sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Use supertrait as the suggested bound for a blanket impl instead of the bounds from a different blanket impl
Labels: A-diagnostics,A-trait-system,T-compiler,D-confusing

### Code

```Rust
trait A: B {
    fn a();
}

trait B {
    fn b();
}

trait C {}

impl<T> B for T
where
    T: C,
{
    fn b() {}
}

impl<T> A for T {
    fn a(){
        Self::b();
    }
}
```


### Current output

```Shell
error[E0277]: the trait bound `T: C` is not satisfied
  --> src/main.rs:18:15
   |
18 | impl<T> A for T {
   |               ^ the trait `C` is not implemented for `T`
   |
note: required for `T` to implement `B`
  --> src/main.rs:11:9
   |
11 | impl<T> B for T
   |         ^     ^
12 | where
13 |     T: C,
   |        - unsatisfied trait bound introduced here
note: required by a bound in `A`
  --> src/main.rs:1:10
   |
1  | trait A: B {
   |          ^ required by this bound in `A`
help: consider restricting type parameter `T`
   |
18 | impl<T: C> A for T {
   |       +++

For more information about this error, try `rustc --explain E0277`.
```


### Desired output

```Shell
error[E0277]: the trait bound `T: B` is not satisfied
  --> src/main.rs:18:15
   |
18 | impl<T> A for T {
   |               ^ the trait `B` is not implemented for `T`
   |
note: required by a bound in `A`
  --> src/main.rs:1:10
   |
1  | trait A: B {
   |          ^ required by this bound in `A`
help: consider restricting type parameter `T`
   |
18 | impl<T: B> A for T {
   |       +++

For more information about this error, try `rustc --explain E0277`.
```


### Rationale and extra context

When providing a blanket impl for some trait `A` with a supertrait `B`, and `B` also has a blanket impl bounded on some other trait `C`, rustc will suggest bounding `A`'s blanket impl on `C` rather than the supertrait `B`. This is a little confusing and likely the incorrect bound to suggest, as it would cause types that directly implement `B` to not satisfy the blanket impl for `A`, like the following example:

```rust
...

impl<T: C> A for T {
    fn a(){
        Self::b();
    }
}

struct D;

impl C for D {}

struct E;

impl B for E {
    fn b() {}
}

pub fn main() {
    D::a();
    E::a(); // error: method cannot be called on `E` due to unsatisfied trait bounds
}
```

This works as expected if `T: B` is specified as the bound for the blanket impl on `A` instead.

[playground link](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=114ac5a93e2232638a2dc5936bab755d)

### Other cases

_No response_

### Anything else?

_No response_
Repository: next.js
Issue: Fetch with large number of tags breaking deploy on Vercel
Labels: bug

### Link to the code that reproduces this issue

https://github.com/bebejane/next-multi-tag-bug

### To Reproduce

1. Fork repo
2. Set const count = 200 in ./app/page.tsx to make fetch call with 200 tags.
3. Deploy to Vercel
4. Deployment gets stuck at "Deploying outputs..." for 20+ minutes
5. Deployment fails with "An unexpected error happened when running this build."

For successful deploy set const count = 10 in ./app/page.tsx and redeploy

### Current vs. Expected behavior

Current
When using large amounts of tags for a fetch call in a server component / page, deployment fails on Vercel.

Expected
Deployment to succeed or docs explaining a max tag limit.


### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.5.0: Mon Apr 24 20:52:24 PDT 2023; root:xnu-8796.121.2~5/RELEASE_ARM64_T6000
Binaries:
  Node: 18.18.2
  npm: 10.2.3
  Yarn: N/A
  pnpm: 8.10.5
Relevant Packages:
  next: 14.0.3
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

I never had more than 30 tags / per fetch at any place in my project but there seem to be an issue when the total amount of tags for a the deployment exceeds some undefined limit. Local build succeeds without errors.
Repository: vscode
Issue: Tree sticky scroll items are slightly offset when when appear if zoomLevel = 1
Labels: bug,tree-sticky-scroll

Testing #199153

This was happening in GHPRI issues view, not the explorer:

![Recording 2023-11-28 at 08 36 30](https://github.com/microsoft/vscode/assets/2193314/5ec59c65-250c-4bd2-9465-26bb0aeef54b)
Repository: tensorflow
Issue: Model checkpoint not saved to google cloud storage
Labels: stat:awaiting tensorflower,type:bug,comp:keras,TF2.14

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

binary

### TensorFlow version

2.14.1

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

3.9.17

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

I'm training a model and I want to save the model checkpoints in `.keras` format to google cloud storage. I'm using the `ModelCheckpoint` callback but nothing is saved. I'm also using the `Tensorboard` callback and the logs are saved correctly in the same bucket.

If I set the file path to a local directory the model checkpoint is saved without any problem.

### Standalone code to reproduce the issue

https://gist.github.com/rcalonso/f12863b6e2c4669be6875deee2ff6dbf


### Relevant log output

_No response_
Repository: kubernetes
Issue: kubelet /stats/summary returns Zero from CPU usageNanoCores stats when more than one caller 
Labels: kind/flake,sig/windows,lifecycle/stale,needs-triage

This started as a flakey test but was identified as related to changes to the way `usageNanoCores` are caulcated and used by kubelet.  See https://github.com/kubernetes/kubernetes/issues/122092#issuecomment-1942699262


### Which jobs are flaking?

ci-kubernetes-e2e-capz-master-windows-serial-slow

### Which tests are flaking?

[sig-windows] [Feature:Windows] Cpu Resources [Serial] Container limits should not be exceeded after waiting 2 minutes flaking

### Since when has it been flaking?

~ November 1st 

### Testgrid link

https://testgrid.k8s.io/sig-windows-signal#capz-windows-master-serial-slow

### Reason for failure (if possible)

STEP: Ensuring pods are still running - test/e2e/windows/cpu_limits.go:56 @ 11/27/23 02:07:27.458
STEP: Ensuring cpu doesn't exceed limit by >5% - test/e2e/windows/cpu_limits.go:76 @ 11/27/23 02:07:27.935
STEP: Gathering node summary stats - test/e2e/windows/cpu_limits.go:78 @ 11/27/23 02:07:27.935
Nov 27 02:07:28.181: INFO: Pod cpulimittest-eb76c25b-1fa9-41e7-a2c0-446bf6db30fb usage: 0
[FAILED] Pod cpu-resources-test-windows-9879/cpulimittest-eb76c25b-1fa9-41e7-a2c0-446bf6db30fb reported usage is 0, but it should be greater than 0
In [It] at: test/e2e/windows/cpu_limits.go:96 @ 11/27/23 02:07:28.182

### Anything else we need to know?

example failure: https://prow.k8s.io/view/gs/kubernetes-jenkins/logs/ci-kubernetes-e2e-capz-master-windows-serial-slow/1728940368692514816

### Relevant SIG(s)

/sig windows
Repository: TypeScript
Issue: Named function arguments not supported in JSDOC
Labels: Suggestion,In Discussion

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Does this issue occur when all extensions are disabled?: Yes

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Version: 1.84.2 (user setup)
Commit: 1a5daa3a0231a0fbba4f14db7ec463cf99d7768e
Date: 2023-11-09T10:51:52.184Z
Electron: 25.9.2
ElectronBuildId: 24603566
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Windows_NT x64 10.0.22621

While defining a function type in JSDOC, if a name if provided for the argument, TypeScript fails to recognize it.

Steps to Reproduce:

This is a snippet of sample code that works and does not work. 

The first typedef does not include an argument name, IntelliSense refers to the argument as arg0.  

The second typedef does include an argument name, and TypeScript flags it as an error. 


```Javascript
/**
* @typedef {function(string ): Promise<string>} IdoRequestFunction
*/

/** @type IdoRequestFunction */

export default async function request(idoRequest) {

    return idoRequest;

}

/**
* @typedef {function(idoRequest:string ): Promise<string>} IdoRequestFunctionX
*/

/** @type IdoRequestFunction */

export async function requestX(idoRequest) {

    return idoRequest;

}
```


![image](https://github.com/microsoft/vscode/assets/14793502/6f02afe9-c2f1-4a9e-a492-b1b2a7d0e653)


Thank you for your assistance.
Repository: godot
Issue: Errors when Unfocusing Mono Editor Window
Labels: topic:editor,needs testing,topic:dotnet

### Godot version

v4.2.rc2.mono.official [1ba920fad]

### System information

Windows 10 Enterprise - OpenGL API 3.3.0 NVIDIA 391.35 - Compatibility - Using Device: NVIDIA - GeForce GT 520MX

### Issue description

If a project contains a C# script, it prints out the following error every time the editor window is unfocused.

```
  Parent node is busy setting up children, `add_child()` failed. Consider using `add_child.call_deferred(child)` instead.
  scene/main/window.cpp:1642 - Condition "!is_inside_tree()" is true.
```

### Steps to reproduce

1. Create a new project with Godot Mono (only tested with Compatibility, I can't run Mobile and Forward+)
2. Create a new node and attach a C# script onto it
3. Unfocus the editor window (by opening another app, Alt+Tab, or even just running the scene)

### Minimal reproduction project

[unfocus error.zip](https://github.com/godotengine/godot/files/13491530/unfocus.error.zip)
Repository: vscode
Issue: Settings Editor isn't updated until focused
Labels: bug,settings-editor,confirmed

Testing #199180

* Open Settings Editor
* Set `Extensions: Auto-Update` to `None` leave that open and leave focus where it is: (THIS IS IMPORTANT)

![Image](https://github.com/microsoft/vscode/assets/2644648/fe5ad2ad-436f-4587-8170-83c2b3254d67)

* Open Extension Pane and find `GitHub Copilot`
* Right click and check `Auto Update All (From Publisher)`
* Notice that the Settings Editor does not update and is still set to `None`

If you focus the Settings Editor anywhere else, the property does update.
Repository: vscode
Issue: dragging terminals between windows sometimes fails
Labels: bug,terminal-persistence

There's also context loss at the end @Tyriar 

https://github.com/microsoft/vscode/assets/29464607/81204b1f-9d05-4c59-b3ff-97d1a22155f6
Repository: godot
Issue: SDFGI HDRI sampling artifacts.
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.2RC2

### System information

Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF

### Issue description

Strange shadow artifacts as you can see in the video.
I've tried all sdfgi settings none helped. Some make it less visible some more some don't influence it at all but I can always find it.
I've also tried not just PanoramaSky but also the ProceduralSky, this makes it barely visible but it's still there so the HDR texture only makes it more visible rather than being the sole cause of these artifacts.

I don't know if this is a bug or I'm just inept at tweaking the SDGFI, I don't think there's a single setting which I missed. Increasing the settings in SDFGI inside WorldEnvironment can help but the degree I have to up them to makes SDGFI pretty much useless at that point - you get different issues if you go with settings too high/low in distances and sizes ^.^

(I'll check 4.1 tomorrow or in upcoming days, I'm zero energy and caught the virus)

Video: https://youtu.be/Rl4b5stC0Gs

In my project it makes crazy amount of articats like this with a height map terrain and a forest so it's very visible even in busy scenes broken by many objects not just a straight out empty plane.

I've also tried different HDR textures, pretty much the same issue, again some "don't have" these issues although they do it's just less visible.

![obrazek](https://github.com/godotengine/godot/assets/33526847/aaaa2e9a-3118-4538-82c0-c96879b5e395)
### Steps to reproduce

Use this HDRI for PanoramaSky: https://polyhaven.com/a/fouriesburg_mountain_lookout 4k, EXR.
Fly around until you spot the issues, you can try moving the floor box down and up a bit and turning SDFGI on and off to reset it if you can't find the artifacts.

### Minimal reproduction project

[TestSDFGIPanorama.zip](https://github.com/godotengine/godot/files/13491649/TestSDFGIPanorama.zip)
Repository: vscode
Issue: Can't paste external files or folders via explorer paste context menu
Labels: bug,file-explorer

Testing #198894
Repository: neovim
Issue: Global, file-independent LSP features
Labels: enhancement,lsp

### Problem

Thank you for neovim!

I'm using kickstart.nvim, and I'm not completely familiar with what component implements what features (i.e. neovim vs mason vs telescope). If this is the responsibility of some other component, please let me know and close this issue. I originally asked for this [on Reddit](https://www.reddit.com/r/neovim/comments/17y4ug7/use_some_lsp_features_without_opening_an_lspbound/) but didn't get any responses.

I'm working in a C project, using Clangd as an LSP server. The project consists of C almost exclusively, except for tests which are written in PHP. Essentially, I would like some LSP features to always be available, most notably searching for workspace symbols. Currently, there are two scenarios that are annoying:

* When I first open neovim, I need to open up any C file, just to be able to search symbols in my workspace
* When I switch to a test, I need to go back to a C file to search symbols in my workspace

### Expected behavior

Without much technical knowledge about neovim, the optimal solution would be if LSPs could be attached to some features (like search by workspace symbols) globally, even if the current file is not associated with that LSP. If multiple global LSPs are configured, neovim would merge the results of them. This would allow for global, language agnostic searches, which might be really handy for projects that mix multiple languages.

If that's not possible, I would like to specify one master LSP that is always used when searching for symbols, without associating the test files as C files, because that would incorrectly lint the files.

Thank you for your response!
Repository: vscode
Issue: Git - Handle rebase when pulling & syncing
Labels: git,under-discussion,papercut :drop_of_blood:

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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## Problem

With either config

- **git config**: `pull.rebase=true`
- **vscode settings**: `"git.rebaseWhenSync": true`

If the index contains uncommitted changes,

Running Pull (and thus, also Sync) throw this error:

```sh
> git pull --tags -r origin master
error: cannot pull with rebase: Your index contains uncommitted changes.
error: Please commit or stash them.
```

It could have better safe-guards

## Proposed Solution

1. With config **git config**: `pull.rebase=true`
	- If the index contains uncommitted changes,

		- Make safe-guard when trying to pull

2. With config **vscode settings**: `"git.rebaseWhenSync": true`
	- If the index contains uncommitted changes,

		- Make a new `"git.postCommitCommandWhenUncomittedChanges": "none" | "push"` setting to make `"git.postCommitCommand": "none"` or `"git.postCommitCommand": "push"` temporarily until the index no longer contains uncommitted changes.
		- Make safe-guard when trying to sync
Repository: rust
Issue: Optimize access to struct fields when converting index to struct field
Labels: A-LLVM,I-slow,C-enhancement

The following [code](https://play.rust-lang.org/?version=stable&mode=release&edition=2021&gist=7c538e6c61b481ec45534477e5684624) converts an index integer into a struct field:

```rust
pub struct X {
    a: u64,
    b: u64,
    c: u64,
    d: u64,
    e: u64,
    f: u64,
}

impl X {
    pub fn from_ix(&mut self, v: u64, ix: usize) {
        match ix {
            0 => self.a = v,
            1 => self.b = v,
            2 => self.c = v,
            3 => self.d = v,
            4 => self.e = v,
            5 => self.f = v,
            _ => unreachable!(),
        }
    }
}
```

Because the fields are ordered the same as the integers, one would expect this to be optimized into an array-like write. e.g. `<X as array>[ix] = v`. Instead, it generates redundant code like the following:

```asm
playground::X::from_ix:
	cmp	rdx, 5
	ja	.LBB0_2
	lea	rax, [rip + .LJTI0_0]
	movsxd	rcx, dword ptr [rax + 4*rdx]
	add	rcx, rax
	jmp	rcx

.LBB0_3:
	add	rdi, 8
	mov	qword ptr [rdi], rsi
	ret

.LBB0_4:
	add	rdi, 16
	mov	qword ptr [rdi], rsi
	ret

.LBB0_5:
	add	rdi, 24
	mov	qword ptr [rdi], rsi
	ret

.LBB0_6:
	add	rdi, 32
	mov	qword ptr [rdi], rsi
	ret

.LBB0_7:
	add	rdi, 40

.LBB0_8:
	mov	qword ptr [rdi], rsi
	ret
```

Rust 1.74 on Intel, Debian 12
Repository: flutter
Issue: [cocoon] Migrate Flutter dashboard to support Wasm compilation
Labels: team-infra,P2,blocked,e: wasm,triaged-infra

- [x] https://github.com/flutter/flutter/issues/139167
- [x] https://github.com/flutter/flutter/issues/139169
- [x] https://github.com/codebird/flutter_app_icons/pull/3 - this package is tiny. Might be better to just inline it?
- [x] https://github.com/firebase/flutterfire/issues/12466
Repository: transformers
Issue: TECO - Temporally Consistent Transformers for Video Generation
Labels: New model

### Model description

TECO is a vector-quantized latent dynamics video prediction model that learns compressed representations to efficiently condition on long videos of hundreds of frames during both training and generation.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

Github: https://github.com/wilson1yan/teco
Website: https://wilson1yan.github.io/teco/index.html
Paper: https://arxiv.org/pdf/2210.02396.pdf
Repository: vscode
Issue: Allow cwd to be implicitly determined for terminal commit message quickfix
Labels: feature-request,terminal-quick-fix

Testing #199197

- In a MR workspace with at least 2 root folders
- From terminal, navigate to one of the root folder and do `git add .`
- click on generate commit message using quick fix

🐛 Quick pick to select folder is shown. This is unexpected. I assume it should know the folder from the terminal from which folder the command is executed.

Also selecting an unrelated folder seems to be a noop.
Repository: flutter
Issue: [web] Support routing in multi-view
Labels: engine,f: routes,platform-web,P2,team-web,triaged-web

At the moment, routing pretty much depends on the existence of the implicit view. In multi-view, we want to get rid of the implicit view, but that would break any view that uses `MaterialApp` for example.

- [ ] Give each `FlutterView` its own history (in-memory history).
- [ ] How does `UrlStrategy` play into multi-view?
- [x] Keep using browser history in full page mode only.
Repository: godot
Issue: Image data size error when importing some pngs files
Labels: bug,confirmed,topic:import

### Godot version

up to v4.2.rc2.official [1ba920fad] since (at least) v4.0.alpha11.official [afdae67cc]

Addendum: still present in v4.2.stable.official [46dc27791]

### System information

Godot v4.2.rc2 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)

### Issue description

In compatibility/opengl3, importing some problematic image files results in errors like this:

*Godot 4.0.alpha11*
```
Expected Image data size of 671x667x1 (with 9 mipmaps) = 599648 bytes, got 599728 bytes instead.
  drivers/gles3/storage/texture_storage.cpp:750 - Condition "image->is_empty()" is true. Returning: Ref<Image>()
```

*Godot 4.2.rc2*
```
Expected Image data size of 671x667x1 (DXT5 RGBA8 with 9 mipmaps) = 599648 bytes, got 599728 bytes instead.
  drivers/gles3/storage/texture_storage.cpp:989 - Condition "image->is_empty()" is true. Returning: Ref<Image>()
```

*This does not happen in v3.5.stable.official [991bb6ac7]*

Despite the errors the image seems to work correctly both on the editor and the exported game (tested exporting for Android, Web and Windows).

I originally experienced the problem when importing a gltf that had the problematic image file as a texture.

### Steps to reproduce

You need one problematic image file, such as the provided as part of the reproduction project below, and import it on a project that has its rendering set to use compatibility/opengl3.

### Minimal reproduction project

[Nov2023.zip](https://github.com/godotengine/godot/files/13494040/Nov2023.zip)
Repository: angular
Issue: Radio CVA has wrong behavior with callSetDisabledState = 'whenDisabledForLegacyMode'
Labels: area: forms

### Which @angular/* package(s) are the source of the bug?

forms

### Is this a regression?

No

### Description

Angular v15 fixed a [long-standing bug](https://github.com/angular/angular/issues/35309) related to `setDisabledState` not always being called. The fix was a breaking change, so a configuration option, `callSetDisabledState`, was also introduced to provide a way to opt into the old, "legacy" behavior. The bug fix also caused a problem for radio buttons that was [subsequently fixed](https://github.com/angular/angular/pull/48864/) by making the radio CVA default to using the "legacy" behavior. However, if you use the configuration option to opt into the legacy behavior (i.e. `callSetDisabledState = 'whenDisabledForLegacyMode'`), the radio CVA **uses the non-legacy behavior**. Here is a visual matrix of the scenarios:
![image](https://github.com/angular/angular/assets/7282195/34dbc0db-c823-4a34-b0b5-7437a752070e)
This does not make sense. There is no reason that using `'whenDisabledForLegacyMode'` should make the radio CVA use a non-legacy, problematic behavior.

[The code](https://github.com/angular/angular/blob/b76b3c619bc2ff9ffdd436559a7550398a810b10/packages/forms/src/directives/radio_control_value_accessor.ts#L223) is straightforward. It should just not include `|| callSetDisabledState === 'whenDisabledForLegacyMode'` in the condition.

### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

_No response_

### Anything else?

_No response_