) Core(TM) i7-1185G7 @ 3.00GHz
  Binaries:
    Node: 16.20.0 - /usr/bin/node
    Yarn: 1.22.19 - /usr/bin/yarn
    npm: 8.19.2 - /usr/bin/npm
  npmPackages:
    @storybook/addon-essentials: ^7.2.0-rc.0 => 7.2.0-rc.0 
    @storybook/addon-interactions: ^7.2.0-rc.0 => 7.2.0-rc.0 
    @storybook/addon-links: ^7.2.0-rc.0 => 7.2.0-rc.0 
    @storybook/blocks: ^7.2.0-rc.0 => 7.2.0-rc.0 
    @storybook/testing-library: ^0.2.0 => 0.2.0 
    @storybook/vue3: ^7.2.0-rc.0 => 7.2.0-rc.0 
    @storybook/vue3-vite: ^7.2.0-rc.0 => 7.2.0-rc.0
```


### Additional context

This used to work in 7.0.0. I've noticed the issue some time around 7.0.20 and my repro is on 7.2.0. I can `bisect` if needed to find the offending commit though I could use a crash course on sandboxes to make sure I do it right.
Repository: godot
Issue: "print_rich" prints incorrectly if not started from .console.exe
Labels: bug,platform:windows,topic:porting,documentation

### Godot version

4.1.1 stable

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/40964335/b4a90ff4-fd80-4ce8-9aaa-468920a1c271)

When started in any other way, as from a .bat file, print rich displays the colors incorrectly despite using the same .cmd exe.

The .bat file is simply this:
![image](https://github.com/godotengine/godot/assets/40964335/3f408f2c-995c-456d-bd91-280c161e11d4)
Regardless of if the title is set or if it has arguments, it displays like this.

![image](https://github.com/godotengine/godot/assets/40964335/d1600dc0-fe0e-440d-a0b2-43b2f7d3ce2c)
Despite this, the normal godot-generated colors work just fine.

### Steps to reproduce

Use print rich from a source that isn't the automatic generated GAME.console.exe

### Minimal reproduction project

N/A
Repository: godot
Issue: Cannot inherit signals from interfaces
Labels: topic:dotnet

### Godot version

4.1.stable.mono

### System information

Godot v4.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.3667) - 11th Gen Intel(R) Core(TM) i9-11900H @ 2.50GHz (16 Threads)

### Issue description

Using C# I wanted to have an interface that would ensure that anything implementing such interface would have a certain signal.

In my case IDamagable would have ```[Signal] public delegate void DamagedEventHandler``` and anything implementing such interface would have the ```Damaged``` signal. However that is not the case. I can access the Handler in the class as ```IDamagable.DamagedEventHandler``` but the Damaged method is not generated.
I feel like its sensible thing to want to demand (through interfaces) for things to have signals.

I would have done it thorough inheritance however my class already inherits from something thats not necessarily Damagable and C# doesn't allow multiple inheritance which the Interfaces are supposed to deal with.

### Steps to reproduce

```csharp
public interface IDamagable
    {
        [Signal] public delegate void DamagedEventHandler();
}
public partial class Unit : /*...*/, IDamagable{
     public override void _Ready(){
             Damaged += ()=>{};  //CS0103: The name 'Damaged' does not exist in the current context 
            IDamagable.Damaged  += ()=>{};  //CS0117: IDamagable does not contain definition for Damaged
}
}
```

### Minimal reproduction project

Trivial
Repository: next.js
Issue: Invalid DOM property on SVG `transform-origin`
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
    Operating System:
      Platform: linux
      Arch: x64
      Version: #22 SMP Tue Jan 10 18:39:00 UTC 2023
    Binaries:
      Node: 18.14.2
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant Packages:
      next: 13.4.13-canary.6
      eslint-config-next: 13.4.12
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/sandbox/jolly-zhukovsky-7k74qp?file=/app/page.tsx:9,18

```jsx
import * as React from "react";

export default function BasicLineChart() {
  return (
    <svg version="1.1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 300 300">
      <rect x="0" y="0" width="300" height="300" fill="white" />
      <g transform="scale(-1, 1)" transform-origin="center">
        <rect
          x="50%"
          y="35"
          width="39"
          height="30"
          fill="#007BA4"
          transform="scale(1, 1)"
          transform-origin="center"
        />
        <text
          x="50%"
          y="35"
          transform="translate(19.5, 15) scale(-1, 1)"
          transform-origin="center"
          text-anchor="middle"
          dy="4"
          fill="white"
        >
          -13
        </text>
      </g>
    </svg>
  );
}
```

### To Reproduce

Open the console

### Describe the Bug

The Next.js App Router gets confused:

> Invalid DOM property `transform-origin`. Did you mean `transformOrigin`?

<img width="509" alt="Screenshot 2023-07-29 at 23 43 50" src="https://github.com/vercel/next.js/assets/3165635/61780856-f423-4c7e-8421-a8b49912f3eb">


### Expected Behavior

Like in the Next.js Page Router, no warnings

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

I noticed this while playing with https://mui.com/x/react-charts/lines/#data-format.
Repository: PowerToys
Issue: Requesting an option to turn on or off monitors with hotkeys (in extend mode)
Labels: Needs-Triage

### Description of the new feature / enhancement

Press hotkey to enable a custom monitor layout.

### Scenario when this would be used?

My default extend mode has all my external monitors turn on. Sometimes I just want a specific monitor to turn on without changing my default extend settings. Say I want my main + a smaller one, instead of all the other monitors turning on.

### Supporting information

_No response_
Repository: godot
Issue: SpotLight3D shadows don't affect Volumetric Fog
Labels: bug,topic:rendering,regression,topic:3d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.3667) - 13th Gen Intel(R) Core(TM) i5-13600K (20 Threads)

### Issue description

SpotLight3D shadow option has no effect on FogVolume.
![image](https://github.com/godotengine/godot/assets/86929275/ac2b37b9-9c0f-4aeb-8bd8-b6dfb46775eb)

Omni Light and directional light work fine:
![image](https://github.com/godotengine/godot/assets/86929275/ebf1cd28-739d-4f95-b1a1-509cae986b4a)
![image](https://github.com/godotengine/godot/assets/86929275/e8050b66-4f3a-4157-bbba-ad1007aea2e1)
Also default energy of SpotLight3D affects fog light way less than other light sources, you have to set Energy to 8 or even 10 to get same brightness as Omnilight with 1

### Steps to reproduce

Create FogVolume with any shape and default settings
Light it with SpotLight3D, shadows on
Put an occluding object in front of the light


### Minimal reproduction project

[SpotLight3DShadowIssue.zip](https://github.com/godotengine/godot/files/12208364/SpotLight3DShadowIssue.zip)
Repository: tauri
Issue: [feat] riscv64 support
Labels: help wanted,type: feature request,platform: Linux

### Describe the problem

Building projects using tauri currently fails on riscv64. It seems a binary distribution of tauri-cli is needed to properly support it.

```
$ node ./tauri.js build
/build/spicy-launcher/src/SpicyLauncher-0.3.0/gui/node_modules/@tauri-apps/cli/index.js:241
        throw new Error(`Unsupported architecture on Linux: ${arch}`)
        ^

Error: Unsupported architecture on Linux: riscv64
    at Object.<anonymous> (/build/spicy-launcher/src/SpicyLauncher-0.3.0/gui/node_modules/@tauri-apps/cli/index.js:241:15)
    at Module._compile (node:internal/modules/cjs/loader:1233:14)
    at Module._extensions..js (node:internal/modules/cjs/loader:1287:10)
    at Module.load (node:internal/modules/cjs/loader:1091:32)
    at Module._load (node:internal/modules/cjs/loader:938:12)
    at Module.require (node:internal/modules/cjs/loader:1115:19)
    at require (node:internal/modules/helpers:119:18)
    at Object.<anonymous> (/build/spicy-launcher/src/SpicyLauncher-0.3.0/gui/node_modules/@tauri-apps/cli/main.js:5:27)
    at Module._compile (node:internal/modules/cjs/loader:1233:14)
    at Module._extensions..js (node:internal/modules/cjs/loader:1287:10)

Node.js v20.4.0
error Command failed with exit code 1.
```

### Describe the solution you'd like

Add support for riscv64 and distribute necessary cli package.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Add documentation on ways to speed PowerToys Run activation
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

PowerToys Run sometimes takes a long time to activate. That is, after I press Alt-Space, I sometimes wait more than five seconds—in rare cases, close to ten seconds—for the dialog box to appear. The problem then goes away, in the sense that subsequent activation attempts (again relying on Alt-Space) cause the dialog box to come up more quickly. Still—it would be good if the dialog box always appeared quickly.

Can documentation be added that explains how settings can be tweaked to cause the dialog box to come up more quickly? I suspect that some of my PowerToys Run settings are slowing activation, but I don't know which settings are the culprits or how I should adjust them.

Related issues: #18888, #19142, #21581, #22487, #27581.
Repository: godot
Issue: Broken Scene / Error Reporting
Labels: bug,topic:core,needs testing

### Godot version

v4.1.1.stable.official [bd6af8e0e] (also office 4.1)

### System information

Windows 10

### Issue description

I had a system Error - and a forced reboot. When attempting to Load the Project I was working on, I got the following error:-  
`Scene file 'MainGane.tscn' appears to be invalid/corrupt`.  
  
I spent ages trying to work out what was wrong with it.  
  
(after a lot of Googling) I loaded Godot with "--verbose -e --path" via the command line.    
 
Then I saw the Error Message:-  
 `Failed loading resource: res://Scenes/GuiItems/PlanetPanel.tscn. Make sure resources have been imported by opening the project in the editor at least once.`
  
Note: This error Did not showup in the Debug Panel in the Editor - only on the Commandline.  
  
Attempted to workout the issue - but it wasn't obvious - did a lot more googling, and then added `-d` to the command line.  
  
There then was an additional error message:-  
`res://Scenes/GuiItems/PlanetPanel.tscn:37 - Parse Error: Can't load cached ext-resource id: 1_7k1dj`.  
  
It would be a great help if the Editor would give us some type of stack trace when something is broken. I'm still working out the issue currently, however, The UI is telling me there's an issue with `MainGame` when the Error appears to be with a resource that is included via another scene as a resource.  

Even if there is a `Details` Button on the error window. 
It would be great to see something like:-  
  
```
Error in Loading Cached ext-resource id: 1_7_k1dj in PlanetPanel.tscn:37
called from PlanetPlanel:37
called from MainGame.tscn:51
```  
  
With `-d --verbose`:-  
![image](https://github.com/godotengine/godot/assets/11482145/bd37f75d-0627-4d15-9ca8-0fb392126796)


`Loading the Editor from the Shortcut`:-  
![image](https://github.com/godotengine/godot/assets/11482145/b75c5f9c-fffa-42c5-adfa-62e65f6011df)




### Steps to reproduce

A Broken Scene File / Resource (Scene A / Resource A)
Include it From another Scene (Scene B). 
Include it from another Scene (Scene C). 
  
Scene C reports a generic Error - while the real issue is in Scene A/Resource A

### Minimal reproduction project

I am not sure how to do this.
Repository: opencv
Issue: cv.detail.leaveBiggestComponent creates nested lists
Labels: bug,category: python bindings,needs reproducer

### System Information

cv.detail.leaveBiggestComponent sometimes creates a result that breaks the rest of the stitching pipeline

### Detailed description

we expect that `std::vector<int>` is returned from [leaveBiggestComponent](https://docs.opencv.org/4.x/d7/d74/group__stitching__rotation.html#ga855d2fccbcfc3b3477b34d415be5e786)

at least 3 users reported that on their system a nested list  (`[[1], [2], [3]]`) instead of the correct indices `[1, 2, 3]` are returned

### Steps to reproduce

I wasn't able to reproduce, but here are the issues:

https://github.com/OpenStitching/stitching/issues/40
https://github.com/OpenStitching/stitching/issues/118

I can add a workaround to flatten the indices, but I still wanted to let you know

### Issue submission checklist

- [X] I report the issue, it's not a question
- [ ] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: godot
Issue: Strange blue lines in its behavior.
Labels: discussion,topic:editor,topic:gui

### Godot version

v4.2.dev2.official [da81ca62a]

### System information

w10 64

### Issue description



What do these blue lines mean? I don't understand their behavior.

Watch the video, the blue line is pointing to the node tree.
When I move the cursor to the editor window, the blue line now points to the editor.
Now if I move the cursor to the node tree, the blue line does not point to the node tree.
Why does the blue line automatically point to the editor window when the cursor enters it but the blue line does not point to the node tree when the cursor enters it?
Why does the blue line also appear on the active scene tab?

A bit strange this behavior.

Watch the video, I'll point to what I say with the cursor.


https://github.com/godotengine/godot/assets/19652075/dbf5ee42-985e-49de-9414-c0209e6d12a7



### Steps to reproduce

In the video

### Minimal reproduction project

...