sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Error indicates lifetime ends too early, when in fact it starts too late.
Labels: A-diagnostics,C-bug

This is not exactly a bug, just a misleading error.

Consider this invalid code:

```rust
struct BindGroup;
struct RenderPass<'a>(&'a mut ());

impl Drop for BindGroup {
    fn drop(&mut self) {}
}

impl<'a> Drop for RenderPass<'a> {
    fn drop(&mut self) {}
}

fn test<'rp, 'bg: 'rp>(holder: &mut RenderPass<'rp>, other: &'bg BindGroup) {
    todo!();
}


fn main() {
    let mut void = ();
    // Putting let bind_group = ... before let mut render_pass = ... fixes the code.
    let mut render_pass = RenderPass(&mut void);
    let bind_group = BindGroup;
    test(&mut render_pass, &bind_group);
    drop(render_pass);
    drop(bind_group);
}
```

The error message is as follows:

```
error[E0597]: `bind_group` does not live long enough
  --> src/main.rs:21:28
   |
20 |     let bind_group = BindGroup;
   |         ---------- binding `bind_group` declared here
21 |     test(&mut render_pass, &bind_group);
   |                            ^^^^^^^^^^^ borrowed value does not live long enough
...
24 | }
   | -
   | |
   | `bind_group` dropped here while still borrowed
   | borrow might be used here, when `render_pass` is dropped and runs the `Drop` code for type `RenderPass`
   |
   = note: values in a scope are dropped in the opposite order they are defined
```

However, it is impossible for `render_pass` to be dropped at the end of the scope as it is manually dropped earlier. Indeed, adding another `drop(render_pass)` at the end of the scope will cause another error indicating that `render_pass` has already been moved. 

Instead, the issue is that `bind_group` was created *after* render_pass. This causes the lifetime to be insufficient as it starts later than the lifetime of `render_pass`, making it not bigger than that lifetime. It would be nice if an error message could indicate this, as I had to spend significant time paring down my code to find the actual source of the issue.

This happens on stable and nightly according to [the playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=e698c88179ed68f589b9d304226cd421)

### Meta

`rustc --version --verbose`:
```
rustc 1.75.0-nightly (1c05d50c8 2023-10-21)
binary: rustc
commit-hash: 1c05d50c8403c56d9a8b6fb871f15aaa26fb5d07
commit-date: 2023-10-21
host: x86_64-unknown-linux-gnu
release: 1.75.0-nightly
LLVM version: 17.0.3
```
Repository: transformers
Issue: Microsoft's GLIP Grounding Language Image Pretraining
Labels: New model

### Model description

Combines best practices of CLIP and object detectors.
Allows for localization and grounding of text and image content.

### 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/microsoft/GLIP
weights on hf https://huggingface.co/GLIPModel/GLIP/tree/main
colab demo https://colab.research.google.com/drive/12x7v-_miN7-SRiziK3Cx4ffJzstBJNqb?usp=sharing
Repository: PowerToys
Issue: winui titlebar doesnt correctly apply min/max/close colorr
Labels: Issue-Bug,Product-Settings

### Microsoft PowerToys version

0.74.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

1. Select light theme in the Personalization settings with any accent color
2. Open the Power Toys window
3. Window header buttons have light font color and are barely distinguisable.

![Screenshot_78](https://github.com/microsoft/PowerToys/assets/2060611/9180ce25-7177-426e-b4fe-c7c99ce99201)

### ✔️ Expected Behavior

Window header buttons are visible and distinguisable with any theme colors.

### ❌ Actual Behavior

Window header buttons have light font color and are barely distinguisable

### Other Software

_No response_
Repository: godot
Issue: Setting wrap_controls = false for popups created by buttons causes them to not appear correctly
Labels: bug,needs testing,topic:gui

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Ubuntu 22.04.3 LTS 22.04 - Vulkan (Compatibility) - AMD Radeon RX 6700 XT (navi22, LLVM 15.0.7, DRM 3.49, 6.2.0-35-generic) () - AMD Ryzen 5 3600X 6-Core Processor (12 Threads)

### Issue description

This issue applies (at least) to `ColorPickerButton`, `OptionButton` and `MenuButton`, although not in the same way.

Basically, if you create one of those, then, via script, set `wrap_controls` of the inner `PopupPanel` or `PopupMenu` (accessed via `get_popup()`) to `false` (not the default since they inherit from `Popup`), then:

- `ColorPickerButton` will not open the popup the first time it is clicked, but will open afterwards;
- `OptionButton` and `MenuButton` will not display their popups ever (as far as I can tell).

I of course expected for the button to display the popup with every press, as if it didn't have that option set. The `OptionButton` and `MenuButton` (the ones that use `PopupMenu`) behavior seems reasonable enough to be a limitation, but the first one seems odd, specially since I tested this in version v4.0.beta10.official [d0398f62f], which I happened to have lying around, and it seems to work as I would expect there.

I stumbled upon this because I wanted to set the size for the popup window of a `ColorPickerButton` but it seemed that was only possible with `wrap_controls` disabled.

### Steps to reproduce

- On a blank project, create a root `Control` node
- Add one of the mentioned buttons
- Attach to it a script like this:
  ```gdscript
  extends ColorPickerButton


  func _ready():
  	get_popup().set_wrap_controls(false)
  ```
  Substituting the base class for the appropriate one
- Run the scene
- Click on the button, notice nothing happens

I'm also sending a project that contains one of each button alongside a normal version of it (i.e. without the script attached) for comparison.

### Minimal reproduction project

[wrap_controls_color_pick_button_bug-41.zip](https://github.com/godotengine/godot/files/13111425/wrap_controls_color_pick_button_bug-41.zip)
Repository: next.js
Issue: Using Worker in app router
Labels: bug

### Link to the code that reproduces this issue

https://github.com/fursund/nextjs-web-worker-app-router-issue

### To Reproduce

1. Start the application
2. Do a get request against / (e.g. curl http://localhost:3001 )

### Current vs. Expected behavior

Current behaviour: nothing happens
Expected behaviour: Should print "HAAAAAALLLLLOOOOOO! 42"

### 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: x64
  Version: Darwin Kernel Version 21.6.0: Fri Sep 15 16:17:23 PDT 2023; root:xnu-8020.240.18.703.5~1/RELEASE_X86_64
Binaries:
  Node: 19.9.0
  npm: 9.6.5
  Yarn: N/A
  pnpm: 8.9.0
Relevant Packages:
  next: 13.5.7-canary.22
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

I tested this in pure node.js and it works as expected with this code:

```
var Worker = require("web-worker")

const worker = new Worker(`data:application/javascript,postMessage(42)`);
worker.addEventListener('message', e => {
    console.log("HAAAAAALLLLLOOOOOO! " + e.data)
});
worker.postMessage('hello');
```

and just running it with `node app.js` with above content in the app.js
Repository: godot
Issue: Nodes in inherited scene can not be found when using get and set in a script
Labels: bug,topic:core,topic:gdscript,needs testing

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

Windows 11 - "Mobile" Project Preset

### Issue description

### The setup
I have an inherited scene for which I wrote a simple script that has a variable with a set and a get function.
This variable has the "@ export" tag, so the dev can assign a value to it in the inspector.
This set and get function accesses a node that exists **only** in the inherited scene.

## The Problem
When running the project I'm getting an error that the node is not found.
This issue only occurs in the inherited scene and not in the base scene and only if you try to access a node that only exists in the inherited scene

### Example
When trying to set the text on the "BottomButton" then everything works fine.
When trying to set the text in the "HeadlineLabel" the node can not be found

![GodotSetGetBugWithInheritedScene](https://github.com/godotengine/godot/assets/89774184/604eb80b-07cf-4ed4-a051-6791bfc531a7)


#### Error Message
```
E 0:00:00:0695   SimplePopUpWindow.gd:8 @ @headline_text_getter(): Node not found: "%HeadlineLabel" (relative to "PopUpWindow").
  <C++ Error>    Method/function failed. Returning: nullptr
  <C++ Source>   scene/main/node.cpp:1626 @ get_node()
  <Stack Trace>  SimplePopUpWindow.gd:8 @ @headline_text_getter()
                 SimplePopUpWindow.gd:6 @ @headline_text_setter()
```



### Script in the base scene that has a CanvasLayer as the root node (this one works)
```
class_name PopUpWindow
extends CanvasLayer


@export var top_button_text: String:
	set(new_value):
		%TopButton.text = new_value
	get: 
		return %TopButton.text

# We will assign the text of the bottom button in the inherited scene

```

### Script in the inherited scene that replaces the script at the root node (this does not work)
```
extends PopUpWindow


# does not work. %HeadlineLabel can not be found
@export var headline_text: String:
	set(new_value):
		%HeadlineLabel.text = new_value
	get: 
		return %HeadlineLabel.text

# this works
@export var bottom_button_text: String:
	set(new_value):
		%BottomButton.text = new_value
	get: 
		return %BottomButton.text
```

### Steps to reproduce

1. Create a new Scene (Base) with a CanvasLayer as it's root
2. Create a script (Script1) and attach it to the root node (CanvasLayer)
3. Create an inherited scene from Base
4. Add a label below the CanvasLayer to the new inherited scene
5. Create a second script that extends Script1 and replace the script at the root node
6. In the second script add an exported variable with a setter and getter function that accesses the label and sets it text
7. Add the canvas layer to any other scene in your project
8. Run that scene

### Minimal reproduction project

[BugReportSetterGetter.zip](https://github.com/godotengine/godot/files/13111898/BugReportSetterGetter.zip)

Removed all unnecessary nodes to reproduce this issue
Repository: terminal
Issue: Certain tab titles break tab theme when opening a new tab (Windows Legacy theme)
Labels: Needs-Repro,Issue-Bug,Product-Terminal,Priority-3,Area-Theming

### Windows Terminal version

1.18.2822.0

### Windows build number

10.0.19045.0

### Other Software

_No response_

### Steps to reproduce

On tabs with certain titles, opening a new tab makes the tab bar revert from a light to a black background, which corrects itself when switching to another tab. This requires "Use Windows theme (Legacy)" as the application theme. Other options like tab width mode don't seem to matter, since I could reproduce it with a blank new settings.json just changing the theme.

![wt-new-tab](https://github.com/microsoft/terminal/assets/51795/11d5a36b-7b27-43cf-87b0-9af2cd5ab020)


### Expected Behavior

Proper theme rendering.

### Actual Behavior

Broken theme rendering.
Repository: TypeScript
Issue: Completion entry details are using a wrong property type
Labels: Bug,Help Wanted,Domain: Completion Lists

### 🔎 Search Terms

completion entry details stale

### 🕗 Version & Regression Information

- This is the behavior in every version I tried


### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.3.0-dev.20231023#code/KYDwDg9gTgLgBDAnmYcDGEB2AzaBbAHhgBo4AjAQwGdgA+OAXgTlBmEwBMrzrUB+ZgC4eNANwBYAFBSkKOADUKAGwCWHANLBEjOACIqMKCswBzXXAA+ezAFc8ZYFHNXdZCBCXAKmXROmTZVAA3ZTUKNk1EAgBreiZolhA2Tm5FVQ0tOAEE4TS1SL8ZZGDQjnDgAGFeKgI0ari4AG8pODgAbQTjOGitCGx0arhqOBD08siY2gBdYWi-AF9CyVBIWARiuABZcLQACwAFCigaKB1myVba+oAKDmBsYQwcfCuaKlJRsLYqt9fgKlotAAlI9qgslnc0EojqgngY4HgdrthNsYHtDsdHEs4fAqCoAF7AADy-SYiLRu2u51aAHoAFR0mlSeZAvxAA

### 💻 Code

```ts
export type conform<t, base> = t extends base ? t : base;

type ValidKey = "string" | "number" | "boolean";

type validateKey<k> = k extends ValidKey ? k : ValidKey;

type validateCases<cases> = {
  [k in keyof cases as validateKey<k>]: k;
};

export type MatchParser = {
  <cases>(def: conform<cases, validateCases<cases>>): cases;
};

declare const match: MatchParser;

const sizeOf = match({
  /**/
});
```


### 🙁 Actual behavior

<img width="552" alt="popup with incorrect completion entry details" src="https://github.com/microsoft/TypeScript/assets/9800850/86db5085-7833-432d-88c0-b20f2e841a17">



### 🙂 Expected behavior

This should display `(property) string: "string"`

### Additional information about the issue

The displayed type there originates [here](https://github.com/microsoft/TypeScript/blob/7f482f9e47110ba40eaafe6b097c6780192a8e0b/src/services/symbolDisplay.ts#L301) and this doesn't account for the completion type - it just always uses the current type.
Repository: vscode
Issue: Multi document highlighting doesn't work with inline chat
Labels: bug,editor-highlight

Testing #196342

* use the file below
* for the `fib` function ask copilot to use recursion
* select `fib` in RHS of the diff editor -> 🐛 no highlights in the outer editor
* the same happens when selecting fib in the outer editor

This repos independent of the `editor.multiDocumentOccurrencesHighlight` setting but it should work even without

https://github.com/microsoft/vscode/assets/1794099/368ce219-4357-441f-bdcc-995e668f844e


```ts
export function sum(a, b) {
	return a + b;
}

export function sub(a, b) {
	return a - b;
}

export function mul(a, b) {
	let result = 0;
	for (let i = 0; i < b; i++) {
		result = sum(result, a);
	}
	return result;
}

export function fib(n) {
	if (n <= 1) return n;
	let a = 0, b = 1, temp;
	for (let i = 2; i <= n; i++) {
		temp = b;
		b = sum(a, b)
		a = temp;
	}
	return b;
}


export function isPrime(n) {
	if (n <= 1) return false;
	for (let i = 2; i <= Math.sqrt(n); i++) {
		if (n % i === 0) return false;
	}
	return true;
}

```
Repository: vscode
Issue: Propose an API that enables extensions to drive multi document highlights
Labels: feature-request,api-proposal,editor-highlight

Testing #196342

We have an internal API to support X-document highlights. Our current implementation is very clever but we should propose an API/LSP spec so that extensions can drive this feature all the way
Repository: transformers
Issue: Add JinaBert Model
Labels: New model

### Model description

Jina AI has just released an open source embedding model that can handle 8k sequence on huggingface:
- https://huggingface.co/jinaai/jina-embeddings-v2-base-en
- https://huggingface.co/jinaai/jina-embeddings-v2-small-en

These models however, currently require the `trust_remote_code` flag as they reference a custom model implementation specified at https://huggingface.co/jinaai/jina-embedding-v2/tree/main. It should be relatively simple to upstream the model implementation as it is already implemented to work when `trust_remote_code` is passed.

### Open source status

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

### Provide useful links for the implementation

https://huggingface.co/jinaai/jina-embedding-v2/tree/main
Repository: vscode
Issue: Double click in empty bottom notebook area should create a new empty cell
Labels: feature-request,notebook-workflow

#196327

Currently double click in empty cell area at the bottom has no effect. I think it should open a new blank cell.

We do the same with tabs. When user double clicks at the end of the Tab area we open a new tab
Repository: vscode
Issue: Notebook cell: shift + enter scroll my cell out of view
Labels: polish,notebook-output

Testing #196327

Have a cell with long content, and another cell after it. Press shit+enter in first cell. You are scrolled out of view to the next cell 🐛 
We should keep the scroll position stable so the user can actually see the output.

https://github.com/microsoft/vscode/assets/1926584/713d0fd8-9729-4970-8f12-40b5ae51608e
Repository: godot
Issue: Animations saved to file still show custom track warning in AnimationPlayer
Labels: bug,topic:editor,topic:animation

### Godot version

v4.1.2.stable.official.399c9dc39

### System information

Windows 11 - Forward+ geforce 3070TI

### Issue description

When importing a GLB as an `AnimationLibrary` there is an option on each animation _Save to File_. When used, this can be paired with _Keep Custom Tracks_ and once reimported, custom tracks will be kept in `AnimationPlayer`.
![277516971-034302b7-9381-4cfa-ab00-ffc074e90b6b](https://github.com/godotengine/godot/assets/334808/302e8ebb-ec23-42c2-a7fb-6c0b578c8e4a)


Even with both these options checked, `AnimationPlayer` still shows an _Imported Scene_ warning button with explanation that you need to use _Save to File_ and _Keep Custom Tracks_ which I am already using.
![277518142-e1aded70-f3e9-4832-8f52-95a7b2adfa9f](https://github.com/godotengine/godot/assets/334808/5071e188-cd00-47ca-afdb-a7e075b5b9cc)

Custom tracks are indeed kept on these animations through subsequent reimports of the library so everything is working correctly, the button is just showing when it shouldn't be.

### Steps to reproduce

* Import a GLB as an `AnimationLibrary`
* Enable _Save to File_ and _Keep Custom Tracks_ on one or more of the animations and reimport.
* Add an `AnimationPlayer` to a scene and load the `AnimationLibrary`
* Load up one of the anims you saved above.

You'll see the warning button even though you shouldn't.

### Minimal reproduction project

[ImportCustomTracksIssue.zip](https://github.com/godotengine/godot/files/13113597/ImportCustomTracksIssue.zip)

In this example project there is an `AnimationLibrary` file _animations.glb_ with two animations.
1. `taller` is saving to file with _Keep Custom Tracks_ enabled.
2. `wider` isn't saving to file and has _Keep Custom Tracks_ disabled.

Open _test_scene.tscn_ and look at the `AnimationPlayer`. 
- The `wider` anim correctly has no custom tracks, no option to add custom tracks and shows the warning button.
- The `taller` anim (saved to file with _Keep Custom Tracks_ enabled) has a custom rotation track, it survives through reimports of the `AnimationLibrary` as it should, however the warning button is still showing at the bottom when it shouldn't.
Repository: vscode
Issue: TF-IDF in Settings editor search - "automatically fetch my changes"
Labels: bug,settings-editor,confirmed

Testing #196328

* Disable Copilot Chat extension
* Open the Settings editor and run a search for `automatically fetch my changes`
* I would have expected that the `git.autofetch` is found
Repository: godot
Issue: Import blend file with skeleton not working on windows 
Labels: needs testing,topic:import

### Godot version

4.2+

### System information

Windows10/11 +

### Issue description

Copy blend file to project, editor tries to import blend file. 

### Steps to reproduce

Extract my zip to your godot 4.2 + project on windows, import not working.
[noah.zip](https://github.com/godotengine/godot/files/13113689/noah.zip)


### Minimal reproduction project

Use your project created with godot4.2+
Repository: material-ui
Issue: Create CLI npx create-mui-app
Labels: new feature,waiting for 👍,dx

### Summary 💡

Today, to create a new project, you have to go with one of those:

1. start from our example folder in GitHub
2. follow a step-by-step flow (well not just yet, but a WIP #40062)

There is a space to create a CLI specific to MUI (the whole suite of products) that

- [ ] A. would allow developers to quickly pick the stack they want:

  - TypeScript vs. JavaScript
  - Next.js vs. Vite
  - which abstraction level do you want, Base UI (you own the styles) vs. Material UI (you don't own the styles).
  - which theme do you want, Material Design or Joy Design
  - do you want Tailwind CSS, or raw CSS or MUI System
  - do you want Toolpad?

- [ ] B. would allow to easily import a template/block to an existing project.

### Examples 🌈

- Next.js `npx create-next-app@latest`

<img width="534" alt="Screenshot 2023-10-24 at 12 51 11" src="https://github.com/mui/material-ui/assets/3165635/252e1305-8929-4ccc-a0fa-6f4527259676">

- Vite `npm create vite@latest`

<img width="524" alt="Screenshot 2023-10-24 at 12 50 48" src="https://github.com/mui/material-ui/assets/3165635/66725241-d7e4-47c4-8478-aba5e2d82d0f">


### Motivation 🔦

Achieving this with examples would lead to an explosion of possible combinations, it would be a LOT more examples to maintain.

### Related

#39587, #41173
Repository: godot
Issue: Freeze Of Editor When Debugger is Attached With Nvidia GPU usage
Labels: platform:windows,topic:rendering,needs testing

### Godot version

4.1.2 Mono

### System information

Windows 10, Nvidia RTX A2000 8GB Laptop GPU, Godot 4.1.2, Compatilbity Mode, Nvidia driver: 537.58, Visual Studio Professional 2019

### Issue description

I've noticed that if I try to attach debugger to the editor (working on some plugins so need to debug the editor). If I click somewhere the editor to create new popup window: for example on right click on any file on the filesystem. Editor freezes.

If I run with Intel GPU by uninstalling nvidia drivers or choose Internal GPU from Windows Graphics Settings for Godot editor: issue is not present.
Issue is only present in Compatibility Mode
On another HW with M1000M GPU with older versions of Nvidia driver excluding Nvidia Ansel seems to be working fine. But on this specific HW with RTX A2000 8GB couldn't find driver that is not having this issue.

### Steps to reproduce

1) Open Godot 4.1.2 Mono editor (console mode).
2) Create new project
3) Add C# script inside the project.
4) Build (in order to generate sln files)
5) Close Godot.

6) Open Godot again
7) Open the project that was just created. (can even skip steps 1-5 and use attached project)
8) Open sln file with Visual Studio.
9) Visual Studio: Debug -> Attach to Project -> Choose godot process (managed type) - Attach
10) Godot: Right click on any file in FileSystem.

Editor freezes with black window where popup should be shown.

### Minimal reproduction project

[NewGodotTestProject2.zip](https://github.com/godotengine/godot/files/13113746/NewGodotTestProject2.zip)
Repository: godot
Issue: Tooltips in WorldEnvironment need meaningful descriptions
Labels: enhancement,topic:rendering,topic:editor,documentation,topic:3d

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

Godot v4.1.2.stable - macOS 14.0.0 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

Currently the tooltips for things like SSR will return SSR as opposed to "Screen Space Reflections". Same for all of the other headings within World Environment.

### Steps to reproduce

No specific steps

### Minimal reproduction project

N/A