sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: rustdoc: the required const feature gate is not shown
Labels: C-bug,A-rustdoc-ui,T-rustdoc-frontend

For regular unstable functions, rustdoc shows something like this

![Image](https://github.com/user-attachments/assets/6bed7f26-2633-43e2-93c7-42e8a5919708)

However, for const-unstable functions, all we get is

![Image](https://github.com/user-attachments/assets/d20e6faa-e585-4481-9c50-f097444962b5)

There's no indication of what the feature gate is. Worse, if the function is unstable and const-unstable, but under different feature gates, then there's not even the "const: unstable" that links to the issue -- there's no way to figure out what the const feature gate is other than looking at the source.

Cc @rust-lang/rustdoc
Repository: deno
Issue: Overlapping LTS releases
Labels: question

I'm not sure if this is the right place, but couldn't find anywhere else.

I just read the Deno 2.0 blog post, showing the upcoming release schedule, and was surprised to see LTS versions not having any overlap.

Basically, what I'm aiming for is; always running the most stable (often means "oldest") version still receiving security patches. I currently practice this in Node.js by jumping from LTS to LTS. As an example, I would not want to run into https://github.com/nodejs/node/issues/54543 in production.
Node.js LTS overlaps provide plenty of migration time.

If overlapping LTS versions is not the strategy for Deno, what's the recommendation?
Repository: godot
Issue: [.Net] All Script `Exports` Becomes Null and Ineditable when `TOOLS` is Not Defined
Labels: enhancement,usability,topic:dotnet

### Tested versions

v4.3.stable.mono.official [77dcf97d8]

### System information

v4.3.stable.mono.official [77dcf97d8]

### Issue description

Under certain unknown conditions, every C# script's export will become null and ineditable.

### Steps to reproduce

1. Download the MRP
2. Unzip the MRP and Open it with Godot 4.3 Stable Mono
3. Without opening any Scene, Build the C# Project
4. Open the `Scenes/Main.tscn`
5. Ignore the missing dependency error; this MRP is an existing game project with proprietary art assets stripped out.
6. Inspect the issue; every script export has turned into null, and reassigning doesn't work.


https://github.com/user-attachments/assets/86de231c-76f5-4df6-9150-2f3cdc204bf4



### Minimal reproduction project (MRP)

[MRP_ObjectsBecomeNull.zip](https://github.com/user-attachments/files/17351220/MRP_ObjectsBecomeNull.zip)
Repository: material-ui
Issue: Type error importing `@mui/styled-engine` from `@mui/material` using `skipLibCheck: false`
Labels: bug 🐛,typescript,package: system,package: material-ui

### Search keywords

type error missing dependency

### Latest version

- [X] I have tested the latest version

### Steps to reproduce

Steps:
1. Start a TypeScript project with `@mui/material` using a strict package manager (e.g., pnpm or Yarn PnP) and with `skipLibCheck` set to `false`


### Current behavior


Type error:
```
./node_modules/@mui/material/utils/memoTheme.d.ts(4,14): error TS2307: Cannot find module '@mui/styled-engine' or its corresponding type declarations.
./node_modules/@mui/material/utils/memoTheme.d.ts(6,42): error TS2307: Cannot find module '@mui/styled-engine' or its corresponding type declarations.
./node_modules/@mui/material/utils/memoTheme.d.ts(6,91): error TS2307: Cannot find module '@mui/styled-engine' or its corresponding type declarations.
./node_modules/@mui/material/utils/memoTheme.d.ts(6,132): error TS2307: Cannot find module '@mui/styled-engine' or its corresponding type declarations.
./node_modules/@mui/material/utils/memoTheme.d.ts(6,180): error TS2307: Cannot find module '@mui/styled-engine' or its corresponding type declarations.
./node_modules/@mui/material/utils/memoTheme.d.ts(6,221): error TS2307: Cannot find module '@mui/styled-engine' or its corresponding type declarations.
```

This is caused by the fact that `@mui/material` references `@mui/styled-engine`, but does not have a dependency on it.


### Expected behavior

No type error

### Context

N/A

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
"@mui/material": "^6.1.3"
```
</details>
Repository: rust
Issue: rustdoc panics while documenting panicking associated constant
Labels: T-rustdoc,C-bug,A-const-eval

I have the following code:

```rust
pub trait Foo {
    const BAR: ();
}

impl Foo for () {
    const BAR: () = panic!("intentional PME");
}
```

While this is contrived, this pattern is used in real codebases to take advantage of post-monomorphization errors (PME's), for example [here](https://github.com/google/zerocopy/blob/5452c3d787486603e57bd191571ad05525c181b0/src/pointer/ptr.rs#L674-L679).

When running `cargo doc`, rustdoc seems to try to evaluate the constant, and crashes:

```text
$ cargo doc
 Documenting tmp v0.1.0 (.../tmp)
error[E0080]: evaluation of constant value failed
 --> src/lib.rs:6:21
  |
6 |     const BAR: () = panic!("intentional PME");
  |                     ^^^^^^^^^^^^^^^^^^^^^^^^^ the evaluated program panicked at 'intentional PME', src/lib.rs:6:21
  |
  = note: this error originates in the macro `$crate::panic::panic_2021` which comes from the expansion of the macro `panic` (in Nightly builds, run with -Z macro-backtrace for more info)
```

## Miscellaneous

```text
$ cargo version
cargo 1.78.0 (54d8815d0 2024-03-26)
```
Repository: ui
Issue: [bug]: Installation Error
Labels: bug

### Describe the bug

npx shadcn@latest init
✔ Preflight checks.
✔ Verifying framework. Found Next.js.
✔ Validating Tailwind CSS.
✔ Validating import alias.


Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

request to https://ui.shadcn.com/r/styles/index.json failed, reason: connect ETIMEDOUT 76.76.21.164:443

### Affected component/components

installation

### How to reproduce

npx shadcn@latest init
✔ Preflight checks.
✔ Verifying framework. Found Next.js.
✔ Validating Tailwind CSS.
✔ Validating import alias.


Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

request to https://ui.shadcn.com/r/styles/index.json failed, reason: connect ETIMEDOUT 76.76.21.164:443

### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
npx shadcn@latest init
✔ Preflight checks.
✔ Verifying framework. Found Next.js.
✔ Validating Tailwind CSS.
✔ Validating import alias.


Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

request to https://ui.shadcn.com/r/styles/index.json failed, reason: connect ETIMEDOUT 76.76.21.164:443
```


### System Info

```bash
npx shadcn@latest init
✔ Preflight checks.
✔ Verifying framework. Found Next.js.
✔ Validating Tailwind CSS.
✔ Validating import alias.


Something went wrong. Please check the error below for more details.
If the problem persists, please open an issue on GitHub.

request to https://ui.shadcn.com/r/styles/index.json failed, reason: connect ETIMEDOUT 76.76.21.164:443
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: move_and_collide registers CSGshapes with a frame of delay.
Labels: bug,topic:core,topic:physics

### Tested versions

-Reproducible in 4.3

### System information

Linux mint 

### Issue description

When the game starts running the body will register no collisions until one frame has passed if the would be collision is against a CSG shape. I'm guessing there is some kind of delay between the CSG shapes spawning and the collision shape being added on the world state.

If the guess is correct and this is inherent to CSG shapes and we can't do nothing without heavy changes, i suggest documenting it, as is in my opinion disruptive enough as to cause some headaches to the user.

### Steps to reproduce

Open the project in godot. There are 2 scenes: csgfloor and staticfloor. When run, staticfloor will report correctly on the first frame. csgfloor will take an extra frame to do so under the same conditions.


### Minimal reproduction project (MRP)

[csgbug.zip](https://github.com/user-attachments/files/17351419/csgbug.zip)
Repository: rust
Issue: rustdoc: `#impl-` link renders raw in some situations
Labels: C-bug,A-rustdoc-ui,T-rustdoc-frontend

![image-1.png](https://github.com/user-attachments/assets/cd59da6a-6b32-4d70-9a52-6a7ef29b4e27)

![image-2.png](https://github.com/user-attachments/assets/82689ced-889f-410a-bcfc-56798cf1a8d5)

See how the same link is rendered differently in the footnote.

Occurred in https://github.com/bevyengine/bevy/pull/15874

### Meta

stable 1.82
Repository: terminal
Issue: Terminal Unresponsive when Playing Games
Labels: Area-Rendering,Issue-Bug,Product-Terminal

### Windows Terminal version

1.20.11781.0

### Windows build number

10.0.26100.0

### Other Software

Steam
Any game launched through steam

### Steps to reproduce

Start a video game and open Windows Terminal.  Windows Terminal becomes unresponsive.  This is true for any shell that terminal launches.  powershell, cmd, wsl.  This is on a fresh install of Windows 11 2024H2 on my Desktop with AMD Ryzen 7950x3d.  I have disabled Game Mode and ensured power settings were set to performance.

Please note that a terminal inside of VSCode works without issue while Windows Terminal is entirely unresponsive.

### Expected Behavior

No change in  Windows Terminal performance when other programs are launching.

### Actual Behavior

Windows Terminal freezes.  After 3-5 minutes the terminal will accept keystrokes but quickly freeze again.
Repository: excalidraw
Issue: Possible to add default libraries for all users?
Labels: support

Running via docker compose. Can I possibly host some download libraries and provide them as defaults for anyone who hits the website?
Repository: ui
Issue: [bug]: Combobox search functionality searches values instead of labels
Labels: bug

### Describe the bug

The example on the web page works fine but that is because the values have the same text as the labels.  Most selects will have a description as the label and some sort of ID as the value.  Upon changing the values to in the examples to random strings, the search/filter does not filter based on the labels, it searches based upon the value.

### Affected component/components

combobox

### How to reproduce

Change values of frameworks to values that does not directly contain the same text as the labels.  Then try to search for a framework in the list

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: PowerToys
Issue: Occasionally a serious error will occur: “Black screen of death” (Windows 11 graphics go out!).
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.851

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

Always on Top

### Steps to reproduce

Application: PowerToys.PowerLauncher.exe
CoreCLR Version: 8.0.824.36612
.NET Version: 8.0.8
Description: The process was terminated due to an unhandled exception.
Exception Info: System.ComponentModel.Win32Exception (0x80004005): Operacja ukończona pomyślnie.
   at MS.Win32.HwndWrapper..ctor(Int32 classStyle, Int32 style, Int32 exStyle, Int32 x, Int32 y, Int32 width, Int32 height, String name, IntPtr parent, HwndWrapperHook[] hooks)
   at System.Windows.Interop.HwndSource.Initialize(HwndSourceParameters parameters)
   at System.Windows.Window.CreateSourceWindow(Boolean duringShow)
   at System.Windows.Window.ShowHelper(Object booleanBox)
   at System.Windows.Window.Show()
   at PowerLauncher.Helper.ErrorReporting.Report(Exception e, Boolean waitForClose)
   at PowerLauncher.Helper.ErrorReporting.DispatcherUnhandledException(Object sender, DispatcherUnhandledExceptionEventArgs e)
   at System.Windows.Threading.Dispatcher.CatchException(Exception e)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
   at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
   at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: deno
Issue: Request for Peer Dependency Support in Deno
Labels: suggestion

I am currently developing a framework in Deno and noticed that Deno lacks the peerDependency feature, which is available in Node.js.

I would like to request supporting peer dependency in Deno, specifically allowing the specification of peer dependencies in the deno.json configuration file, similar to how it is handled in package.json in Node.js.

While I implement a custom solution by reading the deno.json file and checking if the user installed a package with a specific version, a built-in, native implementation would be far more cleaner.

Is this a feature that Deno is considering, or are there any plans to add support for peer dependencies in future releases?

Thank you
Repository: tauri
Issue: [feat] Improve error message for forbidden paths during dev
Labels: type: feature request

### Describe the problem

This error message shows in the browser console when an FS operation fails due to a disallowed path:

> "forbidden path C:\whatever\..."

It turns out I was missing the "fs:allow-exists" permission, but the error message didn't give me any clue about that, and it made me think something elsewhere else was broken 😅 

### Describe the solution you'd like

The error message should be more specific:

> missing the 'fs:allow-exists' permission for this path: C:\whatever\...

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: rust
Issue: Clippy gets rebuilt twice on every change, and rustdoc also gets rebuilt
Labels: T-bootstrap,C-bug,A-contributor-roadblock,A-clippy

Something seems wrong with the rebuild tracking for clippy in x.py, making working on clippy in the rustc repo (e.g. when fixing breakage from a rustc change) quite slow due to the multi-minute edit-compile cycle:
```
./x.py test clippy --stage 2 --bless -- local
# change something in clippy_lints
./x.py test clippy --keep-stage 0 --stage 2 --bless -- local
```
The last command does
```
Building stage0 tool lld-wrapper (x86_64-unknown-linux-gnu)
    Finished `release` profile [optimized + debuginfo] target(s) in 0.15s
Building stage1 library artifacts (x86_64-unknown-linux-gnu)
    Finished `release` profile [optimized + debuginfo] target(s) in 0.06s
Building compiler artifacts (stage1 -> stage2, x86_64-unknown-linux-gnu)
    Finished `release` profile [optimized + debuginfo] target(s) in 0.28s
Creating a sysroot for stage2 compiler (use `rustup toolchain link 'name' build/host/stage2`)
Building stage1 tool lld-wrapper (x86_64-unknown-linux-gnu)
    Finished `release` profile [optimized + debuginfo] target(s) in 0.14s
Uplifting library (stage1 -> stage2)
Uplifting rustc (stage1 -> stage3)
Building tool clippy-driver (stage2 -> stage3, x86_64-unknown-linux-gnu)
   Compiling clippy_lints v0.1.83 (/home/r/src/rust/rustc/src/tools/clippy/clippy_lints)
   Compiling clippy v0.1.83 (/home/r/src/rust/rustc/src/tools/clippy)
    Finished `release` profile [optimized + debuginfo] target(s) in 1m 16s
Building tool rustdoc (stage1 -> stage2, x86_64-unknown-linux-gnu)
   Compiling rustdoc v0.0.0 (/home/r/src/rust/rustc/src/librustdoc)
   Compiling rustdoc-tool v0.0.0 (/home/r/src/rust/rustc/src/tools/rustdoc)
    Finished `release` profile [optimized + debuginfo] target(s) in 54.20s
Testing clippy (stage2 -> stage3, x86_64-unknown-linux-gnu)
   Compiling clippy_config v0.1.83 (/home/r/src/rust/rustc/src/tools/clippy/clippy_config)
   Compiling clippy_utils v0.1.83 (/home/r/src/rust/rustc/src/tools/clippy/clippy_utils)
   Compiling clippy_lints v0.1.83 (/home/r/src/rust/rustc/src/tools/clippy/clippy_lints)
   Compiling clippy v0.1.83 (/home/r/src/rust/rustc/src/tools/clippy)
    Finished `release` profile [optimized + debuginfo] target(s) in 1m 24s
     Running unittests src/driver.rs (build/x86_64-unknown-linux-gnu/stage2-tools/x86_64-unknown-linux-gnu/release/deps/clippy_driver-11f2fd5bded4b22e)
```
That's a lot more `Compiling ...` lines than I would expect, and the entire thing takes so long (>4 minutes, which is longer than it takes my machine to build all of rustc!) to make iteration and testing painful.

The most surprising part is that rustdoc gets rebuilt?!? But building clippy twice also seems like something went wrong somewhere.
Repository: neovim
Issue: `TSNode:field()` returns only first node instead of all
Labels: bug,has:repro,bug-regression,treesitter

### Problem

Reference: rest-nvim/rest.nvim#485

`TSNode:field()` api doesn't return the all children nodes matching given field id.

Stable version (`v0.10.2`) returns all children nodes but nightly doesn't seem to have same behavior and I can't find any document about this change from `:help news`.

### Steps to reproduce

1. `nvim --clean test.lua`
2. write `test.lua` file like this:
    ```lua
    function foo(a,b,c)
    end
    ```
3. place cursor at `(` character
4. Run `:=vim.treesitter.get_node():field("name")`
5. See the command prints `{ <userdata 1> }`

### Expected behavior

The expected output is `{ <userdata 1>, <userdata 2>, <userdata 3> }`

### Nvim version (nvim -v)

NVIM v0.11.0-dev-965+gfb74fd295

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

no

### Operating system/version

aarch64 ubuntu 22.04

### Terminal name/version

blink shell

### $TERM environment variable

xterm-256color

### Installation

build from repo / nix
Repository: ui
Issue: [bug]: Module not found: Error: Can't resolve '@/components/ui/button'...
Labels: bug

### Describe the bug

I am using create react app and encountering the above error: Module not found: Error: Can't resolve '@/lib/utils'
The above doesn't happen if I write the following "../../lib/utils"

// tsconfig.json
{
  "compilerOptions": {
    "target": "ES2020",
    "useDefineForClassFields": true,
    "lib": ["ES2020", "DOM", "DOM.Iterable"],
    "module": "ESNext",
    "skipLibCheck": true,
    "baseUrl": ".",
    "paths": {
      "@/*": ["./src/*"]
    },
    "moduleResolution": "bundler",
    "allowImportingTsExtensions": true,
    "resolveJsonModule": true,
    "isolatedModules": true,
    "noEmit": true,
    "jsx": "react-jsx",
    "strict": true,
    "noUnusedLocals": true,
    "noUnusedParameters": true,
    "noFallthroughCasesInSwitch": true
  },
  "include": ["src"]
}

//components.jsons
{
  "$schema": "https://ui.shadcn.com/schema.json",
  "style": "new-york",
  "rsc": true,
  "tsx": true,
  "tailwind": {
    "config": "tailwind.config.js",
    "css": "src/index.css",
    "baseColor": "slate",
    "cssVariables": true,
    "prefix": ""
  },
  "aliases": {
    "components": "@/components",
    "utils": "@/lib/utils"
  }
}


### Affected component/components

Button,...

### How to reproduce

npx shadcn-ui@0.8.0 init

shadcn@latest add button

npm start

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Create React App
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: vscode
Issue: [regression] Most `"configurationDefaults"` settings no longer work on VSCode reload
Labels: bug

most settings in `"configurationDefaults"` no longer seem to work when restarting VSCode with a file loaded
this affects 22 built-in [extensions](https://github.com/search?q=repo%3Amicrosoft%2Fvscode%20path%3Aextensions%2F**%2Fpackage.json%20%22configurationDefaults%22&type=code)
https://github.com/microsoft/vscode/blob/104d04f3c581d8fd575389cbbdd67cf6a4002c91/extensions/json-language-features/package.json#L130-L143

Steps to Reproduce:

1. Paste snippet into `settings.json` file
```jsonc
{
    ""
}

```
3. type `foo` inside the double quotes `""`
4. notice quick suggestions pop up ✅
5. accept completion suggestion
6. notice code completion worked correctly ✅
7. Restart VSCode (and wait for everything to load)
8. repeat steps 1-5
9. notice quick suggestions no longer pop up automatically ❌
10. notice code completion incorrectly left a double quote at the end ❌

please do not skip any steps thank you

https://github.com/user-attachments/assets/00c4cd66-a203-45f2-aaab-9c93c75414c1


notice that I have to manually press ctrl+space to bring up completions
and the text after the cursor is not replaced

This was working correctly in 1.93.0 but broke in 1.94.0

Does this issue occur when all extensions are disabled?: Yes

- VS Code Version: 1.96.0
- OS Version: Windows 11
Repository: vscode
Issue: revertAndCloseActiveEditor doesn't work on notebooks
Labels: bug,notebook-workflow

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Does this issue occur when all extensions are disabled?: Relevant for VSCode Notebooks

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- Version: 1.94.2 (Universal)
- Commit: 384ff7382de624fb94dbaf6da11977bba1ecd427
- Date: 2024-10-09T16:08:44.566Z (3 days ago)
- Electron: 30.5.1
- ElectronBuildId: 10262041
- Chromium: 124.0.6367.243
- Node.js: 20.16.0
- V8: 12.4.254.20-electron.0
- OS: Darwin x64 23.1.0

Steps to Reproduce:

1. Do a change in a notebook (add a cell, change a cell, etc)
2. Run workbench.action.revertAndCloseActiveEditor
3. Open the notebook again
4. The change that you have made, is now saved (not reverted) in the notebook.
Repository: PowerToys
Issue: PowerToys Run not copy value
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.85.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

[PowerToysReport_2024-10-13-16-51-54.zip](https://github.com/user-attachments/files/17354988/PowerToysReport_2024-10-13-16-51-54.zip)
![Image](https://github.com/user-attachments/assets/631a6c9b-81d7-455a-85e5-efc34bed63a2)


### ✔️ Expected Behavior

copy value success

### ❌ Actual Behavior

copy error ,report exception, after reinstalling the software

### Other Software

_No response_