sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Focusing a LineEdit on Linux PopOS forcibly maximizes the window
Labels: bug,topic:gui

### Tested versions

4.2.2, but the issue is for sure way older - I remember experiencing it in 4.1.3

### System information

Godot v4.2.2.stable - Pop!_OS 22.04 LTS - X11 - GLES3 (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)

### Issue description

The title says it all. Here's a video showcasing it:

https://github.com/godotengine/godot/assets/85438892/d8077afd-27db-4f6a-a217-e2a86f2eeb4e

This behavior is inconsistent, but it happens maybe 70% of the time for me. It seems to be pre-determined: After launching the editor, it either always happens or never. Also, messing around after it happens seems to sometimes fix it, but I've found nothing consistent.

### Steps to reproduce

Make your window smaller than full size and click on a LineEdit.

### Minimal reproduction project (MRP)

N/A can be done in the editor
Repository: rust
Issue: Tracking Issue for `lazy_cell_into_inner`
Labels: T-libs-api,C-tracking-issue

This superceded #109736 now that the `lazy_cell` feature has been stabilized.

Feature gate: `#[feature(lazy_cell_into_inner)]`

This is a tracking issue for `LazyCell::into_inner` and `LazyLock::into_inner`.

### Public API

```rust
// core::cell (in core/src/cell/lazy.rs)

impl<T, F: FnOnce() -> T> LazyCell<T, F> {
    pub const fn into_inner(this: Self) -> Result<T, F>;
}
```

```rust
// std::sync (in std/sync/lazy_lock.rs)

impl<T, F: FnOnce() -> T> LazyLock<T, F> {
    pub fn into_inner(this: Self) -> Result<T, F>;
}
```

### Steps / History

- [x] Implementation: https://github.com/rust-lang/rust/pull/106152
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- None yet.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: frp
Issue: XTCP fails on windows
Labels: question

### Bug Description

日志如下(最先是使用quic协议失败, 以下是更改kcp后依然失败)
```
2024-05-27 10:40:12.583 [I] [sub/root.go:142] start frpc service for config file [.\frpc.json]
2024-05-27 10:40:12.603 [I] [client/service.go:294] try to connect to server...
2024-05-27 10:40:13.362 [I] [client/service.go:286] [06484294096b4d28] login to server success, get run id [06484294096b4d28]
2024-05-27 10:40:13.374 [I] [visitor/visitor_manager.go:121] [06484294096b4d28] start visitor success
2024-05-27 10:40:13.374 [I] [visitor/visitor_manager.go:172] [06484294096b4d28] visitor added: [RDP1S-p2p]
2024-05-27 10:40:14.338 [I] [visitor/xtcp.go:283] [06484294096b4d28] [RDP1S-p2p] nathole prepare success, nat type: EasyNAT, behavior: BehaviorNoChange, addresses: [202.201.94.50:65270 202.201.94.50:65270], assistedAddresses: [192.168.137.1:65270 10.20.3.70:65270]
2024-05-27 10:40:16.446 [I] [visitor/xtcp.go:309] [06484294096b4d28] [RDP1S-p2p] get natHoleRespMsg, sid [1716777614a681494b5c7abe58], protocol [kcp], candidate address [116.176.114.25:5716], assisted address [192.168.31.204:33902 172.17.0.1:33902 172.19.0.1:33902 192.168.49.1:33902 172.18.0.1:33902], detectBehavior: {Role:sender Mode:0 TTL:0 SendDelayMs:0 ReadTimeoutMs:5000 CandidatePorts:[] SendRandomPorts:0 ListenRandomPorts:0}
2024-05-27 10:40:16.484 [W] [visitor/xtcp.go:316] [06484294096b4d28] [RDP1S-p2p] make hole error: wait detect message error: read udp4 0.0.0.0:65270: wsarecvfrom: The connection has been broken due to keep-alive activity detecting a failure while the operation was in progress.
```

### frpc Version

0.58.0

### frps Version

0.58.0

### System Architecture

[visitor]windows/amd64, [client]linux/arm64, [server]linux/amd64

### Configurations

```
{
    "serverAddr": "",
    "serverPort": 7000,
    "loginFailExit": false,
    "natHoleStunServer": "stun.easyvoip.com:3478",
    "auth": {
        "method": "token",
        "token": ""
    },

    "log": {
         "to": "log.log"
    },

    "visitors": [
        {
            "name": "RDP1S-p2p",
            "type": "xtcp",
            "serverName": "RDP1S-p2p",
            "secretKey": "",
            "bindADdr": "localhost",
            "bindPort": 13389,

            "keepTunnelOpen": true,
            "protocol": "kcp"
        }
    ]
}
```

### Logs

日志如上文提及

### Steps to reproduce

_No response_

### Affected area

- [ ] Docs
- [ ] Installation
- [X] Performance and Scalability
- [ ] Security
- [X] User Experience
- [ ] Test and Release
- [ ] Developer Infrastructure
- [ ] Client Plugin
- [ ] Server Plugin
- [ ] Extensions
- [ ] Others
Repository: ollama
Issue: The ability to log the generated text response
Labels: feature request

Add a feature to log the generated text response.

Clients and libraries log in different ways, and sometimes, these approaches get in the way of figuring out the exact prompt and response. Sometimes, it is not easy to figure out how to activate logging in these clients and libraries.  

A version of Ollama that logs the prompt and response, would make it much easier to learn and debug what these libraries are doing.
Repository: go
Issue: x/net/http2: requests experience excessive time delays when encountering network errors
Labels: NeedsInvestigation

If the client loses its connection to the server, and multiple requests are sent. There would be only one dial start connecting to the server. If the dial timeout due to network issue, only the first request who creates the dial would be finished, and the other requests would continue trying to connect to the server even if their context has been canceled due to timeout.

For getClientConn multi request would creat one call to dial server.
```go
func (p *clientConnPool) getClientConn(req *http.Request, addr string, dialOnMiss bool) (*ClientConn, error) {
	//...
	for {
                 //....

		// if there is no active connection
		traceGetConn(req, addr)
		// for a specific addr, only one call would be created.
		call := p.getStartDialLocked(req.Context(), addr)
		p.mu.Unlock()
		<-call.done

		// If should retry dial for the request, which do not respect to request's context.
		if shouldRetryDial(call, req) {
			continue
		}
		cc, err := call.res, call.err
		if err != nil {
			return nil, err
		}
		if cc.ReserveNewRequest() {
			return cc, nil
		}
	}
}
```

For shouldRetryDial function, even if the request's context has been canceled, the result can be true.
```go
func shouldRetryDial(call *dialCall, req *http.Request) bool {
	if call.err == nil {
		// No error, no need to retry
		return false
	}
	if call.ctx == req.Context() {
		// If the call has the same context as the request, the dial
		// should not be retried, since any cancellation will have come
		// from this request.
		return false
	}
	if !errors.Is(call.err, context.Canceled) && !errors.Is(call.err, context.DeadlineExceeded) {
		// If the call error is not because of a context cancellation or a deadline expiry,
		// the dial should not be retried.
		return false
	}
	// Only retry if the error is a context cancellation error or deadline expiry
	// and the context associated with the call was canceled or expired.
	return call.ctx.Err() != nil
}
```
Repository: three.js
Issue: readRenderTargetPixels() works for WebGLRenderTarget but is all 0 for WebGL3DRenderTarget
Labels: Browser Issue,Device Issue

### Description

I am using a shader to write to a 3D render target.
To debug the result I am using renderer.readRenderTargetPixels()

The result for WebGLRenderTarget is correct, the result for WebGL3DRenderTarget is all zero.



### Reproduction steps

Please check the fiddle:
1. First run as is and check the output on the console: the buffer contains 0,0,0,255
2. Now go to line 66 and enable the line with WebGLRenderTarget and disable the line with WebGL3DRenderTarget
3. The output now is correct: 102, 255, 15, 255


### Code
See fiddle for complete example.

```
//-- 3D or 2D Render target
// brushTarget = new THREE.WebGLRenderTarget(32, 32) 
brushTarget = new THREE.WebGL3DRenderTarget(32, 32, 32)


var layer=0;   // Layer in 3D Texture

renderer.setRenderTarget(brushTarget, layer);
renderer.render( brushScene, brushCamera );    
    
var buffer = new Uint8Array(4); 
renderer.readRenderTargetPixels(brushTarget, 16, 16, 1, 1, buffer, layer)

console.log("Debug read brush", buffer)   // Press F12 to show chrome console

```


### Live example

https://jsfiddle.net/92xa60g4/25/


### Screenshots

_No response_

### Version

r164

### Device

Desktop

### Browser

Chrome

### OS

Windows
Repository: PowerToys
Issue: [AlwaysOnTop] Not working on Parsec window
Labels: Issue-Bug,Product-Always On Top,Needs-Triage,Area-App Compat

### Microsoft PowerToys version

0.81.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

Start Parsec, focus the window, perform shortcut to activate AlwaysOnTop.

### ✔️ Expected Behavior

Sound should be heard of feature activating.
Window border should appear, indicating activation of feature.
Window should stay always on top.

### ❌ Actual Behavior

Nothing happens.

### Other Software

Parsec 150-94a
Additionally, used PowerToys.StylesReportTool.exe to generate the following file for the Parsec window, hopefully it helps finding the reason why it doesn't work!
[window_styles_parsec.txt](https://github.com/microsoft/PowerToys/files/15458979/window_styles_parsec.txt)
Repository: PowerToys
Issue: Fancy Zones interferes with dropdown overlays in Adobe Creative Cloud apps
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.81.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

With Fancy Zones _disabled,_ certain dropdowns that create an overlay in the UI of Adobe Bridge and Adobe InDesign, possibly others, operate normally. For example, the list of defined workspaces in this dropdown:
![Screenshot 2024-05-27 135330](https://github.com/microsoft/PowerToys/assets/170970339/df1c9921-a322-4010-b99f-1516a28c6b65)
Or the list of open Content panels in this one:
![Screenshot 2024-05-27 135511](https://github.com/microsoft/PowerToys/assets/170970339/eccfe9a0-21fe-4347-9273-ba3e0276069f)
Or any of the dropdown lists in Adobe InDesign panels, such as the point size dropdown in the Character panel:
![Screenshot 2024-05-27 141019](https://github.com/microsoft/PowerToys/assets/170970339/522e635d-db93-44b4-88ba-95d994a625ee)

With Fancy Zones _enabled_ AND the app window is snapped to a defined zone, none of these dropdown are visible. When the double-chevron is clicked in Bridge, focus shifts away from the Bridge window but the dropdown is not rendered onscreen. This is reproducible in the current GA and Prerelease versions of Adobe Bridge. A similar situation exists with Adobe InDesign, whereby the dropdowns just don't appear.

This problem appeared after the 0.74 update to PowerToys and has persisted through the current one.
[PowerToysReport_2024-05-27-14-01-18.zip](https://github.com/microsoft/PowerToys/files/15458881/PowerToysReport_2024-05-27-14-01-18.zip)


### ✔️ Expected Behavior

The dropdown lists should be visible with Fancy Zones enabled, which they have been until the release before last.

### ❌ Actual Behavior

Dropdown lists do not appear.

### Other Software

Adobe Bridge 14.1.0.257 (GA release)
Adobe Bridge 14.1.0.226 (Prerelease)
Adobe InDesign 19.4.0.16 (GA)

NOTE 1: This list is not necessarily exhaustive.

NOTE 2: Neither Photoshop (current GA release) nor Illustrator (current GA release) are affected.
Repository: PowerToys
Issue: [Advanced Paste] Add advanced text formatting
Labels: Idea-Enhancement,Status-In progress,Product-Advanced Paste

### Description of the new feature / enhancement

Make AdvancedPaste more versatile by giving more text editing shortcuts, such as convert to single line (to get rid of linebreaks when copy pasting from a pdf), capitalize (correctly capitalize a sentence / convert to upper/lowercase), etc.

### Scenario when this would be used?

This feature could be used during essay writing. When copying information from a pdf over to for example a google doc, it would be helpful to be able to select the text and paste it as a single line. 

### Supporting information

_No response_
Repository: flutter
Issue: [Impeller] Bold is slightly less bold than Skia for certain fonts
Labels: P2,e: impeller,team-engine,triaged-engine

Pulling this issue in from https://github.com/flutter/flutter/issues/138386 . Now that the positioning issues are solved, we can see that bold fonts are sometimes slightly less bold. Might be related to fake bold settings, or we may need to scale the font size differently.

The difference is very slight, less than a full pixel.


For example:

![image](https://github.com/flutter/flutter/assets/8975114/6431e58d-9a39-4e6c-967e-1edddb12cfd9)
Repository: godot
Issue: Command line doctool does not work with relative sub-path for gdscript
Labels: bug,topic:gdscript,topic:editor

### Tested versions

Reproducible in `4.2.2.stable.official.15073afe3` and `4.3.dev6.official.64520fe67`

### System information

Arch Linux #1 SMP PREEMPT_DYNAMIC - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6800 XT () - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

Godot prints an error with "File not found" and "Make sure resources have been imported by opening the project in the editor at least once." when you pass a relative path to the GDScript doc tool. This happens despite the file existing. It also was opened in the project before.

### Steps to reproduce

Create a new project, then create a directory `docs` and a directory `example`. Add a file `example/test.gd` with the following content:
```gdscript
extends Node
## Example doc

## This is a variable
var foo := "bar"
```

Observe the result of the following commands (executed at project root):
- `godot --doctool docs --gdscript-docs ./example` :x: **ERROR** (relative sub-directory)
- `godot --doctool docs --gdscript-docs example` :x: **ERROR** (relative sub-directory)
- `godot --doctool docs --gdscript-docs .` :heavy_check_mark: **SUCCESS** (relative, but project root not sub-directory)
- `godot --doctool docs --gdscript-docs $PWD/example` :heavy_check_mark: **SUCCESS** (absolute sub-directory)

For the cases marked with "ERROR", this is the console output:
```
Godot Engine v4.2.2.stable.official.15073afe3 - https://godotengine.org
 
ERROR: Attempt to open script 'res://example/test.gd' resulted in error 'File not found'.
   at: load_source_code (modules/gdscript/gdscript.cpp:1025)
ERROR: Failed loading resource: res://example/test.gd. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:274)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.2.stable.official (15073afe3856abd2aa1622492fe50026c7d63dc1)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x3cae0) [0x75e72725fae0] (??:0)
[2] ./Godot_v4.2.2-stable_linux.x86_64() [0x4aaaaf] (??:0)
[3] ./Godot_v4.2.2-stable_linux.x86_64() [0x41e761] (??:0)
[4] /usr/lib/libc.so.6(+0x25c88) [0x75e727248c88] (??:0)
[5] /usr/lib/libc.so.6(__libc_start_main+0x8c) [0x75e727248d4c] (??:0)
[6] ./Godot_v4.2.2-stable_linux.x86_64() [0x42a59a] (??:0)
-- END OF BACKTRACE --
================================================================
[1]    14251 IOT instruction (core dumped)  godot --doctool docs --gdscript-docs ./example
```

### Minimal reproduction project (MRP)
[bug.zip](https://github.com/godotengine/godot/files/15459274/bug.zip)
Repository: neovim
Issue: initial file open sometimes replaces character under cursor with 'g'
Labels: bug,tui

### Problem

Frequently, but not always, the first file opened from the command line will have the character under the cursor replaced by the letter 'g'. This seems to only occur when `set nottimeout` is enabled. The inconsistency suggests a startup race condition.

### Steps to reproduce

`nvim --clean --cmd 'set nocompatible' --cmd 'set nottimeout' ~/.vimrc`

Removing the `--cmd 'set nottimeout'` seems to greatly reduce if not eliminate the issue.

### Expected behavior

I expect the file to appear in the buffer as it does on disk. The buffer state should initially be unmodified.

### Neovim version (nvim -v)

% nvim -v NVIM v0.10.0 Build type: Release LuaJIT 2.1.1713773202

### Vim (not Nvim) behaves the same?

no, vim 9.0.1544 (nor a previous forgotten nvim 0.9.x version)

### Operating system/version

macOS 11.7.10

### Terminal name/version

Reproduced with two: iTerm2, Wezterm

### $TERM environment variable

iTerm2:xterm-256color, Wezterm:wezterm (with terminfo installed)

### Installation

brew install neovim
Repository: ui
Issue: [bug]: Form elements has id and label for attribute as (undefined)
Labels: bug

### Describe the bug

Iam seeing undefined every where while using Input component and FormLabel
instead of seeing proper id
![image](https://github.com/shadcn-ui/ui/assets/28202010/747127b0-5276-4a3f-8d0b-ba7733927b71)


### Affected component/components

Form, Input

### How to reproduce

1- Clone the repo and run the project
2- inspect form elements under http://localhost:3000/sign-in
You will see this:
![image](https://github.com/shadcn-ui/ui/assets/28202010/c3c2facb-bcc8-4731-8668-e82bea8a91bb)

--------------
You will find the code in these components 
- SignInForm.tsx
- CustomInput.tsx

### Codesandbox/StackBlitz link

https://github.com/saver711/bancos

### Logs

_No response_

### System Info

```bash
Windows 10
Edge
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: rust
Issue: Memcpy generated for Vec::push(Default::default()) instead of initialization in-place
Labels: A-codegen,T-compiler,C-optimization

I was investigating a performance issue in code that initializes some larger structs from a binary protocol. The code tries hard to avoid unnecessary moves, for example by first creating default values and then initializing them, instead of returning structs by value. After a slight change to one of the structs there was a significant performance drop, which boiled down to an unnecessary call to `memcpy`.

Optimization of this memcpy seems to depend on the size of the struct and also on the ratio of zero-initialized fields to other fields.

In the following example, `std_push_default` initializes a struct on the stack and then calls `memcpy` to append it to the vector, while `inlined_push_default` initializes the struct in-place. The implementation of the latter should match the internals of `Vec::push`.

```rust
#[derive(Default)]
pub struct Foo {
    a: [i64; 13],
    b: [i64; 17],
    c: Vec<i64>,
    d: Vec<i64>,
}

#[no_mangle]
pub fn std_push_default(v: &mut Vec<Foo>) {
    v.push(Default::default());
}

#[no_mangle]
pub fn inlined_push_default(v: &mut Vec<Foo>){
    v.reserve(1);
    unsafe {
        v.as_mut_ptr().add(v.len()).write(Default::default());
        v.set_len(v.len()+1);
    }
}

#[no_mangle]
pub fn size_of_foo() -> usize {
    std::mem::size_of::<Foo>()
}
```
Using [rustc 1.78 in the compiler explorer](https://rust.godbolt.org/z/cfW6rv1sh). This might be a regression from 1.76, or the thresholds are slightly different.
Repository: godot
Issue: CharacterBody3D jittering while colliding with a wall
Labels: bug,topic:physics,topic:3d

### Tested versions

- Reproducible in v4.2.2.stable.arch_linux, v4.3.beta.custom_build [be56cab58]

### System information

Godot v4.2.2.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 22 May 2024 13:47:07 +0000 - Tty - Vulkan (Forward+) - dedicated AMD Radeon RX 6400 (RADV NAVI24) () - 12th Gen Intel(R) Core(TM) i7-12700 (20 Threads)

### Issue description

Under non-exotic but unknown circumstances, colliding a `CharacterBody3D` with a wall triggers a vertical jittering.

A few notes:

1. The jitter appears to be triggered by this specific part of the code (`character_body_3d.cpp`):
```cpp
} else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls.
    gt.origin -= result.travel.slide(up_direction);
```
2. Maybe that's a side effect, but removing the block directly connected to ground seems to prevent the issue from happening
3. Possibly related issues but couldn't confirm:
    - https://github.com/godotengine/godot/issues/85971
    - https://github.com/godotengine/godot/issues/75537
    - https://github.com/godotengine/godot/issues/58066 

### Steps to reproduce

- run the minimal attached project
- use the arrow keys to go toward the piled up blocks
- observe jitter

https://github.com/godotengine/godot/assets/34467/a4a067fd-c115-4a5a-ae87-cfc5e4bc92fa

### Minimal reproduction project (MRP)

[godot-jitter.zip](https://github.com/godotengine/godot/files/15461752/godot-jitter.zip)
Repository: opencv
Issue: Does example source have rows and columns switched?
Labels: category: documentation

### Describe the doc issue

size type in open CV is (num points per row, num points per col) = (cols, rows) correct?

In example at https://docs.opencv.org/4.x/dc/dbb/tutorial_py_calibration.html

It appears it using a non n x n pattern (6 columns, 7 rows of inner points on chessboard), but appears to have the rows and columns reversed?  

# Find the chess board corners
 ret, corners = [cv.findChessboardCorners](https://docs.opencv.org/4.x/d9/d0c/group__calib3d.html#ga93efa9b0aa890de240ca32b11253dd4a)(gray, (7,6), None)
 
 should be
 
 # Find the chess board corners
 ret, corners = [cv.findChessboardCorners](https://docs.opencv.org/4.x/d9/d0c/group__calib3d.html#ga93efa9b0aa890de240ca32b11253dd4a)(gray, (6,7), None)


Or did I misunderstand?



### Fix suggestion

I am still new to opencv, so please close and disregard if I am mistaken.  If I am not, please comb the entire example to ensure proper consistency.  The code does work (it probably treats the chessboard as rotated), but it could be confusing to people looking at the example chessboard and then the code.

Also, instead of using hard-coded shape "(6,7)" throughout the example, maybe define the following variables:

rows = 7
cols = 6

then use (cols, rows) in its place.
Repository: godot
Issue: AnimationTree in Scene with Thread Group 'Sub Thread' crashes application when used multiple times in another Scene
Labels: bug,crash,topic:animation

### Tested versions

- Reproducible: v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.22631 - GLES3 (Compatibility) - AMD Radeon RX 6900 XT (Advanced Micro Devices, Inc.; 31.0.24031.5001) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

When a scene with an `AnimationTree` is set to a `Sub Thread` group:
![image](https://github.com/godotengine/godot/assets/22215375/fa5a71ba-d76e-4f31-85f9-9a7eab147dae)

Using it multiple times in another scene will crash when running it:
![Screenshot 2024-05-27 225849](https://github.com/godotengine/godot/assets/22215375/90629369-5c77-4506-9998-5068ca555ec1)

This does not happen if the `Sub Thread` scene is only used once in the scene.


### Steps to reproduce

- add and setup an `AnimationPlayer` and `AnimationTree` to a scene which is set to `Thread Group`: `Sub Thread`
- use this scene at least 2 times in another

### Minimal reproduction project (MRP)

MRP:
[crash_sub_process.zip](https://github.com/godotengine/godot/files/15461764/crash_sub_process.zip)