sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug]  sidecar doesn't seem to inherit accessibility rights
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

I want to use a sidecar written in Swift to perform actions that require accessibility rights. However, the sidecar never gets the accessibility rights when the application is launched after build and install

The relevant code is:
spawning a sidecar in main.rs
```
                    let (mut receiver, _) = Command::new_sidecar(BINARY_NAME).unwrap()
                        .spawn().unwrap();

                    tauri::async_runtime::spawn(async move {
                        while let Some(event) = receiver.recv().await {
                            match event {
                                CommandEvent::Stdout(line) => {
                                    println!("{}", line);
                                }             
                                CommandEvent::Terminated(payload) => {
                                    // TODO what to do here? Restart?
                                    println!("Terminated: {payload:#?}");
                                    break;
                                }
                                event => {
                                    println!("{event:#?}");
                                }
                            }
                        }
                    });
```

swift sidecar which asks for accessibility rights
```
import Cocoa
import AppKit


@main
public enum test_swift_zoom {
    public static func main() {

        let trusted = AXIsProcessTrustedWithOptions(
            [kAXTrustedCheckOptionPrompt.takeUnretainedValue() as String: true] as CFDictionary
        )

        print("Has Accessibility Rights: \(trusted)")

    }
}
```




### Reproduction

https://github.com/vcombey/tauri-menubar-app/tree/main

### Expected behavior

After granting the main application the accessibility rights, relaunching the application should not ask for rights and the sidecar should have the accessibility rights.

current behavior:
It works with cargo run dev. (macos asks for accessibility rights for terminal) but doesn't work after cargo tauri build and installing the application. The sidecar prompts each time for the rights and doesn't have them.

### Platform and versions

```text
Environment
  › OS: Mac OS 14.0.0 X64
  › Node.js: 18.0.0
  › npm: 8.6.0
  › pnpm: 8.10.0
  › yarn: 1.22.19
  › rustup: 1.26.0
  › rustc: 1.76.0-nightly
  › cargo: 1.76.0-nightly
  › Rust toolchain: nightly-aarch64-apple-darwin

Packages
  › @tauri-apps/cli [NPM]: 2.0.0-alpha.1
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
Labels: bug,needs testing,crash

### Godot version

4.2 stable

### System information

Ubuntu bookworm, gnome 43

### Issue description

When I try to open [this project](https://github.com/ColormaticStudios/quality-godot-first-person-2) on my laptop, it crashes with the error:

```
     at: _editor_init (modules/gltf/register_types.cpp:63)
ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
   at: propagate_notification (scene/main/node.cpp:2236)

================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.2.stable.official (46dc277917a93cbf601bbcf0d27d00f6feeec0d5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
ERROR: FATAL: Index p_index = 1 is out of bounds (size() = 0).
   at: get (./core/templates/cowdata.h:158)
```

My laptop is a Lenovo Thinkpad T410 with 4GB of ram.

### Steps to reproduce

Download the project mentioned before
Open it

### Minimal reproduction project

https://github.com/ColormaticStudios/quality-godot-first-person-2 (it's decently small)
Repository: rust
Issue: Investigate feeding `def_span` in the resolver
Labels: C-cleanup,T-compiler,E-help-wanted,E-medium,A-query-system

This is the same idea as https://github.com/rust-lang/rust/pull/118188 but for the `def_span` queries.

At each place where https://github.com/rust-lang/rust/pull/118188 added a call to `tcx.feed_local_def_id(..).def_kind`, we need to add a call to `def_span`. The parameter to this call should mimick the implementation of `def_span` in `rustc_middle::hir::map`.

Please contact me on zulip for questions.
Repository: youtube-dl
Issue: Please support dzen.ru quickly
Labels: site-support-request,Good first issue

<!--

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
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- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://dzen.ru/video/watch/6471e50e06863726828b435c
- Single video: https://dzen.ru/embed/vnVEaPfaSym8?from_block=partner&from=zen&mute=0&autoplay=0&tv=0
- Playlist: nothing


## Description

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If work on your issue requires account credentials please provide them or explain how one can obtain them.
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It is a very popular Russian site and needed to be supported
Repository: godot
Issue: Inherited Scene AnimationPlayer tracks can be created and keyframes may be added, but resulting tracks are marked as 'read only'
Labels: bug,topic:editor,topic:animation

### Godot version

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 31.0.15.3699) - AMD Ryzen 5 5600H with Radeon Graphics (12 Threads)

### Issue description

It is possible to add new tracks to inherited scene AnimationPlayer nodes. These resulting tracks cannot be edited or deleted as the track is marked 'read-only'. The edit also changes the base scene to have these animation tracks as well

### Steps to reproduce

1. Create a scene that contains an AnimationPlayer node
2. Make an inherited scene with the original scene as a base
3. Add a new Sprite2D node or other node and key properties to a new track using the inherited AnimationPlayer
4. Attempt to edit or delete the created key frames

Expected Results:
User is prevented from keying properties to a new track or new tracks created in this way are not marked as 'read-only'. New tracks are not retroactively added to the base scene

Actual Results:
New tracks can be created, but the keys may not be edited. New tracks and keys are retroactively added to the base scene

### Minimal reproduction project

[InheritedSceneBug.zip](https://github.com/godotengine/godot/files/13537471/InheritedSceneBug.zip)
Repository: flutter
Issue: Add resolveWith static method to WidgetStateOutlinedBorder
Labels: c: new feature,framework,f: material design,waiting for PR to land (fixed),c: proposal,P2,team-design,triaged-design

### 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

From: https://github.com/flutter/flutter/issues/69203

> To make `MaterialStateBorderSide` and `MaterialStateOutlinedBorder` easier to use, it would help to mimic the rest of `MaterialStateColor`. Apps and examples could write `MaterialStateBorderSide.resolveWith(myCallback)`, which can take a bit of the sting out of using a `MaterialStateProperty`.

A PR (#78731)  was merged completing the implementation for `MaterialStateBorderSide` but not for `MaterialStateOutlinedBorder`.

### Proposal

Add `WidgetStateOutlinedBorder.resolveWith(myCallback)` static method to `WidgetStateOutlinedBorder ` class as well.
Repository: godot
Issue: `find_children` type argument does not work for C# class names or GDScript inner classes
Labels: bug,topic:core,topic:gdscript,topic:dotnet

### Godot version

4.2

### System information

Windows 11 4.2

### Issue description

When running 
Godot.Collections.Array<Node> t = FindChildren("*");
GD.Print(t);
I receve an empty array even when i have nodes under a base node
![image](https://github.com/godotengine/godot/assets/12012300/aab1a3cf-ec64-4fc9-96ba-b02596fd89eb)

Expected output:
A list of children nodes in this case 7 of them.

### Steps to reproduce

create a node structure with a base node and some children nodes
![image](https://github.com/godotengine/godot/assets/12012300/02d942b1-a85d-4085-b5e1-dee59a45f94b)
put 
`
public override void _Ready()
	{
		Godot.Collections.Array<Node> t = FindChildren("*");
		GD.Print(t);
	}
`
in the script and run the project


### Minimal reproduction project

[Minimum project.zip](https://github.com/godotengine/godot/files/13537497/Minimum.project.zip)
Repository: deno
Issue: Disabled http agent support
Labels: bug,node compat,node API,node:http

Hi!
I'm curious why this part of code was commented out when porting from Node? https://github.com/denoland/deno/blob/f29075ae4cf435032e410d582bdfa22b031e802c/ext/node/polyfills/http.ts#L542-L543

I'm trying to use a Node module that relies on http/https under the hood and I can't pass an 'options.agent' object to use a proxy instead of a direct connection.

What would it take to get this functionality back?
Thanks!
Repository: flutter
Issue: Provide a way to return data when user does cupertino backswipe
Labels: c: new feature,framework,f: routes,c: proposal,P3,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)

### Use case

Currently, the PopScope widget does not allow to implement iOS back swipe with returning data to previous page. As WillPopScope is depracated because this feature is coming to Android, it should be improved... 

In my applications, I HAVE TO return data to previous page - sometimes dialog has to be used, but sometimes not (canPop is kinda OK), but I also want to use iOS back swipe, because it is really handy feature and users like it.

### Proposal

PopScope widget should be able to return data to the previous page. Overwrite the Navigator.pop(), that is built in the widget, or something. And what would be the best - ability to invoke back swipe, but, after that, prompt the dialog, so user can click "Cancel" and stay on current page.
Repository: neovim
Issue: Allow scrolling downwards when at first line of buffer.
Labels: enhancement,ui

### Problem

When at the top of a document, it is not possible to scroll down.  However, when at the bottom of a document, it is possible to scroll up.  The `~` is used to show the non-existence of the line in the actual buffer, but this isn't a feature for the top of a file.

### Expected behavior

Go to the first line of a document with `gg`.  Redraw line at centre of window using `zz`.  This will move the first line to the centre of the window, with `~` as padding before the first line.

This feature would be useful if you have a tall screen, and you wish to edit the top of a file in the centre of your window.  It would also make the beginning and the end of a document consistent in behaviour.
Repository: godot
Issue: get_tree().unload_current_scene() sometimes causes a silent crash, with no errors or logs
Labels: bug,topic:core,crash

### Godot version

4.2 .NET

### System information

Godot v4.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)

### Issue description

Calling `get_tree().unload_current_scene()` will sometimes(but not always) cause the game immediately close, without showing any error messages, stack traces, or any other diagnostic information.  Whether or not this happens seems to be completely random.  This happens both in GDScript and in C#.  This crash does NOT happen if I replace `unload_current_scene()` with the following logic:
```GDScript
func unload_current_scene_custom():
    var tree = get_tree()
    var oldScene = tree.current_scene
    
    tree.root.remove_child(oldScene)
    oldScene.queue_free()
```

Good news, though: The crash is only nondeterministic if the function is called from `_process()` or `_physics_process()`.  If it's called from a signal handler, the crash happens 100% of the time.  How convenient...and perplexing.

### Steps to reproduce

1. Download and run my minimal reproduction project
1. Click the button in the middle.  It will correctly switch scenes.  You can do this over and over, and it'll still work.
1. Untick the box that says "custom unload".  This will switch it from using the aforementioned `unload_current_scene_custom()` to using the built-in `unload_current_scene()`.
1. Click the middle button again.  It will crash, 100% of the time.
1. Start the game up again, untick "custom unload", and then tick the box that says "Automatic".  This will cause it to switch scenes every 0.1 seconds from `_physics_process()`.  This MIGHT cause it to crash on the first try.
1. If it hasn't crashed yet already, wait at least 30 seconds.  It'll crash.  Probably.
1. Occasionally, it won't crash no matter how long you run it for.  If you suspect this is happening, close the game and go back to step 5.  Nine times out of ten, it'll crash instantly this time.

### Minimal reproduction project

[UnloadCurrentSceneCrash.zip](https://github.com/godotengine/godot/files/13537629/UnloadCurrentSceneCrash.zip)
Repository: vscode
Issue: "Reveal in File Explorer" not working after opening file with incomplete path via Ctrl+P
Labels: bug,file-explorer,windows,confirmation-pending

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- VS Code Version: 1.84.2
- OS Version: Windows 10 22H2

Steps to Reproduce:
1. Create File C:\Tools\AutoHotKey.log (and close it)
2. In VS Code, press Ctrl+P
3. Enter `\Tools\AutoHotKey.log` and press enter
   ![image](https://github.com/microsoft/vscode/assets/12128514/037385bf-7ae9-45c5-8838-fedfb4e99f78)
4. Note that file is opened
   ![image](https://github.com/microsoft/vscode/assets/12128514/14c50588-317b-45f5-b215-6da7367e9fac)
5. In tab context menu, click "Reveal in File Explorer":
   ![image](https://github.com/microsoft/vscode/assets/12128514/32bfcd54-bc06-4bca-a091-ee7cf22d44f0)

Nothing happens.

Workaround:
3. Enter `C:\Tools\AutoHotKey.log` (note `C:`) and press enter. Works:
   ![image](https://github.com/microsoft/vscode/assets/12128514/d200ce72-e2d9-42e4-a0c1-f5e4a0c070af)
Repository: vscode
Issue: For some reason sometimes the command + backtick on macOS doesn't work
Labels: keybindings,macos

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Does this issue occur when all extensions are disabled?: Not sure

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- VS Code Version: 1.84.2 (Universal)
- OS Version: Darwin arm64 23.1.0

Version: 1.84.2 (Universal)
Commit: 1a5daa3a0231a0fbba4f14db7ec463cf99d7768e
Date: 2023-11-09T10:52:33.687Z
Electron: 25.9.2
ElectronBuildId: 24603566
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Darwin arm64 23.1.0

Steps to Reproduce:

1. Open at least two windows of the  VSCode application 
2. Try to cycle through the windows using the command + backtick, sometimes it stops to works

Note: This issue doesn't happened frequently I'm not sure how to reproduce exactly, I was researching on and found another user with similar problem on some macOS Forum: https://forums.macrumors.com/threads/command-tilde-backtick-randomly-stops-working-until-app-change-vs-code.2412201/
Repository: neovim
Issue: Support bun as Node.js plugin manager
Labels: enhancement,provider,complexity:low

### Problem

> I'm not sure if this is a bug, maybe feature request?
I'm getting this complaint, when running :healthcheck
<img width="681" alt="Screenshot 2023-12-02 at 5 09 24 PM" src="https://github.com/neovim/neovim/assets/78740826/5488bc23-d59e-4f70-a8ec-7df1d098828a">

> I have this in my .zprofile
<img width="157" alt="Screenshot 2023-12-02 at 5 10 30 PM" src="https://github.com/neovim/neovim/assets/78740826/66ab8d73-b332-4a6f-8301-6a113ee4652a">

**Do I have to make actual symlinks into my path? Does NeoVim not have access to profile aliases?**

### Steps to reproduce

Create aliases for "npm" and "node" in your shell provile.

### Expected behavior

I would have thought environment aliases would be picked up.

### Neovim version (nvim -v)

0.9.4

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

NA

### Operating system/version

macOS 14.1

### Terminal name/version

warp, kitty, apple terminal

### $TERM environment variable

NA

### Installation

nix-env -iA neovim
Repository: langchain
Issue: Issue: How to conveniently disable langsmith calls? 
Labels: 🤖:question

### Issue you'd like to raise.

When I use an existing library that includes langsmith (such as https://github.com/langchain-ai/weblangchain), but I don't have access to langsmith API as I'm still on the waitlist. How can I quickly disable the langsmith functionality without commenting out the code?

### Suggestion:

_No response_
Repository: deno
Issue: Relative import path not prefixed when importing unrar
Labels: needs info

Version: latest

After a full day banging my head against walls trying to get ESM to work and failing, somebody recommended I try deno.

I just tried, and it does this:

```
run --check backend/index.ts
error: Relative import path "unrar" not prefixed with / or ./ or ../
    at file:///home/arthur/dev/ai/manga/ui/backend/index.ts:17:34
```

which is weird that it would fail like this, thinking unrar is a relative import when it seemingly had no problem with the 10 other modules before that:

```
import express from 'express';
import multer from 'multer';
import cors from 'cors';
import fs from 'fs';
import {fileTypeFromBuffer} from 'file-type';
import {readChunk} from 'read-chunk';
import path from 'path';
import {glob} from 'glob';
// Database.
import sequelize from '../../src/db/database';
import Book from '../../src/db/book';
import Page from '../../src/db/page';

// Zip and rar stuff.
import unzipper from 'unzipper';
import tar from 'tar';
import { Extract as Unrar } from 'unrar';

console.log("z");
```

what's going on here?


thanks
Repository: pytorch
Issue: InstanceNorm1d throws bad warning
Labels: module: nn,triaged

### 🐛 Describe the bug

nn.InstanceNorm1d is throwing `UserWarning: input's size at dim=0 does not match num_features. You can silence this warning by not passing in num_features, which is not used because affine=False
  warnings.warn(f"input's size at dim={feature_dim} does not match num_features. "` even though everything is correct
  
```py
import torch
from torch import nn

norm = nn.InstanceNorm1d(20)  # features
out = norm(torch.randn(32, 20)) # (batch_size, features)
out.shape # (32, 20)
``` 

### Versions

PyTorch version: 2.1.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 14.1.1 (arm64)
GCC version: Could not collect
Clang version: 15.0.0 (clang-1500.0.40.1)
CMake version: Could not collect
Libc version: N/A

Python version: 3.11.5 (v3.11.5:cce6ba91b3, Aug 24 2023, 10:50:31) [Clang 13.0.0 (clang-1300.0.29.30)] (64-bit runtime)
Python platform: macOS-14.1.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1

Versions of relevant libraries:
[pip3] numpy==1.26.1
[pip3] torch==2.1.0
[pip3] torchvision==0.16.0
[conda] Could not collect
```[tasklist]
### Tasks
```


cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki